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** If the transformation of Lt Mora was any indication, all of the infected see normal humans as "monsters", thinking they're still normal while everyone else has turned into zombies. Now think how they see you, the player, wielding a shotgun can completely dismember them in a few shots, coming straight at you, almost unstoppable...

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** If the transformation of Lt Mora was any indication, all of the infected see have undergone TranshumanTreachery to the point of viewing [[HumansAreTheRealMonsters normal humans as "monsters", "monsters"]], thinking they're still normal while everyone else has turned into zombies. Now think how they see you, the player, wielding a shotgun can completely dismember them in a few shots, coming straight at you, almost unstoppable...
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*** The Hunter, an almost human-like zombie but with abnormal leaping distances and inhuman aggression should he be able to catch a survivor. What makes it worse? The Hunter has no eyes. If you look underneath his hood, you can see two empty eyes sockets with dissolved skin around them. This means the Hunter tracks you by sound and scent alone, meaning you can't hide from him.
*** The Smoker, a horribly boil-covered emaciated man that can strangle you with a 50-foot-long tongue;
*** The Boomer, a horribly bloated (and also boil-covered) man (and sometimes woman in the sequel) whose attack obscures your vision with green vomit while triggering a wave of infected that will target you specifically;
*** The Witch, a crying girl with very long claws that can knock you down in one hit and kill you in two more;

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*** The Hunter, an almost human-like zombie but with abnormal leaping distances and inhuman aggression should he be able to catch a survivor. What makes it worse? The ''The Hunter has no eyes.eyes''. If you look underneath his hood, you can see two empty eyes sockets with dissolved skin around them. This means the Hunter tracks you by sound and scent alone, meaning you '''you can't hide from him.him'''.
*** The Smoker, a horribly boil-covered emaciated man that can strangle you with a 50-foot-long tongue;
tongue, or possibly even ''his intestines'';
*** The Boomer, a horribly bloated (and also boil-covered) and boil-covered man (and sometimes woman in the sequel) whose attack obscures your vision with green vomit while triggering a wave of infected that will target you specifically;
*** The Witch, a crying girl woman with very long claws that can knock you down in one hit and kill you in two more;
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* The [[https://www.youtube.com/watch?v=F3pDahm4W7E first trailer]] for the ''Left 4 Dead'' beta, in a harsh contrast to the newer, action-packed trailers with brighter and cheerier characters, has the four survivors get overwhelmed in a quick and brutal fashion from a single horde summoned by a loud, shrill scream (of a cut Special Infected known as The Screamer). The dreadful atmosphere throughout those fourty seconds doesn't help.
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** The Dark Carnival menu theme has a JumpScare too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyelightsOfUndeath white glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players, especially since no other Infected has their eyes shine so ''bright''.

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** The Dark Carnival menu theme has a JumpScare too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyelightsOfUndeath white yellow glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players, especially since no other Infected Infected, Special or not, has their eyes shine glow such color and so ''bright''.''brightly''.

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** No Mercy: The AbandonedHospital in the last two stages is rather chilling. You'll see that the entire staff failed to find a cure for the infection and became infected themselves.
*** A rather chilling case of realism is at work here. Hospitals are the places sick people often congregate in, so an infection like this will spread like a wildfire among those with already weakened immune systems.

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** No Mercy: The AbandonedHospital in the last two stages is rather chilling. You'll see that the entire staff failed to find both at finding a cure for the infection and evacuating the hapless citizens, and as such became infected themselves.
*** A rather chilling case of realism is at work here. Hospitals are the places sick people often congregate in, so an infection like this will spread like a wildfire among those with already weakened immune systems. CEDA should have thought twice before choosing this building as an evac site.



** Death Toll: This campaign features the infamous "Church Guy". A survivor who was bitten by an infected and [[ParanoiaFuel has gone mad]]. Hearing him repeatedly say [[MadnessMantra "Better safe than sorry"]] like a deranged psycho is horrifying. He even scribbled those words on the wall more than a hundred times.

