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Cut by the thread


* CompleteMonster: [[AIIsACrapshoot The A.I.]] created by Adam Lazarski [[BigBad orchestrates]] a series of murders in Adam's apartment complex, in its [[ItsAllAboutMe selfish desire]] to feel free. The A.I. would manipulate [[TheHeavy Victor Maderski]] into transforming himself into a spliced monster and have him brutally murder Adam and three of his associates, before Victor loses his mind and becomes feral as a result of the A.I.'s manipulations. The A.I. would also lure Adam's estranged father, protagonist detective Daniel Lazarski, to the apartment complex and later attempts to manipulate him into letting it inhabit his mind. Should Daniel accept, the A.I. takes control of Daniel's body while leaving [[AndIMustScream Daniel trapped inside his own mind]]; should Daniel refuse, the A.I. transfers Daniel's conscience to a service drone while it steals his body, leading to Daniel getting gunned down by the police when he tries stopping the A.I.

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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


** Both endings of the game. Even moreso with the death of Rutger Hauer.
* UncannyValley: Janus suffers this due to his extensive poorly-made cybernetics. The fact he's also suffered some brain damage and/or doesn't speak English (Polish?) very well also makes him behave in a somewhat robotic and suspicious fashion.

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** Both endings of the game. Even moreso with the death of Rutger Hauer. \n* UncannyValley: Janus suffers this due to his extensive poorly-made cybernetics. The fact he's also suffered some brain damage and/or doesn't speak English (Polish?) very well also makes him behave in a somewhat robotic and suspicious fashion.
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Approved by the thread.

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*CompleteMonster: [[AIIsACrapshoot The A.I.]] created by Adam Lazarski [[BigBad orchestrates]] a series of murders in Adam's apartment complex, in its [[ItsAllAboutMe selfish desire]] to feel free. The A.I. would manipulate [[TheHeavy Victor Maderski]] into transforming himself into a spliced monster and have him brutally murder Adam and three of his associates, before Victor loses his mind and becomes feral as a result of the A.I.'s manipulations. The A.I. would also lure Adam's estranged father, protagonist detective Daniel Lazarski, to the apartment complex and later attempts to manipulate him into letting it inhabit his mind. Should Daniel accept, the A.I. takes control of Daniel's body while leaving [[AndIMustScream Daniel trapped inside his own mind]]; should Daniel refuse, the A.I. transfers Daniel's conscience to a service drone while it steals his body, leading to Daniel getting gunned down by the police when he tries stopping the A.I.
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** Both endings of the game. Even moreso with the death of Rutger Hauer.
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* Sugarwiki/HeartwarmingMoments: Rooms 114 and 113 are connected in a disturbing, yet nigh-heartwarming, way, as Paulina, the occupant of 113 is revealed to be [[spoiler: a formerly-brain-dead little girl who'd been abducted at the request of CorruptCorporateExecutive Pieta in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed, as she'd grown a conscience due to having that shared headspace.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].

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* Sugarwiki/HeartwarmingMoments: Rooms 114 and 113 are connected in a disturbing, yet nigh-heartwarming, way, as Paulina, the occupant of 113 is revealed to be [[spoiler: a formerly-brain-dead little girl suffering from [[https://en.wikipedia.org/wiki/Childhood_disintegrative_disorder Heller's Syndrome]], who'd been abducted at the request of CorruptCorporateExecutive Pieta in order to [[GrandTheftMe transplant her consciousness into the vacant now-vacant mind]], as she Pieta was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, as Pieta's stabilizing presence in Paulina's mind seems to have successfully fought back against the condition. Their affection grows to the point that the Executive screwed over the contact that had arranged it the abduction in order to keep the girl from being harmed, [[HeelFaceTurn as she'd grown a conscience conscience]] due to having that shared headspace.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].
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* Sugarwiki/HeartwarmingMoments: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed, as she'd grown a conscience due to having that shared headspace.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].

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* Sugarwiki/HeartwarmingMoments: Rooms 214 114 and 213 113 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: Paulina, the occupant of 213 113 is revealed to be [[spoiler: a formerly-braindead formerly-brain-dead little girl who'd been abducted at the request of a CorruptCorporateExecutive Pieta in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed, as she'd grown a conscience due to having that shared headspace.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].
Is there an issue? Send a MessageReason:
None


* Sugarwiki/HeartwarmingMoments: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].

to:

* Sugarwiki/HeartwarmingMoments: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.harmed, as she'd grown a conscience due to having that shared headspace.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].
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None


* Sugarwiki/CrowningMomentOfHeartwarming: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].

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* Sugarwiki/CrowningMomentOfHeartwarming: Sugarwiki/HeartwarmingMoments: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].
Is there an issue? Send a MessageReason:
None


* CrowningMomentOfHeartwarming: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].

