Follow TV Tropes

Following

History VideoGame / Infernium

Go To

OR

Is there an issue? Send a MessageReason:
Wick cleaning


INFERNIUM is an indie survival horror game by Carlos Coronado released on PC, UsefulNotes/PS4, and UsefulNotes/NintendoSwitch in 2018.

to:

INFERNIUM ''INFERNIUM'' is an indie survival horror game by Carlos Coronado released on PC, UsefulNotes/PS4, Platform/PS4, and UsefulNotes/NintendoSwitch Platform/NintendoSwitch in 2018.
Is there an issue? Send a MessageReason:
Picture and caption are now the same width.


[[caption-width-right:330:You'll never again look at blankets in the same way.]]

to:

[[caption-width-right:330:You'll [[caption-width-right:180:You'll never again look at blankets in the same way.]]

Changed: 563

Removed: 1522

Is there an issue? Send a MessageReason:
None


* BedsheetGhost: The Cloaks are a very clear example of this, as they appear as nothing more than floating old and withered silky crimson, blue, grey, or mystically purple sheets. They do appear to be griping the sheets lower on their forms as if to imply someone were wearing them, though whether there's actually an invisible person beneath or the sheets themselves are the threat is unclear.
** It's later revealed [[spoiler:in the 50th entry left behind by Marina at the Edge Fortress]] that the Cloaks [[spoiler:are indeed spiritual entities]]:

-->[[spoiler:'''Oriol''']]: “[[spoiler:Marina, that place is not at all what it seems. It is not only an infinity of white sandy plains. It has buildings. A waterfall turning into lava. And not only that. There is so much more. We have seen humans wander who are incredibly translucent. Their skin looks like when you shine a flashlight into an ear where you can see all the veins. They don't have a single hair. They can't see us. They can't listen to us. We do not exist to them. Not only that. Other entities exist, too. They are invisible, and the only reason you can see them is because of the cloak they wear. The wanderers run away from the cloaks, and if they catch a wanderer, he dies.]]”



* ImplacableMan: Cloaks 'will' get to you through any means they can once they've noticed you, immediately switching to another route if you try to outmanuver them. The only way to stop a cloak is either by dashing to an area entirely unconnected to where the Cloak is, or by getting behind red ash, which the Cloaks cannot pass through.
* JumpScare: Notably averted, as the game instead relies on tension to produce horror and enemies can always be seen before they see you (especially if using the free-camera to look around corners). Still occasionally present at times, however, should you walk without caution.

to:

* ImplacableMan: Cloaks 'will' get to you through any means they can once they've noticed you, immediately switching to another route if you try to outmanuver them. The only way to stop a cloak is either by dashing to an area entirely unconnected to where the Cloak is, or by getting behind red ash, which the Cloaks cannot pass through.
* JumpScare: Notably averted, They can indeed happen, but they are also averted at times as well, as the game instead relies on tension to produce horror and enemies can always be seen before they see you (especially if using the free-camera to look around corners). Still occasionally present at times, however, should you walk without caution.
Is there an issue? Send a MessageReason:
None


* ThatOneLevel: The Plains Arena. Rain Foes are completely invisible unless it's raining, and even then you still have to squint to see them. The Plains are 'covered' in them and a switch needs to be pulled to bring the rain on, which 'switches back off' after a short time and needs to be pulled again. And if you think taking it steady and paying heavy attention to where Rain Foes are is a vialble option, there are actually 'two' Rain Foes that you have to come into contact with in order to change the Arena's fire pit numbers.
Is there an issue? Send a MessageReason:
None


-->''''Oriol''': “Marina, that place is not at all what it seems. It is not only an infinity of white sandy plains. It has buildings. A waterfall turning into lava. And not only that. There is so much more. We have seen humans wander who are incredibly translucent. Their skin looks like when you shine a flashlight into an ear where you can see all the veins. They don't have a single hair. They can't see us. They can't listen to us. We do not exist to them. Not only that. Other entities exist, too. They are invisible, and the only reason you can see them is because of the cloak they wear. The wanderers run away from the cloaks, and if they catch a wanderer, he dies.”

