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Alphabetizing example(s), Example does not sufficiently explain how it applies. Removed a portion of Sanity Meter that seemed irrelevant and nattery
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''Harvest'' is a custom story modification and full conversion for ''[[VideoGame/AmnesiaTheDarkDescent Amnesia: The Dark Descent]]'', the SurvivalHorror-slash-AdventureGame released in September 2010. It places the player in the shoes of Liam Connelly, a twentysomething reporter for the ''[[FictionalDocument Irish Record]]''. It is preceded by three [[{{Prequel}} prequels]], collectively entitled ''Harvest: Prologue'', which put the player in differing characters' shoes in each one-map mini-adventure. ''Harvest: Prologue'', while a completely separate custom story and not a total conversion, is intended only to serve as a backstory for ''Harvest'' proper.
to:
''Harvest'' is a custom story modification and full conversion for ''[[VideoGame/AmnesiaTheDarkDescent Amnesia: The Dark Descent]]'', ''VideoGame/AmnesiaTheDarkDescent'', the SurvivalHorror-slash-AdventureGame released in September 2010. It places the player in the shoes of Liam Connelly, a twentysomething reporter for the ''[[FictionalDocument Irish Record]]''. It is preceded by three [[{{Prequel}} prequels]], collectively entitled ''Harvest: Prologue'', which put the player in differing characters' shoes in each one-map mini-adventure. ''Harvest: Prologue'', while a completely separate custom story and not a total conversion, is intended only to serve as a backstory for ''Harvest'' proper.
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* ArtisticLicenseBiology
to:
* ArtisticLicenseBiologyArtisticLicenseBiology:
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** Played straight again with the [[spoiler: BigBad's [[PsychicPowers ability to communicate]] with Liam]].
*** This is explained by the [[spoiler: BigBad's PowersViaPossession, which is in turn the result of Elizabeth's DemonicPossession]].
*** This is explained by the [[spoiler: BigBad's PowersViaPossession, which is in turn the result of Elizabeth's DemonicPossession]].
to:
** Played straight again with the [[spoiler: BigBad's [[PsychicPowers ability to communicate]] with Liam]].
***Liam]]. This is explained by the [[spoiler: BigBad's PowersViaPossession, which is in turn the result of Elizabeth's DemonicPossession]].
***
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* BlackBugRoom: Seen occasionally in ''Harvest: Prologue'', notably in Part I of the prequels, as well as ''Harvest''. Typically used to prevent a player from lingering in an area for too long, especially areas unreachable by most monsters.
to:
Changed line(s) 33,35 (click to see context) from:
* TheCorruption: What happened to [[spoiler: Elizabeth]]. And, if you're not careful, [[spoiler: it will [[MultipleEndings happen to you]] also]].
* CowerPower: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** Literally, the best way to survive a monster is to find a dark corner, curl up with your nose to the wall, and ''pray it leaves before it stumbles over you''. Justified, as Daniel has no means by which to fight back against these monsters, they can generally outrun him when they break into a sprint, and closing doors will only slow them down at best.
* CowerPower: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** Literally, the best way to survive a monster is to find a dark corner, curl up with your nose to the wall, and ''pray it leaves before it stumbles over you''. Justified, as Daniel has no means by which to fight back against these monsters, they can generally outrun him when they break into a sprint, and closing doors will only slow them down at best.
to:
* CowerPower: Shared with
**
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* FirstPersonGhost : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''. Averted only by your left hand, which visibly holds the flashlight(s).
* [[spoiler:FissionMailed: Shortly after Liam reaches his apparent "goal", which is the finale of the entire first chapter.]]
* [[spoiler:FissionMailed: Shortly after Liam reaches his apparent "goal", which is the finale of the entire first chapter.]]
to:
*
** [[spoiler:Shortly after Liam reaches his apparent "goal", which is the finale of the entire first chapter.]]
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* GameBreakingBug: The game flatout ''refuses'' to run on anything except very specific video cards.
** This is a carryover from ''VideoGame/AmnesiaTheDarkDescent'', and specifically the HPL2 engine, upon which ''Harvest'' is built.
** This is a carryover from ''VideoGame/AmnesiaTheDarkDescent'', and specifically the HPL2 engine, upon which ''Harvest'' is built.
to:
* GameBreakingBug: The game flatout ''refuses'' to run on anything except very specific video cards.
**cards. This is a carryover from ''VideoGame/AmnesiaTheDarkDescent'', and specifically the HPL2 [=HPL2=] engine, upon which ''Harvest'' is built.
**
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%% * [[spoiler: GiantSpider: The BigBad, when you first see it.]]
* GoMadFromTheRevelation: [[spoiler: When Liam reaches the end of the second chapter and discovers who -- or what -- he has been talking to.]]
* GoMadFromTheRevelation: [[spoiler: When Liam reaches the end of the second chapter and discovers who -- or what -- he has been talking to.]]
to:
%% * [[spoiler: GiantSpider: The [[spoiler:The BigBad, when you first see it.]]
* %%* GoMadFromTheRevelation: [[spoiler: When Liam reaches the end of the second chapter and discovers who -- or what -- he has been talking to.]]
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* HeroicMime: The current case of Liam, due to a lack of a voice actor.
* HeWhoFightsMonsters: [[spoiler: Liam, if he takes the "bad ending" after the second chapter of ''Harvest'' proper.]]
* HistoricalDomainCharacter: The ghosts of Foulksrath Castle and [[spoiler: Robert Templeton]].
* HollywoodDarkness: Completely shattered - if you try to peer into a dark room from a lit hallway, you will see ''[[NothingIsScarier nothing]]'' beyond the doorframe.
* HeWhoFightsMonsters: [[spoiler: Liam, if he takes the "bad ending" after the second chapter of ''Harvest'' proper.]]
* HistoricalDomainCharacter: The ghosts of Foulksrath Castle and [[spoiler: Robert Templeton]].
* HollywoodDarkness: Completely shattered - if you try to peer into a dark room from a lit hallway, you will see ''[[NothingIsScarier nothing]]'' beyond the doorframe.
to:
* HollywoodDarkness: Completely shattered - if you try to peer into a dark room from a lit hallway, you will see
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* InterfaceScrew: Liam's sanity. He begins the story as a paranoid and rather jumpy character. By the end, he's gone into HeroicSafeMode.
