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* MinionMaster: Telepaths prefer hiding behind their thralls to facing Morgan directly, though they can attack directly if need be. Fortunately, killing the Telepath saves its human slaves.

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* MinionMaster: TheMinionMaster: Telepaths prefer hiding behind their thralls to facing Morgan directly, though they can attack directly if need be. Fortunately, killing the Telepath saves its human slaves.
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* MinionMaster: Technopaths are never encountered alone. They're always accompanied by Operators under their control, and can even have hacked turrets floating at their side.

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* MinionMaster: TheMinionMaster: Technopaths are never encountered alone. They're always accompanied by Operators under their control, and can even have hacked turrets floating at their side.
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* BigBrotherInstinct: It's clear in most of his dialogue with Morgan that he genuinely love his little sibling and barring the occasional ribbing between them, everything he said about them is fond and nurturing; a feeling that is seemingly mutual with pre-amnesia Morgan. [[spoiler:Similarly, while his dialogue with Morgan remains unchanged regardless of Morgan's gender, his physical interactions with them is noticeably different between genders in the video that featured both of them. He is a more gentle and less confrontational with female Morgan, while with male Morgan, Alex is more obviously annoyed by his casual insults which is more typical of a SiblingRivalry.]]
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* FlashStep: Phantoms can phase short to medium distances in the blink of an eye, which they will do to get into melee range or retreat when seriously injured. The Etheric Phantoms are particularly fond of doing this, and can even leave a fake duplicate at their previous position to confuse you. Thermal Phantoms rarely do so, and usually just to retreat if wounded. Voltaic Phantoms never do.

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* FlashStep: Phantoms can phase short to medium distances in the blink of an eye, which they will do to get into melee range or retreat when seriously injured. The Etheric Phantoms are particularly fond of doing this, and can even leave a fake duplicate at their previous position to confuse you. Thermal Phantoms rarely do so, and usually just to retreat if wounded.wounded, though they are more prone to it if their powers are nullified. Voltaic Phantoms never do.



* {{Invisibility}}: They have the ability to turn invisible, which they use to lurk around the station and wait for the perfect time for an ambush. They cannot be detected by anything until they become visible. However, if you spot one with the psychoscope, it will tag them so you don't lose track of them during a fight.

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* {{Invisibility}}: They have the ability to turn invisible, which they use to lurk around the station and wait for the perfect time for an ambush. They cannot be detected by anything until they become visible. However, if you spot one with the psychoscope, psychoscope while it's visible, it will tag them so you don't lose track of them during a fight.

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* FragileSpeedster: Etheric Phantoms are the weakest of the three EliteMook variants, but they make up for it by being the most aggressive, using their FlashStep to close in to point-blank and jumping back a fair distance if wounded.

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* FragileSpeedster: Etheric Phantoms are have the weakest least health of the three EliteMook variants, but they make up for it by being the most aggressive, using their FlashStep to close in to point-blank and jumping back a fair distance if wounded.



* MenacingStroll: Phantoms do this when they aren't using FlashStep to suddenly hop five meters in under a second. Voltaic Phantoms don't FlashStep at all, which makes avoiding them easier if you have the room to lead them in circles.

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* MenacingStroll: Phantoms do this when they aren't using FlashStep to suddenly hop five meters in under a second. Thermal Phantoms generally stick to it unless retreating. Voltaic Phantoms don't FlashStep at all, which makes avoiding them easier if you have the room to lead them in circles.



* AchillesHeel: Poltergeists have no melee attacks, only a retaliatory energy burst if damaged. If you can prevent them from telekinetically throwing things at you (i.e. by bashing them repeatedly with the wrench, especially after you've thrown out a Typhon Lure) it's pretty easy to melee them to death with minimal damage.



* CripplingOverspecialization: Poltergeists have no melee attacks, only a retaliatory energy burst if damaged. If you can prevent them from telekinetically throwing things at you (i.e. by bashing them repeatedly with the wrench, especially after you've thrown out a Typhon Lure) it's pretty easy to melee them to death with minimal damage.



