Video Game: Monaco: What's Yours Is Mine aka: Monaco
"What's mine is yours... And Monaco is mine."
Monaco: What's Yours Is Mine is a class-based top-down retro action-stealth-puzzle-infiltration game made by Pocketwatch Games that pays homage to the heist movie genre. Each level is usually a break-in type scenario, where the player must infiltrate, collect loot, steal a specific object, and escape while remaining in one piece.
This show provides examples of:
Air-Vent Passageway: All over the place, and they are just as useful as you'd expect in a stealth game.
Ambiguous Disorder: The Hacker's Motor Mouth tendencies, fierce loyalty to the Gentleman, and general sociopathy (you do rescue him from a psych ward, after all) imply that he's likely somewhere on the autism spectrum.
An Aesop: One early mission is called "The Scorpion and the Frog", which is a reference to a fable about how evil people will do evil things even when it's not in their best interests, and even to people who helped them. Not surprisingly, the first act ends with the four unlockable characters betraying the original four, then betraying each other.
Because I'm Good At It: The Locksmith admits that the crew had all the money and means neccessary to flee Monaco but kept committing crimes because it was in their nature.
Big Damn Heroes: Trying to save your friends from guards can become one of these.
Bloodstained Glass Windows: The "Epilogue" PVP mission is a showdown in a church in which the four remaining thieves try to steal all the loot from each other and escape.
Bizarrchitecture: Delightfully averted. For the most part, the levels are laid out in a way that's logical for the building in question to be laid out. This adds a lot of variety to the levels and makes you actually feel like you are infiltrating a casino or nightclub.
Bilingual Bonus: Guards and civilians speak French, which makes sense given the setting.
In the intro to the mission "Identity," the Pickpocket says to Inspector Voltaire "Ce qui est à toi est à moi," which translates to "What's yours is mine." This is another hint that the Gentleman and the Pickpocket are the same person.
Book Ends: The game's first and last levels are set in the same prison.
Caper Crew: To the point that each character is addressed only by their title.
Chunky Salsa Rule: Normally killing enemies leaves a skeleton other enemies can revive. Blowing them up with c4, on the other hand, doesn't leave a body and thus prevents them from being revived. Thankfully, this is averted for players, who always leave a revivable skeleton even if blown up.
The Zombaco mode makes this happen to every enemy (except the exploding ones), regardless of how they're killed. Even if The Cleaner just comes up behind them.
Colour-Coded for Your Convenience: Each member of the crew gets their own distinctive color. In multiplayer, chat color matches the color of the player's character to make it easy to tell who is saying what. Even the skeletons of dead characters match their color.
Cutting the Knot: If you're willing to make a bit of noise, the Mole can make this a valid option to bypass a locked door — you simply smash through the wall next to it. Unless your party has a Locksmith, this is usually the fastest option, and it's almost always the most flexible.
Death Course: Some of the later laser hallways double as this, as they are tied to automated weapons that will obliterate you if you trip a laser beam
Defog of War: The Lookout's role. She reveals all guards on the map for the team.
Disc One Nuke: The Mole trivializes some early heists. For example, Banque Albert can be completed in about 30 seconds by just digging into the back of the vault from the parking lot you start in. Later levels take the Mole's abilities into account and introduce walls he cannot tunnel through, which brings him down from a Game Breaker to merely a useful character.
Disco: The "Discotheque Rouge" and "Red Carpet" missions take place in a discotheque.
Gratuitous French: Being that it takes place in Monaco, this is to be expected. The criminals all speak English to each other, but since their nationalites are never revealed, this sort of makes sense as well.
Healing Hands: Both players and guards can revive their friends by rapidly wiggling their hands over the corpse.
Hilarity Ensues: The main reason the game is so fun is that unlike other stealth games, you are expected to be caught. The game is more about advancing despite being caught and then escaping back to safety. As result, it's nearly impossible in later levels to actually go without being seen. This means games usually degenerate into 4 thieves scurrying around trying to grab loot, not die, and resurrect each other at a frantic pace.
