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* The Creepers, in terms of looks, are completely different from the Walkers from the first game. Their designs lean heavily on the UncannyValley considering that they don't have [[EyelessFace any eyes to speak of]], they look more humanoid than anything, and have pale and molded-looking skin. It gets even worse when you find out that said enemies are actually the employees that work in the very place you're trying to escape from but are affected by the entropy released after an explosion that damages Anchor at the very beginning of the game. Although, one could see this as LaserGuidedKarma considering [[LackOfEmpathy what the company did]].

to:

* The Creepers, in terms of looks, are completely different from the Walkers from the first game. Their designs lean heavily on the UncannyValley considering that they don't have [[EyelessFace any eyes to speak of]], they look more humanoid than anything, and have pale and molded-looking skin. It gets even worse when you find out that said enemies are actually the employees that work in the very place you're trying to escape from but are affected by the entropy released after an explosion that damages Anchor at the very beginning of the game. Although, one could see this as LaserGuidedKarma considering [[LackOfEmpathy what the company company]] [[HumanTrafficking did]].

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* The mystery behind the facilities. Who made this facilities? What are the reasons for its constructions? What did they do inside here? All this questions are either left unanswered or ambiguously put. Nonetheless, the facilities Haydee is trapped is certainly a terrifying place to be in, regardless of the reasons of the construction of it.
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Running around and shooting things as a [[ImpossibleHourglassFigure curvaceous]] [[MsFanservice and]] buxom {{robot girl}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.

to:

Running around and shooting things as a [[ImpossibleHourglassFigure curvaceous]] and [[MsFanservice and]] buxom buxom]] {{robot girl}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.
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Gag Boobs has been renamed to Boob Based Gag. Changing to the proper trope where appropriate and cutting misuse.


Running around and shooting things as a [[ImpossibleHourglassFigure curvaceous]] [[MsFanservice and]] [[GagBoobs buxom]] {{robot girl}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.

to:

Running around and shooting things as a [[ImpossibleHourglassFigure curvaceous]] [[MsFanservice and]] [[GagBoobs buxom]] buxom {{robot girl}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.
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confirmed by the devs that HD 512 isn't the one that caused that explosion


* The Creepers, in terms of looks, are completely different from the Walkers from the first game. Their designs lean heavily on the UncannyValley considering that they don't have [[EyelessFace any eyes to speak of]], they look more humanoid than anything, and have pale and molded-looking skin. It gets even worse when you find out that said enemies are actually the employees that work in the very place you're trying to escape from but are affected by the entropy that HD 512 caused after she causes an explosion that damages Anchor at the very beginning of the game. Although, one could see this as LaserGuidedKarma considering [[LackOfEmpathy what the company did]].

to:

* The Creepers, in terms of looks, are completely different from the Walkers from the first game. Their designs lean heavily on the UncannyValley considering that they don't have [[EyelessFace any eyes to speak of]], they look more humanoid than anything, and have pale and molded-looking skin. It gets even worse when you find out that said enemies are actually the employees that work in the very place you're trying to escape from but are affected by the entropy that HD 512 caused released after she causes an explosion that damages Anchor at the very beginning of the game. Although, one could see this as LaserGuidedKarma considering [[LackOfEmpathy what the company did]].
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** "Escape" ending: The player's Haydee attempts to take the escape route within the Blue Zone, only for nothing to happen after using the orange keycard, then the screen cuts to black with a similar boot sequence from the start of the game stating the player's Haydee failed their master acquisition protocols. The dead Hayees next to the locked gate also met [[TheNothingAfterDeath a similar fate]].
** "Master" and "Backup" endings: After fighting through the final gauntlet of Slashers in the Black Zone's locked orange keycard door, the player is greeted with an ominous sight of a hallway full of Slashers and Walkers, except they are no longer hostile and look at awe of the player's Haydee. In final room, there's a pile of dead Haydee bodies, yet there's one still alive and standing in the middle of the pile -- the Master Haydee. The former ends with the player Haydee killing the Master Haydee only to become the next one, while the latter ends with the player Haydee killing the Master Haydee [[TakingYouWithMe along with herself]], but a backup dump of the protocols was used to ensure the cycle is never broken.

