"As time's gone by, we've been steadily losing all sorts of technology and specialist knowledge. But guns are still as prevalent and deadly as ever. I guess we've lost our wisdom, but not our nature..."Known in Japan as End of Eternity, this is an Action RPG/Eastern RPG for the PS3 and Xbox360 created by tri-Ace and published by Sega. It was released in January 2010 in Japan and in both America and Europe in March 2010.20 Minutes into the Future, the world has become a complete wasteland unable to support human life. As a last resort, humanity built a giant tower-like clockwork machine called Basel that would purify the environment in the immediate area. The last remnants of humanity flocked to live within and around the machine itself, turning it into the last bastion of civilisation in the world.Hundreds of years later, the people of Basel have forgotten the original purpose of the machine, or even that there is a world beyond its borders. However, Basel has begun to break down and a mysterious ailment called Spontaneous Death Syndrome is striking down citizens seemingly at random. In response, the ruling Cardinals begin to plot ways to save their people from Basel's impending failure.Meanwhile, three individuals — Vashyron, Zephyr and Leanne — try to eke out a normal life for themselves in the middle of Basel. They work together as a Private Military Firm: gun-slinging mercenaries who will do any odd job that pays well. However, their Mysterious Pasts are catching up to them and sending them on a collision course with forces outside their control or comprehension.The Battle System of this game uses a mix of both Eastern RPG system and Action RPG elements, allowing the characters to move in real-time while shooting enemies with their array of guns and explosives in amazing maneuvers, yet still maintaining a turn-based pace.Leanne, Zephyr, and Vashyron appear in the Nintendo 3DS game Project X Zone and its sequel. Leanne also cameos in another tri-Ace and Sega game, Phantasy Star Nova.
This game provides examples of:
- Abnormal Ammo: There are Toxic, Fire, Freeze, and Electric bullets and grenades. And then there's the dog droppings, which are only mostly dried out.
- Accidental Pervert: Zephyr ends up walking in on a showering Leanne in the beginning of Chapter 2 during a blackout. He says he didn't see anything, but "he's good in the dark."
- Action Bomb: Several enemies have explosive body parts. This can backfire spectacularly if one, say, shoots them while they're grouped and wins the encounter with one bullet.
- A-Cup Angst: Vashyron and Zephyr occasionally make such comments about Leanne's minute figure. A notable scene occurs when the trio meets with Lady Barbarella, who gives them a mission to fetch a rare bottle of wine. Vashyron, who is partly paying attention to the mission details, retreats into a little fantasy where he contemplates Lady Barbarella's assets and relates them to wine and grapes.Vashyron: [In his fantasy, while doing a weird dance] If you're serious about letting loose with those bunker busters... Don't be surprised when I return fire with my trusty magnum.
Vashyron: [focusing] No! No. Have to focus! Come on, Vashyron, keep it together! What'd she want? Not a war, it's...
Vashyron: [Losing it again] Wine! Of course! Fermented grapes!
Vashyron: [Staring at Barbarella] Full, ripe grapes need fertile soil. That's it! It's so obvious.
Vashyron: [Back to reality, looking at Leanne's chest, thinking to himself] All we have are raisins. [Cue Leanne elbowing Vashyron in the crotch]
[During a power outage, after Zephyr went to check on Leanne in the shower]
- An earlier incident during Zephyr's "good in the dark" scenario.
Zephyr: [To Vashyron] See anything?
Vashyron: Funny—I was about to ask you the same thing. [Laughs]
Zephyr: I didn't see a thing, okay?!
Vashyron: Too small to get a good look, huh?
Leanne: [Annoyed] What's too small!?
Vashyron: Your rack. [Cue slap]
- Aerith and Bob: Zephyr, Vashyron, and... Leanne? Less so in the Japanese version, where she was called "Reanbell".
- After-Combat Recovery: If you win a battle, all scratch damage is healed and the Hero Gauge is restored to full. However, if you run away, it is not and is carried over to the next battle.
- After the End
- A.K.A.-47: All the guns in this game are clearly real-world guns with different names. One random NPC possibly Lampshades this by noting that of all the technologies humanity has lost during its time in Basel, guns don't seem to be going away anytime soon.
