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* GoodOldFisticuffs: Practically all enemies that aren’t archers will fight in melee with their fists. Doesn’t matter if it’s specters, charred corpses or even armor-clad conquistadors.
** Actually, some conquistadors carry daggers.

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* GoodOldFisticuffs: Practically all enemies that aren’t archers or dagger/boulder-wielding conquistadors will fight in melee with their fists. Doesn’t matter if it’s specters, charred corpses or even armor-clad conquistadors.
** Actually, some conquistadors carry daggers.
brutes.
Tabs MOD

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trope is renamed Prefers Going Barefoot. Dewicking old name


* DoesNotLikeShoes: The Maiden in Red goes barefoot throughout the entire game.
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* NobodyHereButUsBirds: The Native scouts use birdcalls (a distinctive "a-woo-woo-woo" sound) to communicate. Staying alert for those calls can often be the only way to avoid an ambush.
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[[quoteright:348:https://static.tvtropes.org/pmwiki/pub/images/betrayer_logo_7113.jpg]]

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!! Betrayer provides examples of the following tropes:

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!! Betrayer !!''Betrayer'' provides examples of the following tropes:
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* DoesNotLikeShoes: The Maiden in Red goes barefoot throughout the entire game.
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* StandardFPSGuns: Averted. You begin with a basic wooden bow, which is fine for basic enemies but isn’t much help against armor-clad conquistadors. The blackpowder pistol and musket deal [[OneHitKill realistic damage]], but are also inaccurate, single-shot and take an age to reload. More advanced versions of those weapons are available from the merchant, but they’re still far from any FPS equivalents.

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* StandardFPSGuns: Averted. You begin with a basic wooden bow, longbow, which is fine for basic enemies but isn’t much help against armor-clad the bigger heavily-armored conquistadors. The blackpowder pistol and musket deal [[OneHitKill realistic damage]], but are also inaccurate, short-ranged, single-shot and take an age to reload. More advanced versions of those weapons are available from the merchant, but they’re still far from any FPS equivalents.
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* PostClimaxConfrontation: [[spoiler: The "final boss fight" with Tabitha in the heart of darkness is the real action climax of the story. However, after the fight you end up having to defeat one final attack by a group of Spaniards who show up back at Fort Hope to kill you after you go back there to have one last post-final battle dialogue with the Maiden in Red. It's a breeze compared to the actual boss fight, especially given you're standing right next to a healing water barrel.]]

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* PostClimaxConfrontation: [[spoiler: The "final boss fight" with Tabitha in the heart of darkness is the real action climax of the story. However, after the fight you end up having to defeat one final attack by a group of Spaniards who show up back at Fort Hope to kill you after you go back there to have one last post-final battle dialogue with the Maiden in Red. It's a breeze compared to the actual boss fight, especially given you're standing right next to a healing water barrel.barrel, and there are only two entrances to the fort leading to a mook bottleneck that's easily dispatched.]]
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** MoneySpider: For some reason, the giant spiders will drop valuables when killed. Particularly odd as this is actually averted with other enemies that are unlikely to carry around money, such as the skeletons and specters in the dark world.

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** * MoneySpider: For some reason, the giant spiders will drop valuables when killed. Particularly odd as this is actually averted with other enemies that are unlikely to carry around money, such as the skeletons and specters in the dark world.

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* GainaxEnding: [[spoiler:Instead of ending the curse once and for all, your partner instead opts to teleport you to the Otherworld, where you are surrounded by giant shadows, supposedly the ghosts of the giant humanoids that inhabited the land before humankind. If you track her down after the credits in the free-roam mode, she explains she's not ready to let go of her twin sister's ghost, so you and her and going to have to be in the cursed land a while longer.]]
* GiantMook: 7-foot tall, heavily armored Conquistadors are the toughest enemies in the game, and can be found mixed in with the regular sort. They attack by ''throwing boulders'' at you. Despite their size and armor, they can actually run at a decent pace too.
* GiantSpiders: For some reason, the deeper parts of the woods in the last few levels are infested with these guys (they also seem to have heads like snakes). They come in two types; dog-sized, and ''horse-sized''.
* GoodOldFisticuffs: Practically all enemies that aren’t archers will fight in melee with their fists. Doesn’t matter if it’s specters, charred corpses or even armor-clad conquistadors.
** Actually, some conquistadors carry daggers.



* InterfaceSpoiler: The dialog of some of the items you can offer to the Maiden in Red spoils the outcome of the investigation, even if you didn't finished it yet.
** The entry for [[spoiler:Allison Markley]] in the compendium comes with the picture of [[spoiler:the Maiden in Red]], spoiling that they are the one and the same person well before it's revealed in the story.
* KarmaHoudini: [[spoiler: In the endgame, you're tasked with releasing the souls of all the colonists in order to unlock the path to the final boss. You can either tell each colonist to let go of their guilt and move on, or condemn them for their sins and send them to eternal torment. Given that several of the colonists have committed some seriously horrific deeds, they could be considered Karma Houdinis if you release them instead of condemning them. However each colonist you condemn makes the final battle harder, and almost all of them (except for the Governor and his lackey) are remorseful for their actions.]]
** MoneySpider: For some reason, the giant spiders will drop valuables when killed. Particularly odd as this is actually averted with other enemies that are unlikely to carry around money, such as the skeletons and specters in the dark world.