to:

** "Escape" ending: The player's Haydee attempts to take the escape route within the Blue Zone, only for nothing to happen after using the orange keycard, then keycard (other than the fact that if you look behind you, you'll notice that [[OhCrap the door became locked when you used the keycard so you can't go back]]), the screen then cuts to black with a similar boot sequence from the start of the game stating the player's Haydee failed their master acquisition protocols. The dead Hayees Haydees next to the locked gate also met [[TheNothingAfterDeath a similar fate]].
** "Master" and "Backup" endings: After fighting through the final gauntlet of Slashers in the Black Zone's locked orange keycard door, the player is greeted with an ominous sight of a hallway full of Slashers and Walkers, except they are no longer hostile and look at awe of the player's Haydee. In the final room, there's a pile of dead Haydee bodies, yet there's one still alive and standing in the middle of the pile -- the Master Haydee. The former ends with the player Haydee killing the Master Haydee only to become the next one, while the latter ends with the player Haydee killing the Master Haydee [[TakingYouWithMe along with herself]], but a backup dump of the protocols was used to ensure the cycle is never broken.
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* The atmosphere. Some of the inspirations for both of the games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the fact that there's no way to see the outside world. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, the design is minimalistic, and without the music, you're walking around through [[NothingIsScarier complete and utter silence]].

to:

* The atmosphere. Some of the inspirations for both of the games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the The whole facility in both games feels so isolated and cut off from the outside world world, to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the fact that there's no way to see the outside world. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, the design is minimalistic, minimalist, and without the music, you're walking around through [[NothingIsScarier complete and utter silence]].
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Added DiffLines:

* The game's endings, each of them ends with [[ShootTheShaggyDog the player dying]] in one way or another [[HereWeGoAgain only for the cycle to start anew]]:
** "Escape" ending: The player's Haydee attempts to take the escape route within the Blue Zone, only for nothing to happen after using the orange keycard, then the screen cuts to black with a similar boot sequence from the start of the game stating the player's Haydee failed their master acquisition protocols. The dead Hayees next to the locked gate also met [[TheNothingAfterDeath a similar fate]].
** "Master" and "Backup" endings: After fighting through the final gauntlet of Slashers in the Black Zone's locked orange keycard door, the player is greeted with an ominous sight of a hallway full of Slashers and Walkers, except they are no longer hostile and look at awe of the player's Haydee. In final room, there's a pile of dead Haydee bodies, yet there's one still alive and standing in the middle of the pile -- the Master Haydee. The former ends with the player Haydee killing the Master Haydee only to become the next one, while the latter ends with the player Haydee killing the Master Haydee [[TakingYouWithMe along with herself]], but a backup dump of the protocols was used to ensure the cycle is never broken.
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* The atmosphere. Some of the inspirations for both of the games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the fact that there's no way to see the outside world. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, the design is minimalistic, and without the music, you'll pretty much be walking in [[NothingIsScarier complete and utter silence]].

to:

* The atmosphere. Some of the inspirations for both of the games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the fact that there's no way to see the outside world. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, the design is minimalistic, and without the music, you'll pretty much be you're walking in around through [[NothingIsScarier complete and utter silence]].
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None


Running around and shooting things as [[ImpossibleHourglassFigure curvaceous]] [[MsFanservice and]] [[GagBoobs buxom]] {{cyborg}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.

to:

Running around and shooting things as a [[ImpossibleHourglassFigure curvaceous]] [[MsFanservice and]] [[GagBoobs buxom]] {{cyborg}} {{robot girl}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.

Added: 4

Changed: 755

Removed: 35

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/corpsepile_8.png]]


'''All spoilers are UNMARKED [[Administrivia/SpoilersOff per wiki policy]]. Read at your own risk! Administrivia/YouHaveBeenWarned.'''