- All There in the Manual: Apparently some information like Basel's original purpose (air purifier), the name of its creator (Redel) and Zephyr's past as an experiment are taken from a Japan-only design book.
- American Kirby Is Hardcore: The Japanese cover has the three main characters staring up at Basel. The American cover has all three characters brandishing guns in action poses.
- Amusement Park of Doom: The ancient amusement park "Neverland" is the game's Bonus Dungeon. It's buried in the deepest depths of Basel, and is accordingly stuffed to the brim with the deadliest monsters you'll find in the game. According to the description of the Black Energy Hex you need to unlock the place, Neverland was supposed to be a private park for the Cardinals and their families.
- And Your Reward Is Clothes: You can find some while scrounging around.
- Arc Words: "Never stop imagining the possibilities."
- Armor-Piercing Slap: In Chapter 11, after killing Cardinal Lagerfeld, Leanne gives one to Zephyr when she realizes that he wanted Lagerfeld to kill him. She tearfully implores him to at least "die with courage" if he had to die, and reminds him that she would have been dead if not for him.
- Arson, Murder, and Jaywalking: Zephyr's assessment of what they do in chapter 14:Zephyr: We deliver wine, help build statues, and even stop the odd terrorist!
- Attack Its Weak Point: Many enemies have points that are more vulnerable to attack than others since they have less armor (body parts) covering that area. Most notably is a boss that is covered in layers of tough metal armor in the front, but is completely unarmored from the back, leading to a strategy of unloading a fully charged machinegun hero run into its back (and then hitting it with a single Direct Damage attack) as the quickest and safest way to take it out. If you want a better chance of milking an enemy for items, though, you're better off breaking them down part by part before going for its main body.
- "Awesome McCool" Name: Zephyr? Vashyron? Reanbell? Wow.
- Badass Boast: The characters dish these out constantly whenever they enter Hero Actions, but Vashyron squeezes off a particularly good one against Cardinal Rowen, considering he's telling off the leader of the known world:Vashyron: You really think you have a chance? You're nothing but a common thug. We are the merchants of death!
Vashyron: "My fallen enemies and forgotten lovers outnumber the stars in the sky!"
Shadowy Gangster: You came to the wrong place! We're the dregs of the dregs! You won't find a deadlier spot in all Basel.
- Even the humanoid enemies can throw a few good ones (backing it up depends on their levels though).
Cardinal Guards: We grow stronger with each passing day, not like you vermin.
- Battle in the Rain: On a rainy bridge, no less.
- Bathos: Can be created by the player, of all things. Some of the outfits are downright ridiculous, and when worn during some of the more serious, heartrending scenes can add levity.
- Also intentionally used here and there to help set the game world's tone. For instance, the Arena is known all throughout Basel for two things: brutal bloodbaths, and the fantastic soft serve offered at the concessions counter.
- BFG: One of the final bosses uses an enormous gun that's almost as big as its wielder, which also has a bayonet to scale.
- Big Damn Heroes: Leanne has one in in Chapter 10 when she saves Zephyr from Lagerfeld.
- Bling-Bling-BANG!: The strongest guns in the game are all "Golden" versions of other weapons. Additionally, Garigliano wields a golden revolver, and Rowen uses a gold revolver and a silver revolver at the same time.
- Blown Across the Room: Normal attacks from guns and grenades don't move the target much, but multiple or powerful attacks can knock an enemy into the air, where shooting them from above will smash them against the ground for damage to all body parts with enough force to bounce back into the air. Killing an enemy makes them fly like a ragdoll.
- Bonus Boss: Several of the Red Hex battles on the world map, the Arena bosses that appear every 5 ranks, and ones in the optional dungeons.
- Bonus Dungeon: Neverland is the most obvious example, but there are also several other dungeons in the game which are purely bonuses or only used for sidequests.
- Boring, but Practical: For hard fights against melee-only enemies, jump on top of a wall and just use normal attacks against them. The AI seems somewhat aware of this, as they will try to run as far away from you as they can.
- Bottomless Magazines: The size of the magazine on the gun determines how many shots you get each time you shoot at an enemy. You have to recharge the attack gauge to get off another series of shots, however, the heroes are rarely shown to reload during this charging period (though sometimes they discard supposedly empty magazines during certain animations). This is especially obvious during Hero Actions, since the character is continually running, jumping, and rolling between bursts of shot.