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** Death Toll: This campaign features the infamous "Church Guy". A survivor who was bitten by an infected and [[ParanoiaFuel has gone mad]]. Hearing him repeatedly say [[MadnessMantra "Better safe than sorry"]] like a deranged psycho is horrifying. He even scribbled those words on the wall more than a hundred times. [[AndThenJohnWasAZombie Three guesses at what happens when you get inside the safehouse he's been hiding in]].



** Blood Harvest: What's worse than going through the woods at night? Going through the woods with zombies at night. The dead cows near the farmhouse are also rather scary.

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** Blood Harvest: What's worse than going through the woods at night? Going through the woods with zombies at night. The dead cows near the farmhouse are also rather scary.scary, as well as the cornfields at the farm [[InterfaceScrew where your sight will be heavily diminished]].



* Until around 2004 there were in the entire recorded history of the Rabies virus (which the infection is a strain of) exactly TWO survivors, one of which was a Greek man several thousand years ago. Now thanks to modern medical science (and a quick google search) the number has increased to a whopping SIX with there being no verification for all but one of the latest batch of survivors actually having the virus in the first place.
* Rabies can take up to 2 years before it progresses to the first stage despite it normally taking 2~12 weeks? To top all of it off, the symptoms listed for rabies include anxiety, insomnia, confusion, agitation, abnormal behavior, paranoia, terror, hallucinations, progressing to delirium, etc. So the infected are probably fully aware of what's going on with the virus actively amping their emotional state up to eleven which (judging from the descriptions I've been seeing of the Special Infected) correlates to the behavior. Witch is Anxiety and possibly terror. Hunter is paranoia so it's trying to get you first possibly because it thinks YOU are the infected one. Tanks are obviously aggression. Jockeys are hallucinations and general delirium. So on and so forth with the rest being a mixture.

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* Until around 2004 there were in the entire recorded history of the Rabies virus (which the infection is a strain of) exactly TWO survivors, one of which was a Greek man several thousand years ago. Now thanks to modern medical science (and a quick google search) the number has increased to a whopping SIX with there being no verification for all but one of the latest batch of survivors actually having the virus in the first place.
*
place. Worse? Rabies can take up to 2 years before it progresses to the first stage despite it normally taking 2~12 weeks? To top all of it off, the symptoms listed for rabies include anxiety, insomnia, confusion, agitation, abnormal behavior, paranoia, terror, hallucinations, progressing to delirium, etc. So In other words, the infected are probably fully aware of what's going on with the virus actively amping their emotional state up to eleven which (judging from the descriptions I've been seeing of the Special Infected) correlates to the behavior. Witch is Anxiety and possibly terror. Hunter is paranoia so it's trying to get you first possibly because it thinks YOU are the infected one. Tanks are obviously aggression. Jockeys are hallucinations and general delirium. So on and so forth with the rest being a mixture.



** What happened to the possibly hundreds of children that [[{{FridgeHorror}} were there at the time]]?

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** * What happened to the possibly hundreds of children that [[{{FridgeHorror}} were there across the country at the time]]?



** The Dark Carnival menu theme has a JumpScare too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyelightsOfUndeath white glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players.

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** The Dark Carnival menu theme has a JumpScare too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyelightsOfUndeath white glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players.players, especially since no other Infected has their eyes shine so ''bright''.



** The sequences at Millhaven are pretty terrifying. Soldiers witness the infected for the first time and are rapidly overrun, with their defensive positions being silenced one by one on the radio. With the last survivors becoming more and more panicked.

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** The sequences at Millhaven are pretty terrifying. Soldiers witness the infected for the first time and are rapidly overrun, with their defensive positions being silenced one by one on the radio. With the last survivors becoming more and more panicked.panicked until Bill opts to leave the soldiers to their fate just to get his own group away.
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** [[https://cdn.80.lv/api/upload/content/dd/6348d609ef24c.jpeg Another piece of early concept art]] shows that, at one point, the development team once considered a possibility of infected animals such as zombie pigs and hogs, possibly to accompany the scrapped zombie dogs whose sounds were reused for the Hunter; the Ratman, whose ''body erupts and spews out a herd of rats'' (before it was presumably replaced with the Spitter) and the Meatwall, the twenty-four feet tall infected that would grab the Common Infected to fling them at you.
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Spoilers Off on moments pages


