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** The hard breakbeat track used for the beginning of ''The Loop'', for some.

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** The hard breakbeat track used for the beginning of ''The Loop'', for some. It returns in the Legacy collection as the theme for the 'Break the Loop' menu, where it now represents the act of mastering and subverting the most trap-like part of the complex.
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* Sugarwiki/FunnyMoments: In ''Universe'' there's a note at the bottom of the ladder in the chasm[[labelnote:*]]coordinates 613[[/labelnote]]. While quite unnerving due to being vaguely nonsensical, one of the sentences, reading "Get this thing off me! Get it off!!" is very hard not to associate with [[VideoGame/HalfLife1 Black Mesa scientist]] being [[FaceFullOfAlienWingWong humped by a headcrab]]. It shifts the mood from creepy right into hilarious.
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One that has been conditioned to think Mur is a traitor.\\

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One that has been conditioned to think that Mur is a traitor.\\
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no longer YMMV; moving to main page


* UnintentionallyUnwinnable: In Submachine 10, if you remove the ladder in the dock from the ship and then [[spoiler:teleport back to the Loop using the lighthouse portal while it's still active]], the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players. This was later remedied in the free, non-HD version of the game: The player can now pull a new, unique lever inside the ship, which will correctly position the lower ladder and enable access to the dock.
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* UnwinnableByInsanity: In Submachine 10, if you remove the ladder in the dock from the ship and then [[spoiler:teleport back to the Loop using the lighthouse portal while it's still active]], the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players. This was later remedied in the free, non-HD version of the game: The player can now pull a new, unique lever inside the ship, which will correctly position the lower ladder and enable access to the dock.

to:

* UnwinnableByInsanity: UnintentionallyUnwinnable: In Submachine 10, if you remove the ladder in the dock from the ship and then [[spoiler:teleport back to the Loop using the lighthouse portal while it's still active]], the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players. This was later remedied in the free, non-HD version of the game: The player can now pull a new, unique lever inside the ship, which will correctly position the lower ladder and enable access to the dock.
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* SequelDifficultySpike: Each game can be described to be more challenging than the last, but as a result of ''10'' being bigger than the first nine games combined, paired with extremely complicated puzzles and more disorienting navigation, it is much harder than any of the previous games.
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** /The Winter Garden music.

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** /The The Winter Garden music.

Added: 28

Changed: 25

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Indentation.


* SugarWiki/AwesomeMusic: The Winter Garden music.

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* SugarWiki/AwesomeMusic: The SugarWiki/AwesomeMusic:
** /The
Winter Garden music.


* NightmareFuel: The coordinates [[spoiler:666]] in ''Universe'' land you in ''Hell''. Visually, it is a small room, dimly lit with red light, with a ladder that you cannot climb to the top of because it leads into absolute darkness... and the audio is [[spoiler:loud, intense distortion noises that sound like demons growling and shrieking]]. Can also be NothingIsScarier, given that all the scary stuff in the room is only suggested or ambient.

Changed: 430

Removed: 608

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* NightmareFuel:
** The coordinates [[spoiler:666]] in ''Universe'' land you in ''Hell''. Visually, it is a small room, dimly lit with red light, with a ladder that you cannot climb to the top of because it leads into absolute darkness... and the audio is [[spoiler:loud, intense distortion noises that sound like demons growling and shrieking]]. Can also be NothingIsScarier, given that all the scary stuff in the room is only suggested or ambient.
** [[spoiler: Hell reappears in ''The Exit'', as a bizarre version of the original ''Submachine 1'' basement. It's possibly the creepiest area in the game, if not the series]].

to:

* NightmareFuel:
**
NightmareFuel: The coordinates [[spoiler:666]] in ''Universe'' land you in ''Hell''. Visually, it is a small room, dimly lit with red light, with a ladder that you cannot climb to the top of because it leads into absolute darkness... and the audio is [[spoiler:loud, intense distortion noises that sound like demons growling and shrieking]]. Can also be NothingIsScarier, given that all the scary stuff in the room is only suggested or ambient.
** [[spoiler: Hell reappears in ''The Exit'', as a bizarre version of the original ''Submachine 1'' basement. It's possibly the creepiest area in the game, if not the series]].
ambient.
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** The hard breakbeat track used for the beginning of ''The Loop'', for some.
Is there an issue? Send a MessageReason:
None


