Follow TV Tropes

Following

History VideoGame / RoadOfTheDead

Go To

OR

Is there an issue? Send a MessageReason:
Fixing dead link


''[[http://www.zombiegamesroom.com/road-of-the-dead Road of the Dead]]'' is an UsefulNotes/AdobeFlash game on Website/{{Newgrounds}} about John Creasman, a car mechanic who must escape a city currently suffering from a ZombieApocalypse. He must also charge through military checkpoints that save his progress. It is playable [[http://www.newgrounds.com/portal/view/550714 here]].

to:

''[[http://www.zombiegamesroom.com/road-of-the-dead ''[[https://www.newgrounds.com/portal/view/550714 Road of the Dead]]'' is an UsefulNotes/AdobeFlash game on Website/{{Newgrounds}} about John Creasman, a car mechanic who must escape a city currently suffering from a ZombieApocalypse. He must also charge through military checkpoints that save his progress. It is playable [[http://www.newgrounds.com/portal/view/550714 here]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RevolversAreJustBetter: {{Justified}} in the first game, where Creasman's revolver is an instant OneHitKill on even ''Mutants''. It's offset by the fact it has nine bullets.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If the player refuses to stop the humvee to repair its radio, the current gunner will shout at the driver to do so with increasing annoyance, with the game eventually forcing the player to automatically stop.
** Running low on ammo during the finale sequence will have either Sherman or the driving character hand you some.
Is there an issue? Send a MessageReason:
None


* GeneralFailure: The unnamed military commander seems to have no plan for fighting the zombies besides setting up fences and shooting them, ordering his troops to hold their positions and "maintain current strategy", even as it becomes clear that "current strategy" isn't working. He gets worse as he gets [[VillainousBreakdown increasingly frustrated]] by their failures to stop Creasman; at one point, he tries to order his men to fall back to a new position, only to be told that they just came from that location.

to:

* GeneralFailure: The unnamed military commander seems to have no plan for fighting the zombies besides setting up fences and shooting them, ordering his troops to hold their positions and "maintain current strategy", even as it becomes clear that "current strategy" isn't working. He gets worse as he gets [[VillainousBreakdown increasingly frustrated]] by their failures to stop Creasman; at one point, he tries to order his men to fall back to a new position, only to be told that they just came from that location. [[spoiler:Ultimately, command pulls him in favor of General Sherman.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

-->'''Soldier:''' [[spoiler:It didn't work. IT DIDN'T FREAKIN' WORK!]]
-->'''General Sherman:''' [[spoiler:[[DespairEventHorizon Then we have failed, son.]]]]
Is there an issue? Send a MessageReason:
Burning of Atlanta, I got that


* MeaningfulName: The city ends up in roughly the same condition that the last American city to be visited by a General named Sherman ended up in too.

to:

* MeaningfulName: The city ends up in roughly the same condition that the [[{{UsefulNotes/Atlanta}} last American city to be visited by a General named Sherman ended up in too.too]].
Is there an issue? Send a MessageReason:
None


--->HQ: [[spoiler: [[Base to [[GodzillaThreshold Phantom Eagle,]][[NukeEm is the load ready and hot for a drop?]]]]

to:

--->HQ: [[spoiler: [[Base Base to [[GodzillaThreshold Phantom Eagle,]][[NukeEm Eagle,]] [[NukeEm is the load ready and hot for a drop?]]]]
Is there an issue? Send a MessageReason:
None


--->HQ: [[spoiler:[[Base to [[GodzillaThreshold Phantom Eagle,]][[NukeEm is the load ready and hot for a drop?]]]]

to:

--->HQ: [[spoiler:[[Base [[spoiler: [[Base to [[GodzillaThreshold Phantom Eagle,]][[NukeEm is the load ready and hot for a drop?]]]]
Is there an issue? Send a MessageReason:
None


--->HQ: [[spoiler:[[Base to GodzillaThreshold Phantom Eagle,]][[NukeEm is the load ready and hot for a drop?]]]]

to:

--->HQ: [[spoiler:[[Base to GodzillaThreshold [[GodzillaThreshold Phantom Eagle,]][[NukeEm is the load ready and hot for a drop?]]]]
Is there an issue? Send a MessageReason:
None


--->HQ: [[spoiler:[[Base to GodzillaThreshold Phantom Eagle,]] [[NukeEm is the load ready and hot for a drop?]]]]

