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1[[quoteright:297:https://static.tvtropes.org/pmwiki/pub/images/VigilBloodBitterness_Dehon_Scream_4430.JPG]]
2[[caption-width-right:297:A common response to situations similar to the one in the game]]
3
4''Vigil: Blood Bitterness'' is a PointAndClickGame by Freegamer, whose controls consist entirely of left-clicking to move and right-clicking to interact with objects in the environment.
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6It was released in December 2006 for [[Platform/IBMPersonalComputer PC]], and was made available on Platform/{{Steam}} the following year. It is now also [[FreewareGames legally available for download]] on [[https://www.old-games.com/download/9901/vigil-blood-bitterness old-games.com website]]. Whether you would want to do so may be a different matter. (Check YMMV page for more.)
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8!! This game displays examples of the following tropes:
9* AllThereInTheManual: Understanding what is happening in the game, period.
10* ArchEnemy: The characters treat Dehon as such, while Dehon wants to exact revenge againt Evil.
11* AxCrazy: All of the characters, especially the player character, Dehon. He ''eats people's faces off'' if he doesn't like them.
12* CheckPoint: On a per act basis, with levels taking about 5 minutes to complete if you know what to do.
13* CosmicHorrorStory: Evil is portrayed as a cosmic horror.
14* DeliberatelyMonochrome: Most of the graphics are entirely black and white, with the occasional colors for bloodstains, blue papers, killer red smoke, etc.
15* FourIsDeath: Act 4 is one where [[spoiler:Devon needs to voluntary die to take revenge on Evil]].
16* HeartbeatSoundtrack: If you hear one, it signals that you have a minute to live before you feed on corpses. Accompanied with strings as the backup instrument.
17* LockedDoor: Some doors are locked because others are open. Other doors are locked because you need to wait until Act 3, and there's only one room behind them.
18* RunDontWalk: The default movement speed.
19* ScriptedEvent: Frequent, where approaching a door will cause a short dialog.
20* SequenceBreaking -- Act 1 and 2 require you to follow a fixed path, and only allow advancing the plot by following it. Starting with Act 3, opportunity presents itself, allowing you to enter the combination for the door even if the character doesn't yet know it.
21* SkyBox: Here, it is composed of a solid wall with a texture on them. No [[MotionParallax parallax]].
22* TimeAbyss: Gomend lasted at least 20000 years, while the civilization's calendar spans 7.676 billion.
23* YouCannotGraspTheTrueForm: Evil appears to be formless, but it most definitely exists, speaks coherently, and will go straight for your throat.

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