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* AllThereInTheManual: The [[http://www.sceneryrecalled.com/trans/ctghgj.htm official guidebook]] has a lot of backstory which sheds light on just what's going on in the game.
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I added some things.

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* TemptingFate: [[spoiler:In Ending H, Bates tells Shannon he'll "send [her] to meet [her] maker"... only for her to soon gun him down]].


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* YoureInsane: In [[spoiler:the true ending, Hale tells George (the game's main villain) "You've gone crazy" to insult him]].
* YourLittleDismissiveDiminutive:
** Out of contempt and arrogance, Bates calls Stephanie a "little twerp." [[spoiler:In Ending K, he addresses her as "you little runt." He also refers to her as "you little shit" in Ending I]].
** Due to hating her, Shannon refers to Alyssa as "foolish little girl" [[spoiler:after killing her in Ending D]].

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* GuideDangIt: While the manual explains that a green target means the shot is ineffective and a Red Target is, Zombies act completely differently before/after you find out about the brains, before, they will "Die" when shot in a green zone (With the Red Zone being hidden as a green one due to not knowing about the brains yet.) and you'll flee the room like when incapciating Maxwell/Saido or Stephene/Chinatsu temporarilly, while a Red Zone shot will make them fade and you won't leave the room, however once the brains are discovered, Green shots will only make a zombie do a flinch animation (Regardless of how many rounds you put into them) and Red Zones will kill them, completely changing how they react to gun fire, while Maxwell in contrast, has every Target be a Red Zone and simply needs shot enough times to put him down. (3 Revolver Shots, 2 Shotgun Blasts, 1 Shotgun Blast and 1 Revolver shot or one SMG Burst.)

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* GuideDangIt: While the GuideDangIt:
** The
manual explains that a green target means the shot is ineffective will be ineffective, and a Red Target is, Zombies red target is the opposite. However, zombies act completely differently before/after depending on whether or not you find out about their parasitic brains. Before you read the brains, before, they book, zombies will "Die" when shot in a only have green zone (With the Red Zone zones, with one of them being hidden as a green the "real" weak point: shooting it will permanently kill the zombie in one due to not knowing about shot, but if you waste too many shots, the brains yet.) zombie will become incapacitated and you'll you will automatically flee the room like (like when incapciating you incapacitate Maxwell/Saido or Stephene/Chinatsu temporarilly, while a Red Zone shot will make them fade and you won't leave the room, however Stephene/Chinatsu). However, once the brains are discovered, Green shots zombies will only have both green and red targets: shooting the former will just make a the zombie do a flinch animation (Regardless of how many rounds you put into them) and Red Zones flinch, while shooting the latter will kill them, completely changing how they react to gun fire, while Maxwell in contrast, has every Target be a Red Zone and simply needs shot enough times to put him down. (3 Revolver Shots, 2 Shotgun Blasts, 1 Shotgun Blast and 1 Revolver shot or one SMG Burst.)them.

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** First Aid Kits will never show up if you aren't already hurt, so you have to search every examine spot again to find them once you're hurt, especially since some of them are placed in the same interaction spots as Guns.



** First Aid Kits will never show up if you aren't already hurt, so you have to search every examine spot again to find them once you're hurt, especially since some of them are placed in the same interaction spots as Guns.

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* LimitedLoadout: You can only carry one gun at a time and will have to use up your current gun in order to grab another one, with no option to discard the one currently in your inventory.



* LimitedLoadout: You can only carry one gun at a time and will have to use up your current gun in order to grab another one, with no option to discard the one currently in your inventory.
* Padding: The forced personality changes,(often for flimsy reasons, such as Alyssa/Bates becoming arbitarily defenseless in certain scenes),the last chapter only having one respawning medkit in one corner of the map and the insanely high amount of Zombies in the final chapter blatantly just exist to waste your time.
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''Clock Tower II: The Struggle Within'' is a Playstation game released on March 12, 1998 in Japan and on October 1999 in the US and Canada by Human Entertainment (Japan) and Agetec (NA) with the game released again in Japan via the Playstation Network. It's the only ''VideoGame/ClockTower'' game known to be made without the involvement of Hifumi Kono, nor with any connections to the other games.