* KarmaHoudini: [[spoiler: The BigBad, potentially,]] depending on the ending.
* MadnessMantra: [[spoiler: Oddly enough, the BigBad's "[[DownTheRabbitHole Down]], always down" suggests that, while intelligent, it might not be entirely sane.]]
** [[spoiler: ''That is, of course, assuming Liam himself is sane, which by this point in the story is [[ThroughTheEyesOfMadness highly in doubt]].'']]
* KarmaHoudini: [[spoiler: The BigBad, potentially,]] depending on the ending.
* MadnessMantra: [[spoiler: Oddly enough, the BigBad's "[[DownTheRabbitHole Down]], always down" suggests that, while intelligent, it might not be entirely sane.]]
** [[spoiler: ''That is, of course, assuming Liam himself is sane, which by this point in the story is [[ThroughTheEyesOfMadness highly in doubt]].'']]
to:
* MadnessMantra: [[spoiler: Oddly enough, the BigBad's
**
%%* TheManBehindTheMan: [[spoiler: Played straight. Twice. With the same character.]]
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* MultipleEndings: Three in ''Harvest'', two in each of the three ''Harvest: Prologue'' segments.
to:
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* NightmareFace: The FacialHorror of the monsters is one major source of this. [[spoiler: The other source is the paintings of Alexander when viewed ThroughTheEyesOfMadness.]]
to:
* NightmareFace: NightmareFace:
** The FacialHorror of the monsters is one major source of this. [[spoiler: The other source is the paintings of Alexander when viewed ThroughTheEyesOfMadness.]]
** The FacialHorror of the monsters is one major source of this. [[spoiler: The other source is the paintings of Alexander when viewed ThroughTheEyesOfMadness.]]
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* NonActionBigBad: [[spoiler: Phase one of the BigBad fight.]]
to:
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* NoEscapeButDown: Played straight once, inverted once (when there's no escape but up). Played both semi-straight and semi-inverted at various other times in the map (when there may technically ''be'' other ways, they're just [[TooDumbToLive very bad ideas]]).
* NothingIsScarier: In spades. The monsters are scarce enough to keep them from being a source of frustration, but frequent enough to ramp up the horror. Add to that [[HellIsThatNoise ambient sounds]] that, at times, sound like footsteps, music that sounds like the monsters' theme song, and the fact that most people [[HeWasThereAllAlong won't notice important details]], and you'll be cowering in a corner for fear of a monster you haven't even ''seen'' yet. The game doesn't even let you get a good look at the monsters, ever, because just looking at them drops your sanity meter, and eventually makes them notice you.
* NothingIsScarier: In spades. The monsters are scarce enough to keep them from being a source of frustration, but frequent enough to ramp up the horror. Add to that [[HellIsThatNoise ambient sounds]] that, at times, sound like footsteps, music that sounds like the monsters' theme song, and the fact that most people [[HeWasThereAllAlong won't notice important details]], and you'll be cowering in a corner for fear of a monster you haven't even ''seen'' yet. The game doesn't even let you get a good look at the monsters, ever, because just looking at them drops your sanity meter, and eventually makes them notice you.
to:
* NothingIsScarier: In spades. The monsters are scarce enough to keep them from being a source of frustration, but frequent enough to ramp up the horror. Add to that [[HellIsThatNoise ambient sounds]] that, at times, sound like footsteps, music that sounds like the monsters' theme song, and the fact that most people
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* OffscreenTeleportation: [[spoiler: Spiders do this a lot.]] Tip: Don't stand in one area for too long. Especially not enclosed areas. Especially not "safe" areas out of reach of monsters.
* PoweredByAForsakenChild: [[spoiler: The BigBad needs this to survive and provide for its brethren, making it possibly the most unlikely MamaBear ever.]]
* PoweredByAForsakenChild: [[spoiler: The BigBad needs this to survive and provide for its brethren, making it possibly the most unlikely MamaBear ever.]]
to:
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* PsychologicalHorror: The backbone of the whole game.
* PsychoStrings: When some of the monsters are chasing you.
* RealPlaceBackground: [[http://en.wikipedia.org/wiki/Foulksrath_Castle Foulksrath Castle]].
* SanityMeter: The bad thing is that it's an ''accurate barometer of the player's mood.'' Well, except for needing to stay near lights to keep sane.
** Your decaying sanity doesn't only diminish your sight. It also [[SanitySlippage makes you gradually hear more and more deranged and ominous aural hallucinations]]... ''[[FridgeHorror and the quiet grinding noise of your own teeth]]''...
* PsychoStrings: When some of the monsters are chasing you.
* RealPlaceBackground: [[http://en.wikipedia.org/wiki/Foulksrath_Castle Foulksrath Castle]].
* SanityMeter: The bad thing is that it's an ''accurate barometer of the player's mood.'' Well, except for needing to stay near lights to keep sane.
** Your decaying sanity doesn't only diminish your sight. It also [[SanitySlippage makes you gradually hear more and more deranged and ominous aural hallucinations]]... ''[[FridgeHorror and the quiet grinding noise of your own teeth]]''...
to:
%%* TheReasonYouSuckSpeech: Delivered by the BigBad. Not aimed at Liam, in particular, but humanity in general.
%%* TheReveal: First, the BigBad. Then, who the BigBad ''is''. [[spoiler: Finally, who was [[TheManBehindTheMan ''controlling'' the Big Bad]].]]
* SanityMeter:
**
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* StationaryBoss: Phase 1 of BigBad/FinalBoss.
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* StoryBreadcrumbs: [[spoiler: Templeton]]'s lost notes.
* StrongAsTheyNeedToBe: Most of the terror of the game comes from the fact that you're playing as a [[NonActionGuy regular human]] who lacks any skill or ability that would allow him to fight back against the creatures stalking him.
** Contrary to the original game, however, Liam is more acrobatic than Daniel, able to pull himself up to ledges just out of reach.