** The Sacrifice: This is it. You've made it past a hospital full of infected patients, crashing your helicopter, met an infected psycho, went through a bombed airport and got through the zombie-filled woods, surely this will not be difficult. It won't be. The wrecked boats near the starting point are bad, but the end has you [[HeroicSacrifice sacrifice one of your teammates]] to restart the generator. What's worse, [[spoiler: the sacrifice is considered canon, as shown by Bill's dead corpse in The Passing]]

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** The Sacrifice: This is it. You've made it past a hospital full of infected patients, crashing your helicopter, met an infected psycho, went through a bombed airport and got through the zombie-filled woods, surely this will not be difficult. It won't be. The wrecked boats near the starting point are bad, but the end has you [[HeroicSacrifice sacrifice one of your teammates]] to restart the generator. What's worse, [[spoiler: the sacrifice is considered canon, as shown by Bill's dead corpse in The Passing]]Passing.



** Dead Center: From the moment you walk out of the safe area and begin making your way down a burning building filled with fireproof zombies you know that this game is gonna be a lot more intense than the last one. If you're lucky you may even run into [[spoiler:Ellis's hero turned zombie, Jimmy Gibbs Jr.]] in the abandoned mall at the end.
** The Passing: A new DLC campaign. Pairs you up with the original survivors from the first game at the beginning and end. That doesn't stop this campaign from being freaky! From along stormy streets above and to the extremely dark sewers below you'll encounter some really creepy stuff. Survivors that went out into the world fully armed... but not immune! The Witch's wedding which even the survivors agree is frighteningly weird and when you've met up with the survivors and been given your task you may decide to that room just to the right of the lift when you exit. What's Inside? [[spoiler:The dead body of Bill!]] Making this campaign not only horrifying but a TearJerker as well!

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** Dead Center: From the moment you walk out of the safe area and begin making your way down a burning building filled with fireproof zombies you know that this game is gonna be a lot more intense than the last one. If you're lucky you may even run into [[spoiler:Ellis's Ellis's hero turned zombie, Jimmy Gibbs Jr.]] Jr. in the abandoned mall at the end.
** The Passing: A new DLC campaign. Pairs you up with the original survivors from the first game at the beginning and end. That doesn't stop this campaign from being freaky! From along stormy streets above and to the extremely dark sewers below you'll encounter some really creepy stuff. Survivors that went out into the world fully armed... but not immune! The Witch's wedding which even the survivors agree is frighteningly weird and when you've met up with the survivors and been given your task you may decide to that room just to the right of the lift when you exit. What's Inside? [[spoiler:The The dead body of Bill!]] Bill! Making this campaign not only horrifying but a TearJerker as well!



* Because some people have talked about mods... "One 4 Nine" takes place in the Nevada Desert, in and around Area 51. What's disturbing about it is that multiple saferooms are destroyed, however, one specific one in the first chapter has a blood pool with bones and human body parts surrounding it. Later on, you find almost the same thing, but with one difference. It has parts of human faces in it. Also, the finale has you activate a huge black monolith to get out. However, after you activate it, it causes the screen to switch colors, albeit very slowly. [[spoiler: What happens after the "rescue" is coming, is both hilarious and terrifying: The survivors are apparently transported into an alien spaceship.]]

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* Because some people have talked about mods... "One 4 Nine" takes place in the Nevada Desert, in and around Area 51. What's disturbing about it is that multiple saferooms are destroyed, however, one specific one in the first chapter has a blood pool with bones and human body parts surrounding it. Later on, you find almost the same thing, but with one difference. It has parts of human faces in it. Also, the finale has you activate a huge black monolith to get out. However, after you activate it, it causes the screen to switch colors, albeit very slowly. [[spoiler: What happens after the "rescue" is coming, is both hilarious and terrifying: The survivors are apparently transported into an alien spaceship.]]
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* The mostly ridiculous yet funny [[https://steamcommunity.com/workshop/filedetails/?id=176107716 Journey to Splash Mountain]] is all in good fun, until you reach the Haunted Mansion. If you were scared of that place before, revisiting it overrun with zombies and a [[SarcasmMode lovely familicide aftermath]] will rekindle that fear.
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** The Charger, a man with an abnormally large right hand and abnormally thin left hand. Like the Hunter, it has inhuman aggression too, but instead of abnormal leaping distance, the Charger instead charge with his right hand striking toward a group of survivor, stunning non-targets and catching the target to be pounded into submission.