to:

-->''''Oriol''': “Marina, -->[[spoiler:'''Oriol''']]: “[[spoiler:Marina, that place is not at all what it seems. It is not only an infinity of white sandy plains. It has buildings. A waterfall turning into lava. And not only that. There is so much more. We have seen humans wander who are incredibly translucent. Their skin looks like when you shine a flashlight into an ear where you can see all the veins. They don't have a single hair. They can't see us. They can't listen to us. We do not exist to them. Not only that. Other entities exist, too. They are invisible, and the only reason you can see them is because of the cloak they wear. The wanderers run away from the cloaks, and if they catch a wanderer, he dies.
]]”
Is there an issue? Send a MessageReason:
None


* BedsheetGhost: The Cloaks are a very clear example as they appear as nothing more than silky red, blue, grey, or mystically purple bedsheets. They do hold a form as if someone were wearing them, though whether there's actually an invisible person beneath or the sheets themselves are the threat is unclear.

to:

* BedsheetGhost: The Cloaks are a very clear example of this, as they appear as nothing more than floating old and withered silky red, crimson, blue, grey, or mystically purple bedsheets. sheets. They do hold a form appear to be griping the sheets lower on their forms as if to imply someone were wearing them, though whether there's actually an invisible person beneath or the sheets themselves are the threat is unclear.unclear.
** It's later revealed [[spoiler:in the 50th entry left behind by Marina at the Edge Fortress]] that the Cloaks [[spoiler:are indeed spiritual entities]]:

-->''''Oriol''': “Marina, that place is not at all what it seems. It is not only an infinity of white sandy plains. It has buildings. A waterfall turning into lava. And not only that. There is so much more. We have seen humans wander who are incredibly translucent. Their skin looks like when you shine a flashlight into an ear where you can see all the veins. They don't have a single hair. They can't see us. They can't listen to us. We do not exist to them. Not only that. Other entities exist, too. They are invisible, and the only reason you can see them is because of the cloak they wear. The wanderers run away from the cloaks, and if they catch a wanderer, he dies.”
Is there an issue? Send a MessageReason:
None


*** Crimson Cloaks are the slowest
*** Blue Cloaks are slightly faster then the Crimson Cloaks, but also somewhat slower than [[spoiler:Marina]]/The Player.
*** Grey Cloaks(or "Dark Cloaks") are the fastest of the Cloaks and can easily catch up to [[spoiler:Marina]]/The Player.

to:

*** Crimson Cloaks are the slowest
slowest and are easily outrun or maneuvered.
*** Blue Cloaks are slightly faster then the Crimson Cloaks, but also are only somewhat slower than [[spoiler:Marina]]/The Player.
*** Grey Cloaks(or Cloaks (or "Dark Cloaks") are the fastest of the Cloaks and can easily catch up are virtually impossible to [[spoiler:Marina]]/The Player.run from outright.



** The colors of the Light-based enemies are also color-coodrinated:

to:

** The colors of the Light-based enemies are also color-coodrinated:indicate different abilities in addition to certain behaviors:
Is there an issue? Send a MessageReason:
None


*** Blue Cloaks are slightly faster then the Crimson Cloaks, but also somewhat slower than [[spoiler: Marina]]/The Player.
*** Grey Cloaks(or "Dark Cloaks") are the fastest of the Cloaks and can easily catch up to [[Spoiler:Marina]]/The Player.

to:

*** Blue Cloaks are slightly faster then the Crimson Cloaks, but also somewhat slower than [[spoiler: Marina]]/The [[spoiler:Marina]]/The Player.
*** Grey Cloaks(or "Dark Cloaks") are the fastest of the Cloaks and can easily catch up to [[Spoiler:Marina]]/The [[spoiler:Marina]]/The Player.
Is there an issue? Send a MessageReason:
None