* TeleportingKeycardSquad: Unfortunately played straight some of the time: Generally when there's a puzzle-relevant pickup in plain sight, you can bet that a monster is going to spawn two rooms back to terrorize you after you pick it up. Of course, knowing this makes it ''even more tense'', because you'll be afraid to even ''find'' the pickups because you know it could cause a monster to spawn. Alternately, story events that change your path of progression (or simply eliminate options, preventing you from escaping back the way you came, for example) can be triggered instead of monsters. Of course, they're not mutually exclusive.
* TheManBehindTheMan: [[spoiler: Played straight. Twice. With the same character.]]
* TheReasonYouSuckSpeech: Delivered by the BigBad. Not aimed at Liam, in particular, but humanity in general.
* TheReveal: First, the BigBad. Then, who the BigBad ''is''. [[spoiler: Finally, who was [[TheManBehindTheMan ''controlling'' the BigBad]].]]
* StrongAsTheyNeedToBe: Most of the terror of the game comes from the fact that you're playing as a [[NonActionGuy regular human]] who lacks any skill or ability that would allow him to fight back against the creatures stalking him.
** Contrary to the original game, however, Liam is more acrobatic than Daniel, able to pull himself up to ledges just out of reach.
* TeleportingKeycardSquad: Unfortunately played straight some of the time: Generally when there's a puzzle-relevant pickup in plain sight, you can bet that a monster is going to spawn two rooms back to terrorize you after you pick it up. Of course, knowing this makes it ''even more tense'', because you'll be afraid to even ''find'' the pickups because you know it could cause a monster to spawn. Alternately, story events that change your path of progression (or simply eliminate options, preventing you from escaping back the way you came, for example) can be triggered instead of monsters. Of course, they're not mutually exclusive.
* TheManBehindTheMan: [[spoiler: Played straight. Twice. With the same character.]]
* TheReasonYouSuckSpeech: Delivered by the BigBad. Not aimed at Liam, in particular, but humanity in general.
* TheReveal: First, the BigBad. Then, who the BigBad ''is''. [[spoiler: Finally, who was [[TheManBehindTheMan ''controlling'' the BigBad]].]]
to:
* StrongAsTheyNeedToBe: Most of the terror of the game comes from the fact that you're playing as a [[NonActionGuy regular human]] who lacks any skill or ability that would allow him to fight back against the creatures stalking
**
* TeleportingKeycardSquad:
* TheManBehindTheMan: [[spoiler: Played straight. Twice. With the same character.]]
* TheReasonYouSuckSpeech: Delivered by the BigBad. Not aimed at Liam, in particular, but humanity in general.
* TheReveal: First, the BigBad. Then, who the BigBad ''is''. [[spoiler: Finally, who was [[TheManBehindTheMan ''controlling'' the BigBad]].]]
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* TitleDrop: A quote by the BigBad.
to:
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None
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* AlwaysABiggerFish: [[spoiler: The GiantSpider. ]]
to:
%% * AlwaysABiggerFish: [[spoiler: The GiantSpider. ]]
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* BodyHorror: [[spoiler: The dessicated.]]
* BrainBleach: May be needed as the player continues into the later levels.
* CatScare: Averted as much as possible.
* BrainBleach: May be needed as the player continues into the later levels.
* CatScare: Averted as much as possible.
to:
%% * BodyHorror: [[spoiler: The dessicated.desiccated.]]
%% * BrainBleach: May be needed as the player continues into the later levels.
%% * CatScare: Averted as much as possible.
%% * BrainBleach: May be needed as the player continues into the later levels.
%% * CatScare: Averted as much as possible.
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* DiegeticInterface : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''.
to:
%% * DiegeticInterface : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''.
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* ExactlyWhatItSaysOnTheTin: You'll [[VerbedTitle get it]] by the end.
* FacialHorror: [[spoiler: The desiccated.]]
* FinalBoss: The only enemy in the game you're really expected to kill.
* FacialHorror: [[spoiler: The desiccated.]]
* FinalBoss: The only enemy in the game you're really expected to kill.
to:
%% * ExactlyWhatItSaysOnTheTin: You'll [[VerbedTitle get it]] by the end.
%% * FacialHorror: [[spoiler: The desiccated.]]
%% * FinalBoss: The only enemy in the game you're really expected to kill.
%% * FacialHorror: [[spoiler: The desiccated.]]
%% * FinalBoss: The only enemy in the game you're really expected to kill.
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* GeniusLoci: [[spoiler: The areas beneath the prison section.]]
* [[spoiler: GiantSpider: The BigBad, when you first see it.]]
* [[spoiler: GiantSpider: The BigBad, when you first see it.]]
to:
%% * GeniusLoci: [[spoiler: The areas beneath the prison section.]]
%% * [[spoiler: GiantSpider: The BigBad, when you first see it.]]
%% * [[spoiler: GiantSpider: The BigBad, when you first see it.]]
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* MeaningfulName: The title itself is one... but you don't actually see why until the second chapter.
* MoreThanMindControl: [[spoiler: Templeton, after the events of ''Harvest: Prologue Part I''.]]
* MultiStageBattle: The FinalBoss.
* MoreThanMindControl: [[spoiler: Templeton, after the events of ''Harvest: Prologue Part I''.]]
* MultiStageBattle: The FinalBoss.
to:
%% * MeaningfulName: The title itself is one... but you don't actually see why until the second chapter.
%% * MoreThanMindControl: [[spoiler: Templeton, after the events of ''Harvest: Prologue Part I''.]]
%% * MultiStageBattle: The FinalBoss.
%% * MoreThanMindControl: [[spoiler: Templeton, after the events of ''Harvest: Prologue Part I''.]]
%% * MultiStageBattle: The FinalBoss.
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Dummied Out is now trivia. Moving examples accordingly.
Deleted line(s) 37 (click to see context) :
* DummiedOut: The original plot of ''Harvest'' involved a corporation kidnapping victims in order to sell their organs on the black market. Some of the models for the victims are reskinned and changed slightly to fit into the new plotline, while other elements are removed entirely.
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None
Changed line(s) 38 (click to see context) from:
* EvilIsEasy: To get the "bad ending", [[spoiler: just stand there]]. The "good ending" requires you to [[spoiler: have picked up an apparently UselessUsefulItem, used it properly, and then kept it with you until the end. You didn't really [[TrailersAlwaysSpoil expect me to tell you]] how to get the good ending, did you?]]
to:
* EvilIsEasy: To get the "bad ending", [[spoiler: just stand there]]. The "good ending" requires you to [[spoiler: have picked up an apparently UselessUsefulItem, used it properly, and then kept it with you until the end. You didn't really [[TrailersAlwaysSpoil expect me to tell you]] how to get the good ending, did you?]]]]
