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Trope was cut/disambiguated due to cleanup


* CoolGuns: A Colt M1911, a modified Glock 17, and a Smith & Wesson Model 10. Workshop mods are also available to add more: popular additions include a double-barrel and a Remindton 870 pump-action [[ShotgunsAreJustBetter shotgun]], Gewher 98 rifle, Webley-Fosberry and Smith & Wesson 500 [[RevolversAreJustBetter revolvers]], and a [[TheLastOfTheseIsNotLikeTheOthers Nerf Maverick]].
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* AttackDrone: One of the two enemy types is a flying drone that charges at you if it spots you.


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* AFormYouAreComfortableWith: The tapes aren't voiced by their actual authors but by another Receiver who could hear their words especially clearly.


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* InterdimensionalTravelDevice: The Threat uses a Mindtech called 'The Dreaming' to interact with your reality. They can't go through themselves but they can send drones.


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* RobotSoldier: Both enemy types in the game are simple autonomous machines. The Threat is unable to fully manifest across realities, so to deal with the Receivers who survived the Mindkill they send the Killdrones to finish the job.


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* SentryGun: One of the two enemy types is an automatic turret that constantly turns its camera looking for threats.
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* InstantDeathBullet: Slightly Downplayed. While you ''are'' a OneHitPointWonder, it still takes a while to collapse from a bullet wound.

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* InstantDeathBullet: Slightly Downplayed.downplayed. While you ''are'' a OneHitPointWonder, it still takes a while to collapse from a bullet wound.

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* InstantDeathBullet: Downplayed. While you ''are'' a OneHitPointWonder, it still takes a while to collapse from a bullet wound.

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* IJustShotMarvinInTheFace: You can shoot yourself by pointing the gun straight down or running (which also makes it point straight down) and pushing the trigger.
* InstantDeathBullet: Slightly Downplayed. While you ''are'' a OneHitPointWonder, it still takes a while to collapse from a bullet wound.
Willbyr MOD

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->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.

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->Receiver ->''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.''
Willbyr MOD

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[[quoteright:321:https://static.tvtropes.org/pmwiki/pub/images/receiver-320-v3_3198.png]]
[[caption-width-right:321:Checking the chamber before loading.[[note]]Hold t (the slide lock lever), then while holding t, hold r (the slide). Done correctly, this will allow you to see if there is a bullet in the chamber without ejecting it.[[/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

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[[quoteright:321:https://static.%%
%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=16719121270.96205400
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[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/receiver-320-v3_3198.png]]
[[caption-width-right:321:Checking the chamber before loading.[[note]]Hold t (the slide lock lever), then while holding t, hold r (the slide). Done correctly, this will allow you to see if there is a bullet in the chamber without ejecting it.[[/note]]]]
org/pmwiki/pub/images/receiverheader.jpg]]
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->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
drones.
-->-- '''Official
product description
description'''



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 un-cock 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.

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Let's clarify for a moment. In Receiver, ''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 un-cock 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.


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Dewicking per TRS


* CoolGuns: [[CoolGuns/{{Handguns}} A Colt M1911, a modified Glock 17]], and a [[CoolGuns/{{Revolvers}} Smith & Wesson Model 10]]. Workshop mods are also available to add more: popular additions include a double-barrel and a Remindton 870 pump-action [[ShotgunsAreJustBetter shotgun]], Gewher 98 rifle, Webley-Fosberry and Smith & Wesson 500 [[RevolversAreJustBetter revolvers]], and a [[TheLastOfTheseIsNotLikeTheOthers Nerf Maverick]].