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''Clock Tower II: The Struggle Within'' (released as ''Clock Tower: Ghost Head'' in Japan) is a Playstation game released on March 12, 1998 in Japan and on October 1999 in the US and Canada by Human Entertainment (Japan) and Agetec (NA) with the game released again in Japan via the Playstation Network. It's the only ''VideoGame/ClockTower'' game known to be made without the involvement of Hifumi Kono, nor with any connections to the other games.



The game revolves around Yu Midoshima / Alyssa Hale, a 17-year old high school student with a SplitPersonality disorder who's come to Osaka / Monterey in Spring 1999 to see family friend Hajime Takano / Philip Tate as his family. However, when she arives, she finds that someone has Hajime and left him to die, someone who is still in the house and now stalking her as well. Given a strange statue by Hajime, Yu is tasked with burning it to put an end to what he calls the "Saidou / Maxwell curse."

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The game revolves around Yu Midoshima / Alyssa Midoshima/Alyssa Hale, a 17-year old high school student with a SplitPersonality disorder who's disorder. Whenever she gets frightened, her bloodthirsty alter ego, Mr. Bates (whose English voice acting is provided by none other than Creator/RogerLJackson), emerges. Who's come to Osaka / Monterey Osaka/Monterey in Spring 1999 to see family friend Hajime Takano / Philip Takano/Philip Tate as his family. However, when she arives, she finds that someone has Hajime and left him to die, someone who is still in the house and now stalking her as well. Given a strange statue by Hajime, Yu is tasked with burning it to put an end to what he calls the "Saidou / Maxwell curse."
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* HintsAreForLosers: The eighth hint is a no-hint that tells you to help Alyssa on your own.
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* DeliberatelyMonochrome: A few parts, like the flashbacks where Alyssa and the statue are dug up as well as the bad-ending pictures, are displayed in monochrome.
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* PaletteSwap: The Milicana is a cheat-code exclusive weapon that looks like the amulet, only it's blue instead of orange.
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Fixed a typo.


* TrialAndErrorGameplay: There really is no way of knowing whether certain actions will get you killed; having Alyssa or Bates in charge can determine if certain conversations end in violence, usually resulting in a sudden bad ending. Not examining the samurai armor is probably the most infamous example. If you didn't examine the armor twice in part 1, it will crash through the ceiling and crush Alyssa in a cutscene later in the game. This counts as an ending, meaning the player has to start over. There is a hint in the game that the statue has some sort of signifigance, but good look finding a player who could predict ''that'' outcome, even with the correct personality, certain scenes will kill you if Alyssa still has the Amulet.

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* TrialAndErrorGameplay: There really is no way of knowing whether certain actions will get you killed; having Alyssa or Bates in charge can determine if certain conversations end in violence, usually resulting in a sudden bad ending. Not examining the samurai armor is probably the most infamous example. If you didn't examine the armor twice in part 1, it will crash through the ceiling and crush Alyssa in a cutscene later in the game. This counts as an ending, meaning the player has to start over. There is a hint in the game that the statue has some sort of signifigance, significance, but good look finding a player who could predict ''that'' outcome, even with the correct personality, certain scenes will kill you if Alyssa still has the Amulet.
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* AlienBlood: Zombies have yellow blood instead of red. Alyssa doesn't recognize it initially.

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** Almost all Guns/First Aid Kits respawn, preventing the player getting trapped. (Though Guns often are downgraded a tier.)

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** Almost all Guns/First Aid Kits respawn, preventing the player getting trapped. trapped as they'll always have at least one firearm for Bates and one First Aid Kit available in the stage that will keep respawning. (Though Guns often are downgraded a tier.downgraded.)