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None
Changed line(s) 19 (click to see context) from:
* AlwaysABiggerFish: [[spoiler: [[GiantSpider]] ]]
to:
* AlwaysABiggerFish: [[spoiler: [[GiantSpider]] The GiantSpider. ]]
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"Watching people play" doesn't count as an example.
Deleted line(s) 32,33 (click to see context) :
* ComedicSociopathy: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** The game is horrifying to play, especially alone at night, but watching other people play it while freaking out is inherently hilarious.
** The game is horrifying to play, especially alone at night, but watching other people play it while freaking out is inherently hilarious.
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Artificial Stupidity refers specifically to AI not story characters
Changed line(s) 19,21 (click to see context) from:
* AlwaysABiggerFish: [[spoiler: [[GiantSpider Sort of.]]]]
* ArtificialStupidity: Liam, when deciding to stay overnight in a purportedly-haunted castle that is under suspicion of being [[spoiler: either a dumping location for bodies or a prison for kidnapping victims]].
* ArtisticLicenseBiology:
* ArtificialStupidity: Liam, when deciding to stay overnight in a purportedly-haunted castle that is under suspicion of being [[spoiler: either a dumping location for bodies or a prison for kidnapping victims]].
* ArtisticLicenseBiology:
to:
* AlwaysABiggerFish: [[spoiler: [[GiantSpider Sort of.]]]]
[[GiantSpider]] ]]
*ArtificialStupidity: Liam, when deciding to stay overnight in a purportedly-haunted castle that is under suspicion of being [[spoiler: either a dumping location for bodies or a prison for kidnapping victims]].
* ArtisticLicenseBiology:ArtisticLicenseBiology
*
* ArtisticLicenseBiology:
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moved from Main.Harvest
Added DiffLines:
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/HarvestImageTVTropes_5398.jpg]]
[[caption-width-right:350:Did we mention you're an [[IntrepidReporter Irish journalist]] with [[ParanoiaFuel crippling paranoia]]?]]
->''Liam,''
->''Sorry to be emailing you so late. I've just got a call from Detective Flynn about the disappearance case you've been covering. He's a friend, and wanted to tip me off that they think they know where the victims were taken, and they'll be moving in soon - within the next couple of days, even. There's a map attached to this message with directions, get there as soon as you can. I booked you a room across the street, just give the receptionist your name.''
->''I'm sure I don't need to tell you to be careful, and try not to get in trouble with the garda, I don't feel like bailing you out again.''
->''Good luck,''
->''-Tara''
->''This message is intended only for the named recipient(s). If you are not an intended recipient, please contact the sender or system administrator.''
-->--'''Description text from the mod.'''
''Harvest'' is a custom story modification and full conversion for ''[[VideoGame/AmnesiaTheDarkDescent Amnesia: The Dark Descent]]'', the SurvivalHorror-slash-AdventureGame released in September 2010. It places the player in the shoes of Liam Connelly, a twentysomething reporter for the ''[[FictionalDocument Irish Record]]''. It is preceded by three [[{{Prequel}} prequels]], collectively entitled ''Harvest: Prologue'', which put the player in differing characters' shoes in each one-map mini-adventure. ''Harvest: Prologue'', while a completely separate custom story and not a total conversion, is intended only to serve as a backstory for ''Harvest'' proper.
The story begins at the custom story selection screen, where the email quoted at the top of the page is visible. It is from Liam's boss, who has received a tip from a friend about a case that Liam has been covering for some time. She makes Liam a reservation at [[RealPlaceBackground Foulksrath Castle]] and sends him to report on the police action as it unfolds. Arriving early, Liam decides to tour the castle, and is surprised to see that much of it is restricted from public eyes - a marked change from its days as the country's oldest hostel. He determines to stay in the castle after closing hours, documenting whatever he can find with his camera and notepad.
----
!!Provides Examples Of:
* AlwaysABiggerFish: [[spoiler: [[GiantSpider Sort of.]]]]
* ArtificialStupidity: Liam, when deciding to stay overnight in a purportedly-haunted castle that is under suspicion of being [[spoiler: either a dumping location for bodies or a prison for kidnapping victims]].
* ArtisticLicenseBiology:
** Partially averted. The [[spoiler: spiders]] made specifically for ''Harvest'' are as true-to-life as possible, with the notable distinction that [[spoiler: they have no upper bounds on size or age, and so will continue to molt and grow larger indefinitely]].
** Also played straight with the [[spoiler: desiccated, who manage to shamble about just fine despite being "[[DeadlyEuphemism relieved]]" of most of their bodily fluids and tissues]].
** Played straight again with the [[spoiler: BigBad's [[PsychicPowers ability to communicate]] with Liam]].
*** This is explained by the [[spoiler: BigBad's PowersViaPossession, which is in turn the result of Elizabeth's DemonicPossession]].
* BeethovenWasAnAlienSpy: [[spoiler: [[http://en.wikipedia.org/wiki/Robert_Templeton Templeton]], an established naturalist in the nineteenth century, encounters and later becomes [[MoreThanMindControl strongly influenced]] by the BigBad.]]
* BlackBugRoom: Seen occasionally in ''Harvest: Prologue'', notably in Part I of the prequels, as well as ''Harvest''. Typically used to prevent a player from lingering in an area for too long, especially areas unreachable by most monsters.
* BodyHorror: [[spoiler: The dessicated.]]
* BrainBleach: May be needed as the player continues into the later levels.
* CatScare: Averted as much as possible.
* ChekhovsGun: Played mostly straight. If you find something that goes in your inventory, you'll be able to use it in some way. Whether you figure out what that way is remains up to you.
* CollapsingLair: [[spoiler: After the second phase of the FinalBoss, the basement system collapses, crushing the BigBad and exposing the player to fresh air for the first time after being trapped within the catacombs for the second half of the game.]]
* ComedicSociopathy: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** The game is horrifying to play, especially alone at night, but watching other people play it while freaking out is inherently hilarious.