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* CoolGuns: [[CoolGuns/{{Handguns}} A Colt M1911, a modified Glock 17]], 17, and a [[CoolGuns/{{Revolvers}} Smith & Wesson Model 10]].10. Workshop mods are also available to add more: popular additions include a double-barrel and a Remindton 870 pump-action [[ShotgunsAreJustBetter shotgun]], Gewher 98 rifle, Webley-Fosberry and Smith & Wesson 500 [[RevolversAreJustBetter revolvers]], and a [[TheLastOfTheseIsNotLikeTheOthers Nerf Maverick]].
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Up To Eleven is a defunct trope


** UpToEleven with Workshop tileset mods, which frequently take a different architectural style to the base game rooms and as a result increase the general sense of discordance. You can move from a pair of giant walls with open-air staircases to an industrial warehouse, or even go from an enclosed hallway directly to an [[MindScrew open canyon spanned by wooden bridges]].

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** UpToEleven Exaggerated with Workshop tileset mods, which frequently take a different architectural style to the base game rooms and as a result increase the general sense of discordance. You can move from a pair of giant walls with open-air staircases to an industrial warehouse, or even go from an enclosed hallway directly to an [[MindScrew open canyon spanned by wooden bridges]].
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* InstantDeathBullet: Averted. While you ''are'' a OneHitPointWonder, it still takes a while to collapse from a bullet wound.

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* InstantDeathBullet: Averted.Downplayed. While you ''are'' a OneHitPointWonder, it still takes a while to collapse from a bullet wound.

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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 un-cock 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 [[RealityEnsues strictly by hand with individual loose bullets]].

to:

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 un-cock 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 [[RealityEnsues strictly by hand with individual loose bullets]].
bullets.



* RealityEnsues: A common trope in most of Wolfire Games' work, and no different here. It's very, ''very'' easy to end up dead, whether from the enemies, falling and breaking a leg, or accidentally shooting yourself, for example, and the game expects the player to play the game much like they would in real life.


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* UnexpectedlyRealisticGameplay: A common trope in most of Wolfire Games' work, and no different here. It's very, ''very'' easy to end up dead, whether from the enemies, falling and breaking a leg, or accidentally shooting yourself, for example, and the game expects the player to play the game much like they would in real life.
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** 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.

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** 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 (or R) to release the slide and chamber a bullet.
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* RevolversAreJustBetter: 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.

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* RevolversAreJustBetter: Averted. Although simple to use, Played with: the revolver has: is a small capacity, a long reload, slower basic .38 special, but it's easier to fire operate and only slightly different than the load, whereas taking stock of your magazines and reloading said magazines is a must for other guns guns. In addition, it's incredibly simple to keep track of your shots by dumping out what's in power.your cylinder and grabbing the remaining ammo - the game automatically picks up the unspent cartridges.

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Added Stylistic Suck and Chaos Architecture entires, edited others


* ChaosArchitecture: The building complex that the game takes place in makes little physical sense. Aside from the lack of guard rails and general NoOSHACompliance, you'll find things like hallways that lead to nowhere and windows that look directly into solid walls, unnecessarily tall staircases that go nowhere, and random shapes that don't have any obvious purpose (other than as [[BenevolentArchitecture cover]]).
** The layout of rooms is generally nonsensical, with something like an obviously residential apartment section often sandwiched in between several maintenance areas.
** UpToEleven with Workshop tileset mods, which frequently take a different architectural style to the base game rooms and as a result increase the general sense of discordance. You can move from a pair of giant walls with open-air staircases to an industrial warehouse, or even go from an enclosed hallway directly to an [[MindScrew open canyon spanned by wooden bridges]].



* ClosedCircle: The game takes place in one (massive) building.

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* ClosedCircle: The game takes place in one (massive) building.building complex.



* CoolGuns: [[CoolGuns/{{Handguns}} A Colt M1911, a modified Glock 17]], and a [[CoolGuns/{{Revolvers}} Smith & Wesson Model 10]]. One of the mods for the game adds in a [=WW2=]-era Tommy gun, a Mauser C96 with detachable magazines, a bolt action rifle, a Remington 870, a H&K USP Compact pistol, and a Tokarev.

