- Anticlimax Boss:
- The arena Tyrannosaurus Rex, who even has in his description, that he is not as scary, as he looks. Besides, a single big dinosaur is a specialty of the trio of the heroes anyway.
- Babbit. As you have Ada at this point, you can use her headshot skill to rip off a giant chunk of his HP, making the final boss fight ridiculously easy. He also does not even try to go for Taslow, whom you are supposed to protect. He would go for him only after the death of the heroes, at which point the player would loose anyway. The Scorpion is a lesser example, given that you don't fight it directly.
- Awesome Music: The game's soundtrack steals the show!
- Demonic Spiders: The SEAS Stingers—fast all-terrain hovercraft with machineguns, flying in packs and preying on the weakest of heroes.
- Ensemble Dark Horse:
- Based on fandom forums’ polls—Taslow. Which is not surprising, since he is Nikola Tesla armed with a crossbow and building entire cities in minutes, developing towers with plasma guns and jetpacks, exploding Humongous Mecha through waving hands before them and enabling automatic looting of destroyed buildings for construction materials.
- The Spinosaurus. Appearing in exactly two missions of the original campaign, it is nearly ubiquitous in user created maps.
- Goddamned Bats: Ankylosauruses with poisoning catapults.
- Goldfish Poop Gang: The Barbarians
- Overshadowed by Awesome: The Norsemen clan. The first tribe the player gets is fairly versatile and features steampunk vikings, which is fair enough for the first entry to this game and overally cool, right? ...until massive savannah dinosaur armies, Macross Missile Massacre tactics, invisible or moving cities and many, many other features of the other factions make their appearance, that is...
- The Scrappy: Leighton, the Spoiled Brat Cloudcuckoolander Dirty Coward Knight Templar
- So Bad, It's Good: The game's quirks and attempts at humor.
- Tactical Door Use: The mob of killer robots will always chase the poor Archdruid or Taslow, the player needs to create contingency plans, use obstacles and even armored transports… though the latter might not help either… Luckily, there are still gates and walls.
- That One Level:
- The 14th mission, unless you come up with a clever prison break plan...
- The 16th mission, on hard mode being the only mission where there is literally a "correct way" of doing things.
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