* ContinuityNod: The notes found in the various prequels and chapters, referencing each other in most cases (while also giving you clues to help you move forward, and a healthy amount of Foreshadowing).
* TheCorruption: What happened to [[spoiler: Elizabeth]]. And, if you're not careful, [[spoiler: it will [[MultipleEndings happen to you]] also]].
* CowerPower: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** Literally, the best way to survive a monster is to find a dark corner, curl up with your nose to the wall, and ''pray it leaves before it stumbles over you''. Justified, as Daniel has no means by which to fight back against these monsters, they can generally outrun him when they break into a sprint, and closing doors will only slow them down at best.
* DiegeticInterface : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''.
* DummiedOut: The original plot of ''Harvest'' involved a corporation kidnapping victims in order to sell their organs on the black market. Some of the models for the victims are reskinned and changed slightly to fit into the new plotline, while other elements are removed entirely.
* EvilIsEasy: To get the "bad ending", [[spoiler: just stand there]]. The "good ending" requires you to [[spoiler: have picked up an apparently UselessUsefulItem, used it properly, and then kept it with you until the end. You didn't really [[TrailersAlwaysSpoil expect me to tell you]] how to get the good ending, did you?]]
* ExactlyWhatItSaysOnTheTin: You'll [[VerbedTitle get it]] by the end.
* FacialHorror: [[spoiler: The desiccated.]]
* FinalBoss: The only enemy in the game you're really expected to kill.
* FirstPersonGhost : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''. Averted only by your left hand, which visibly holds the flashlight(s).
* [[spoiler:FissionMailed: Shortly after Liam reaches his apparent "goal", which is the finale of the entire first chapter.]]
** [[spoiler: Also present in the "bad ending" of ''Prologue, Part III'' which ends with you becoming trapped in a dungeon with an enraged enemy and no way to fight back.]]
* GameBreakingBug: The game flatout ''refuses'' to run on anything except very specific video cards.
** This is a carryover from ''VideoGame/AmnesiaTheDarkDescent'', and specifically the HPL2 engine, upon which ''Harvest'' is built.
** Note that ''Harvest'' now runs on any [=GeForce=] 6 or higher Nvidia card, or any Radeon x1300 or higher.
* {{Gaslighting}}: The BigBad and his minions do this to you. It becomes a problem because your sanity (or lack of same) is also affecting where things appear to be, so you never really know what is the workings of your own mind and what has been genuinely moved.
* GeniusLoci: [[spoiler: The areas beneath the prison section.]]
* [[spoiler: GiantSpider: The BigBad, when you first see it.]]
* GoMadFromTheRevelation: [[spoiler: When Liam reaches the end of the second chapter and discovers who -- or what -- he has been talking to.]]
* GothicHorror: Dark, decaying, haunted castle? Check. No vampires in this one though... [[spoiler:...Unless you count BloodLust.]]
* HaveANiceDeath: When you die, the game will give you advice such as, "Tread carefully..." and, "Block the path. Run..."
* HeroicMime: The current case of Liam, due to a lack of a voice actor.
* HeWhoFightsMonsters: [[spoiler: Liam, if he takes the "bad ending" after the second chapter of ''Harvest'' proper.]]
* HistoricalDomainCharacter: The ghosts of Foulksrath Castle and [[spoiler: Robert Templeton]].
* HollywoodDarkness: Completely shattered - if you try to peer into a dark room from a lit hallway, you will see ''[[NothingIsScarier nothing]]'' beyond the doorframe.
* HumanoidAbomination: If you happen to run into the visible monster [[spoiler: (the desiccated)]] in a room, it looks something like this.
* HumanResources: [[spoiler: Humans are semi-dissolved and drained of vital fluids to feed the inhabitants of the lower cellar.]]
* ImmortalityImmorality: [[spoiler: The spiders. They are documented in Templeton's notes as having "no apparent upper bounds on size or age" and "could, theoretically, continue molting and growing larger indefinitely". Fortunately they, "as semi-sentient beings, have developed a sort of continual strife with one another ... keeping any one from excelling above the rest, like crabs in a bucket".]]
* InterfaceScrew: Liam's sanity. He begins the story as a paranoid and rather jumpy character. By the end, he's gone into HeroicSafeMode.
* KarmaHoudini: [[spoiler: The BigBad, potentially,]] depending on the ending.
* MadnessMantra: [[spoiler: Oddly enough, the BigBad's "[[DownTheRabbitHole Down]], always down" suggests that, while intelligent, it might not be entirely sane.]]
** [[spoiler: ''That is, of course, assuming Liam himself is sane, which by this point in the story is [[ThroughTheEyesOfMadness highly in doubt]].'']]
* MeaningfulName: The title itself is one... but you don't actually see why until the second chapter.
* MoreThanMindControl: [[spoiler: Templeton, after the events of ''Harvest: Prologue Part I''.]]
* MultiStageBattle: The FinalBoss.
* MultipleEndings: Three in ''Harvest'', two in each of the three ''Harvest: Prologue'' segments.
* MusicalSpoiler: Partially averted. Some of the enemies have theme music, while others do not. Theme music can also play when there are no monsters around. [[spoiler: Generally speaking, temporary spawn monsters will be accompanied by music while permanent patrol monsters will not be. The exceptions to this rule are seen in ''Harvest: Prologue''.]]
* NightmareFace: The FacialHorror of the monsters is one major source of this. [[spoiler: The other source is the paintings of Alexander when viewed ThroughTheEyesOfMadness.]]
** [[spoiler: Additionally, the BigBad's face, such as it is, may be less than aesthetically pleasing.]]
* NonActionBigBad: [[spoiler: Phase one of the BigBad fight.]]
* NoBudget: The developer created this mod on his own time, with no previous experience with the modeling programs used, and without pay. The mod continues to be updated and expanded, and will continue to be even after chapter two (the current ending) is complete.
* NoEscapeButDown: Played straight once, inverted once (when there's no escape but up). Played both semi-straight and semi-inverted at various other times in the map (when there may technically ''be'' other ways, they're just [[TooDumbToLive very bad ideas]]).
