Video Game: Receiver

Checking the chamber before loading.note 
Receiver was created for the 7-day FPS challenge to explore gun handling mechanics, randomized levels, and unordered storytelling. Armed only with a Colt 1911 A1 and an audiocassette player, you must uncover the secrets of the Mindkill in a building complex infested with automated turrets and hovering shock drones.
— Official product description

In Receiver, you have a gun.

Let's clarify for a moment. In Receiver, you actually have a gun. If it has a safety, you can toggle it. If it has an external hammer, you can cock or uncock it. If it has a slide, you can pull, lock, and release it. If it has a magazine, you can remove it, and if it has a cylinder, you can swing it out — and you will, because it doesn't have a telepathic link to tell you how many bullets are in it, and reloading is strictly by hand with individual loose bullets.

You, and your gun, have to navigate a procedurally-generated urban maze full of killbots to find the cassette tapes and learn what's really going on. Good luck.

Note: The RC6 update in September 2012 added, first, a flashlight (notably neither Ten Second nor Infinite — the batteries run dead after a few hours use), and second, two new guns accompanying the original Colt 1911 A1: a Smith & Wesson Model 10 revolver and a Glock 17 pistol modified with an FSS-G fire-selector.

Note 2: A tutorial on manipulating the guns in Receiver may be found on the analysis page.

Note 3: The game is available on Steam here; those who purchased it from the developers through their Humble Store link can get a Steam key from that site.