* UnwinnableByInsanity: In Submachine 10, if you remove the ladder in the dock from the ship and then [[spoiler:teleport back to the Loop using the lighthouse portal while it's still active]], the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players.

to:

* UnwinnableByInsanity: In Submachine 10, if you remove the ladder in the dock from the ship and then [[spoiler:teleport back to the Loop using the lighthouse portal while it's still active]], the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players. This was later remedied in the free, non-HD version of the game: The player can now pull a new, unique lever inside the ship, which will correctly position the lower ladder and enable access to the dock.
Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeArt: Oh yes. The artwork, after some ArtEvolution, is simply ''stunning''; it's painstakingly detailed and brimming with atmosphere in every single frame. In particular, the intricately detailed Mayan statues in ''32 Chambers'', the beautiful bioluminescent plants in ''The Core'', the Arabic palace in ''The Plan'' and pretty much the entirety of ''The Temple'' and ''The Exit'' stand out.

to:

* SugarWiki/AwesomeArt: Oh yes. The artwork, after some ArtEvolution, is simply ''stunning''; it's painstakingly detailed and brimming with atmosphere in every single frame. In particular, the intricately detailed Mayan statues in ''32 Chambers'', the beautiful bioluminescent plants in ''The Core'', the Arabic palace mosque in ''The Plan'' and pretty much the entirety of ''The Temple'' and ''The Exit'' stand out.



** When you play Submachine Network Exploration Experience, the coordinates [[spoiler:666]] land you in ''Hell''. Visually it's a small room, dimly lit with red light, with a ladder that you cannot climb to the top of because it leads into absolute darkness... and the audio is [[spoiler:loud, intense distortion noises that sound like demons growling and shrieking]]. Can also be NothingIsScarier, given that all the scary stuff in the room is only suggested or ambient.
** [[spoiler: Hell reappears in ''Submachine 10'', as a bizarre version of the original ''Submachine 1'' basement. It's possibly the creepiest area in the game, if not the series]].

to:

** When you play Submachine Network Exploration Experience, the The coordinates [[spoiler:666]] in ''Universe'' land you in ''Hell''. Visually it's Visually, it is a small room, dimly lit with red light, with a ladder that you cannot climb to the top of because it leads into absolute darkness... and the audio is [[spoiler:loud, intense distortion noises that sound like demons growling and shrieking]]. Can also be NothingIsScarier, given that all the scary stuff in the room is only suggested or ambient.
** [[spoiler: Hell reappears in ''Submachine 10'', ''The Exit'', as a bizarre version of the original ''Submachine 1'' basement. It's possibly the creepiest area in the game, if not the series]].



** Sometimes in later games, you'll be able to visit places you've been to in earlier games and find that things have changed. Some of these changes are because of your actions when you were there before, but then there are... other changes, made by someone or something else, that are not explained. Like smashed lights, broken ladders, added [[spoiler:Karma Portals]], and Location [[spoiler:747]]'s rubble cleared away to reveal a second corridor that seems to go on forever. The likely real-life reasons for these changes (practical and/or RuleOfCool) may or may not make this any less creepy.
** One theory[[labelnote:*]]coordinates 128[[/labelnote]] in the Exploration Experience (aka Submachine Universe) suggests that the Subnet may have been changing the letters you find to make the previously benevolent Mur seem evil. After he apparently leaves you to die you still escape through a very convenient portal that gives you easy access to the Core.

to:

** Sometimes in later games, you'll be able to visit places you've been to in earlier games and find that things have changed. Some of these changes are because of your actions when you were there before, but then there are... other changes, made by someone or something else, that are not explained. Like smashed lights, broken ladders, added [[spoiler:Karma Portals]], [[spoiler:karma portals]], and Location coordinates [[spoiler:747]]'s rubble cleared away to reveal a second corridor that seems to go on loop forever. The likely real-life reasons for these changes (practical and/or RuleOfCool) may or may not make this any less creepy.
** One theory[[labelnote:*]]coordinates 128[[/labelnote]] in the Exploration Experience (aka Submachine Universe) ''Universe'' suggests that the Subnet may have been changing the letters you find to make the previously benevolent Mur seem evil. After he apparently leaves you to die you still escape through a very convenient portal that gives you easy access to the Core.