* DiabolusExMachina: Almost every ending (save for A-C) involves Alyssa being abruptly killed with no forewarning, more akin to a NonStandardGameOver. Most cases are a result of the player talking to an NPC with the wrong personality

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* DiabolusExMachina: Almost every ending (save for A-C) involves Alyssa being abruptly killed with no forewarning, more akin to a NonStandardGameOver. Most cases are a result of the player talking to an NPC with the wrong personalitypersonality and often involve Alyssa/Bates dying in situations they can survive in gameplay or even other scenes in the game.



* SummoningArtifact: The Demon Statue is implied to be this. Possibly subverted by the Golden Statue, it may just be a cheap ornament. It was [[spoiler:Takashi's]] excuse to poison his colleague.

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* Padding: The forced personality changes,(often for flimsy reasons, such as Alyssa/Bates becoming arbitarily defenseless in certain scenes),the last chapter only having one respawning medkit in one corner of the map and the insanely high amount of Zombies in the final chapter blatantly just exist to waste your time.
* SummoningArtifact: The Demon Statue is implied to be this. Possibly subverted by the Golden Statue, it may just be a cheap ornament. It was [[spoiler:Takashi's]] [[spoiler:Takashi's/Allen's]] excuse to poison his colleague.



* TrialAndErrorGameplay: There really is no way of knowing whether certain actions will get you killed; having Alyssa or Bates in charge can determine if certain conversations end in violence, usually resulting in a sudden bad ending. Not examining the samurai armor is probably the most infamous example. If you didn't examine the armor twice in part 1, it will crash through the ceiling and crush Alyssa in a cutscene later in the game. This counts as an ending, meaning the player has to start over. There is a hint in the game that the statue has some sort of signifigance, but good look finding a player who could predict ''that'' outcome.
* VideoGameCaringPotential: Chief Nurse Kishi/Nurse Cook has gotten suicidal during a zombie outbreak in the hospital. You will have to use Sho/Bates to talk to her in order to advance, only making her more depressed -- enough to want to commit suicide. Come back to the area as Yu/Alyssa after completing a certain event and she'll stop her from committing the act. The next time you see her (if you explore a bit in the next area), she will give you a shotgun for your troubles (not that it's necessary, since there is a spot where you will always get a shotgun either way).

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* TrialAndErrorGameplay: There really is no way of knowing whether certain actions will get you killed; having Alyssa or Bates in charge can determine if certain conversations end in violence, usually resulting in a sudden bad ending. Not examining the samurai armor is probably the most infamous example. If you didn't examine the armor twice in part 1, it will crash through the ceiling and crush Alyssa in a cutscene later in the game. This counts as an ending, meaning the player has to start over. There is a hint in the game that the statue has some sort of signifigance, but good look finding a player who could predict ''that'' outcome.
outcome, even with the correct personality, certain scenes will kill you if Alyssa still has the Amulet.
* VideoGameCaringPotential: Chief Nurse Kishi/Nurse Cook has gotten suicidal during a zombie outbreak in the hospital. You will have to use Sho/Bates to talk to her in order to advance, only making her more depressed -- enough to want to commit suicide. Come back to the area as Yu/Alyssa after completing a certain event and she'll stop her from committing the act. The next time you see her (if you explore a bit in the next area), she will give you a shotgun or a reload for your current weapon for your troubles (not that it's necessary, since there is a spot where you will always get a shotgun either way).

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** The timing for running is easier and Alyssa/Bates will keep running even if the player only taps once unless Alyssa/Bates stop moving so running away is less awkward.

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** The timing for running is easier and Alyssa/Bates will keep running even if the player only taps once unless Alyssa/Bates stop moving so running away is less awkward.awkward and the Panic/Action buttons were merged into both doing the same thing. (though the Panic button will perform Event Cuts if enabled.)

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