Tropes

  • All-or-Nothing Reloads: Averted by the nature of the game — because each step in the reload 'animation' is a separate action, it is just as easy to stop at any point and return the gun to the firing state as it is to finish loading.
  • Awesome but Impractical: Full-auto fire on the Glock would be excellent... if you were facing off against personnel, and not turrets and UCAVs that were impervious to small-arms fire, save for a few weak points. You also don't get any extended magazines that would make full-auto fire slightly more sustainable. Even the intended use (suppressing fire on a Cypher drone that's running right at you) doesn't guarantee results, thanks to how jittery the Cypher is, and how its tilt can keep its weak points out of reach.
  • A Winner Is You: The ending, aside from piecing together the puzzle, are the cult's brochures.
  • Big Labyrinthine Building: The setting.
  • Bottomless Magazines: Averted for both the player and the enemies - the machinegun turrets only carry about fifteen rounds each. That said, trying to run them out of bullets is extremely risky, as they have a chance to instantly fire, and even one bullet will kill you.
  • Cessation of Existence: The Mindkill causes this for any human not capable of Receiving.
  • Check Point Starvation: There are no check points and no save points. You play from the start every time.
  • Closed Circle: The game takes place in one (massive) building.
  • The Conspiracy: The cult believes that some sort of entity - extraterrestrial, human, government, corporate, or otherwise - is manipulating all electronic signals to suppress humanity's true state of being, some sort of Nirvana-like enlightenment, and will destroy countless humans to ensure no one can achieve their awake state, which the entity (referred to as "the Threat" in the cult's parlance) either knows or believes is a massive threat to whatever their machinations are.
  • Cool Guns: A Colt M1911, a modified Glock 17, and a Smith & Wesson Model 10. A mod adds in a WW2-era Tommy gun.
  • The Cuckoolander Was Right: Cults aren't known for their rationality. The cult the PC had joined threw around buzzwords like "mindtech" on their recruitment brochure, which amounted to psychic gobbledygook and Luddite rambling, and they blame everything on a vaguely named "Threat" that will kill all but a few chosen - also based on actual, real life cults. The thing is, their apocalyptic event actually happens...
  • Deadly Dodging: Because of the particular way in which the machinegun turrets are implemented, it's possible for the fire from one turret to hit and disable a second if you line them up ... and if the second turret doesn't kill you first.
  • Do Not Run with a Gun: You can't run if you're aiming your weapon.
  • Double Meaning Title: In the world of the game, a "Receiver" is a person (like the player character) who can hear the messages of the people who made the tapes and resist the psychic manipulation of all electronic signals in their world, but the word can also mean the functional part of a firearm.
  • Everybody's Dead, Dave: The player character is the only one in the building to have survived the Mindkill. The tape alludes to other cult cells and Receivers, but you'll never meet them in-game.
  • Featureless Protagonist/First-Person Ghost: You don't actually have a character model. Whatever you're holding (the gun or the magazine) just floats in the air in front of you, and items you pick up just slide along the ground to you. You can, however, still accidentally shoot yourself.
  • The Fourth Wall Will Not Protect You:
    "Your crude world is not the true reality. Your physical body here is the shadow cast by your transcendent mind. We call this higher plane 'Reality A', and your world of shadows 'Reality B'. If you are receiving this message in a fictional context, you are at an even deeper level - one that we cannot reach."
  • Gotta Catch Them All: The eleven tapes.
  • Gun Porn: Of the "elaborate-detail" kind. For example, in the video announcing the RC6 content update, the narrator says: "You can also spin the cylinder [of the S&W Model 10] using the mousewheel. There's no real practical reason to do this, but it seemed incomplete to include a revolver without the ability to do that."
  • He Knows About Timed Hits: Subverted with the Justified Tutorial: the narrator goes over the controls by summarizing an imaginary manual, treating the keyboard and mouse controls as figures in a diagram (e.g. "the weapon can be discharged with the trigger labeled LMB in the manual" and "engage the safety in figure V for your protection": the Left Mouse Button pulls the trigger and the V key toggles the safety).
  • Justified Tutorial: One of the tapes is a guide to operating the gun. The game's unique control scheme necessitates it.
  • Leaning on the Fourth Wall: The tape that demonstrates how to operate a firearm properly has the default keyboard and mouse letters (LMB, Z, etc) marked as figures in a diagram. See He Knows About Timed Hits.
  • Luck-Based Mission: Not only is the map randomly generated and enemies randomly placed, you start with a random number of bullets and spare magazines. If you start with just one bullet ... well, you'd better be careful, haven't you?
    • The time between a turret detecting you and a turret opening fire varies. Some will allow you to get to cover, while others will unload death on you immediately.
    • Surviving a head-on attack by a Cypher depends wholly on if you manage to hit any of its vital parts (hard to do when it's tilted) and if it manages to miss your hitbox... or slam into a convenient guard rail.
  • Musical Spoiler: The electronic soundtrack changes as you approach enemies ... and tapes.
  • No OSHA Compliance: In many, many parts of the building, there are no railings to protect you from a fatal fall.
  • One Bullet Clips: Averted, as previously described.
  • One-Hit-Point Wonder: You. Even a ricochet or falling off seven foot stairs can kill you dead.
  • One-Woman Wail: The game's Variable Mix includes Indian chanting when you're listening to a tape. Given the game's religious bent and allusions to Hinduism and Buddhism, this fits.
  • Randomly Generated Levels: The rooms are (mostly) the same, but their relative arrangement varies, as does the starting position of enemies, tapes, and ammo.
  • Resources Management Gameplay: This comes up in two different ways:
    • First, from the perspective of supplies: the only resources are bullets and magazines. Bullets are rare. Magazines are even rarer.
    • Second, you can carry as many bullets outside of magazines as you want, and leave your spare magazines loaded with however many bullets you prefer. If you have time to switch mags, generally you'll also have enough time to add more rounds into a mag, as you'll either be hiding out of sight of a Turret or Hoverbot between shots, or trying to take out a hoverbot coming right at you, and they tend to reach your position before you even have time to switch mags. Some players prefer keeping just one spare mag just in case.
  • Revolvers Are For Amateurs: The revolver holds fewer bullets and is slower to reload than the semiautomatics, but the control scheme is noticeably simpler.
  • Revolvers Are Just Better: Averted. Although simple to use, the revolver has: a small capacity, a long reload, slower to fire and only slightly different than the other guns in power.
  • Shock and Awe: The UCAVs are Cypher UAVs with a stungun slapped on them. They cause instant death.
  • Short-Range Shotgun: There's a mod that adds, among other things, a Remington 500. While it's not a within-melee-range firearm and is fairly realistic, the pattern of the shots is still unpredictable.
  • Some Dexterity Required:
    • The major selling point of the game is the complexity of the controls involved with manipulating your firearm. For example, to reload the magazine of either of the two semiautomatic pistols, rather than simply pressing "R", you tap E (ejecting the magazine), ~ (holstering the gun, to free your other hand), Z repeatedly (once for each loose bullet being insterted), ~ again (to draw the gun), and Z (to insert the magazine) ... and, if the slide is locked open because you fired the last bullet, T to release the slide and chamber a bullet.
    • Along the same lines, to run in Receiver requires tapping the "Forward" key repeatedly, with your speed depending on how quickly you button-mash — in part because running around all the time is a very good way to get yourself killed, so the developers wished to discourage it.
  • Subsystem Damage: You can shoot off various parts of the Hoverbots and turrets to neutralize them without having to destroy them. Taking out the Hoverbot's tazer or the turret's ammo supply will make it unable to attack. Taking out the optical sensor on either enemy will blind them and render them harmless.
  • Unfriendly Fire: When bullets are fired, who is shooting them is entirely independent of what they damage. Fixed turret drones can actually damage other drones with their bullets, but using this as a tactic is not remotely recommended (it usually just gets you killed). And if you're careless enough with running, you can accidentally shoot yourself and die.
  • Variable Mix: If you pay attention, the music can clue you in to whether you're approaching a Killdrone, before you can see or hear it yourself. Even the death sting syncs correctly to the beat.