* AchillesHeel: Technopaths have no melee attacks, so anything that disables their powers (Psychoshock or Nullwave Devices) renders them temporarily harmless, though that does NOT apply to any machines they are controlling. Psychoshocking them can cause them to eject any 'assimilated' turrets, though.
** Putting enough Gloo on a Technopath while it's floating high up will cause it to fall and take massive damage in the process.

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* AchillesHeel: Technopaths have no melee attacks, so anything that disables are part machine and rely on assimilated Operators and turrets to defend them. A single EMP grenade can strip away their powers (Psychoshock or Nullwave Devices) renders them temporarily harmless, though that does NOT apply to any machines they are controlling. Psychoshocking them can cause them to eject any 'assimilated' turrets, though.
** Putting enough Gloo on a Technopath while it's floating high up will cause it to fall
defenses and take massive damage in the process.disable their powers, unlike most Typhon.



* LogicalWeakness: Unlike most other Typhon and like the machines they control and the Operators they resemble, Technopaths take direct damage from Stun Guns and EMP grenades.

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* LogicalWeakness: LogicalWeakness:
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Unlike most other Typhon and like the machines they control and the Operators they resemble, Technopaths take direct damage from Stun Guns and EMP grenades.grenades.
** Putting enough Gloo on a Technopath while it's floating high up will cause it to fall and take massive damage in the process.



** Telepaths themselves can charge up and release a psychic burst from themselves if you attempt to get within melee range, just in case you thought they might have trouble targeting you point-blank.

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** Telepaths themselves can charge up and release a psychic burst from themselves if you attempt to get within melee range, just in case you thought they might have trouble targeting you point-blank.

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* CloningBlues: Not in the traditional sense. The personality drifts, brain damage, and memory loss from the experiments were so great that they are basically a fundamentally different person now than they were when they first started the tests. They treat their old self as a different person entirely, and they deal with many of the same issues that come with the trope. [[spoiler:Then played straight in TheStinger, where it's revealed that the PlayerCharacter is actually a Typhon-human hybrid based on Morgan's DNA and implanted with their memories; the philosophical implications of this are briefly referenced in one of the in game books.]]



* HeroicMime: Played with. The past-Morgan in recordings and January both speak with the same voice and will change depending on Morgan's gender, but the Morgan you control in the game never actually speaks. [[spoiler:Makes sense seeing as you are not the ''real'' Morgan Yu. Or, at least, you are not the [[CloningBlues original]].]]

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* HeroicMime: Played with. The past-Morgan in recordings and January both speak with the same voice and will change depending on Morgan's gender, but the Morgan you control in the game never actually speaks. [[spoiler:Makes sense seeing as you are not the ''real'' Morgan Yu. Or, at least, you are not the [[CloningBlues original]].original.]]



As revealed in TheStinger, you aren't actually Morgan Yu - or at least, [[CloningBlues not the original]]. You are, in fact, a Typhon organism that has been implanted with their [=DNA=] and memories, then placed in a mutable simulation of ''Talos I'' post outbreak based off the actual events.

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As revealed in TheStinger, you aren't actually Morgan Yu - or at least, [[CloningBlues not the original]].original. You are, in fact, a Typhon organism that has been implanted with their [=DNA=] and memories, then placed in a mutable simulation of ''Talos I'' post outbreak based off the actual events.

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* OneManArmy: Spend enough Neuromods and weapon upgrades, and you'll go from cowering from the Typhon to [[CurbStompBattle mopping the floor with them]]. And yes, that includes [[BonusBoss Nightmares]].

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* OneManArmy: Spend enough Neuromods and weapon upgrades, and you'll go from cowering from the Typhon to [[CurbStompBattle mopping the floor with them]]. And yes, that includes [[BonusBoss Nightmares]].Nightmares.



