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* VideoGameCrueltyPunishment: Destroying enemy tanks is fine, since they're all unmanned. Even destroying industrial buildings like factories is justifiable. Start blowing up nurseries and hospitals, however, and your own colony's morale will [[WhatTheHellHero drop dramatically]].

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* VideoGameCrueltyPunishment: Destroying enemy tanks is fine, since they're all unmanned. Even destroying industrial buildings like factories is justifiable. Start blowing up nurseries and hospitals, however, and your own colony's morale will [[WhatTheHellHero drop dramatically]]. Though there are also a number of assault missions in the campaigns during which you have no colony on the map, meaning [[WhatYouAreInTheDark you can kill anyone with no consequences]].

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* BaselessMission: Several missions in the campaign for both colonies only give you a handful of units with which you need to retrieve key information. These include exploring the ruins of the original Eden colony for clues on the Blight and operations to two crash landing sites for the original colony ship in order to salvage technology needed to build a second one. In the first mission, your scouts must be protected as they are the only ones capable of interfacing with the Eden colony's computers. In the latter two missions, your cargo trucks are similarily invaluable in order to bring the salvage home. Both of these unit types are [[EscortMission completely defenseless and must be protected]], though Plymouth gains a slight advantage once they research the ability to [[EnemyExchangeProgram reprogram and capture enemy units]] in the late game that allows them to steal enemy trucks if they lose their own or are beaten to any of the salvage sites.


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* ResourceGatheringMission: The standard mission type for the campaign, where your goal is usually to collect enough resources and vehicles to build a new base ahead of the ever-encroaching, invariably-lethal Blight spreading over the planet. The enemy colony is typically not on the mission map and will only show their hand with raiding teams being sent against you to disrupt your own operations and slow you down. You won't be able to operate against them directly until the final mission where both colonies have finally been forced by the spread of Blight into the last habitable region on the planet, at which point the final goal is still not to destroy them but instead to evacuate before the Blight overruns both colonies as well.

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* VideoGameGeography: Most of the maps involve a single area with impassable borders. However, a notable exception is the multiplayer map called "Around the World", which horizontally loops and has the radar uniquely display New Terra as a sphere. The play area is still technically a cylinder, made a little more reasonable by the presence of polar ice caps and mountains.


''Outpost 2'' is the sequel to ''VideoGame/Outpost'' (although it ignores the events of its predecessor), a game best described as [[RecycledINSPACE Simcity IN SPACE!]]. The original ''Outpost'' was highly anticipated and well-reviewed before its release, but afterwards it became clear it was missing several advertised features and was not well-received. ''Outpost 2'' has a far, far more complete implementation of the colony-management game from ''Outpost'' mixed with RTS elements, as well as taking itself rather more seriously, not to mention an understated but very nice musical score, but suffered because it was sold as a sequel. However, the game stands well on its own as a unique twist on the RTS genre.

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''Outpost 2'' is the sequel to ''VideoGame/Outpost'' ''VideoGame/{{Outpost}}'' (although it ignores the events of its predecessor), a game best described as [[RecycledINSPACE Simcity IN SPACE!]]. The original ''Outpost'' was highly anticipated and well-reviewed before its release, but afterwards it became clear it was missing several advertised features and was not well-received. ''Outpost 2'' has a far, far more complete implementation of the colony-management game from ''Outpost'' mixed with RTS elements, as well as taking itself rather more seriously, not to mention an understated but very nice musical score, but suffered because it was sold as a sequel. However, the game stands well on its own as a unique twist on the RTS genre.