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** The Charger, a man with an abnormally large right hand and abnormally thin left hand. Like the Hunter, it has inhuman aggression too, but instead of abnormal leaping distance, the Charger instead charge with his right hand striking toward a group of survivor, survivors, stunning non-targets and catching the target to be pounded into submission.
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** The Spitter, a woman with horribly burned off and open jaw that able to somewhat spray corrosive goo at incredible distances.

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** The Spitter, a woman with horribly burned off and open jaw that that's able to somewhat spray corrosive goo at incredible distances.
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** The Dark Carnival menu theme has a {{JumpScare}} too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyesOfUndeath white glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players.

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** The Dark Carnival menu theme has a {{JumpScare}} JumpScare too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyesOfUndeath [[GlowingEyelightsOfUndeath white glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players.
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** The Dark Carnival menu theme has a {{JumpScare}} too, the one that is [[FreezeFrameBonus hard to spot at first]]. If you look at the left ticket toll, sometimes a zombie with [[GlowingEyesOfUndeath white glowing eyes]] will show up in a distance before leaning back out of the view. Quite a nasty surprise for many players.
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No meta moment, see this query.


* In a (somewhat) meta example, the Survival gamemode descriptions for the different chapters on the Left 4 Dead Wiki, because of the fact that they all consist of “what if” scenarios that could realistically happen in real life.
** Dead Center: Atrium. Once the doors open, find some gas cans. Simple, right? What if there ''are'' no gas cans? Now you’re stuck in a mall filled with zombies with no way out.
** The Parish: Bridge. Get across a bridge to a helicopter extraction. All four of you have guns. Easy, right? What if you got there, only to find out the pilot died from the zombies? What are you gonna do now?
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


** Let's not forget [[https://www.youtube.com/watch?v=F_7C8oN2klY Hard Rain's]] theme, which uses a creepy, almost [[UncannyValley unnatural]] banjo along with a very faint kick beat. Truly, this is what you'd probably hear in literal hillbilly hell.

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** Let's not forget [[https://www.youtube.com/watch?v=F_7C8oN2klY Hard Rain's]] theme, which uses a creepy, almost [[UncannyValley unnatural]] unnatural banjo along with a very faint kick beat. Truly, this is what you'd probably hear in literal hillbilly hell.

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* A savvy player can predict where Tanks are likely to spawn and know when one will strike well before it does thanks to the music clues. So what happens when the music doesn't play and instead of coming after you, the Tank sits and waits quietly for you in a dark room? [[BringMyBrownPants New pants happen]], [[WrongGenreSavvy that's what.]]
** Also, sometimes when you don't get the music cue, you can still tell if there's one nearby... because you can hear them ''breathing''... Opening a door and finding a Tank there is bad enough, but standing in front of a closed door and hearing his panting clear as day is [[PunctuatedForEmphasis so. Much. Worse.]]
** Even worse when the breathing noise doesn't even show up in the subtitles. You hear the breathing, but since the subtitles don't say anything, it may be just paranoia. You walk on, hear it again... now you're almost pissing yourself every time you walk around a corner, but again, no Tank, no music, no subtitles, but you hear the freaking noise. Eventually, you decide that it was just paranoia and move on, and wham, there it is, right in front of you.
* Let's not forget about the campaigns themselves