!Examples Include:

[[foldercontrol]]

to:

!'''All spoilers are UNMARKED [[Administrivia/SpoilersOff per wiki policy]]. Read at your own risk! Administrivia/YouHaveBeenWarned.'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/corpsepile_8.png]]


'''All spoilers are UNMARKED [[Administrivia/SpoilersOff per wiki policy]]. Read at your own risk! Administrivia/YouHaveBeenWarned.'''

!Examples Include:

[[foldercontrol]]
png]]
Running around and shooting things as [[ImpossibleHourglassFigure curvaceous]] [[MsFanservice and]] [[GagBoobs buxom]] {{cyborg}} may not be as fun as it sounds when you're trapped in an abandoned facility surrounded by [[TheManyDeathsOfYou death]] and [[NightmareFuel the horrors]] waiting for you around every corner.



[[folder:Haydee 1]]
* The Black Zone is this, thanks to the creepy and unsettling music, the place being pitch-black at first, forcing you to use your night visor (which has such an incredibly limited view distance to the point where you can't even see what could come after you.), the constant and [[JumpScare surprising]] ambushes from the robots, and that one part where you end up finding a ''massive'' pile of dead Haydee's, and another pile that seems to be in some kind of ''incinerator'', hell, the room itself is actually called D_''Oven''.edith in the game files.

to:

[[folder:Haydee 1]]
[[folder:Haydee]]
* The Black Zone is this, thanks to the creepy and unsettling music, the place being pitch-black at first, forcing you to use your night visor (which has such an incredibly limited view distance to the point where you can't even see what could come after you.), you), the constant and [[JumpScare surprising]] ambushes from the robots, and that robots. There's one part area where you end up finding a ''massive'' pile of dead Haydee's, Haydees, and another pile that seems to be in some kind of ''incinerator'', hell, the ''incinerator''. The room itself is actually called D_''Oven''.edith in the game files.



[[/folder]]

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[[/folder]][[/folder]]
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* First off, the atmosphere. Some of the inspirations for the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the way they're designed. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, and without the music, you'll pretty much be walking in [[NothingIsScarier complete and utter silence]].

to:

* First off, the The atmosphere. Some of the inspirations for both of the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the fact that there's no way they're designed. to see the outside world. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, the design is minimalistic, and without the music, you'll pretty much be walking in [[NothingIsScarier complete and utter silence]].
silence]].
* [[JumpScare Some of the ways the enemies ambush you]] definitely counts as this.



* The Black Zone is this, thanks to the creepy and unsettling music, the place being pitch-black at first, forcing you to use your night visor (which has such an incredibly limited view distance to the point where you can't even see what could come after you.), the constant and [[JumpScare surprising]] ambushes from the robots, and that one part where you end up finding a ''massive'' pile of dead Haydee's, and another pile that seems to be in some kind of ''incinerator'', hell, the room itself is actually called D_''Oven''.edith.

to:

* The Black Zone is this, thanks to the creepy and unsettling music, the place being pitch-black at first, forcing you to use your night visor (which has such an incredibly limited view distance to the point where you can't even see what could come after you.), the constant and [[JumpScare surprising]] ambushes from the robots, and that one part where you end up finding a ''massive'' pile of dead Haydee's, and another pile that seems to be in some kind of ''incinerator'', hell, the room itself is actually called D_''Oven''.edith.edith in the game files.
Is there an issue? Send a MessageReason:
None


One would think that this game with a sexy character in it wouldn't give out their fair share of NightmareFuel within the facility that you're trapped in? Right? WRONG.

to:

One would think that this game with a sexy character in it wouldn't give out their fair share of NightmareFuel within the facility that you're trapped in? Right? WRONG.
Is there an issue? Send a MessageReason:
None


One would think that this game with a sexy character in it wouldn't give out their fair share of NightmareFuel within the facility that you're trapped in? Well, that's just plain ''wrong''.