''Outpost 2'' is the sequel to ''Outpost'' (although it ignores the events of its predecessor), a game best described as [[RecycledINSPACE Simcity IN SPACE!]]. The original ''Outpost'' was highly anticipated and well-reviewed before its release, but afterwards it became clear it was missing several advertised features and was not well-received. ''Outpost 2'' has a far, far more complete implementation of the colony-management game from ''Outpost'' mixed with RTS elements, as well as taking itself rather more seriously, not to mention an understated but very nice musical score, but suffered because it was sold as a sequel. However, the game stands well on its own as a unique twist on the RTS genre.

to:

''Outpost 2'' is the sequel to ''Outpost'' ''VideoGame/Outpost'' (although it ignores the events of its predecessor), a game best described as [[RecycledINSPACE Simcity IN SPACE!]]. The original ''Outpost'' was highly anticipated and well-reviewed before its release, but afterwards it became clear it was missing several advertised features and was not well-received. ''Outpost 2'' has a far, far more complete implementation of the colony-management game from ''Outpost'' mixed with RTS elements, as well as taking itself rather more seriously, not to mention an understated but very nice musical score, but suffered because it was sold as a sequel. However, the game stands well on its own as a unique twist on the RTS genre.


* AIIsACrapshoot: Averted. Though the Blight does cause basic vehicle AIs to turn hostile, it does not have the same effect on the "higher functioning" Savant computers, which remain loyal to the colonists throughout. It is implied at the end of the Plymouth story that the Savants will be changed by the microbe in some way, but not necessarily for the worse.



* CombatPragmatist: Plymouth has worse technology, so they have to steal technology and use {{ImprovisedWeapon}}s. One of their exclusive weapons is a powerful ActionBomb.

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* CombatPragmatist: Plymouth has worse technology, so they have to steal technology and use {{ImprovisedWeapon}}s.{{Improvised Weapon}}s. One of their exclusive weapons is a powerful ActionBomb.



* MohsScaleOfScienceFictionHardness: Apart from some concessions made [[GameplayAndStorySegregation for the sake of gameplay]], the game rests in the Futurology category. There are no novel technologies; everything shown is theoretically possible with sufficient advances in engineering. One possible exception is The Blight, which sometimes behaves inconsistently (in particular, the oddly specific way in which it alters the behavior of the colonists' AI).

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* MohsScaleOfScienceFictionHardness: Apart from some concessions made [[GameplayAndStorySegregation for the sake of gameplay]], the game rests in the Futurology category. There are no novel technologies; everything shown is theoretically possible (though not necessarily [[AwesomeButImpractical practical]]) with sufficient advances in engineering. One possible exception is The Blight, which sometimes behaves inconsistently (in particular, the oddly specific way in which it alters the behavior of the colonists' AI).

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* MohsScaleOfScienceFictionHardness: Apart from some concessions made [[GameplayAndStorySegregation for the sake of gameplay]], the game rests in the Futurology category. There are no novel technologies; everything shown is theoretically possible with sufficient advances in engineering. One possible exception is The Blight, which sometimes behaves inconsistently (in particular, the oddly specific way in which it alters the behavior of the colonists' AI).


* GreyGoo: The green-coloured Blight is designed to break apart compounds, releasing water, and replicate itself in said water, until it covers the globe. It just didn't click for the researchers that the provisions to let it spread all the faster made it able to do this to organic compounds -- starting with the organic polymers in its containment and the airlocks, moving on to the 'boptronic' (bio-optical) computers and electronics, and finally people.

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* GreyGoo: The green-coloured Blight is designed to break apart compounds, releasing water, and replicate itself in said water, until it covers the globe. It just didn't click for the researchers that the provisions to let it spread all the faster made it able to do this to organic compounds -- starting with the organic polymers in its containment and the airlocks, moving on to the 'boptronic' (bio-optical) computers and electronics, (bio-optical-electronic) computers, and finally people.



* MissionControl: Your 'Savant' computer system keeps you informed of everything that happens in your colony with impressive efficieny, and becomes a real lifeline when things get hectic.

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* MissionControl: Your 'Savant' computer system keeps you informed of everything that happens in your colony with impressive efficieny, efficiency, and becomes a real lifeline when things get hectic.


