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History Videogame / Paranoiac

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Example does not sufficiently explain how it applies, Trope was cut/disambiguated due to cleanup


* AnAesop:
** People with mental illness don't deserve to be ignored or shunned. They should be treated with compassion and understanding, and they are capable (and worthy) of both receiving and giving out love.
** Dwelling on guilt over past mistakes, and/or blaming yourself even though you weren't at fault, will prevent you from moving forward. You need to learn to forgive and let go to lead a happy life.
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Example does not sufficiently explain how it applies, Trope was cut/disambiguated due to cleanup


* AnAesop:
** People with mental illness don't deserve to be ignored or shunned. They should be treated with compassion and understanding, and they are capable (and worthy) of both receiving and giving out love.
** Dwelling on guilt over past mistakes, and/or blaming yourself even though you weren't at fault, will prevent you from moving forward. You need to learn to forgive and let go to lead a happy life.
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* InsaneTrollLogic: Uri's games have a general trend of forcing you to choose the LEAST realistic option during a choice scene in order to get the best ending. In ''Paranoiac'', [[spoiler: insisting that the monster isn't real, despite your family's history of mental illness and schizophrenia, is actually the bad end.]]
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Daylight Horror is a disambiguation


* DaylightHorror: While the monster only appears at night, some rather bizarre and creepy things happen during the day too, such as a bunch of hair coming out of the phone.
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* GriefInducedSplit: Yuriko Saeki gave birth to a [[TragicStillbirth stillborn son]], devastated not only by the loss but also by the lack of support from her husband and family as she grieved. Descending into postpartum depression and paranoia, her husband left her.

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Removed: 100

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* FakeDifficulty: The fact that only one hiding spot works every night, and which one it is changes.


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* LuckBasedMission: The fact that only one hiding spot works every night and which one it is changes. While this does keep the player on their toes, there's no way of predicting which spot is correct and it can depend entirely on random chance more than the player's ability to outrun the monster and/or logical deduction. This can be especially frustrating if you found a hiding spot that leads to instant death or the hiding spot is in a tight spot where it's difficult to escape.
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* LockAndKeyPuzzle: When Miki arrives at the house, she finds that a lot of the rooms are locked and neither she or her mother has the keys. A core gameplay element - especially during the day - involves Miki wandering the house looking for all the keys, which often involves solving puzzles. There is an actual narrative justification for this; towards the end of her life Aunt Saeki became extremely paranoid and so would often lock all the doors and hide the keys to 'protect' herself.

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