to:

One would think that this game with a sexy character in it wouldn't give out their fair share of NightmareFuel within the facility that you're trapped in? Well, that's just plain ''wrong''.
Right? WRONG.
Is there an issue? Send a MessageReason:
None


One would think that this game with a sexy character in it wouldn't give out their fair share of NightmareFuel within the facility that you're trapped in? ''Well, that's just plain wrong''.

to:

One would think that this game with a sexy character in it wouldn't give out their fair share of NightmareFuel within the facility that you're trapped in? ''Well, Well, that's just plain wrong''.
''wrong''.
Is there an issue? Send a MessageReason:
None


* First off, the atmosphere. Some of the inspirations for the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the way they're designed. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, and that without the music, you'll pretty much be walking in [[NothingIsScarier complete and utter silence]].

to:

* First off, the atmosphere. Some of the inspirations for the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the way they're designed. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, and that without the music, you'll pretty much be walking in [[NothingIsScarier complete and utter silence]].

Added: 2262

Changed: 605

Is there an issue? Send a MessageReason:
None


While the games themselves are usually BestKnownForTheFanservice, that doesn't mean they can't give out their fair share of [[NightmareFuel creepiness]] within the facility.

to:

While the games themselves are usually BestKnownForTheFanservice, One would think that doesn't mean they can't this game with a sexy character in it wouldn't give out their fair share of [[NightmareFuel creepiness]] NightmareFuel within the facility.
facility that you're trapped in? ''Well, that's just plain wrong''.

'''All spoilers are UNMARKED [[Administrivia/SpoilersOff per wiki policy]]. Read at your own risk! Administrivia/YouHaveBeenWarned.'''



* First off, the atmosphere. Some of the inspirations for the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the way they're designed.

to:

[[foldercontrol]]

* First off, the atmosphere. Some of the inspirations for the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the way they're designed. Special mention goes to the first game, due to the fact that most of the rooms are shrouded in OminousFog, and that without the music, you'll pretty much be walking in [[NothingIsScarier complete and utter silence]].

[[folder:Haydee 1]]
* The Black Zone is this, thanks to the creepy and unsettling music, the place being pitch-black at first, forcing you to use your night visor (which has such an incredibly limited view distance to the point where you can't even see what could come after you.), the constant and [[JumpScare surprising]] ambushes from the robots, and that one part where you end up finding a ''massive'' pile of dead Haydee's, and another pile that seems to be in some kind of ''incinerator'', hell, the room itself is actually called D_''Oven''.edith.
[[/folder]]

[[folder:Haydee 2]]
* The Creepers, in terms of looks, are completely different from the Walkers from the first game. Their designs lean heavily on the UncannyValley considering that they don't have [[EyelessFace any eyes to speak of]], they look more humanoid than anything, and have pale and molded-looking skin. It gets even worse when you find out that said enemies are actually the employees that work in the very place you're trying to escape from but are affected by the entropy that HD 512 caused after she causes an explosion that damages Anchor at the very beginning of the game. Although, one could see this as LaserGuidedKarma considering [[LackOfEmpathy what the company did]].
* Just the fact that the other seemingly deactivated girls you find in the facility were actually real people that were kidnapped and turned into sex dolls/cyborg slashies by [[EvilInc Jurani]], and you're one of them.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/corpsepile_8.png]]

While the games themselves are usually BestKnownForTheFanservice, that doesn't mean they can't give out their fair share of [[NightmareFuel creepiness]] within the facility.

!Examples Include:

* First off, the atmosphere. Some of the inspirations for the two games were ''VideoGame/{{Portal}}'', ''Franchise/ResidentEvil'', and ''Franchise/DeadSpace'', and it shows. the whole facility in both games feels so isolated and cut off from the outside world to the point where you might wonder if something happened outside. It doesn't really help that the layout is claustrophobia-inducing thanks to the way they're designed.

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