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* CoolGuns: [[CoolGuns/{{Handguns}} A Colt M1911, a modified Glock 17]], and a [[CoolGuns/{{Revolvers}} Smith & Wesson Model 10]]. One of the Workshop mods for the game adds in are also available to add more: popular additions include a [=WW2=]-era Tommy gun, double-barrel and a Mauser C96 with detachable magazines, a bolt action Remindton 870 pump-action [[ShotgunsAreJustBetter shotgun]], Gewher 98 rifle, a Remington 870, a H&K USP Compact pistol, Webley-Fosberry and Smith & Wesson 500 [[RevolversAreJustBetter revolvers]], and a Tokarev.[[TheLastOfTheseIsNotLikeTheOthers Nerf Maverick]].



* RealityEnsues: A common trope in most of Wolfire Games' work, and no different here. It's very, ''very'' easy to end up accidentally shooting yourself, for example, and the game expects the player to play the game much like they would in real life.

to:

* RealityEnsues: A common trope in most of Wolfire Games' work, and no different here. It's very, ''very'' easy to end up dead, whether from the enemies, falling and breaking a leg, or accidentally shooting yourself, for example, and the game expects the player to play the game much like they would in real life.



* ShortRangeShotgun: There's a mod that adds, among other things, a Remington 870. While it's not a within-melee-range firearm and is fairly realistic, the pattern of the shots is unpredictable at longer ranges, in a game where accuracy is important for hitting certain parts of the enemies.

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* ShortRangeShotgun: There's The Steam Workshop includes a mod that adds, among other things, a Remington 870. couple of shotguns, for which this is {{Downplayed|Trope}}. While it's they're not a within-melee-range firearm restricted to within melee range and is are fairly realistic, the pattern of the shots shot is unpredictable at longer ranges, in a game where accuracy is important for hitting certain parts of the enemies.



* StylisticSuck: [[spoiler:Several of the ending slides are material produced by the cult, which are obviously low-budget and rife with spelling, grammar, and formatting errors.]]



* VariableMix: If you pay attention, [[https://www.youtube.com/watch?v=9Lx0ROwuTsA 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.

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* VariableMix: The music will ramp up if you are in the proximity of an enemy or a tape. If you pay attention, [[https://www.youtube.com/watch?v=9Lx0ROwuTsA the music]] can clue you in to whether you're approaching the location of a Killdrone, before you can see or hear it yourself. In addition, the closer you are to collecting all the tapes, the louder the chanting in the background will get while a tape is playing. Even the death sting syncs correctly to the beat.beat of the current track.
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Corrected term.


* DramaticAmmoDepletion: Due to the nature of the game, it's entirely possible to have this happen to YOU. You don't have a magic link to your gun that tells you how much ammo you have in your magazine. If you don't keep track of your bullets, it's your fault if you cause a flying taser bot to close in on you by shooting it and your clip is suddenly empty. There's also the fact that you [[ExaggeratedTrope possibly didn't cock the hammer, or left the safety on, or didn't check to see if there was even a round in the chamber at all]].

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* DramaticAmmoDepletion: Due to the nature of the game, it's entirely possible to have this happen to YOU. You don't have a magic link to your gun that tells you how much ammo you have in your magazine. If you don't keep track of your bullets, it's your fault if you cause a flying taser bot to close in on you by shooting it and your clip magazine/cylinder is suddenly empty. There's also the fact that you [[ExaggeratedTrope possibly didn't cock the hammer, or left the safety on, or didn't check to see if there was even a round in the chamber at all]].
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* {{Deconstruction}}: Ever thought that since you played a lot of First Person Shooters, you could handle a gun well? As it turns out, guns can be deceptively complicated pieces of machinery. All the things that can go wrong here (failing to properly check the chamber when you reload, shooting yourself as a bullet ricochets off a wall, etc.) can and probably will happen to you the first time you play. Guns require both judicious training and skill to properly use, and even then factors like manually loading a magazine into your gun can still trip you up.