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* CrowningMomentOfHeartwarming: Sugarwiki/CrowningMomentOfHeartwarming: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].
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None

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* CrowningMomentOfHeartwarming: Rooms 214 and 213 are connected in a disturbing, yet nigh-heartwarming, way, as [[spoiler: the occupant of 213 is revealed to be a formerly-braindead little girl who'd been abducted at the request of a CorruptCorporateExecutive in order to [[GrandTheftMe transplant her consciousness into the vacant mind]], as she was terminally ill. She soon learns that the mind is ''not'' vacant, but she's now being treated as the ImaginaryFriend of the girl she'd hoped to use, and they grew to genuinely care about each other, to the point that the Executive screwed over the contact that had arranged it in order to keep the girl from being harmed.]] The final choice for their scenario is to either [[spoiler: reinforce the connection, causing them to share the little girl's body and leaving the Executive's body to die, or to sever the connection and save the Executive's life - but at the cost of leaving the girl in a vegetative state]].
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None

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* {{Tearjerker}}: The backstory of several residents definitely qualifies.
** Janus [[spoiler: is considered dead to his family, having attempted to contact them so often that his son threatens to brutalize him if he does it again]]. It's hinted that his memories are muddled with someone else's though, which is both better ''and'' worse if true.
** The occupant of Room 207 insists on being called ''Mrs.'' in memory of her wife [[spoiler: who'd died from a previous nanophage outbreak that left the occupant scarred and her wife dead]].
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** The hide sequences involving the unnamed monster become this when you realize that the search light is the only part of the monster that can spot you, making it feel largely harmless.

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** The hide sequences involving the unnamed monster become this when you realize that the search light is the only part of the monster that can spot you, making it feel largely harmless.harmless.
* UncannyValley: Janus suffers this due to his extensive poorly-made cybernetics. The fact he's also suffered some brain damage and/or doesn't speak English (Polish?) very well also makes him behave in a somewhat robotic and suspicious fashion.

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* HellIsThatNoise: Plenty. Mostly in the memories of the victims Dan finds, but even outside of such memories it is not uncommon for a sudden noise to blare when searching the apartments.


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** Creator/RutgerHauer's voice acting is a bit inconsistent as he's sometimes acting very much of the DullSurprise school of acting while other times his haggard smoker's voice and slurs fits perfectly in an understated performance.

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Removed This Troper. First-person pronouns and any attempts to circumvent them are strict no-nos around here.


* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references ''VideoGame/SilentHills'' and ''VideoGame/LayersOfFear'' has these all over the place intentionally.
** [[spoiler: The hide sequences involving the unnamed monster become this when you realize that the search light is the only part of the monster that can spot you. This Troper simply walked right past the final encounter with it.]]

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* {{Narm}}: {{Narm}}:
**
While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references ''VideoGame/SilentHills'' and ''VideoGame/LayersOfFear'' has these all over the place intentionally.
** [[spoiler: The hide sequences involving the unnamed monster become this when you realize that the search light is the only part of the monster that can spot you. This Troper simply walked right past the final encounter with it.]]you, making it feel largely harmless.
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None


* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references ''VideoGame/SilentHills'' and ''VideoGame/LayersOfFear'' has these all over the play intentionally.

to:

* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references ''VideoGame/SilentHills'' and ''VideoGame/LayersOfFear'' has these all over the play place intentionally.
Is there an issue? Send a MessageReason:
None


* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references ''VideoGame/SilentHills'' and ''VideoGame/LayersOfFear'' has these all over the play intentionally.

to:

* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references ''VideoGame/SilentHills'' and ''VideoGame/LayersOfFear'' has these all over the play intentionally.intentionally.
** [[spoiler: The hide sequences involving the unnamed monster become this when you realize that the search light is the only part of the monster that can spot you. This Troper simply walked right past the final encounter with it.]]
Is there an issue? Send a MessageReason:
None


* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references VideoGame/SilentHills and VideoGame/LayersOfFear has these all over the play intentionally.

to:

* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references VideoGame/SilentHills ''VideoGame/SilentHills'' and VideoGame/LayersOfFear ''VideoGame/LayersOfFear'' has these all over the play intentionally.

Added: 278

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* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension.

to:

* HellIsThatNoise: Plenty. Mostly in the memories of the victims Dan finds, but even outside of such memories it is not uncommon for a sudden noise to blare when searching the apartments.
* {{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension. An optional hallway that references VideoGame/SilentHills and VideoGame/LayersOfFear has these all over the play intentionally.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*{{Narm}}: While the game does have its genuinely unnerving moments, the use of [[StockScream stock screams]] throughout muddles some of the tension.

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