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* TheManyDeathsOfYou: The game actually has a record of all the possible deaths that you can get for the unfortunate protagonists. It even unlocks an achievement if it's a [[HaveANiceDeath Dead End]].



* TheManyDeathsOfYou: The game actually has a record of all the possible deaths that you can get for the unfortunate protagonists. It even unlocks an achievement if it's a [[HaveANiceDeath Dead End]].

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* TheManyDeathsOfYou: The game actually has a record of all ThrownDownAWell: As seen in the possible deaths that you live action companion short, Yolanda and her baby were forced down the well on the cult's island. She tried to climb back out, but was slashed and pushed back down. Later on, the well is the only place [[spoiler:Leonard can get for run into the unfortunate protagonists. It even unlocks an achievement if it's a [[HaveANiceDeath Dead End]].Scissorwalker]].
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** The [[spoiler:shadow in the mirror Leonard encounters]] appears to be related to the "female statue" nearby that is vaguely implied to actually be a preserved corpse.

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** The [[spoiler:shadow in the mirror Leonard encounters]] appears to be related to the "female statue" sculpture" nearby that is vaguely implied to actually be a preserved corpse.
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* AllForNothing: Leonard figures out [[spoiler:what the cult is planning to do and that it's being run by a man with a false eye]], but [[spoiler:he's killed before he can do anything about this information]]. He at least gets to warn his students about [[spoiler:the man, but by the time Rooney compares notes and learns from Monica that the man is Vigo]], you are unable to warn the people who are hiding with him. It takes until [[spoiler:Rooney finds the research the ship's captain was doing on Vigo]] for the heroes to get the information again.

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* AllForNothing: Leonard figures out [[spoiler:what the cult is planning to do and that it's being run by a man with a false eye]], but [[spoiler:he's killed before he can do anything about this information]]. He at least gets to warn his students about [[spoiler:the man, but by the time Rooney compares notes and learns from Monica that the man is Vigo]], you are arbitrarily unable to warn the people who are hiding with him. him despite talking to them after that point. It takes until [[spoiler:Rooney finds the independent research the ship's captain was doing on Vigo]] for the heroes to get the information again.
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* AllForNothing: Leonard figures out [[spoiler:what the cult is planning to do and that it's being run by a man with a false eye]], but [[spoiler:he's killed before he can do anything about this information]]. He at least gets to warn his students about [[spoiler:the man, but by the time Rooney learns from Monica that the man is Vigo]], you are unable to warn the people who are hiding with him. It takes until [[spoiler:Rooney finds the research the ship's captain was doing on Vigo]] for the heroes to get the information again.

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* AllForNothing: Leonard figures out [[spoiler:what the cult is planning to do and that it's being run by a man with a false eye]], but [[spoiler:he's killed before he can do anything about this information]]. He at least gets to warn his students about [[spoiler:the man, but by the time Rooney compares notes and learns from Monica that the man is Vigo]], you are unable to warn the people who are hiding with him. It takes until [[spoiler:Rooney finds the research the ship's captain was doing on Vigo]] for the heroes to get the information again.
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* AllForNothing: Leonard figures out [[spoiler:what the cult is planning to do and that it's being run by a man with a false eye]], but [[spoiler:he's killed before he can do anything about this information]]. He at least gets to warn his students about [[spoiler:the man, but by the time Rooney learns from Monica that the man is Vigo]], you are unable to warn the people who are hiding with him. It takes until [[spoiler:Rooney finds the research the ship's captain was doing on Vigo]] for the heroes to get the information again.
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* CharacterDevelopment: Most of the characters are fairly static, but Rooney especially goes through quite a bit of character development over the course of the game. At the start, she seems extremely detached, antisocial, and extremely awkward around the other characters, especially when her nickname of "Deathwish Diva" are called to attention. Depending on player choices, she can go from {{The Woobie}} to {{Badass Adorable}}, performing quite a few particularly death-defying feats, rescuing Monica, and choosing to survive no matter the costs.

