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The game was revealed to be getting an Xbox port (both UsefulNotes/XboxOne and UsefulNotes/XboxSeriesXAndS), alongside DLC that would make the game multiplayer. This DLC, titled ''Tetris Effect: Connected'', was released on November 10, 2020 for Xbox and PC, and on August 18, 2021 on all other platforms. A UsefulNotes/NintendoSwitch version was later announced on August 2021 and released on October 8, 2021. A UsefulNotes/PlayStation5 version with support for the [=PlayStation=] [=VR2=] was later announced on January 2023 and released on February 22, 2023.

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The game was revealed to be getting an Xbox port (both UsefulNotes/XboxOne Platform/XboxOne and UsefulNotes/XboxSeriesXAndS), Platform/XboxSeriesXAndS), alongside DLC that would make the game multiplayer. This DLC, titled ''Tetris Effect: Connected'', was released on November 10, 2020 for Xbox and PC, and on August 18, 2021 on all other platforms. A UsefulNotes/NintendoSwitch Platform/NintendoSwitch version was later announced on August 2021 and released on October 8, 2021. A UsefulNotes/PlayStation5 Platform/PlayStation5 version with support for the [=PlayStation=] [=VR2=] was later announced on January 2023 and released on February 22, 2023.
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''Tetris Effect'' is an entry in the [[VideoGameLongRunners long-running]] ''VideoGame/{{Tetris}}'' series, developed by Monstars and Resonair, published by Enhance Games, and initially released in 2018 for UsefulNotes/PlayStation4 with support for the [=PlayStation=] VR, with a PC release coming the following year, and an UsefulNotes/OculusQuest version the year after that.

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''Tetris Effect'' is an entry in the [[VideoGameLongRunners long-running]] ''VideoGame/{{Tetris}}'' series, developed by Monstars and Resonair, published by Enhance Games, and initially released in 2018 for UsefulNotes/PlayStation4 Platform/PlayStation4 with support for the [=PlayStation=] VR, with a PC release coming the following year, and an UsefulNotes/OculusQuest Platform/OculusQuest version the year after that.
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* IdiosyncraticDifficultyLevels: The first four levels in Connected mode are given standard difficulty descriptors: Easy, Normal, Hard, and Very Hard, but the fifth and final level is given a difficulty of "Cosmic Horror".
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Added Marathon Boss and Harder Than Hard

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* HarderThanHard: Maniac Mode, unlocked for private matches in connected mode once you've beaten Tetrimidion the normal way. Boss attack power and frequency skyrockets, and the AI becomes even more intelligent. If you go down, it also takes significantly longer to revive as well. It can be beaten, but you're in for one brutal run, especially when reaching Tetrimidion.


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* MarathonBoss: The Tetrimidion is definitely this. Rather than being three separate boss fights, you're only fighting it. However, you have to beat it three consecutive times to put it down for good. The third fight is where the marathon really makes itself known. You only have to fill the Connect gauge once with all three people up, but the gauge takes roughly five times as long to fill as it does against any other boss, or Tetrimidion's first two phases. You also have to do this while it's throwing out stronger versions of ''every possible attack at random'', rapidly scaling up in power as the battle goes on. Worse yet, if any of your team is downed when Connect mode starts, the boss [[NoSell No-Sells]] your attack. If this happens, you likely won't survive long enough to do it again.

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* EmbeddedPrecursor: There are themes that call back to older versions of Tetris, such as [[https://www.youtube.com/watch?v=u7Omzq6h_CY 1989 Mode]] calling back to the old Game Boy pack-in.

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* EmbeddedPrecursor: EmbeddedPrecursor:
**
There are themes that call back to older versions of Tetris, such as [[https://www.youtube.com/watch?v=u7Omzq6h_CY 1989 Mode]] calling back to the old Game Boy pack-in.pack-in.
** Classic Score Attack is a recreation of the NES version.


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* InterfaceSpoiler: Korobeiniki isn't heard at all during Journey mode, but the credits still mention it. This hints at the hidden 1989 theme.

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Read the "Please do not replace or remove without starting a new thread."!


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/600px_tetris_effect_connected_cover_5.jpeg]]
[[caption-width-right:350:[[labelnote:Click here to see the old cover art]]https://static.tvtropes.org/pmwiki/pub/images/rsz_tetriseffect.png[[/labelnote]]]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/600px_tetris_effect_connected_cover_5.jpeg]]
[[caption-width-right:350:[[labelnote:Click here to see the old cover art]]https://static.
tvtropes.org/pmwiki/pub/images/rsz_tetriseffect.png[[/labelnote]]]]png]]
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Added more subentries to "Interface screw".

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** In singleplayer modes, after having filled 8 lines in the Zone, the whole screen is color inverted. This can be turned off in settings.
** In Connected mode, the playfields perform periodic sideways movements in time with the beats, and when Zone is ready they bump crazily. Luckily this can also be turned off in settings.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rsz_tetriseffect.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/600px_tetris_effect_connected_cover_5.jpeg]]
[[caption-width-right:350:[[labelnote:Click here to see the old cover art]]https://static.
tvtropes.org/pmwiki/pub/images/rsz_tetriseffect.png]] png[[/labelnote]]]]


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