- Bragging Rights Award: By the time you manage to get all the golden guns from Neverland, you won't be needing them.
- Break Meter: A variation. Dealing Direct Damage has a chance to break the enemy's HP gauge. Broken enemies will be briefly stunned and unable to move or attack. Additionally, dealing damage down to the broken point in the gauge will restore one bezel of the Hero Gauge.
- Broken Bridge: This game may be the new reigning champ of this trope. Between the Core Lifts which require passes obtained during certain missions, the colored hexes that can only be unlocked with the corresponding colored energy hex, and oddly shaped hex patterns that can only be unlocked with certain shapes of energy hexes, you won't be doing any Sequence Breaking.
- Camp Gay: The bartender of Le Chit-Chat Noir. For bonus points, the waitress is a Lipstick Lesbian.
- Cartography Sidequest: A variation. Completely filling a level with energy hexes allows you to teleport back to your HQ from any Energy Station you erect there. There are also useful items (and fashion items) hidden in the most unlikely places on all the maps, so filling them in is usually worth the time.
- Casual Danger Dialogue: In spades. It's not uncommon, particularly in long boss battles, for enemies and the party to talk to each other, often as they are being shot repeatedly with several clips from a sub-machine gun.
- Character Customization: The characters' costumes can be changed, even their individual eye colors. Best of all, any changes you make carry over into the cutscenes!
- Cherry Tapping: Killing enemies with dog droppings. As the description says, the damage is mostly psychological.
- It's also one of the core gameplay elements. Damage can only be truly dealt by hitting an enemy with Scratch Damage attacks then following up with a Direct Damage attack. This can lead to many situations where you can unload 10,000 rounds of Scratch Damage-dealing SMG rounds to no palpable effect, only to finally finish the big guy off with a single bullet from a handgun.
- Unarmed Attacks count as this: no weapon customization, never gets stronger, no skills, only one maximum charge, charges slowly (compared to guns with lots of scopes, anyway), doesn't work during Hero Actions or Tri-Attacks, and requires you to be standing close to the enemy. There's a trophy for killing 30 enemies like this.
- Chest Monster: There are monsters that wear the game's version of treasure chests in addition to those that disguise themselves as Exploding Barrels. Fortunately, they're easy to spot thanks to the monster name and HP gauge present on them.
- Clock Punk: Basel.
- Cognizant Limbs: Most enemies have multiple body parts, which act as a shield from certain angles for their main body. Destroying a body part nets you a Hero Gauge bezel and any items that part might have, but you get no experience for attacking it.
- Color-Coded for Your Convenience: Direct damage weapons are red, scratch damage and weapons that cause scratch damage are blue. Even the color of the tracer rounds reflects this.
- Combination Attack: The Tri-Attacks somewhat work this way, as it enables all three characters to act simultaneously and shoot things.
- Cool Guns: The main characters start out with a Colt 1911, a Beretta 84 and a H&K MP5K. Later, you can get stuff like a SIG P226, a TDI Vector, a Luger P08 and an IMI Desert Eagle.
- Costume Porn
- Covert Pervert: Zephyr, in the Christmas Episode.Leanne: Aaah, this skirt's too short!
Zephyr: (muffled due to reindeer costume) Now all we need is a trampoline.
Leanne: What did you say?
Zephyr: (louder) I said, the hem looks really keen.
- Cryptic Conversation: Rowen and Sullivan's specialty. Vashyron has a few with people from his past, as well. The way the story is told in bits and pieces actually makes most of the dialogue come across as this, until you progress further into the game and get to see how all the scenes fit together in context.
- Damage Typing: Direct Damage, which is lethal but puny, and Scratch Damage, which is non-lethal but big. A single point of Direct Damage "triggers" Scratch Damage into becoming lethal.
- Death Is a Slap on the Wrist: You can retry a lost battle at a low cost (or an alternative and more expensive option that also restores your Hero Gauge), and you don't even need to die to resort to this.
- Deus ex Machina: There's a huge chain of literal examples in the ending, when all the Cardinals you've killed up to that point just get up again. It's literal and therefore a little more clever when you consider that RoF's god is a machine, and there's some kind of black-box subroutine that makes it choose to spare certain people's lives at critical points.