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* CharacterDevelopment: Most of the characters are fairly static, but Rooney especially goes through quite a bit of character development over the course of the game. At the start, she seems extremely detached, antisocial, and extremely awkward around the other characters, especially when her nickname of "Deathwish Diva" are called to attention. Depending on player choices, she can go from {{The Woobie}} to {{Badass Adorable}}, performing quite a few particularly death-defying feats, rescuing Monica, and choosing to survive no matter the costs. One of the dead end branches is even bad because she failed to get character development in that branch, and doesn't have the courage to [[spoiler:turn off Leonard's life support]], locking her into a bad ending.

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* CellPhonesAreUseless: While they serve as flashlights, and recharging stations double as save points, nobody can use their phones to actually call for help, and their ability to ''recieve'' calls naturally depends on what the plot requires.

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* CassandraTruth: After Monica gets John Thompson's phone, she can be called by his co-workers. She explains to them that a killer is on the loose on the cruise ship and asks for help, but they quickly dismiss it as a prank and tell her to give the phone back to its owner before hanging up.
* CellPhonesAreUseless: While they serve as flashlights, and recharging stations double as save points, nobody you can use their phones to actually almost never call anyone useful for help, help (the only people you can ever talk to that aren't in danger themselves [[CassandraTruth dismiss your pleas as a prank]]), and their ability to ''recieve'' ''receive'' calls naturally depends on what the plot requires.requires. Posting texts to spread awareness are required for good endings, but don't seem to actually make a ''narrative'' difference.
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* CleanupCrew: A few times the characters remark that for all the death and gore around them, there aren't a lot of bodies. You eventually discover that [[spoiler:they're being brought to the dance hall and strung up like puppets]]. Whether it's [[spoiler:the Scissorwalker, Vigo, or some Faithful remaining on the ship]] moving the bodies around is never answered. This is exaggerated in the "It's All Too Late" ending, where the Oceanus is [[spoiler:discovered completely empty, with no signs of what happened to everyone on board]], implying that even the gore and signs of struggled had been cleaned up by then.

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* CleanupCrew: A few times the characters remark that for all the death and gore around them, there aren't a lot of bodies. You eventually discover that [[spoiler:they're being brought to the dance hall and strung up like puppets]]. Whether it's [[spoiler:the Scissorwalker, Vigo, or some Faithful remaining on the ship]] moving the bodies around is never answered. This is exaggerated in the "It's All Too Late" ending, where the Oceanus is [[spoiler:discovered completely empty, with no signs of what happened to everyone on board]], implying that even the gore and signs of struggled struggles had been cleaned up by then.
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* AutoSave: The game autosaves regularly. It also keeps certain major checkpoints permanently on the tree of the game's path branches, allowing you to ''fairly'' easily go back and make different choices. Unfortunately, the major GuideDangIt branch of the game serves as the earliest branch on the tree, so you still have to restart from the very first checkpoint if you want to avoid a bad ending. A bit of an InterfaceSpoiler, however, is that the GoldenEnding branch has the most frequent permanent checkpoints on it, while the worst endings tend to have long gaps between permanent checkpoints (some branches don't give you a permanent save at all between the early part of the second chapter and a third of the way through the third chapter).

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* AutoSave: The game autosaves regularly. It also keeps certain major checkpoints permanently on the tree of the game's path branches, allowing you to ''fairly'' easily go back and make different choices. Unfortunately, the major GuideDangIt branch of the game serves as the earliest branch on the tree, so you still have to restart from the very first checkpoint if you want to avoid a bad ending. A bit of an InterfaceSpoiler, however, is that Oddly, the GoldenEnding branch is the only one that has the most frequent permanent checkpoints on it, while for Scenes 1 and 2 of Chapter 3, meaning that several of the worst endings tend to bad branches have long gaps between CheckpointStarvation, not having permanent checkpoints (some branches don't give you a permanent save at saves from Chapter 2 Scene 2 all between the early part of the second chapter and a third of the way through the third chapter).until Chapter 3 Scene 3.
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* MacGyvering: Rooney suspects that the [[spoiler:bomb that goes off at the end of Chapter two]] was improvised from [[spoiler:a chemical fertilizer]] the ship was carrying.

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