* BonusBoss: Nightmares are phantoms of goliath proportions created for the ''specific purpose'' of killing Morgan Yu. You can either hide or distract them until a timer runs out, at which point they move on, or you can try to kill them. If you do fight... good luck.



* EnergyBall: They can spit explosive spheres of psychic energy as a ranged attack, similar to the Telepath but stronger and with slightly better homing.

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* EnergyBall: They can spit explosive spheres of psychic energy as a ranged attack, similar to the Telepath but stronger stronger, in groups of three, and with slightly better homing.



* TimeLimitBoss: When a Nightmare spawns, you're given 2:30 to either evade or kill it. At the end of that period, it will evaporate on its own.



* PaperThinDisguise: Golubkin initially shows up as "William Mitchell" to you as he has stolen the real William Mitchell's ID, but he looks and sounds absolutely nothing like the real one. By the time you meet him you'll have probably encountered recordings of Mitchell already... or looked on a security station to find that the real Will Mitchell is dead... or have tracked the one still-living Volunteer to this precise location. Any way you slice it, it's pretty easy to expose his ruse ahead of time. Even without all the clues as to his true identity, seeing him once can tip off more observant players; red suits are worn by [=TranStar=] executives while working staff wears brown and black.

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* PaperThinDisguise: Golubkin initially shows up as "William Mitchell" to you as he has stolen the real William Mitchell's ID, but he looks and sounds absolutely nothing like the real one. By the time you meet him you'll have probably encountered recordings of Mitchell already... or looked on a security station to find that the real Will Mitchell is dead... or have tracked the one still-living Volunteer to this precise location. Any way you slice it, it's pretty easy to expose his ruse ahead of time. Even without all the clues as to his true identity, seeing him once can tip off more observant players; red suits are worn by [=TranStar=] executives while working staff wears wear brown and black.
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--->:'''Alex Yu:''' Back then, I would've done the same thing to me.

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--->:'''Alex -->'''Alex Yu:''' Back then, I would've done the same thing to me.

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* KickTheDog: In his first on-screen appearance, he interrupts Skillet by giving it a thump with a wrench. Quite apart from being a sign of how unpleasant he is, it's also a good indication that he's ''not'' the real Chef Will Mitchell, as Mitchell programmed Skillet himself and was deeply affectionate towards it.



* ImmuneToMindControl: He is immune to Telepath mind control.
* InsanityImmunity: Implied. He is immune to Telepath mind control, perhaps due to pre-existing insanity.
* KickTheDog: In his first on-screen appearance, he interrupts Skillet by giving it a thump with a wrench. Quite apart from being a sign of how unpleasant he is, it's also a good indication that he's ''not'' the real Chef Will Mitchell, as Mitchell programmed Skillet himself and was deeply affectionate towards it.



* TooSpicyForYogSothoth: Golubkin is immune to Telepath mind control, perhaps due to pre-existing insanity.
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Per TRS.


* BadassBaritone: He is voiced by Steve Blum, after all.

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Authority Equals Asskicking has been renamed.


* BadassBookworm: The [[AuthorityEqualsAsskicking VP of TranStar]] who invented the Psychoscope and knows quite a lot about Neuromods, [[spoiler:as well as having built several [[RobotBuddy Operators]] (October, December, and January are known) with sentience, who speak with their voice.]] They can also bash things really hard with [[ImprovisedWeapon a wrench]] and use everything from a simple pistol to a prototype beam weapon effectively enough to lay waste to multiple Typhon (and anything else the station throws at them) at a time.

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* BadassBookworm: The [[AuthorityEqualsAsskicking [[RankScalesWithAsskicking VP of TranStar]] who invented the Psychoscope and knows quite a lot about Neuromods, [[spoiler:as well as having built several [[RobotBuddy Operators]] (October, December, and January are known) with sentience, who speak with their voice.]] They can also bash things really hard with [[ImprovisedWeapon a wrench]] and use everything from a simple pistol to a prototype beam weapon effectively enough to lay waste to multiple Typhon (and anything else the station throws at them) at a time.