* ColourCodedForYourConvenience: The color of Cloak usually indicates its speed, with Red being the slowest, Blue being only somewhat slower than the player, Grey ("Dark Cloaks") being 'even faster' than the player, and glow-purple ("Ghost Cloaks") being able to pass through walls. Lightfoes are also color-coodrinated, as white ones wander aimlessly, blue ones seek you out but can be killed by the Flash Light, and orange ones ("Exploders") explode when you get near them.
* EldritchLocation: The entire game takes place in one of these, as things go from relatively normal (cave systems, lake islands) to totally outrageous (an upside down mansion, a glowing river, endless plains) really quickly. The entire world also forms a perfect loop, and ascending up to The Plains will bring to you to an elevator that takes you to the Crimson River - the 'lowest' point of the map.

to:

* ColourCodedForYourConvenience: The color various colors of Cloak usually indicates its speed, with Red being different enemies each indicate different traits.
** The colors of
the slowest, Cloaks indicate their levels of speed:
*** Crimson Cloaks are the slowest
***
Blue being only Cloaks are slightly faster then the Crimson Cloaks, but also somewhat slower than the player, [[spoiler: Marina]]/The Player.
***
Grey ("Dark Cloaks(or "Dark Cloaks") being 'even faster' than are the player, fastest of the Cloaks and glow-purple ("Ghost Cloaks") being can easily catch up to [[Spoiler:Marina]]/The Player.
*** Purple Cloaks (or "Ghost Cloaks"), while not as fast as the Grey Cloaks, are
able to pass through walls. Lightfoes walls.
** The colors of the Light-based enemies
are also color-coodrinated, as color-coodrinated:
*** The Walkers are
white ones and wander aimlessly, aimlessly (but can still harm you if you touch them).
*** Light Foes are
blue ones and will actively seek you out out, but can be killed destroyed by the Flash Light, Light ability.
*** Exploders are a fiery orange-yellow
and orange ones ("Exploders") explode will self destruct when you get near them.
approached.
* EldritchLocation: The entire game takes place in realm of Infernium one of these, as things go from relatively normal (cave systems, lake islands) to totally outrageous (an upside down mansion, a glowing river, endless plains) really quickly. The entire world also forms a perfect loop, and ascending up to The Plains will bring to you to an elevator that takes you to the Crimson River - the 'lowest' point of the map.
Is there an issue? Send a MessageReason:
None


INFERNIUM is an indie survival horror game by Carlos Coronado released on PC, PS4, and Nintendo Switch in 2018.

to:

INFERNIUM is an indie survival horror game by Carlos Coronado released on PC, PS4, UsefulNotes/PS4, and Nintendo Switch UsefulNotes/NintendoSwitch in 2018.

Changed: 4229

Removed: 2215

Is there an issue? Send a MessageReason:
None


!! [Work Name] contains examples of:

* {{Anti Frustration Features}}: Though the light-to-lives system can seem daunting at first as light does not regenerate throughout the majority of the locations in Infernium, it's possible to reach both the Icelands and the Sun, where light 'does' regenerate, directly from Purgatory, allowing you to regain your lives again.

* {{Bedsheet Ghost}}: The Cloaks are a very clear example as they appear as nothing more than silky red, blue, grey, or mystically purple bedsheets. They do hold a form as if someone were wearing them, though whether there's actually an invisible person beneath or the sheets themselves are the threat is unclear.

to:

!! [Work Name] !!''Infernium'' contains examples of:

* {{Anti Frustration Features}}: AntiFrustrationFeatures: Though the light-to-lives system can seem daunting at first as light does not regenerate throughout the majority of the locations in Infernium, it's possible to reach both the Icelands and the Sun, where light 'does' regenerate, directly from Purgatory, allowing you to regain your lives again.

again.
* {{Bedsheet Ghost}}: BedsheetGhost: The Cloaks are a very clear example as they appear as nothing more than silky red, blue, grey, or mystically purple bedsheets. They do hold a form as if someone were wearing them, though whether there's actually an invisible person beneath or the sheets themselves are the threat is unclear.
unclear.