- The control over everyone's lifespans has passed onto the Big Bad by that point, so it was his choice that everyone lived. There was some uncertainty about whether it would work, though.
- The same black-box subroutine mentioned above plays a big part in the protagonists' back-stories; all 3 were saved by that function.
- Defeat Means Friendship: Zephyr and Vashyron first met when Zephyr was on a rampage in the Crank Seminary and the latter was called in to take him down; Vashyron beat him and took him in.
- Design-It-Yourself Equipment: The guns can be enhanced in extremely ridiculous ways using a grid-based modification system. You can do things like attaching barrels to your gun clip, and you're seriously underpowered if your handgun doesn't have at least five scopes attached. You don't even need to care what your barrels are pointing at. In fact, to most effectively fill the grid, you'll have to install them pointing up. It's just too bad the attachments are Informed Equipment, as it would have been hilarious to see the characters actually carry and fire the kind of Frankenstein monsters that gun customizing inevitably produces.
- Difficulty Spike: Aetersyl, in Chapter 14. Players who have been reading walkthroughs to get past bosses may find themselves needing them to get past the first room, with its numerous, hard-hitting enemies.
- Going to Neverland also counts, particularly if you decide to backtrack before the final boss. If you're already having a hard time by this point, you're nowhere near ready for the Bonus Dungeon.
- Dodge the Bullet: The Hero Action makes your character do this while running or jumping in the air. Don't just keep spamming Hero Actions, though, as using up all your Bezel points will lock you in Critical Condition, where pretty much the opposite of this trope takes effect.
- Do Not Run with a Gun: All three players can shoot while running and jumping... and flipping, rolling, gun-twirling, spinning, doing the Worm etc.
- Dub Name Change: Reanbell is known as Leanne in the Western releases.
- Earn Your Happy Ending: The Main Characters have made it clear they won't be manipulated, Leanne has her quartz safe, and the characters are outside Basel, revealing that the poisonous gas has gone inert, allowing them to re-inhabit the world outside the tower.
- Easter Egg: If you don't start the game after the opening scene where Vashyron fights Zephyr and wait for a couple of minutes, another scene will play wherein Sullivan introduces Zenith to Rowan and explains how they now have control over it. The menu background also changes after this scene.
- Ego Polis: Paterpolis. Downplayed in that the place is a Ghost Town that Cardinal Pater inherited from his father. The sidequests dealing with it involves clearing out baddies and linking Effect Terminals to it.
- Enemy Chatter: All of the humanoid enemies talk during battle. In later boss fights, the heroes respond.
- Escort Mission: Escorting a statue, of all things. Good thing it's Made of Iron. Oddly, the monsters seem quite happy to focus on attacking the block of stone then say...the three people shooting at them while doing flips. They must really hate art!
- On the plus side there is an option to effectively pay to heal the statue to full strength if you need to. Sure, it will cost a boatload of money, but at least they realized the usual loathing of escort quests and gave an alternative option.
- Eternal Engine: The whole game takes place in a massive clockwork tower, which is where all humans in the world now live. However, some of the NPC dialogue hints that the tower is degrading slowly, partly due to wear-and-tear surpassing maintenance, and partly because people mine the gears for rubies.
- Even the Guys Want Him: Cardinal Rowen, according to Familiar Staffer.
- Every Bullet Is a Tracer
- Everybody's Dead, Dave: Happened to Vashyron in the past when he still worked for the Cardinal.
- Everyone Loves Blondes: Zephyr, Vashyron and Leanne all have blond hair as their default (and starting) selection. To be fair, they're not all the exact same shade of blonde.
- Exploding Barrels: A few lying around in the stages while the drum-bots' drums function as these as well.
- Expy: The trio look VERY similar with the trio protagonists of Wild ARMs' first game. Zephyr to Rudy, Leanne to Cecilia, Vashyron to Jack.
- Fake Difficulty: At several points in the game, you're reduced to two characters. That's when you realize how useful those Tri-attacks are. There are also points where you're reduced to one character, but fortunately you should be able to dual wield a machinegun and handgun by that point, making it only slightly harder than two characters. On the other hand, it's a brief break from constantly having to plot your Hero Runs to maximize Tri-Attacks.