* AuthorityEqualsAsskicking: She's got about twice as much health as regular security guards and can hold her own during the cargo bay fight.


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* RankScalesWithAsskicking: She's got about twice as much health as regular security guards and can hold her own during the cargo bay fight.

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* {{MacGyvering}}: Claims he learned how to build recycler charge "mines" in Ukraine, and will leave many around on useful machines and doors.

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* {{MacGyvering}}: MacGyvering: Claims he learned how to build recycler charge "mines" in Ukraine, and will leave many around on useful machines and doors. doors should he be allowed to escape.


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* TakeAThirdOption: If you are trying to avoid killing anyone but also don't want him running free, you can stun him unconscious and he'll stay down in that spot for the rest of the game, unlike other humans who will escape to safe zones offscreen if stunned.
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* NoSell: The elemental phantoms are immune to their respective damage types. In the base game, this is only relevant to the Voltaic Phantom, which can't be harmed by the Disruptor or electrical arcs from damaged conduits. In ''Mooncrash'', if your weapon has the same damage type as the Phantom, they'll be partially healed by the attack.
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* ConsummateProfessional: He'll do practically any dirty deed asked of him with little questions asked other than clarifying who he has to kill. [[spoiler:This also means that once he gets his memories wiped he won't ask questions when told his orders are to rescue the survivors]].

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* ConsummateProfessional: He'll do practically any dirty deed asked of him with little questions asked other than clarifying who he has to kill. [[spoiler:This This also means that once he gets his memories wiped he won't ask questions when told his orders are to rescue the survivors]].survivors.



* HeelFaceBrainwashing: Provided you don't murder him and Dr. Igwe is alive, you can convince him to save any surviving crew [[spoiler:by removing a Neuromod and taking with it his memory of being ordered to wipe out the station.]]

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* HeelFaceBrainwashing: Provided you don't murder him and Dr. Igwe is alive, you can convince him to save any surviving crew [[spoiler:by by removing a Neuromod and taking with it his memory of being ordered to wipe out the station.]]



-->Morgan. This is Dahl. You really are the son/daughter of Will and Cathy Yu. I heard you were clever so I came prepared to flush you out. Ambushes and hostage scenarios. Ah well. No one told me you'd be on my side. There's hardly anyone left for me to kill. So, I say... let's work together.
* WeakWilled: For all his gravelly growling and evil posturing, Dahl is just as vulnerable to being Mindjacked as any other station inhabitant (except, of course, a particular Volunteer). Even the '''basic'' level of the Mindjack power will do, giving you more than enough time to knock him out with your Disruptor if you're so inclined.

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-->Morgan.--> Morgan. This is Dahl. You really are the son/daughter of Will and Cathy Yu. I heard you were clever so I came prepared to flush you out. Ambushes and hostage scenarios. Ah well. No one told me you'd be on my side. There's hardly anyone left for me to kill. So, I say... let's work together.
* WeakWilled: For all his gravelly growling and evil posturing, Dahl is just as vulnerable to being Mindjacked as any other station inhabitant (except, of course, a particular Volunteer). Even the '''basic'' ''basic'' level of the Mindjack power will do, giving you more than enough time to knock him out with your Disruptor if you're so inclined.
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** Putting enough Gloo on a Technopath while it's floating high up will cause it to fall and take massive damage in the process.

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* VoluntaryShapeshifting: Investing in the Typhon "Morph" Neuromods allow Morgan to shapeshift like the Mimics and perform a DoppelgangerSpin like the Phantoms.



* BecomingTheMask: One possible interpretation for his stranger acts is that Luka was augmented with Will Mitchell's culinary skills via Neuromod, and though he clearly despised the man himself to the point of murdering him, scrubbing his face out of photos, and possibly ''eating'' him, Luka apparently grew attached to aspects of Mitchell's life - hence why he orders you to retrieve the award from the chef's cabin, even though the item itself has no real value to Luka.