* NothingIsScarier: In spades. The monsters are scarce enough to keep them from being a source of frustration, but frequent enough to ramp up the horror. Add to that [[HellIsThatNoise ambient sounds]] that, at times, sound like footsteps, music that sounds like the monsters' theme song, and the fact that most people [[HeWasThereAllAlong won't notice important details]], and you'll be cowering in a corner for fear of a monster you haven't even ''seen'' yet. The game doesn't even let you get a good look at the monsters, ever, because just looking at them drops your sanity meter, and eventually makes them notice you.
* NumberedSequels: ''Harvest: Prologue, Part I'' through ''...Part III''. Also used in the version numbering of the game itself, with X.0.0 corresponding to X chapter's release, 0.X.0 corresponding to major patches for content or noticeable changes, and 0.0.X corresponding to bug fixes and other small adjustments.
* OffscreenTeleportation: [[spoiler: Spiders do this a lot.]] Tip: Don't stand in one area for too long. Especially not enclosed areas. Especially not "safe" areas out of reach of monsters.
* PoweredByAForsakenChild: [[spoiler: The BigBad needs this to survive and provide for its brethren, making it possibly the most unlikely MamaBear ever.]]
* PrimalFear: Plays heavily on several of these. Fear of the dark is, as the title suggests, a frequent one, but that is also subserviant to a more general fear of the ''unknown''. The game uses lots of little tricks to ensure this fear is invoked, such as HellIsThatNoise to suggest what might be near, and TeleportingKeyCardSquad to ensure that monsters can be ''anywhere'', and NothingIsScarier to keep players tense and on-edge. Even if one tries looking at the monsters ({{Body Horror}}s though they are) Daniel's vision will be blurred and distorted, ensuring that they retain an element of mystery and unknowability, in addition to their role as predators after a helpless prey.
* PsychologicalHorror: The backbone of the whole game.
* PsychoStrings: When some of the monsters are chasing you.
* RealPlaceBackground: [[http://en.wikipedia.org/wiki/Foulksrath_Castle Foulksrath Castle]].
* SanityMeter: The bad thing is that it's an ''accurate barometer of the player's mood.'' Well, except for needing to stay near lights to keep sane.
** Your decaying sanity doesn't only diminish your sight. It also [[SanitySlippage makes you gradually hear more and more deranged and ominous aural hallucinations]]... ''[[FridgeHorror and the quiet grinding noise of your own teeth]]''...
* SpookyPainting: Toyed with - as your SanityMeter depletes, paintings become grotesque to look at.
* StationaryBoss: Phase 1 of BigBad/FinalBoss.
* StealthBasedGame : You don't even have a weapon to fight back.
* StoryBreadcrumbs: [[spoiler: Templeton]]'s lost notes.
* StrongAsTheyNeedToBe: Most of the terror of the game comes from the fact that you're playing as a [[NonActionGuy regular human]] who lacks any skill or ability that would allow him to fight back against the creatures stalking him.
** Contrary to the original game, however, Liam is more acrobatic than Daniel, able to pull himself up to ledges just out of reach.
* TeleportingKeycardSquad: Unfortunately played straight some of the time: Generally when there's a puzzle-relevant pickup in plain sight, you can bet that a monster is going to spawn two rooms back to terrorize you after you pick it up. Of course, knowing this makes it ''even more tense'', because you'll be afraid to even ''find'' the pickups because you know it could cause a monster to spawn. Alternately, story events that change your path of progression (or simply eliminate options, preventing you from escaping back the way you came, for example) can be triggered instead of monsters. Of course, they're not mutually exclusive.
* TheManBehindTheMan: [[spoiler: Played straight. Twice. With the same character.]]
* TheReasonYouSuckSpeech: Delivered by the BigBad. Not aimed at Liam, in particular, but humanity in general.
* TheReveal: First, the BigBad. Then, who the BigBad ''is''. [[spoiler: Finally, who was [[TheManBehindTheMan ''controlling'' the BigBad]].]]
* ThroughTheEyesOfMadness: Your surroundings change as your sanity gets lower. [[spoiler: You later discover that the BigBad and its charges have been Gaslighting you as well, leaving you to wonder what they changed and what was only changed in your mind.]]
* TitleDrop: A quote by the BigBad.
----
[[caption-width-right:350:Did we mention you're an [[IntrepidReporter Irish journalist]] with [[ParanoiaFuel crippling paranoia]]?]]
->''Liam,''
->''Sorry to be emailing you so late. I've just got a call from Detective Flynn about the disappearance case you've been covering. He's a friend, and wanted to tip me off that they think they know where the victims were taken, and they'll be moving in soon - within the next couple of days, even. There's a map attached to this message with directions, get there as soon as you can. I booked you a room across the street, just give the receptionist your name.''
->''I'm sure I don't need to tell you to be careful, and try not to get in trouble with the garda, I don't feel like bailing you out again.''
->''Good luck,''
->''-Tara''
->''This message is intended only for the named recipient(s). If you are not an intended recipient, please contact the sender or system administrator.''
-->--'''Description text from the mod.'''
''Harvest'' is a custom story modification and full conversion for ''[[VideoGame/AmnesiaTheDarkDescent Amnesia: The Dark Descent]]'', the SurvivalHorror-slash-AdventureGame released in September 2010. It places the player in the shoes of Liam Connelly, a twentysomething reporter for the ''[[FictionalDocument Irish Record]]''. It is preceded by three [[{{Prequel}} prequels]], collectively entitled ''Harvest: Prologue'', which put the player in differing characters' shoes in each one-map mini-adventure. ''Harvest: Prologue'', while a completely separate custom story and not a total conversion, is intended only to serve as a backstory for ''Harvest'' proper.
The story begins at the custom story selection screen, where the email quoted at the top of the page is visible. It is from Liam's boss, who has received a tip from a friend about a case that Liam has been covering for some time. She makes Liam a reservation at [[RealPlaceBackground Foulksrath Castle]] and sends him to report on the police action as it unfolds. Arriving early, Liam decides to tour the castle, and is surprised to see that much of it is restricted from public eyes - a marked change from its days as the country's oldest hostel. He determines to stay in the castle after closing hours, documenting whatever he can find with his camera and notepad.
----
!!Provides Examples Of:
* AlwaysABiggerFish: [[spoiler: [[GiantSpider Sort of.]]]]