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* A savvy player can predict where Tanks Special Infected are likely to spawn and know when one will strike well before it does thanks to the music clues. So what happens However, one big-time Infected does ''not'' have a musical cue when spawning: the music doesn't play and instead of coming after you, the Tank sits and waits quietly for you in a dark room? [[BringMyBrownPants New pants happen]], [[WrongGenreSavvy that's what.]]
** Also, sometimes when you don't get the music cue,
Tank. Sometimes, you can still tell a head of time if there's one nearby... nearby, but only because you can hear them ''breathing''...their comparatively quiet huffing and growling. Opening a door and finding a Tank there is bad enough, but standing in front of a closed door and hearing his panting clear as day is [[PunctuatedForEmphasis so. Much. Worse.]]
**
]] Even worse when the breathing noise doesn't even show up in the subtitles. You hear the breathing, but since the subtitles don't say anything, it may be just paranoia. You walk on, hear it again... now you're almost pissing yourself every time you walk around a corner, but again, no Tank, no music, no subtitles, but you hear the freaking noise. Eventually, you decide that it was just paranoia and move on, and wham, there it is, right in front of you.
* Let's not forget about the campaigns themselvesthemselves.
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Up To Eleven is a defunct trope


* Rabies can take up to 2 years before it progresses to the first stage despite it normally taking 2~12 weeks? To top all of it off, the symptoms listed for rabies include anxiety, insomnia, confusion, agitation, abnormal behavior, paranoia, terror, hallucinations, progressing to delirium, etc. So the infected are probably fully aware of what's going on with the virus actively amping their emotional state UpToEleven which (judging from the descriptions I've been seeing of the Special Infected) correlates to the behavior. Witch is Anxiety and possibly terror. Hunter is paranoia so it's trying to get you first possibly because it thinks YOU are the infected one. Tanks are obviously aggression. Jockeys are hallucinations and general delirium. So on and so forth with the rest being a mixture.

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* Rabies can take up to 2 years before it progresses to the first stage despite it normally taking 2~12 weeks? To top all of it off, the symptoms listed for rabies include anxiety, insomnia, confusion, agitation, abnormal behavior, paranoia, terror, hallucinations, progressing to delirium, etc. So the infected are probably fully aware of what's going on with the virus actively amping their emotional state UpToEleven up to eleven which (judging from the descriptions I've been seeing of the Special Infected) correlates to the behavior. Witch is Anxiety and possibly terror. Hunter is paranoia so it's trying to get you first possibly because it thinks YOU are the infected one. Tanks are obviously aggression. Jockeys are hallucinations and general delirium. So on and so forth with the rest being a mixture.



* The 4th chapter of the custom campaign ''[[https://steamcommunity.com/workshop/filedetails/575682109 Dark Wood]]'', which takes place right after you blow up an underground lab and find yourself in a prison that's literally, ''literally'' straight out of ''Franchise/SilentHill'' (the textures on the walls are pretty much lifted from ''Silent Hill 3''). In a campaign that already was advertising itself on its creepy factor, the 4th chapter turns it UpToEleven by having the entire map be one dark, long, rusty labyrinth as you and your friends dread everything that might be coming around the corner, complete with the really unsettling ambience of ''screams'' in the background. It really feels like you've gone deep enough to be in Hell.

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* The 4th chapter of the custom campaign ''[[https://steamcommunity.com/workshop/filedetails/575682109 Dark Wood]]'', which takes place right after you blow up an underground lab and find yourself in a prison that's literally, ''literally'' straight out of ''Franchise/SilentHill'' (the textures on the walls are pretty much lifted from ''Silent Hill 3''). In a campaign that already was advertising itself on its creepy factor, the 4th chapter turns it UpToEleven up to eleven by having the entire map be one dark, long, rusty labyrinth as you and your friends dread everything that might be coming around the corner, complete with the really unsettling ambience of ''screams'' in the background. It really feels like you've gone deep enough to be in Hell.

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* The 4th chapter of the custom campaign ''[[https://steamcommunity.com/workshop/filedetails/575682109 Dark Wood]]'', which takes place right after you blow up an underground lab and find yourself in a prison that's literally, ''literally'' straight out of ''Franchise/SilentHill'' (the textures on the walls are pretty much lifted from Silent Hill 3). In a campaign that already was advertising itself on its creepy factor, the 4th chapter turns it UpToEleven by having the entire map be one dark, long, rusty labyrinth as you and your friends dread everything that might be coming around the corner, complete with the really unsettling ambience of ''screams'' in the background. It really feels like you've gone deep enough to be in Hell.

