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YMMV / Future Tactics: The Uprising

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  • Big-Lipped Alligator Moment: After Mission 14 you are treated to a truly bizarre scene. It apparently takes place inside the creature's HQ, where a Gnarlak stands on a platform and is diced into pieces by a beam of light akin to a Itchy And Scratchy bit while one with a spear watches. Then it just cuts back to our heroes. Nothing comes of it other than the spear-wielding one is identified as a Patriok in Mission 17, and it's never given any context. As you were, ladies and gentlemen.
  • Breather Level:
    • Mission 7. It's a one-on-one duel between Low and The Stranger. It's not easy to win, but you don't have to win: no matter the outcome it gets broken up by Caraway.
    • The second to final level is against a single foe, a Spider Tank of sorts, known only as "Boss", in a big flat empty room with a few obstacles. He goes down in only a few turns, his attack is easily avoidable, and you don't even get a unique battle theme for him. He just sort of lumbers in and tries to line up attacks on you while you beat his ass down.
  • Demonic Spiders: Grenedaks have the same Ballistic Trajectory attacks you can use, are highly damaging, and can take a decent amount of abuse. When these buggers show up, you either stay hidden or you take them out before they get a turn.
  • Difficult, but Awesome:
    • Getting a headshot with 100% power and a 100% power boost. It's no easy feat, in fact it's damned near impossible, but it does tons of damage unless the enemy is on a vastly higher level than you.
    • Getting close enough to land a melee hit on a Sentrik. If you can pull it off without dying in the process, it'll drain most if not all their health in a single strike.
  • Disappointing Last Level: The final mission gives you no new challenges, features enemies you've already mowed down by the dozens except they're on a very high level, and doesn't even give you a unique battle theme. Mow down some enemies, shoot some orb things, get to the singularity, a winnar is you.
  • Scrappy Weapon: Pepper's land mines. Why waste a turn laying down a mine that might damage an enemy if they happen to wander over it, when you can just shoot them directly and do more damage? Especially in a game where waiting around is typically a bad move thanks to Respawning Enemies.
  • Too Good to Last: Holy shit Wardwarf. The little guy is able to get a second X2 upgrade, allowing him to attack four times per turn. Also, his Deflect upgrade allows you to shoot him and have it deflect to the nearest enemy. Enjoy it while it lasts.

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