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* SequelDifficultySpike: The difficulty step up from ''1'' to ''2'' is quite significant. The first glaring change is that your barricade has considerably lower max hitpoints, which rises and drops depending on the location you're in, but generally hovering around the fifty mark, making any HP loss that much more punishing. Not helping matters is how much more zombies there are early on, and the types that were encountered around the halfway point in the first game (e.g. dogs, running zombies, armed zombies, etc...) can appear as early as Glendale, and they can now ''kill your survivors'' from outside the barricade, thus complicating matters logistically during the day. All of the above combined makes it very easy to snowball into an unwinnable situation if the RNG is feeling fickle with survivor or weapon finds.
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* ScrappyWeapon: The starting pistol in the original duology. Despite its sizable magazines, the pistol does barely any damage even with headshots, thus necessitating constant clicking to kill even the slowest of zombies, even more if they're fat zombies, which makes the [[EarlyGameHell early game absolutely miserable]] until the player have found better alternatives.
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* GameBreaker: The [=UMP45=] and Hunting Rifle from ''1'' can easily break the game's difficulty in half once you've got ahold of them. The former is a DiscOneNuke that can be found as early as Night 4, where its fully-automatic fire will shred through the shambling hordes and make short work of even fat zombies, and remains viable up until the end of the game, even after finding the Uzi, [=M4A1=], and [=AK47=]. The latter is a OneHitPolyKill monster that basically runs on infinite ammo despite its single-shot nature, given how short the "reloading" animation is, and only narrowly avoids being Disc-One Nuke due to being found during the latter half of the game, but it still demolishes entire mobs all the same.
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** Zombies armed with hatchets or claw hammers can kill your survivors through the barricade in the first two games, and in ''Union City'', they hit '''really''' hard.

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** Zombies armed with hatchets or claw hammers can kill your survivors through the barricade in the first two games, second game, and in ''Union City'', they hit '''really''' hard.

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* PolishedPort: The ''Legacy Collection'' rerelease of the original trilogy brings it to modern systems in higher quality and somewhat improved performance, alongside achievements and fullscreen play.
* ScrappyMechanic: The traps in the second game are impossible to completely control once the night starts. While the propane tanks can be sort of managed depending on your aim (which isn't guaranteed given how many zombies can demand you aim at them), the land mines and bear traps can't be manually used at all, only randomly triggering if a zombie decides to walk on them. Over the course of the game, it's guaranteed that any attempts to delay armed zombies will be denied because a runner decided to sprint over a bear trap or land mine and waste it.
** The propane tanks and land mines, being explosive traps, will cause any other traps of the same type to also detonate when they do if they're on an adjacent square. This forces you to place them at least two squares away from each other, which severely limits your potential to control the explosions.
** In the first two games, when the barricade is close to breaking completely, any survivors in your team will suddenly stop fighting and run away. On top of coming across like [[DirtyCoward abandoning you at the last minute]], you only have a short window to deal with any zombies that slowly close the gap. The instant one touches you, you die and have to start over, even if it's at the very end and there's only one zombie left.




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* UnintentionalUncannyValley: In the original trilogy. Doesn't apply for the zombies, as they naturally look freakish and ugly due to being undead. But the somewhat primitive graphics style ends up making some of the survivors (outside of Jack) look very ugly and abnormal, though you only really notice it if you go out of your way to look at them when defending.

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The trope requires that characters in-universe mention the point.


* AlternateCharacterInterpretation: Some fans see HERC as sympathetic. Sure, they're awfully quick to shoot at you and they did some pretty nasty things to some of the evacuees in ''Union City'' (and the civilians in ''Dead Zone'''s backstory), but the only one you see for sure in ''Union City'' is [[ZombieInfectee your spouse, who has been infected]]. The only reason why HERC are stopping you from leaving the mainland is because they don't want the infection to spread further. This may have been mildly lampshaded [[spoiler:at the end when, [[NiceJobBreakingItHero after escaping by allowing the zombie hordes to overrun the last safe place in the city]], your boat stalls and the screen fades to black while you hear a growl [[ZombieInfectee as, presumably, your spouse turns into a zombie]].]]



* StrawmanHasAPoint: Sure, HERC is awfully quick to shoot at you and they did do some pretty nasty things to some of the evacuees in ''Union City'' and to the civilians in ''Dead Zone'''s backstory, but the only one you see for sure in ''Union City'' is [[ZombieInfectee your spouse, who has been infected]]. The only reason why HERC are stopping you from leaving the mainland is because they don't want the infection to spread further. This may have been mildly lampshaded [[spoiler:at the end when, [[NiceJobBreakingItHero after escaping by allowing the zombie hordes to overrun the last safe place in the city]], your boat stalls and the screen fades to black while you hear a growl [[ZombieInfectee as, presumably, your spouse turns into a zombie]].]]
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* CommonKnowledge: Ray Owens is depicted in much of the promotional material with a [[HandCannon Smith & Wesson 500]], implying it to be his WeaponOfChoice. In actuality, it's Dinkum's gun and Owens only uses it to dispatch [[TheDragon Burrell]]. Ray's actual sidearm is a more sensibly proportioned pistol.