- Fight In The Nude: While the clothing your characters wear shows up even in cutscenes, and the guns your characters have equipped do show up in battle, their accessories and gun modifications do not show up. Unfortunate, considering how hilarious seeing those modifications in use would be.
- Firing One-Handed: The weight stat limits you from going Guns Akimbo right off the bat. As you level up, the weight cap also rises, allowing you later to go beyond this trope.
- Gag Boobs/Jiggle Physics: Countess Barbarella...
- Gameplay and Story Segregation:
- In the early chapters, the characters often comment on how Leanne isn't very useful, which isn't exactly held up in gameplay since she's just as useful as Vashyron only with less health and with healing items instead of grenades.
- No matter what type of insanely-tricked out monstrosities you customize your guns into, you only see the default models in gameplay.
- Gargle Blaster: While at Cardinal Theresa's home, Zephyr takes a sip of champagne; cue Spit Take and him coughing and choking.
- Global Currency Exception: The Arena shop is the only place in the game where you need to exchange Arena coins for items instead of Rubies.
- Gory Discretion Shot: One of the two pre-game cutscenes makes you think this is happening, but the opening cutscene proves that what you think happened, didn't. Or at least it didn't play out the way you think it did.
- Gray and Grey Morality: Essentially, the villains have an arguably noble cause. Unfortunately, this required some rather detrimental sacrifices on the part of our protagonists, who are technically mass murderers. The antagonists win with no really detrimental long term affects, and some possibly quite good ones. The protagonists are just trying to live their lives, and need to impress upon the antagonists the importance of leaving them alone. They do so with gusto. The protagonists could be said to have won MORE.
- Gun Accessories: The game's customization system encourages you to go full-on TactiCool with your guns; multiple barrels, sights, foregrips, handguards, etc.
- Gun Fu: The combat system involves shooting people up into the air, jumping up yourself, and shooting them back into the ground so they bounce a bunch of times. Or you can jump up right off the bat and go for the squishy bits in the middle.
- Guns Akimbo: You can have any of them do this, but you have to meet the weight requirement, which you won't be able to do until they're at least close to level 30. You can, however, sacrifice some customization parts if you really need to dual-wield sooner.
- Heroic R.R.O.D.: Zephyr, in the prologue video. Vashyron and Lagerfeld find him in a church, surrounded by corpses, clutching his head and a handgun while visibly shaking. He quickly snaps and starts shooting and screaming maniacally. Depending on who you ask, he's either a "Bedeviled child" who committed an atrocity, or a hero for the downtrodden. He joins Vashyron as a hunter.
- Hollywood Acid/Poison Is Corrosive: Toxic weapons do a large amount of Direct Damage, and then a tiny amount of it until it wears off. Funny enough, it seems to be some sort of weaponized illness, since accessories that resist it are "germ-proof".
- Interface Spoiler: There are several terminals with offensive effects on the top three levels of Basel, despite having only safe hexes. There are several dungeons to explore there, including the final areas of the game.
- Impossibly Cool Weapon: The weapon customization system allows for this. Want a gun with five barrels, half a dozen scopes, two magazines, and three grips? Go right ahead. Several attachable magazines have attachments that only allow you to attach scopes to it... scopes that could not feasibly point at anything other than the gun's magazine. Once you start attaching more barrels to the undersides of your other gun barrels, you have to stop asking how the physics works.
- Impractically Fancy Outfit: Leanne's fancy high-heeled boots makes you wonder how her heels aren't in pain from running and jumping in those things a lot. (Of course, Leanne also wears high heels when she's lounging around the house in her PJs, so maybe she's just used to it by now.) Barbarella throws in an option of a bottoms for Vashyron that are made of the same fabric as her unmentionables. They are called 'Panty' and they are silver.
- Improbable Aiming Skills: All three main characters, really, starting in the opening cutscene with Zephyr shooting through a rope to rescue a plunging Leanne.
- Infinity Plus One Gun: The golden machinegun and three golden handguns found in Neverland.
- Interrupted Suicide: As shown in the prologue, Zephyr first met Leanne when he saved her from jumping to her death off of a bridge.