* {{Colour Coded for Your Convenience}}: The color of Cloak usually indicates its speed, with Red being the slowest, Blue being only somewhat slower than the player, Grey ("Dark Cloaks") being 'even faster' than the player, and glow-purple ("Ghost Cloaks") being able to pass through walls. Lightfoes are also color-coodrinated, as white ones wander aimlessly, blue ones seek you out but can be killed by the Flash Light, and orange ones ("Exploders") explode when you get near them.

* {{Eldritch Location}}: The entire game takes place in one of these, as things go from relatively normal (cave systems, lake islands) to totally outrageous (an upside down mansion, a glowing river, endless plains) really quickly. The entire world also forms a perfect loop, and ascending up to The Plains will bring to you to an elevator that takes you to the Crimson River - the 'lowest' point of the map.

* {{Epiphanic Prison}}: Despite seeming vast and open, the world of Infernium is actually closed off and inescapble, even looping around on itself vertically if you venture far ahead enough.

* {{Gilded Cage}}: The world of Infernium is outright gorgeous in many different places, particularly in the Rain Bridge, The Plains, the Waterfall, and the Crimson River. For an inescapable purgatory, it sure is beautiful.

* {{Implacable Man}}: Cloaks 'will' get to you through any means they can once they've noticed you, immediately switching to another route if you try to outmanuver them. The only way to stop a cloak is either by dashing to an area entirely unconnected to where the Cloak is, or by getting behind red ash, which the Cloaks cannot pass through.

* {{Jump Scare}}: Notably averted, as the game instead relies on tension to produce horror and enemies can always be seen before they see you (especially if using the free-camera to look around corners). Still occasionally present at times, however, should you walk without caution.

* {{Minimalist Cast}}: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessel for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survival horror tension.

* {{That One Level}}: The Plains Arena. Rain Foes are completely invisible unless it's raining, and even then you still have to squint to see them. The Plains are 'covered' in them and a switch needs to be pulled to bring the rain on, which 'switches back off' after a short time and needs to be pulled again. And if you think taking it steady and paying heavy attention to where Rain Foes are is a vialble option, there are actually 'two' Rain Foes that you have to come into contact with in order to change the Arena's fire pit numbers.

* {{Touch of Death}}: All enemies in Infernium kill by simply making contact with the player. The only enemy to kill through any other means is the Exploder, which can also kill you by (obviously) exploding.

to:

\n* {{Colour Coded for Your Convenience}}: ColourCodedForYourConvenience: The color of Cloak usually indicates its speed, with Red being the slowest, Blue being only somewhat slower than the player, Grey ("Dark Cloaks") being 'even faster' than the player, and glow-purple ("Ghost Cloaks") being able to pass through walls. Lightfoes are also color-coodrinated, as white ones wander aimlessly, blue ones seek you out but can be killed by the Flash Light, and orange ones ("Exploders") explode when you get near them.

them.
* {{Eldritch Location}}: EldritchLocation: The entire game takes place in one of these, as things go from relatively normal (cave systems, lake islands) to totally outrageous (an upside down mansion, a glowing river, endless plains) really quickly. The entire world also forms a perfect loop, and ascending up to The Plains will bring to you to an elevator that takes you to the Crimson River - the 'lowest' point of the map.

map.
* {{Epiphanic Prison}}: EpiphanicPrison: Despite seeming vast and open, the world of Infernium is actually closed off and inescapble, even looping around on itself vertically if you venture far ahead enough.

enough.
* {{Gilded Cage}}: GildedCage: The world of Infernium is outright gorgeous in many different places, particularly in the Rain Bridge, The Plains, the Waterfall, and the Crimson River. For an inescapable purgatory, it sure is beautiful.