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* {{Deconstruction}}: DeconstructionGame: Ever thought that since you played a lot of First Person Shooters, you could handle a gun well? As it turns out, guns can be deceptively complicated pieces of machinery. All the things that can go wrong here (failing to properly check the chamber when you reload, shooting yourself as a bullet ricochets off a wall, etc.) can and probably will happen to you the first time you play. Guns require both judicious training and skill to properly use, and even then factors like manually loading a magazine into your gun can still trip you up.
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''Note 3:'' The full version of the game was released on UsefulNotes/{{Steam}} on April 29th, 2013 [[http://store.steampowered.com/app/234190/ here]]; those who purchased it from the developers through their [[UsefulNotes/HumbleBundle Humble Store]] link can get a Steam key from that site.

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''Note 3:'' The full version of the game was released on UsefulNotes/{{Steam}} on April 29th, 2013 [[http://store.steampowered.com/app/234190/ here]]; those who purchased it from the developers through their [[UsefulNotes/HumbleBundle [[Creator/HumbleBundle Humble Store]] link can get a Steam key from that site.
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Added link to sequel page.


''Note 4:'' A [[https://youtu.be/dHj30kG6Et0 sequel]] was announced on December 13, 2019.

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''Note 4:'' A [[https://youtu.be/dHj30kG6Et0 [[VideoGame/Receiver2 sequel]] was announced on December 13, 2019.
2019. See the trailer [[https://youtu.be/dHj30kG6Et0 here]].
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''Note 4:'' A [[https://youtu.be/dHj30kG6Et0 sequel]] was announced on December 13, 2019.
Is there an issue? Send a MessageReason:
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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 un-cock 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 [[ThisIsReality strictly by hand with individual loose bullets]].

to:

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 un-cock 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 [[ThisIsReality [[RealityEnsues strictly by hand with individual loose bullets]].

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Added release date.


In [[http://www.wolfire.com/receiver Receiver]], you have a gun.

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In [[http://www.''[[http://www.wolfire.com/receiver Receiver]], Receiver]]'', you have a gun.



''Note 3:'' The game is available on UsefulNotes/{{Steam}} [[http://store.steampowered.com/app/234190/ here]]; those who purchased it from the developers through their [[UsefulNotes/HumbleBundle Humble Store]] link can get a Steam key from that site.

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!!Tropes

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''Note 3:'' The full version of the game is available was released on UsefulNotes/{{Steam}} on April 29th, 2013 [[http://store.steampowered.com/app/234190/ here]]; those who purchased it from the developers through their [[UsefulNotes/HumbleBundle Humble Store]] link can get a Steam key from that site.

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!!Tropes
!!Tropes present in this game:
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* CoolGuns: [[CoolGuns/{{Handguns}} A Colt M1911, a modified Glock 17]], and a [[CoolGuns/{{Revolvers}} Smith & Wesson Model 10]]. A mod adds in a [=WW2=]-era Tommy gun. There are also many other weapon mods, including shotguns, bolt-action rifles, etc.

to:

* CoolGuns: [[CoolGuns/{{Handguns}} A Colt M1911, a modified Glock 17]], and a [[CoolGuns/{{Revolvers}} Smith & Wesson Model 10]]. A mod One of the mods for the game adds in a [=WW2=]-era Tommy gun. There are also many other weapon mods, including shotguns, bolt-action rifles, etc.gun, a Mauser C96 with detachable magazines, a bolt action rifle, a Remington 870, a H&K USP Compact pistol, and a Tokarev.
Is there an issue? Send a MessageReason:
Crosswicking Dramatic Ammo Depletion.

Added DiffLines:

* DramaticAmmoDepletion: Due to the nature of the game, it's entirely possible to have this happen to YOU. You don't have a magic link to your gun that tells you how much ammo you have in your magazine. If you don't keep track of your bullets, it's your fault if you cause a flying taser bot to close in on you by shooting it and your clip is suddenly empty. There's also the fact that you [[ExaggeratedTrope possibly didn't cock the hammer, or left the safety on, or didn't check to see if there was even a round in the chamber at all]].

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