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* The 4th chapter of the custom campaign ''[[https://steamcommunity.com/workshop/filedetails/575682109 Dark Wood]]'', which takes place right after you blow up an underground lab and find yourself in a prison that's literally, ''literally'' straight out of ''Franchise/SilentHill'' (the textures on the walls are pretty much lifted from Silent ''Silent Hill 3).3''). In a campaign that already was advertising itself on its creepy factor, the 4th chapter turns it UpToEleven by having the entire map be one dark, long, rusty labyrinth as you and your friends dread everything that might be coming around the corner, complete with the really unsettling ambience of ''screams'' in the background. It really feels like you've gone deep enough to be in Hell.


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* Much as you can invoke SoundtrackDissonance to make the game [[Funny/Left4Dead2 funny]], there are some music swap add-ons that were made to ''increase'' the fear factor. For example, music themes for [[https://steamcommunity.com/sharedfiles/filedetails/?id=257759938 the Witch]] and [[https://www.gamemaps.com/details/9845 Tank]] lifted straight out of ''VideoGame/{{Outlast}}''.
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[[foldercontrol]]
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Dewicked trope


** [[AdultFear What happened to the possibly hundreds of children]] that [[{{FridgeHorror}} were there at the time]]?

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** [[AdultFear What happened to the possibly hundreds of children]] children that [[{{FridgeHorror}} were there at the time]]?
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** Also from the comic, we get to see ThroughTheEyesOfMadness of a person going rapidly through infection. He ends up seeing the first game's crew as demons and monsters, and is driven by compulsion to "defend himself" as an innocuous joke by Francis causes him to blame Bill for his pain. To some degree, the infected are ''still cognizant'', but completely unaware of their current fate until they either deteriorate and die or mutate into Specials, and the infection drives them to murder anyone that isn't truly infected like they are with extreme prejudice.
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*** The Spitter, a woman with horribly burned off and open jaw that able to somewhat spray corrosive goo at incredible distances.
*** The Charger, a man with an abnormally large right hand and abnormally thin left hand. Like the Hunter, it has inhuman aggression too, but instead of abnormal leaping distance, the Charger instead charge with his right hand striking toward a group of survivor, stunning non-targets and catching the target to be pounded into submission.
*** The Jockey, a skeletal hunched man with the posture of a monkey and the ability to painfully grab a survivor moving the victim around.

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*** ** The Spitter, a woman with horribly burned off and open jaw that able to somewhat spray corrosive goo at incredible distances.
*** ** The Charger, a man with an abnormally large right hand and abnormally thin left hand. Like the Hunter, it has inhuman aggression too, but instead of abnormal leaping distance, the Charger instead charge with his right hand striking toward a group of survivor, stunning non-targets and catching the target to be pounded into submission.
*** ** The Jockey, a skeletal hunched man with the posture of a monkey and the ability to painfully grab a survivor moving the victim around.
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Removed one article since it was giving false information


* "Questionable Ethics" is set in a test chamber of sorts. However, unlike the clean and pristine looking of an [[Videogame/{{Portal}} Aperture Science Test Chamber]], the test chamber is instead straight out of ''Franchise/{{SAW}}'', though with less rust and stain. Though it doesn't make it less dangerous as players are to be expected fighting hordes and special infected in cramped areas, with some parts being downright claustrophobic.
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** A part of the fourth chapter of "Vienna Calling 1" has you navigating a river ''with toxic waste that can drain your health''. Good luck playing this potion with bots.

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** A part of the fourth chapter of "Vienna Calling 1" has you navigating a river ''with toxic waste that can drain your health''. Good luck playing this potion portion with bots.
Willbyr MOD

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[[caption-width-right:350:"This is some grim shit we’ve gotten ourselves into!"]]


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%% Caption selected per above IP thread. Please do not replace or remove without discussion in the Caption Repair thread:
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