%%** Loads of it if you get the sense that you are being watched (like the hovering security cameras in Submachine Network Exploration Experience).

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%%** Loads of it if you get the sense that you are being watched (like the hovering security cameras in Submachine Network Exploration Experience).''Universe'').
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Recreating page with correct title capitalization.

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* SugarWiki/AwesomeArt: Oh yes. The artwork, after some ArtEvolution, is simply ''stunning''; it's painstakingly detailed and brimming with atmosphere in every single frame. In particular, the intricately detailed Mayan statues in ''32 Chambers'', the beautiful bioluminescent plants in ''The Core'', the Arabic palace in ''The Plan'' and pretty much the entirety of ''The Temple'' and ''The Exit'' stand out.
* SugarWiki/AwesomeMusic: The Winter Garden music.
** The baroque-style organ music on the lowest level of ''The Temple'' when you discover [[spoiler:the tombs of Murtaugh and Liz.]]
* EpilepticTrees: The game tends to support fan theories, even having a [[http://submachine.wikia.com/wiki/Theories page dedicated to theories]] that eventually got included in their own "game", ''Submachine Universe''.
* SugarWiki/HeartwarmingMoments: At the very end of the series, after thirteen games of empty rooms and cryptic notes [[spoiler: you escape the Submachine and see two people. One is a woman. The other is a man with a karma arm. And there's a black cat in the background.]]
--> [[spoiler:[[EarnYourHappyEnding You have left the Submachine.]]]]
* NightmareFuel:
** When you play Submachine Network Exploration Experience, the coordinates [[spoiler:666]] land you in ''Hell''. Visually it's a small room, dimly lit with red light, with a ladder that you cannot climb to the top of because it leads into absolute darkness... and the audio is [[spoiler:loud, intense distortion noises that sound like demons growling and shrieking]]. Can also be NothingIsScarier, given that all the scary stuff in the room is only suggested or ambient.
** [[spoiler: Hell reappears in ''Submachine 10'', as a bizarre version of the original ''Submachine 1'' basement. It's possibly the creepiest area in the game, if not the series]].
* ParanoiaFuel:
** Sometimes in later games, you'll be able to visit places you've been to in earlier games and find that things have changed. Some of these changes are because of your actions when you were there before, but then there are... other changes, made by someone or something else, that are not explained. Like smashed lights, broken ladders, added [[spoiler:Karma Portals]], and Location [[spoiler:747]]'s rubble cleared away to reveal a second corridor that seems to go on forever. The likely real-life reasons for these changes (practical and/or RuleOfCool) may or may not make this any less creepy.
** One theory[[labelnote:*]]coordinates 128[[/labelnote]] in the Exploration Experience (aka Submachine Universe) suggests that the Subnet may have been changing the letters you find to make the previously benevolent Mur seem evil. After he apparently leaves you to die you still escape through a very convenient portal that gives you easy access to the Core.
--->Because what [the Subnet] might have been doing all along is replacing its old defence system with a new one. One which is mobile, unhackable, highly skilled and capable of infiltrating the human infestation.\\
One that has been conditioned to think Mur is a traitor.\\
You.
** This can be switched to a second theory where certain key words are changed -- and Mur has been conditioned to hunt down Liz.
%%** Loads of it if you get the sense that you are being watched (like the hovering security cameras in Submachine Network Exploration Experience).
* PlayerPunch: In ''Sub 9'' [[spoiler: Murtaugh, the guy who has been directing you, manipulating you, speaking with you, and who had been your only likely chance for a human connection in the Subnet, is found dead. And not just dead. ''Mummified.'' Who knows how long he has been dead? You're alone and always have been. And the same case for Elizabeth a little later on...]]
* UnwinnableByInsanity: In Submachine 10, if you remove the ladder in the dock from the ship and then [[spoiler:teleport back to the Loop using the lighthouse portal while it's still active]], the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players.
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