''Outpost 2'' is the sequel to ''Outpost'' (although it ignores the events of its predecessor), a game best described as [[RecycledINSPACE Simcity IN SPACE!]]. The original ''Outpost'' was highly anticipated and well-reviewed before its release, but afterwards it became clear it was missing several advertised features and was not well-received. ''Outpost 2'' has a far, far more complete implementation of the colony-management game from ''Outpost'' mixed with RTS elements, as well as taking itself rather more seriously, not to mention an understated but very nice musical score, but suffered from HypeBacklash because it was sold as a sequel. However, the game stands well on its own as a unique twist on the RTS genre.

to:

''Outpost 2'' is the sequel to ''Outpost'' (although it ignores the events of its predecessor), a game best described as [[RecycledINSPACE Simcity IN SPACE!]]. The original ''Outpost'' was highly anticipated and well-reviewed before its release, but afterwards it became clear it was missing several advertised features and was not well-received. ''Outpost 2'' has a far, far more complete implementation of the colony-management game from ''Outpost'' mixed with RTS elements, as well as taking itself rather more seriously, not to mention an understated but very nice musical score, but suffered from HypeBacklash because it was sold as a sequel. However, the game stands well on its own as a unique twist on the RTS genre.



* DramaticallyMissingThePoint: Aside from the aforementioned HypeBacklash, many critics panned the game as a bad ''VideoGame/CommandAndConquer'' imitation despite the fact the game tried to be nothing of the sort. Well, [[CoversAlwaysLie aside from the marketing anyway]].


%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

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%% ZeroContextExample Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

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* OmnidisciplinaryScientist: Scientists are abstracted as a single group of specially educated colonists and can be used interchangeably in all roles.

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* IndulgentFantasySegue: One of the ''Tales From New Terra'' vignettes has Juno "Tank" Steele confronting the Dark Elder Axen Moon and his two alien Shade companions. At the end of the vignette, it's revealed that the whole sequence was imagined by Juno Steele, an overseer at a refinery in an attempt to liven up his otherwise boring job.


* ReinventingTheWheel: The initial missions require you to rediscover technology that was lost or destroyed during the initial evacuation, such as vehicles. However, once the basics are out of the way, you can begin to develop new technology, which carries over to future missions.
** The flavour text provides a rather clever in-universe justification as well; your colony's file servers were apparently unplugged and shoved on the back of a truck without putting them through the proper shutdown procedure, so your first "research" task is basically fixing all the disk errors.

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* ReinventingTheWheel: The initial missions require you to rediscover technology that was lost or destroyed during the initial evacuation, such as vehicles. However, once the basics are out of the way, you can begin to develop new technology, which carries over to future missions.
**
The flavour text provides a rather clever in-universe justification as well; your colony's file servers were apparently unplugged and shoved on the back of a truck without putting them through the proper shutdown procedure, so your first "research" task is basically fixing all the disk errors.errors, after which you can start to develop new technology.



* UnstableEquilibrium: Your base and vehicles are preset at the start of each mission, but population and research carry over from previous missions. If you manage to do a lot of non-required research before the end of a mission, it will make the next one noticeably easier.
** Also features a slight [[InvertedTrope inversion]] wherein having too many colonists at the end of a mission may end up actually ''hurting'' you in the next, since your new colony may not have enough agridomes to feed your burgeoning population.

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* UnstableEquilibrium: UnstableEquilibrium:
**
Your base and vehicles are preset at the start of each mission, but population and research carry over from previous missions. If you manage to do a lot of non-required research before the end of a mission, it will make the next one noticeably easier.
** Also features a slight [[InvertedTrope inversion]] wherein having too many colonists at the end of a mission may end up actually ''hurting'' you in the next, since your new colony may not have enough agridomes to feed your burgeoning population.population, leading to mass starvation and a huge morale crash.


* FogOfWar: Mostly averted. You have a literal satellite view and can see any unit on the map. However, units with their lights off, while slower, do not show up in your mini-map and are hard to spot in the dark.

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* FogOfWar: Mostly averted.Downplayed. You have a literal satellite view and can see any unit on the map. However, units with their lights off, while slower, do not show up in your mini-map and are hard to spot in the dark.

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* FlavorText: Each research project has a brief description that explains a bit of the technology behind it.

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