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* OminousObsidianOoze: Regardless of their variant, they all appear to be made from lengths of some kind of oily black liquid, and many of them prove to be every bit as malleable as liquid - to the point of actual shapeshifting - and all of them are decidedly eldritch.



* StarfishAliens: They generally look like living shadows, and appear to be made out of some kind of dark matter. They come in a variety of different forms, ranging from insectoid to vaguely humanoid and beyond, and several of them exhibit curious abilities, such as the mimic's ability to perfectly imitate any object in its field of view. They are also alien in the neurological sense, lacking mirror neurons and thus the capacity to empathize with other living beings, or indeed to see them as anything other than potential food sources.

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* StarfishAliens: They generally look like living shadows, shadows and appear to be made out of some kind of dark matter. They come in a variety of different forms, ranging from insectoid to vaguely humanoid and beyond, and several of them exhibit curious abilities, such as the mimic's ability to perfectly imitate any object in its field of view. They are also alien in the neurological sense, lacking mirror neurons and thus the capacity to empathize with other living beings, or indeed to see them as anything other than potential food sources.



* BecomingTheMask: During the experiments, Luka was augmented with Will Mitchell's culinary skills via Neuromod, and though he clearly despised the man himself to the point of murdering him, scrubbing his face out of photos, and possibly ''eating'' him, Luka apparently grew attached to aspects of Mitchell's life - hence why he orders you to retrieve the award from the chef's cabin, even though it has no real value to Luka.

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* BecomingTheMask: During the experiments, One possible interpretation for his stranger acts is that Luka was augmented with Will Mitchell's culinary skills via Neuromod, and though he clearly despised the man himself to the point of murdering him, scrubbing his face out of photos, and possibly ''eating'' him, Luka apparently grew attached to aspects of Mitchell's life - hence why he orders you to retrieve the award from the chef's cabin, even though it the item itself has no real value to Luka.

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* AmbiguousDisorder: While they're never explicitly identified as such, his memory problems strongly resemble Alzheimer's.



* ScatterbrainedSenior: One of the oldest of Talos I's staff, and he's suffering from severe memory problems - though it's not clear if this is due to Alzheimer's, an issue with Neuromods, or something to do with Typhon itself.



* InvisibitityFlicker: Using their powers compromises their invisibility, causing strands of black material to become visible where they move.

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* InvisibitityFlicker: InvisibilityFlicker: Using their powers compromises their invisibility, causing strands of black material to become visible where they move.


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* BecomingTheMask: During the experiments, Luka was augmented with Will Mitchell's culinary skills via Neuromod, and though he clearly despised the man himself to the point of murdering him, scrubbing his face out of photos, and possibly ''eating'' him, Luka apparently grew attached to aspects of Mitchell's life - hence why he orders you to retrieve the award from the chef's cabin, even though it has no real value to Luka.


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* FatBastard: Even fatter than Alex, and undeniably more loathsome - to the point of possibly being a cannibal.


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* FourEyesZeroSoul: Immediately distinguished by his large, blocky glasses, and even before he's revealed to be a murderer, he comes across as shifty and mean-spirited.
* KickTheDog: In his first on-screen appearance, he interrupts Skillet by giving it a thump with a wrench. Quite apart from being a sign of how unpleasant he is, it's also a good indication that he's ''not'' the real Chef Will Mitchell, as Mitchell programmed Skillet himself and was deeply affectionate towards it.
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Dewicked trope


* KillEmAll: At the end of the game, even if the player has a high enough empathy quotient, there is still the option for them to slaughter Alex and the operators in the room with him.
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Hot Scientist is no longer a trope


* HotScientist: Needless to say, [[FatBastard Alex]] drew the short straw.
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** [[LampshadedTrope Lampshaded]] [[PlayedForLaughs for Laughs]] if you use Phantom Shift and scan the double of Morgan that's left in their previous position with the psychoscope. The scan reads that their strength is "Devastating Beauty/Handsomeness", respective to their gender.

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