- Jigsaw Puzzle Plot: Dear god yes. For those utterly confused: The Zenith System essentially protects humanity from dying of unnatural causes (like the lethal environment of the outside world) by strictly regulating their lifespans through the quartz; in other words, you can only die when the Zenith System decides you die (or when your quartz is broken). But Rowen and Sullivan are both trying to free humanity from the control of the Zenith System because it's starting to break down and kill people spontaneously. Rowen does it by taking control of Zenith, but suffers a crisis of faith since he's gone from worshiping God to being God. Sullivan does it by experimenting on Rebecca — a mutated human who can survive outside Zenith — and incorporating her traits into himself. Zephyr was one of Sullivan's experiments, which gave him superhuman powers but also drove him insane. In the end, Rowen is fatally wounded but survives, proving that he had succeeded in gaining total control over the Zenith System. Sullivan has Rebecca break his quartz and survives, proving that he had also succeeded in separating himself from the Zenith System.
- Large Ham: Absolutely everyone with a speaking part longer than one sentence. The Cardinals are all a little off, and are otherwise defined by one personality trait each that they take Up to Eleven. Our heroes alternate between quirky and homicidally insane.
- Leap and Fire: If you don't do this at every given opportunity—you die! Do this too much—you die too! The key is to make sure you're taking out enemies, or at least body parts of enemies, to make up for the Hero bezels expended to keep doing this throughout a battle.
- Level Grinding: You can do this in the Arena (hint: keep swapping weapons). While there, you can also grind for money and item drops.
- Machine Worship: Zenith. It was built by humans long ago to regulate Basel and the quartz in order to keep humanity alive. By the time the game opens, however, humanity worships it as a god and most are unaware of its true nature.
- Molotov Cocktail: Why yes, and it's also classified as a thrown incendiary. Comes in regular, plus, double-plus, and EX versions.
- Mook Lieutenant: A game mechanic. Certain enemies are labelled "Leader"; killing them results in the others leggin' it. They may or may not be the most powerful enemy in the encounter. Sometimes used to justify why there's a mix of enemies; such as a horde of goblins being led by a single Yakuza tough.
- Money for Nothing: Between the relatively lucrative Story Missions, an Arena where you can win up to almost twice what you spend on one battle challenge, Silver and Gold Chips gained from performing Bonus Hits or Smackdowns on enemies which are only useful for selling, and even a gun customization part (Compact Scope β) that sells for more than it costs to make, you'll eventually be swimming in rubies. It's no wonder the game even has a clothes shop where you can spend some money even if the costumes don't actually have any practical benefits.
- More Dakka: If you launch Tri-Attack and spam attack every time it's just enough to shoot, it results in this, and there is even a Trophy/Achievement for making 500-hits chain.
- Mood Whiplash: Chapter 11 is dark and very emotional, Chapter 12 is a humorous episode involving Leanne and Zephyr being body doubles for a bride and groom while Vashyron, unknowing, accepts a job to kidnap a certain bride. Chapter 13 is a Christmas Episode. Chapter 14 swings back to dark. Justified, perhaps, because there is an unknown amount of Time Skip between each chapter.
- New Game+: Two versions: One's a traditional New Game+ where you keep many things from your previous playthrough, including your levels, items, and uncolored hexes; the other where you carry over far fewer items, but can access a harder difficulty mode, where enemies have higher HP. The latter can be repeated multiple times, up to the tenth difficulty level where foes have 5x as much HP as the first playthrough!
- Not the Fall That Kills You: Used in all it's trope-y glory in the opening cutscene.
- The Overworld: The game takes place entirely within one tower. This tower is big enough to warrant having a hex-grid-based world map to travel between cities and dungeons. You can also activate terminals on the world map to give yourself bonus effects in combat, if you connect it to a dungeon or, better yet, the Arena.
- Overworld Not to Scale: Basel's building or dungeons are proportionally represented on the map.
- Panty Shot: With Leanne's more expensive skirts, every Hero Action includes several.