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* CommonKnowledge: Ray Owens is depicted in much of the promotional material with a [[HandCannon Smith & Wesson 500]], implying it to be his WeaponOfChoice.weapon. In actuality, it's Dinkum's gun and Owens only uses it to dispatch [[TheDragon Burrell]]. Ray's actual sidearm is a more sensibly proportioned pistol.
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* TearJerker: In a meta example, with the end of Flash, the first four games will soon be no longer playable online after December 31, 2020. Players of ''Dead Zone'' have been telling each other their respective Good-Byes, and where else they can find one another.

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* TearJerker: In a meta example, with the end of Flash, the first four games will soon be no longer playable online after December 31, 2020. Players of ''Dead Zone'' have been telling each other their respective Good-Byes, and where else they can find one another.
another. However, the developers released ''The Last Stand: Legacy Collection'' on Steam and GOG in 2021, which includes the first three games.

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** In Last Stand 2, changing to your secondary weapon as the level starts gives the secondary weapon the same ammo count as your primary. If the secondary weapon is, say, a Hunting Shotgun, which usually only holds one bullet, and the primary is an Uzi, which holds 50, the zombies don't really stand much of a chance.

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** In Last Stand 2, changing to your secondary weapon as the level starts gives the secondary weapon the same ammo count as your primary. If the secondary weapon is, say, a the Hunting Shotgun, Rifle, which usually only holds one bullet, and the primary is an Uzi, which holds 50, the zombies don't really stand much of a chance. chance.
** In the first game, if you switch to your other weapon while firing an automatic weapon, the other weapon will have the first weapon's firing rate, even if it is also an automatic weapon. This makes the slower-firing but harder-hitting Magnum revolver more effective as the UMP 45 and it are the first two weapons found and the chainsaw counts as an automatic. When used on the pump shotgun or M82 Barrett, the game becomes substantially easier.
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* CommonKnowledge: Ray Owens is depicted in much of the promotional material with a [[HandCannon Smith & Wesson 500]], implying it to be his WeaponOfChoice. In actuality, it's Dinkum's gun and Owens only uses it to dispatch [[TheDragon Burrell]]. Ray's actual sidearm is a more sensibly proportioned pistol.
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Move them to the Fridge page


* FridgeBrilliance: Some have criticised how Owens managed to catch up with Cortez at the last minute and how Richards could be thrown out of a car with minimal injuries, but there is actually a plausible explanation for both. Cortez was so sure that he was going to get away by that point that he slowed down before tossing Richards out, thus ensuring that the subsequent fall wouldn't be particularly serious, but inadvertently giving Owens time to catch up once he acquired a suitably fast car.

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** ''Aftermath'' has the Chargers. It's not that hard to dodge their charges if you see them coming and you're in an open area. ''IF''. If you don't, say goodbye to about three bars of health (you max out at seven, by the way) and enjoy your VERY significant amount of stamina damage. They're also complete walls of HP [[spoiler: with or without the body armor they'll start wearing once you reach the final sector.]]
*** Additionally, the final sector is home of the drone guns you may have seen notes about throughout the game. They can be destroyed, but if they notice you first, they can cut you down in seconds... if you're THAT lucky.
* GoddamnedBats: Zombie dogs. Unless your barricade is down in the first two games, then they become DemonicSpiders.

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** ''Aftermath'' has the Chargers. It's not that hard to dodge their charges if you see them coming and you're in an open area. ''IF''. If you don't, say goodbye to about three bars of health (you max out at seven, by the way) and enjoy your VERY significant amount of stamina damage. They're also complete walls of HP [[spoiler: with or without the body armor they'll start wearing once you reach the final sector.]]
***
sector]].
**
Additionally, the final sector is home of the drone guns you may have seen notes about throughout the game. They can be destroyed, but if they notice you first, they can cut you down in seconds... if you're THAT lucky.
* GoddamnedBats: GoddamnedBats:
**
Zombie dogs. Unless your dogs are fast and a nuisance but deal very little damage to the barricade is down in the first two games, then they become DemonicSpiders.and only moderate damage in general in ''Union City''.
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** Running zombies. They close in way faster than you can shoot them off, which is not a problem if they're regulars, but they can be one of the other two below, makin them VERY aggravating.
** [[DeadWeight Fat zombies]] [[{{Kevlard}} have a ridiculously high amount of health]] even if you [[BoomHeadshot aim for the head]]. If they can run (and they're equally as likely as thin zombies to be runners), they're almost impossible to fight off before they're on top of you already.
** Armed zombies can kill your survivors through the barricade in the first two games, and in ''Union City'', they hit '''really''' hard.

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** Running zombies. They close in way faster than you can shoot them off, which is not a problem if they're regulars, but they can be one of the other two below, makin them VERY aggravating.[[{{Kevlard}} fat]], armed or both.
** [[DeadWeight Fat zombies]] have [[{{Kevlard}} have a ridiculously high amount of health]] even if you [[BoomHeadshot aim for the head]]. If they can run (and they're equally as likely as thin zombies to be runners), they're almost impossible to fight off before they're on top of you already.
** Armed zombies Zombies armed with hatchets or claw hammers can kill your survivors through the barricade in the first two games, and in ''Union City'', they hit '''really''' hard.
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* FridgeBrilliance: Some have criticised how Owens managed to catch up with Cortez at the last minute and how Richards could be thrown out of a car with minimal injuries, but there is actually a plausible explanation for both. Cortez was so sure that he was going to get away by that point that he slowed down before tossing Richards out, thus ensuring that the subsequent fall wouldn't be particularly serious, but inadvertently giving Owens time to catch up once he acquired a suitably fast car.

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