Honey Trap: The Cleaner and The Redhead can arrange this. The Redhead charms a guard and lures it to an isolated area and then hides in a bush or vent. This breaks the charm, allowing The Cleaner to take them out.
Informed Attractiveness: The Redhead is supposedly attractive, but given the graphics level of the game, we just have take everyone's word for it.
Instant Sedation: The Cleaner uses chloroform to do this to anyone instantly. Even dogs. But not cats or seagulls. Also, the Crossbows do this as well.
Instant Seduction: The Redhead instantly charms anyone who sees her, provided she doesn't already have someone charmed. Even dogs. But not Cats.
It's Probably Nothing: A particularly egregious example; guards will turn and look at the noise created by The Mole breaking a hole in the wall, then shrug and assume it's nothing, despite half the wall now being gone.
Magic Tool: The Wrench completes any action instantly. That means you can use it to open a safe, steal from an ATM, bypass security scanner doors, disable laser beams, break into cars, or even hack computers. In a pinch, you can also bludgeon guards with it.
The Medic: The Redhead revives allies twice as quickly as any other class. Also in multiplayer, whoever picks up the Trauma Kit equipment becomes this for the team, as it allows them to both heal allies and revive dead players instantly.
No Name Given: Everyone. Justified since the crew are all professional criminals who probably wouldn't even want to know each other's names even if they were willing to give them.
No One Gets Left Behind: In multiplayer, you must have everyone alive and on the same staircase to change levels. You also must have everyone alive and in the getaway vehicle to escape. In Single-player, however, you get 4 lives so you can leave 3 characters dead and still win.
No Peripheral Vision: Guards and civilians have a 90 degree cone of vision. Thankfully averted for the players who have 360 degree vision.
Non-Lethal K.O.: The Cleaner will only put enemies to sleep temporarily. Using the shotgun, machine gun, or wrench will kill an NPCs (they turn into a skeleton), but other NPCs can revive these skeletons. However, it is possible to permanently kill NPCs using C4.Just be sure to vacate the area ASAP.
One Last Job: Or so the Gentleman promises. The main crew end up being roped into "last job" after "last job," until they give up the idea of stopping entirely.
The Guards Must Be Crazy: The AI isn't exactly dumb, but it has the standard stealth game limitations that the game would be impossible without. Still, guard dogs that can't tell you are hiding in a potted plant 2 feet in front of them?
The Voiceless: The Cleaner usually doesn't have much to say besides "...".
There Was a Door: Making unnecessary holes is part of the fun of playing the Mole. On the other hand, if the door is locked or alarmed, making a hole right next to it to bypass it is sound strategy.
Tomato Surprise: There's really only 4 thieves all along. The Locksmith is the Mole, the Lookout is the Redhead, the Cleaner is the Hacker, and the Pickpocket is the Gentleman. Probably.
Tranquillizer Dart: Crossbow fired ones, at that. They aren't as good for actual combat as a real gun, but have the advantage of being silent. Unfortunately, some enemies get them too, and even some security systems fire them.
Smoke Out: The smoke bomb pickup can cover your escape or blind guards while you access key objects.
Unreliable Narrator: The Pickpocket heavily suggests that the Locksmith is one. As well, if his story is to be believed, then The Pickpocket is really The Gentleman.
According to The Lookout in the Prologue chapters, The Pickpocket has a tendency to embellish on facts for the sake of a more dramatic story, "but the facts are still there." She does call the Locksmith too dumb to lie, though.
"Rashomon"-Style: The Locksmith and the Pickpocket recount the same events, but tell wildly different stories.
Worst Aid: Incapacitation turns any character or NPC into a skeleton on the floor, which can be revived by an ally over a slow amount of time, as a sound plays that can only be described as "putting organs back in place."