* GainaxEnding: [[spoiler:Instead of ending the curse once and for all, your partner instead opts to teleport you to the Otherworld, where you are surrounded by giant shadows, supposedly the ghosts of the giant humanoids that inhabited the land before humankind. If you track her down after the credits in the free-roam mode, she explains she's not ready to let go of her twin sister's ghost, so you and her and going to have to be in the cursed land a while longer.]]
* GiantMook: 7-foot tall, heavily armored Conquistadors are the toughest enemies in the game, and can be found mixed in with the regular sort. They attack by ''throwing boulders'' at you. Despite their size and armor, they can actually run at a decent pace too.
* GiantSpiders: For some reason, the deeper parts of the woods in the last few levels are infested with these guys (they also seem to have heads like snakes). They come in two types; dog-sized, and ''horse-sized''.
** MoneySpider: For some reason, the giant spiders will drop valuables when killed. Particularly odd as this is actually averted with other enemies that are unlikely to carry around money, such as the skeletons and specters in the dark world.
* GoodOldFisticuffs: Practically all enemies that aren’t archers will fight in melee with their fists. Doesn’t matter if it’s specters, charred corpses or even armor-clad conquistadors.
** Actually, some conquistadors carry daggers.
* InterfaceSpoiler: The dialog of some of the items you can offer to the Maiden in Red spoils the outcome of the investigation, even if you didn't finished it yet.
** The entry for [[spoiler:Allison Markley]] in the compendium comes with the picture of [[spoiler:the Maiden in Red]], spoiling that they are the one and the same person well before it's revealed in the story.
* KarmaHoudini: [[spoiler: In the endgame, you're tasked with releasing the souls of all the colonists in order to unlock the path to the final boss. You can either tell each colonist to let go of their guilt and move on, or condemn them for their sins and send them to eternal torment. Given that several of the colonists have committed some seriously horrific deeds, they could be considered Karma Houdinis if you release them instead of condemning them. However each colonist you condemn makes the final battle harder, and almost all of them (except for the Governor and his lackey) are remorseful for their actions.]]
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* BoomHeadshot: Regardless of enemy, headshots always deal significantly more damage, provided the shot doesn't [[NoSell deflect off any helmet they may be wearing.]]
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* DeadpanSnarker: Some of your dialogue options when talking to the Maiden in Red can be this. The Maiden in Red herself is often pretty snarky.
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** The Native American burning men are this compared to the Conquistadors; they gradually replace the Conquistadors as the primary Light World enemies as you travel further West and have a higher rate of fire as well as being significantly stealthier, due to not glowing red until they spot you, making it much harder to notice and ambush them before combat begins.

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* EliteMooks: The deer-headed specters are significantly tougher than the regular ones, and tend to appear in the final areas of the game.

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* EliteMooks: EliteMooks:
**
The deer-headed specters are significantly tougher than the regular ones, and tend to appear in the final areas of the game.game.
** The very rare two-headed specters have to have both heads destroyed to kill them.


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* MetalSlime: The Thieves, which are special Specters that run away as soon as they see you instead of attacking. They drop a large amount of money when killed, but will disappear after several seconds once they start running away.
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* ImaginaryEnemy[=/=]InvisibleToNormals: When you first meet the Maiden in Red, she states that she doesn't see the demonic Conquistadors or ash people. It's left ambiguous as to whether the enemies are in your head, ''SilentHill2'' style, or not.

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* ImaginaryEnemy[=/=]InvisibleToNormals: When you first meet the Maiden in Red, she states that she doesn't see the demonic Conquistadors or ash people. It's left ambiguous as to whether the enemies are in your head, ''SilentHill2'' ''VideoGame/SilentHill2'' style, or not.
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How To Create A Works Page explicitly says "No bolding is used for work titles."


'''Betrayer''' is a 2014 video game, funded on Website/{{Kickstarter}} and made by [[http://www.blackpowdergames.com/about/ Blackpowder Games]], a company formed by former members of Creator/MonolithProductions, specifically the development team that worked on ''VideoGame/ShogoMobileArmorDivision'', the ''VideoGame/NoOneLivesForever'' series, the first ''VideoGame/FirstEncounterAssaultRecon'', and ''Gotham City Imposters''. It is a first-person, open-world SurvivalHorror, with heavy stealth elements and an inspiration from ''VideoGame/DarkSouls''.

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'''Betrayer''' ''Betrayer'' is a 2014 video game, funded on Website/{{Kickstarter}} and made by [[http://www.blackpowdergames.com/about/ Blackpowder Games]], a company formed by former members of Creator/MonolithProductions, specifically the development team that worked on ''VideoGame/ShogoMobileArmorDivision'', the ''VideoGame/NoOneLivesForever'' series, the first ''VideoGame/FirstEncounterAssaultRecon'', and ''Gotham City Imposters''. It is a first-person, open-world SurvivalHorror, with heavy stealth elements and an inspiration from ''VideoGame/DarkSouls''.
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** Actually, some conquistadors carry daggers.
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** However, it is possible to play the game in colour by turning up the saturation on the options menu, and it is fully coloured.
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* EmergencyWeapon: You can perform a basic melee stab with a knife, but it's incredibly weak and takes several hits to kill even a single enemy. Your ''real'' "close range emergency weapon" is your throwable tomahawk, which kills most enemies with one hit.

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* EmergencyWeapon: You can perform a basic melee stab with a knife, but it's incredibly weak and takes several hits to kill even a single enemy.enemy unless you are undetected, in which case it kills in one hit. Your ''real'' "close range emergency weapon" is your throwable tomahawk, which kills most enemies with one hit.

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