* ArtificialStupidity: Liam, when deciding to stay overnight in a purportedly-haunted castle that is under suspicion of being [[spoiler: either a dumping location for bodies or a prison for kidnapping victims]].
* ArtisticLicenseBiology:
** Partially averted. The [[spoiler: spiders]] made specifically for ''Harvest'' are as true-to-life as possible, with the notable distinction that [[spoiler: they have no upper bounds on size or age, and so will continue to molt and grow larger indefinitely]].
** Also played straight with the [[spoiler: desiccated, who manage to shamble about just fine despite being "[[DeadlyEuphemism relieved]]" of most of their bodily fluids and tissues]].
** Played straight again with the [[spoiler: BigBad's [[PsychicPowers ability to communicate]] with Liam]].
*** This is explained by the [[spoiler: BigBad's PowersViaPossession, which is in turn the result of Elizabeth's DemonicPossession]].
* BeethovenWasAnAlienSpy: [[spoiler: [[http://en.wikipedia.org/wiki/Robert_Templeton Templeton]], an established naturalist in the nineteenth century, encounters and later becomes [[MoreThanMindControl strongly influenced]] by the BigBad.]]
* BlackBugRoom: Seen occasionally in ''Harvest: Prologue'', notably in Part I of the prequels, as well as ''Harvest''. Typically used to prevent a player from lingering in an area for too long, especially areas unreachable by most monsters.
* BodyHorror: [[spoiler: The dessicated.]]
* BrainBleach: May be needed as the player continues into the later levels.
* CatScare: Averted as much as possible.
* ChekhovsGun: Played mostly straight. If you find something that goes in your inventory, you'll be able to use it in some way. Whether you figure out what that way is remains up to you.
* CollapsingLair: [[spoiler: After the second phase of the FinalBoss, the basement system collapses, crushing the BigBad and exposing the player to fresh air for the first time after being trapped within the catacombs for the second half of the game.]]
* ComedicSociopathy: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** The game is horrifying to play, especially alone at night, but watching other people play it while freaking out is inherently hilarious.
* ContinuityNod: The notes found in the various prequels and chapters, referencing each other in most cases (while also giving you clues to help you move forward, and a healthy amount of Foreshadowing).
* TheCorruption: What happened to [[spoiler: Elizabeth]]. And, if you're not careful, [[spoiler: it will [[MultipleEndings happen to you]] also]].
* CowerPower: Shared with ''VideoGame/AmnesiaTheDarkDescent''.
** Literally, the best way to survive a monster is to find a dark corner, curl up with your nose to the wall, and ''pray it leaves before it stumbles over you''. Justified, as Daniel has no means by which to fight back against these monsters, they can generally outrun him when they break into a sprint, and closing doors will only slow them down at best.
* DiegeticInterface : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''.
* DummiedOut: The original plot of ''Harvest'' involved a corporation kidnapping victims in order to sell their organs on the black market. Some of the models for the victims are reskinned and changed slightly to fit into the new plotline, while other elements are removed entirely.
* EvilIsEasy: To get the "bad ending", [[spoiler: just stand there]]. The "good ending" requires you to [[spoiler: have picked up an apparently UselessUsefulItem, used it properly, and then kept it with you until the end. You didn't really [[TrailersAlwaysSpoil expect me to tell you]] how to get the good ending, did you?]]
* ExactlyWhatItSaysOnTheTin: You'll [[VerbedTitle get it]] by the end.
* FacialHorror: [[spoiler: The desiccated.]]
* FinalBoss: The only enemy in the game you're really expected to kill.
* FirstPersonGhost : As in ''VideoGame/{{Penumbra}}'' and ''VideoGame/AmnesiaTheDarkDescent''. Averted only by your left hand, which visibly holds the flashlight(s).
* [[spoiler:FissionMailed: Shortly after Liam reaches his apparent "goal", which is the finale of the entire first chapter.]]
** [[spoiler: Also present in the "bad ending" of ''Prologue, Part III'' which ends with you becoming trapped in a dungeon with an enraged enemy and no way to fight back.]]
* GameBreakingBug: The game flatout ''refuses'' to run on anything except very specific video cards.
** This is a carryover from ''VideoGame/AmnesiaTheDarkDescent'', and specifically the HPL2 engine, upon which ''Harvest'' is built.
** Note that ''Harvest'' now runs on any [=GeForce=] 6 or higher Nvidia card, or any Radeon x1300 or higher.
* {{Gaslighting}}: The BigBad and his minions do this to you. It becomes a problem because your sanity (or lack of same) is also affecting where things appear to be, so you never really know what is the workings of your own mind and what has been genuinely moved.
* GeniusLoci: [[spoiler: The areas beneath the prison section.]]
* [[spoiler: GiantSpider: The BigBad, when you first see it.]]
* GoMadFromTheRevelation: [[spoiler: When Liam reaches the end of the second chapter and discovers who -- or what -- he has been talking to.]]
* GothicHorror: Dark, decaying, haunted castle? Check. No vampires in this one though... [[spoiler:...Unless you count BloodLust.]]
* HaveANiceDeath: When you die, the game will give you advice such as, "Tread carefully..." and, "Block the path. Run..."
* HeroicMime: The current case of Liam, due to a lack of a voice actor.
* HeWhoFightsMonsters: [[spoiler: Liam, if he takes the "bad ending" after the second chapter of ''Harvest'' proper.]]
* HistoricalDomainCharacter: The ghosts of Foulksrath Castle and [[spoiler: Robert Templeton]].
* HollywoodDarkness: Completely shattered - if you try to peer into a dark room from a lit hallway, you will see ''[[NothingIsScarier nothing]]'' beyond the doorframe.
* HumanoidAbomination: If you happen to run into the visible monster [[spoiler: (the desiccated)]] in a room, it looks something like this.
* HumanResources: [[spoiler: Humans are semi-dissolved and drained of vital fluids to feed the inhabitants of the lower cellar.]]
* ImmortalityImmorality: [[spoiler: The spiders. They are documented in Templeton's notes as having "no apparent upper bounds on size or age" and "could, theoretically, continue molting and growing larger indefinitely". Fortunately they, "as semi-sentient beings, have developed a sort of continual strife with one another ... keeping any one from excelling above the rest, like crabs in a bucket".]]