- Peninsula of Power Leveling: Using the same kinds of energy hexes that unlock the world map can also be used to activate terminals on the map that allow for special status effects in any battle taking place in a hex the terminals are joined to. A common investment of time is to activate the Exp x1.5 and Double Effect terminals on Level 6, Item x1.5, Rare Item x1.5 and Double Charge Speed on Level 5, and another Item x1.5 on Level 4, and join them all using the same colored hexes connected through the various elevators directly to the Arena. Terminal effects can be joined to dungeons through the overworld map, which the Arena technically is. And because you gain items and experience in arena battles (not always the case in a typical RPG), when the above terminal effects are present, every battle gains you triple the normal experience, four times the normal amount of item drops, double the number of rare items, and charging weapons is done at four times normal speed. Using the Exp Trainer item allows for double experience gained and is stackable with terminal effects... and with itself. A character equipped with two Exp Trainers in the above scenario can conceivably gain twelve times the standard experience in an Arena battle. When fighting on the higher Arena ranks of whichever chapter you happen to be in, it is common to gain 3-4 levels per battle.
- A very rare enemy within Neverland is called the Gold Flan, and has an absolute ton of health, plus Scratch Damage regeneration surpassing any other enemy in the game. It also appears to have an experience multiplier, as SMG users can generally rely on gaining a level in a single Hero Action burst just by hammering away at the Flan until the rest of the enemies get too hot and/or you run out of Bezels. The fastest way to get your SMG to Level 100 is to kill all other enemies (only if there's no Leader enemy), stand right by the Gold Flan, and just keep blasting away. Neither of you will be able to kill each other, but you can keep all the experience from inflicting Scratch Damage even if it just recovers almost instantaneously.
- Permanently Missable Content: A very palatable version. Sidequests are tied to particular story chapters and will be missed if you advance the plot without completing them, but the game makes absolutely sure that you know this so you don't skip any by accident.
- Plot Armor: An important plot point revolves around this trope. The Zenith System essentially protects humanity from dying of unnatural causes (like the lethal environment of the outside world) by strictly regulating their lifespans through the quartz; in other words, you can only die when the Zenith System decides you die (or when your quartz is broken). This does not necessarily make you "Immortal", as getting severely sick or wounded can cause the system to decide that it is your time; i.e. if you're shot, you will probably die; furthermore, the system has started to break down and kill people spontaneously (such as the late Prelate Freida). However, there are rare occurrences where the system, for unknown reasons, will invert this law and prevent a person's death from something that really should have killed them (such as a shot to the head). This is important for the three main characters, as all of them should have died in the past, but were spared by Zenith.
- Private Military Contractors: Not really evident, but the main characters work for Vashyron. There's an explanation in the verse about how the work is stretched and Private Military Firms began to take any job offered in the bounty office, explaining why you do a lot of menial tasks.
- Probability Pileup: Bonus Shots work like this. If you attack an airborne enemy, you might get to roll the Bonus Shot chance, and your ability to succeed on the second shot goes up with every bullet you hit any airborne enemy with, stacking until the end of the fight or until you actually make a Bonus Shot. Also, after you actually make a Bonus Shot, well... your enemy's already in the air, so if you've still got actions left, just keep shooting and start building your chances up again.
- Ragdoll Physics: Especially obvious when you kill a leader and he or she flops around in slow motion.
- Roaring Rampage of Revenge: Zephyr. Described almost word for word by That Other Wiki.
- Sexy Santa Dress: Leanne gets one for the story mission in Chapter 13. The dress is later available in the Bonus Dungeon, Neverland.
- Shout-Out: The monster Pater draws in Chapter 8 is a xenomorph.
- The "Hunter" outfit sets available late in the game via purchase and pickups in an optional dungeon make the characters look like Super Sentai. Additionally, if you wear the full set and win a battle, the characters all do a special win pose.
- The description for one pair of sunglasses begs you not to wear them at night.
- Ship Tease: Zephyr and Leanne. He saves her life, gets slapped for accidentally seeing her naked (maybe), and then there's the wedding job scene.
- Sick Episode: Leanne's out with a cold for most of Chapter 6.
- Side Quest: A bounty board puts up new ones every chapter.
- Slice of Life: Very much so in the first chapters. The three protagonists pretty much treat being badass Gun Kata specialists as just another day job.
- Steampunk: The setting and many of the costume designs are obviously heavily influenced by this genre. Oddly, the other half seems to be influenced by modern Japanese fashions.
- Suspend Save: If you're too far from a save point, you have the option to save your current game state in the pause menu by choosing Suspend.
- Team Dad: It shows especially when Lagerfeld comes to kill Zephyr, how Vash feels about his companions; acting lightly at first, when Lagerfeld invokes a friendship between them thinking that will give him the boy, Vashyron snaps and blocks Lagerfeld way to come in.