beautiful.
* {{Implacable Man}}: ImplacableMan: Cloaks 'will' get to you through any means they can once they've noticed you, immediately switching to another route if you try to outmanuver them. The only way to stop a cloak is either by dashing to an area entirely unconnected to where the Cloak is, or by getting behind red ash, which the Cloaks cannot pass through.

through.
* {{Jump Scare}}: JumpScare: Notably averted, as the game instead relies on tension to produce horror and enemies can always be seen before they see you (especially if using the free-camera to look around corners). Still occasionally present at times, however, should you walk without caution.

caution.
* {{Minimalist Cast}}: MinimalistCast: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessel for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survival horror tension.

tension.
* {{That One Level}}: ThatOneLevel: The Plains Arena. Rain Foes are completely invisible unless it's raining, and even then you still have to squint to see them. The Plains are 'covered' in them and a switch needs to be pulled to bring the rain on, which 'switches back off' after a short time and needs to be pulled again. And if you think taking it steady and paying heavy attention to where Rain Foes are is a vialble option, there are actually 'two' Rain Foes that you have to come into contact with in order to change the Arena's fire pit numbers.

numbers.
* {{Touch of Death}}: TouchOfDeath: All enemies in Infernium kill by simply making contact with the player. The only enemy to kill through any other means is the Exploder, which can also kill you by (obviously) exploding.
Is there an issue? Send a MessageReason:
Spelling and grammar.


* {{Minimalist Cast}}: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessle for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survivial horror tension.

to:

* {{Minimalist Cast}}: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessle vessel for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survivial survival horror tension.
Is there an issue? Send a MessageReason:
Spelling and grammer.


* {{Miniminalist Cast}}: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessle for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survivial horror tension.

to:

* {{Miniminalist {{Minimalist Cast}}: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessle for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survivial horror tension.
Is there an issue? Send a MessageReason:
Additional tropes added.


* {{Anti Frustration Features}}: Though the light-to-lives system can seem daunting at first as light does not regenerate throughout the majority of the locations in Infernium, it's possible to reach both the Icelands and the Sun, where light 'does' regenerate, directly from Purgatory, allowing you to regain your lives again.



* {{Bizarrchitecture}}: The Floating Castle is a massive mansion stretching out into the clouds above. And the entire thing is 'upside down,' and entered from the very end tip via a dash from a small staircase.

to:

* {{Bizarrchitecture}}: The Floating Castle is a massive mansion stretching out into the clouds above. And the entire thing is 'upside down,' and entered from the very end tip via a dash from a small staircase.staircase.

* {{Colour Coded for Your Convenience}}: The color of Cloak usually indicates its speed, with Red being the slowest, Blue being only somewhat slower than the player, Grey ("Dark Cloaks") being 'even faster' than the player, and glow-purple ("Ghost Cloaks") being able to pass through walls. Lightfoes are also color-coodrinated, as white ones wander aimlessly, blue ones seek you out but can be killed by the Flash Light, and orange ones ("Exploders") explode when you get near them.

* {{Eldritch Location}}: The entire game takes place in one of these, as things go from relatively normal (cave systems, lake islands) to totally outrageous (an upside down mansion, a glowing river, endless plains) really quickly. The entire world also forms a perfect loop, and ascending up to The Plains will bring to you to an elevator that takes you to the Crimson River - the 'lowest' point of the map.

* {{Epiphanic Prison}}: Despite seeming vast and open, the world of Infernium is actually closed off and inescapble, even looping around on itself vertically if you venture far ahead enough.

* {{Gilded Cage}}: The world of Infernium is outright gorgeous in many different places, particularly in the Rain Bridge, The Plains, the Waterfall, and the Crimson River. For an inescapable purgatory, it sure is beautiful.

