Video Game / Insurgency

Insurgency is a 2007 freeware total conversion Source mod featuring realistic gun mechanics and teamwork-based gameplay set between a conventional army against partisans. The Steam release of the mod is titled Insurgency: Modern Infantry Combat. Developed by InterWave Studios, a commercial version released as Insurgency was later made by New World Interactive (with many of the mod's original developers) using the Portal 2 Source engine, on January 22nd, 2014.

You can download the mod from Steam here. (Source Engine game required, see the list here) The commercial version's website is here.

This series provides examples of:

  • Armor Is Useless: Averted as you can use light and heavy armor which may slow your movement but will greatly aid your survivability as long as they actually hit you in your armored chest and torso, though armor-piercing ammunition can make it less effective and will completely go through light armor.
  • Armor-Piercing Attack: Your gun can use armor-piercing ammunition in commercial Insurgency if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
  • Awesome, but Impractical: Sniping, in many situations. Most maps are too small for a full magnification scope.
  • Blinded by the Light: In the commercial Insurgency, flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates looking at your directions.
  • Blown Across the Room: Surprisingly, this trope was played straight in the mod. Averted in the commercial release.
  • Boring Yet Practical: A generalist rifle is available for all classes and both sides in commercial Insurgency, with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
  • Break Out the Museum Piece: At least one weapon per game is much older than the rest, namely the L42A1 sniper rifle in the mod, or a few WW2 guns for the Insurgents team in the retail game.
  • Concealment Equals Cover: Averted Trope, the distinction between the words is even pointed out in the game's tutorial while explaining not everything will stop bullets. Armor-piercing ammo goes through cover better than normal ammunition, hollow-point ammo is worse at it than the basic.
  • Difficult but Awesome: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supply points and are very prone to teamkilling, and thus requires some skill to use properly.
  • Emergency Weapon: The Beretta M9 and Makarov PM sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of Cherry Tapping someone they completely blindsided.
  • Enemy Chatter: The Insurgent Forces bots in the co-op modes do this, and so do player characters under special circumstances and the Security bots in survival mode.
  • Every Bullet Is a Tracer: Averted Trope since tracer ammo does not fire tracers with every shot and players can easily elect to use non-tracer ammo that doesn't fire them.
  • Fackler Scale of FPS Realism: Quite heavy on the realistic end. Many Steam reviews called it Red Orchestra in a modern environment.
  • Friend or Foe: Friendly fire can be on or off depending on the server for retail Insurgency. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
  • Gun Accessories: In both games, though expanded greatly in the commercial game. In the first, the only accessories were foregrips, sights, and grenade launchers on a few rifles (also, only one attachment can be used, more than one cannot be used at the same time). In the second, every weapon can be modified with different ammunition types, sights (including laser sights), scopes, suppressors, or heavier barrels.
  • Hollywood Silencer: Averted, bots in co-op and players can hear the suppressor from a distance.
  • Infinite Flashlight: The flashlight weapon attachment.
  • Laser Sight: An optional weapon attachment that shows where your weapon's barrel is pointing. Any player can see it, and you can blind your allies with it, making it a mild Base Breaker.
  • Molotov Cocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the incendiary grenade used by the Security team.
  • More Dakka: Drum magazines, the RPK or The M249 are made for this. Other weapons will generally empty a magazine within a couple of seconds.
  • Night-Vision Goggles: Available on night maps. Using it for the first minute or so makes everything extremely bright until it darkens (which simulates your eyes adjusting).
  • One Bullet Clips: Averted, the amount of ammo in a mag is remembered when you reload and reloading mid-mag and from empty mag differ (which is realistic).
  • Private Military Contractors: The Security team of the commercial Insurgency is stated to have contracts in the mission, leaving the implications of what sort of combatants they are fairly clear.
  • Shotguns Are Just Better: Hits with the force of a train. Magazine can be topped up between encounters. Cheap supply point cost. Averted with the slow rate of fire.
    • Short-Range Shotgun: Medium-range by default, but easily defeated by armor. Upgrading to solid slugs completely averts this trope.
  • Smoke Out: Commercial Insurgency has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.
    • Almost an Exaggerated Trope. The game also includes a smoke grenade 'launcher', and to a lesser extent regular grenades will kick up dust clouds.
  • Trick Bullet: Commercial Insurgency allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count.
  • Translation Convention: The Insurgent Forces always speak accented English, regardless of which team you're on.