Vashyron: Daddy does not approve!
- And there is the wedding job:
- Theme Music Power-Up: Turned on its head if your Hero Gauge goes empty. While in Critical Condition, the music switches to a track named "Danger Danger".
- There is also a variant of the straight version of this trope: when you use a Hero Action, the music changes to a more upbeat version of the area's battle music.
- Throw Down the Bomblet: Vashyron starts with the grenade box, but any character can equip it and throw flaming, electric, frozen, or dog shitty death.
- Time Skip: Between the opening cutscene and the prologue and between each chapter. You may not realize how much time is passing until you reach chapter 13 and find out the first twelve chapters covered 8 months.
- Trigger Happy: The heroes' magazines aren't bottomless, but they don't so much reload as just stop shooting for maybe a second. Popping off half a dozen full clips in one jump isn't too hard.
- True Art Is Incomprehensible: An in-Universe example. Garigliano and Jean-Paulet (and quite possibly, Vashyron) certainly have... eccentric tastes in art. Remember that statue Garigliano made and had you put on top of the Forest of Idols? It creeps people out.
- True Companions: It's already obvious from how much they snark and banter at one another, but as their pasts catch up to them, the three leads' bond of friendship becomes much clearer as they refuse to let each other face their demons alone.
- 20 Bear Asses: Heavily invoked in the first half of the game.
- Underground Monkey: Oh my yes. Gremlins, dwellers, gangsters, and gears are found everywhere in Basel, with minor variations throughout. Usually, they've got different guns and better armor setting them appart from their counterparts higher up.
- Underrated and Overleveled: The game manages a little of this and Overrated and Underleveled during the beginning of the game. Vashyron is an experienced war hero who taught the others everything they know about fighting, Zephyr is much younger, but was trained by Vashyron for some time and Leanne is the naive newbie and The Chick. Logically one would expect that their combat strength would be Vashyron > Zephyr > Leanne, but the game starts them out as nearly identical in strength (though Vashyron does have a little more health, they're mostly interchangeable this early on). This wouldn't be too bad if the in combat banter of the first quarter of the game didn't make constant references to Leanne being inexperienced and supposedly weaker then the rest of the team.
- Universal Ammunition: Whoever has the magazine case equipped can use any ammo the party has stocked, regardless of what kind of gun it is.
- Unnecessary Combat Roll:
- You would think that Vashyron would prefer to just shoot behind him or run backwards or pretty much anything other than bellyflop-flipping...
- You can squeeze an extra second or two out of your hero action if you jump towards the end of your movement.
- Urban Segregation: Easy to see how different life is on the various levels of Basel, especially when one just looks up at Chandelier. This doubles as an example of Gameplay and Story Integration; there are no random encounters on the overworld in Chandelier, the only enemies to be met up there are highly-paid guards who are assigned to specific locations.
- Variable Mix: World Map locations and towns have two different tracks for Day and Night. Combat locations also have two songs, an intro that plays by default, and a more upbeat version played during a Hero Action.
- Equipping the special item Hi-Pod found in Neverland will make the BGM default to the upbeat version whether you perform a Hero Action or not.
- Vendor Trash: One of the three ways to get money in the game.
- Virtual Paper Doll: You can really customize the main character's appearances, with all articles of clothing, hair color, eye color, and accessories all being changeable. These modifications are even visible in cutscenes, which can turn otherwise serious scenes comedic.
- We Cannot Go On Without You:
- If any character dies, it's Game Over. There are no revival items in the game — dead is dead. Fortunately, you can retry any battle for a small fee, and you can do so even before your character dies.
- If you defeat an opponent during a battle who is designated as a "Leader", everyone else will immediately turn tail and run, regardless of how much of an advantage they might have. They even drop the loot you normally get for beating them, making this a very useful tactic.
- Wake-Up Call Boss: The Tar Man in Lucia is, in effect, the game testing you on how well you know the combat system, in the sense that if you don't have it worked out by now, you won't last five seconds.
- Wrong Genre Savvy: There's a blackout at one point, and Leanne (who was in the bath at the time) shrieks a few seconds later. Zephyr figures they're under attack ("Monsters? Here?!") and runs off to help... and gets smacked for his trouble, leaving a red hand-print on his face.