* InterfaceScrew: Liam's sanity. He begins the story as a paranoid and rather jumpy character. By the end, he's gone into HeroicSafeMode.
* KarmaHoudini: [[spoiler: The BigBad, potentially,]] depending on the ending.
* MadnessMantra: [[spoiler: Oddly enough, the BigBad's "[[DownTheRabbitHole Down]], always down" suggests that, while intelligent, it might not be entirely sane.]]
** [[spoiler: ''That is, of course, assuming Liam himself is sane, which by this point in the story is [[ThroughTheEyesOfMadness highly in doubt]].'']]
* MeaningfulName: The title itself is one... but you don't actually see why until the second chapter.
* MoreThanMindControl: [[spoiler: Templeton, after the events of ''Harvest: Prologue Part I''.]]
* MultiStageBattle: The FinalBoss.
* MultipleEndings: Three in ''Harvest'', two in each of the three ''Harvest: Prologue'' segments.
* MusicalSpoiler: Partially averted. Some of the enemies have theme music, while others do not. Theme music can also play when there are no monsters around. [[spoiler: Generally speaking, temporary spawn monsters will be accompanied by music while permanent patrol monsters will not be. The exceptions to this rule are seen in ''Harvest: Prologue''.]]
* NightmareFace: The FacialHorror of the monsters is one major source of this. [[spoiler: The other source is the paintings of Alexander when viewed ThroughTheEyesOfMadness.]]
** [[spoiler: Additionally, the BigBad's face, such as it is, may be less than aesthetically pleasing.]]
* NonActionBigBad: [[spoiler: Phase one of the BigBad fight.]]
* NoBudget: The developer created this mod on his own time, with no previous experience with the modeling programs used, and without pay. The mod continues to be updated and expanded, and will continue to be even after chapter two (the current ending) is complete.
* NoEscapeButDown: Played straight once, inverted once (when there's no escape but up). Played both semi-straight and semi-inverted at various other times in the map (when there may technically ''be'' other ways, they're just [[TooDumbToLive very bad ideas]]).
* NothingIsScarier: In spades. The monsters are scarce enough to keep them from being a source of frustration, but frequent enough to ramp up the horror. Add to that [[HellIsThatNoise ambient sounds]] that, at times, sound like footsteps, music that sounds like the monsters' theme song, and the fact that most people [[HeWasThereAllAlong won't notice important details]], and you'll be cowering in a corner for fear of a monster you haven't even ''seen'' yet. The game doesn't even let you get a good look at the monsters, ever, because just looking at them drops your sanity meter, and eventually makes them notice you.
* NumberedSequels: ''Harvest: Prologue, Part I'' through ''...Part III''. Also used in the version numbering of the game itself, with X.0.0 corresponding to X chapter's release, 0.X.0 corresponding to major patches for content or noticeable changes, and 0.0.X corresponding to bug fixes and other small adjustments.
* OffscreenTeleportation: [[spoiler: Spiders do this a lot.]] Tip: Don't stand in one area for too long. Especially not enclosed areas. Especially not "safe" areas out of reach of monsters.
* PoweredByAForsakenChild: [[spoiler: The BigBad needs this to survive and provide for its brethren, making it possibly the most unlikely MamaBear ever.]]
* PrimalFear: Plays heavily on several of these. Fear of the dark is, as the title suggests, a frequent one, but that is also subserviant to a more general fear of the ''unknown''. The game uses lots of little tricks to ensure this fear is invoked, such as HellIsThatNoise to suggest what might be near, and TeleportingKeyCardSquad to ensure that monsters can be ''anywhere'', and NothingIsScarier to keep players tense and on-edge. Even if one tries looking at the monsters ({{Body Horror}}s though they are) Daniel's vision will be blurred and distorted, ensuring that they retain an element of mystery and unknowability, in addition to their role as predators after a helpless prey.
* PsychologicalHorror: The backbone of the whole game.
* PsychoStrings: When some of the monsters are chasing you.
* RealPlaceBackground: [[http://en.wikipedia.org/wiki/Foulksrath_Castle Foulksrath Castle]].
* SanityMeter: The bad thing is that it's an ''accurate barometer of the player's mood.'' Well, except for needing to stay near lights to keep sane.
** Your decaying sanity doesn't only diminish your sight. It also [[SanitySlippage makes you gradually hear more and more deranged and ominous aural hallucinations]]... ''[[FridgeHorror and the quiet grinding noise of your own teeth]]''...
* SpookyPainting: Toyed with - as your SanityMeter depletes, paintings become grotesque to look at.
* StationaryBoss: Phase 1 of BigBad/FinalBoss.
* StealthBasedGame : You don't even have a weapon to fight back.
* StoryBreadcrumbs: [[spoiler: Templeton]]'s lost notes.
* StrongAsTheyNeedToBe: Most of the terror of the game comes from the fact that you're playing as a [[NonActionGuy regular human]] who lacks any skill or ability that would allow him to fight back against the creatures stalking him.
** Contrary to the original game, however, Liam is more acrobatic than Daniel, able to pull himself up to ledges just out of reach.
* TeleportingKeycardSquad: Unfortunately played straight some of the time: Generally when there's a puzzle-relevant pickup in plain sight, you can bet that a monster is going to spawn two rooms back to terrorize you after you pick it up. Of course, knowing this makes it ''even more tense'', because you'll be afraid to even ''find'' the pickups because you know it could cause a monster to spawn. Alternately, story events that change your path of progression (or simply eliminate options, preventing you from escaping back the way you came, for example) can be triggered instead of monsters. Of course, they're not mutually exclusive.
* TheManBehindTheMan: [[spoiler: Played straight. Twice. With the same character.]]
* TheReasonYouSuckSpeech: Delivered by the BigBad. Not aimed at Liam, in particular, but humanity in general.
* TheReveal: First, the BigBad. Then, who the BigBad ''is''. [[spoiler: Finally, who was [[TheManBehindTheMan ''controlling'' the BigBad]].]]
* ThroughTheEyesOfMadness: Your surroundings change as your sanity gets lower. [[spoiler: You later discover that the BigBad and its charges have been Gaslighting you as well, leaving you to wonder what they changed and what was only changed in your mind.]]
* TitleDrop: A quote by the BigBad.
----