* {{Implacable Man}}: Cloaks 'will' get to you through any means they can once they've noticed you, immediately switching to another route if you try to outmanuver them. The only way to stop a cloak is either by dashing to an area entirely unconnected to where the Cloak is, or by getting behind red ash, which the Cloaks cannot pass through.

* {{Jump Scare}}: Notably averted, as the game instead relies on tension to produce horror and enemies can always be seen before they see you (especially if using the free-camera to look around corners). Still occasionally present at times, however, should you walk without caution.

* {{Miniminalist Cast}}: Big time. Aside from mentions of characters (who never physically appear) in various lore snippets that can be found around the world, there are no actual characters in Infernium at all. The player character does not have any set qualities and exists only as a vessle for the player, and the various enemies you face are also nameless and have no interactions with the player beside chasing them. This makes for a very lonely feeling throughout the game, which goes well to further the survivial horror tension.

* {{That One Level}}: The Plains Arena. Rain Foes are completely invisible unless it's raining, and even then you still have to squint to see them. The Plains are 'covered' in them and a switch needs to be pulled to bring the rain on, which 'switches back off' after a short time and needs to be pulled again. And if you think taking it steady and paying heavy attention to where Rain Foes are is a vialble option, there are actually 'two' Rain Foes that you have to come into contact with in order to change the Arena's fire pit numbers.

* {{Touch of Death}}: All enemies in Infernium kill by simply making contact with the player. The only enemy to kill through any other means is the Exploder, which can also kill you by (obviously) exploding.

Added: 563

Changed: 57

Is there an issue? Send a MessageReason:
Beginning trope additions.


[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/j32bpnwuqpjlereeqie9bithlk0_pk_r.jpg]]
[[caption-width-right:330:You'll never look at blankets again in the same way.]]

to:

[[quoteright:330:http://static.[[quoteright:180:http://static.tvtropes.org/pmwiki/pub/images/j32bpnwuqpjlereeqie9bithlk0_pk_r.jpg]]
org/pmwiki/pub/images/cloak.png]]
[[caption-width-right:330:You'll never again look at blankets again in the same way.]]



In a style reminiscent of Pac-Man, the player must overcome brutal maze-like challenges with unkillable enemies that must be lead in circles to bypass. Strategizing ahead of time is key as progression is all about using the room layout to your advantage and running your chasers into dead-ends, either to escape them or just to buy yourself more time to complete the room's puzzle.

to:

In a style reminiscent of Pac-Man, the player must overcome brutal maze-like challenges with unkillable enemies that must be lead in circles to bypass. Strategizing ahead of time is key as progression is all about using the room layout to your advantage and running your chasers into dead-ends, either to escape them or just to buy yourself more time to complete the room's puzzle.puzzle.

----

!! [Work Name] contains examples of:

* {{Bedsheet Ghost}}: The Cloaks are a very clear example as they appear as nothing more than silky red, blue, grey, or mystically purple bedsheets. They do hold a form as if someone were wearing them, though whether there's actually an invisible person beneath or the sheets themselves are the threat is unclear.

* {{Bizarrchitecture}}: The Floating Castle is a massive mansion stretching out into the clouds above. And the entire thing is 'upside down,' and entered from the very end tip via a dash from a small staircase.
Is there an issue? Send a MessageReason:
Page created.

Added DiffLines:

[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/j32bpnwuqpjlereeqie9bithlk0_pk_r.jpg]]
[[caption-width-right:330:You'll never look at blankets again in the same way.]]

INFERNIUM is an indie survival horror game by Carlos Coronado released on PC, PS4, and Nintendo Switch in 2018.

In a style reminiscent of Pac-Man, the player must overcome brutal maze-like challenges with unkillable enemies that must be lead in circles to bypass. Strategizing ahead of time is key as progression is all about using the room layout to your advantage and running your chasers into dead-ends, either to escape them or just to buy yourself more time to complete the room's puzzle.

Top