A common response to situations similar to the one in the gameVigil: Blood Bitterness
is a point and click puzzle/adventure game by Meridian4. Its controls consist entirely of left-clicking to move and right-clicking to interact with objects in the environment.
This game displays examples of the following tropes:
- All There in the Manual — Understanding what is happening in the game, period.
- Arch-Enemy — The characters treat Dehon as such, while Dehon wants to exact revenge againt Evil.
- Ax-Crazy — All of the characters, especially the player character, Dehon. He eats people's faces off if he doesn't like them.
- Camera Screw — There's two places where you need to run towards the camera, but can only do it slowly because of how it operates (and these cost time in the Timed Missions). Also, the fixed camera can radically change at some points, causing those who click quickly to have Dehon accidentally walk off the side of the wooden bridge. Finally, in Act 4, some zones require clicking right against the edge of the screen a few times to switch to the next camera.
- Check Point — On a per act basis, with levels taking about 5 minutes to complete if you know what to do.
- Cosmic Horror Story — Evil is portrayed as a cosmic horror.
- Deliberately Monochrome — With occasional colors for bloodstains, blue papers, killer red smoke, etc.
- Four Is Death — Act 4, where Devon needs to voluntary die to take revenge on Evil.
- Heartbeat Soundtrack — signals you have a minute to live before you feed on corpses. Accompanied with strings as the backup instrument.
- Locked Door — Some doors are locked because others are open. Other doors are locked because you need to wait until Act 3, and there's only one room behind them.
- Run Don't Walk
- Scripted Event — Frequent, where approaching a door will cause a short dialog.
- Sequence Breaking — Act 1 and 2 require you to follow a fixed path, and only allow advancing the plot by following it. Starting with Act 3, opportunity presents itself, allowing you to enter the combination for the door even if the character knows it.
- Skybox, which is composed of a solid wall with a texture on them. No parallax.
- Time Abyss: Gomend lasted at least 20000 years, while the civilization's calendar spans 7.676 billion.
- True Art Is Incomprehensible — Only the manual and walkthrough explain much of anything. The in-game text is very difficult to decipher.
- X Meets Y — Quote from the game's writer: "If Frank Miller and HP Lovecraft had a child and that child made a video game, it would be Vigil... this is good."
- You Cannot Grasp the True Form — Evil appears to be formless, but it most definitely exists, speaks coherently, and will go straight for your throat. The only visible for