to:

--->HQ: [[spoiler:[[Base to GodzillaThreshold Phantom Eagle,]] [[NukeEm Eagle,]][[NukeEm is the load ready and hot for a drop?]]]]
Is there an issue? Send a MessageReason:
None


--->HQ: [[spoiler: Base to [[GodzillaThreshold Phantom Eagle,]] [[NukeEm is the load ready and hot for a drop?]]

to:

--->HQ: [[spoiler: Base [[spoiler:[[Base to [[GodzillaThreshold GodzillaThreshold Phantom Eagle,]] [[NukeEm is the load ready and hot for a drop?]]drop?]]]]
Is there an issue? Send a MessageReason:
None


--->HQ: [[spoiler: Base to Phantom Eagle, [[NukeEm ls the load ready and hot for a drop?]]]]

to:

--->HQ: [[spoiler: Base to [[GodzillaThreshold Phantom Eagle, Eagle,]] [[NukeEm ls is the load ready and hot for a drop?]]]]drop?]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Foreshadowing}}: If you stay on the car customization menu for long enough and listen to the [[EnemyChatter military radio chatter]], this exchange eventually comes up:
--->HQ: [[spoiler: Base to Phantom Eagle, [[NukeEm ls the load ready and hot for a drop?]]]]
--->Phantom Eagle: [[spoiler: Phantom Eagle to Base, affirmative. Circling the city, awaiting the order.]]
--->HQ: [[spoiler:[[TemptingFate Let's pray we don't need to give this order.]] Over.]]
Is there an issue? Send a MessageReason:
None


* ActionDuo: The core mechanic of the sequel, with the player controlling one soldier with the keyboard and another with the mouse simultaneously. Cocheta Solomon's more emotion-driven and idealistic (consequently he's ''not'' in a good place right now), and clumsier to handle, as he has superior firepower but reload times that've birthed many a game over. Diane Rosewood is less volatile. They comment on ongoing events, which in practice means they yell at each other every ten seconds and it's a honestly intriguing bit of game design that this adds to the experience instead of getting old in a minute.

to:

* ActionDuo: The core mechanic of the sequel, with the player controlling one soldier with the keyboard and another with the mouse simultaneously. Cocheta Solomon's more emotion-driven and idealistic (consequently he's ''not'' in a good place right now), and clumsier to handle, as he has superior firepower but reload times that've birthed many a game over. Diane Rosewood Roseworth is less volatile. They comment on ongoing events, which in practice means they yell at each other every ten seconds and it's a honestly intriguing bit of game design that this adds to the experience instead of getting old in a minute.
Is there an issue? Send a MessageReason:
None


* BadassBoast: John in the first game. "I'm not stopping! You hear me?! [[DefiantToTheEnd I'M NOT STOPPING]]!"

to:

* BadassBoast: John in the first game. "I'm not stopping! You hear me?! [[DefiantToTheEnd I'M NOT STOPPING]]!"STOPPING]]!" Chocheta in the second game gives us "You wanna dance, huh!?" when grappled.
Is there an issue? Send a MessageReason:
Banter's an important part of 2, worth noting.


* ActionDuo: The core mechanic of the sequel, with the player controlling one soldier with the keyboard and another with the mouse simultaneously. Cocheta Solomon's more emotion-driven and idealistic (consequently he's ''not'' in a good place right now), and clumsier to handle, as he has superior firepower but reload times that've birthed many a game over. Diane Rosewood is less volatile.

to:

* ActionDuo: The core mechanic of the sequel, with the player controlling one soldier with the keyboard and another with the mouse simultaneously. Cocheta Solomon's more emotion-driven and idealistic (consequently he's ''not'' in a good place right now), and clumsier to handle, as he has superior firepower but reload times that've birthed many a game over. Diane Rosewood is less volatile. They comment on ongoing events, which in practice means they yell at each other every ten seconds and it's a honestly intriguing bit of game design that this adds to the experience instead of getting old in a minute.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FacelessMooks: The gas masked soldiers in ''1'' is cannon fodder. The sequel promotes one of them to protagonist, until he takes his mask off in the ending to reveal [[spoiler:he looks completely ordinary.]]
Is there an issue? Send a MessageReason:
None


--->'''Creasman:''' ''"A freaking helicopter?!"''

to:

--->'''Creasman:''' ''"A ''A freaking helicopter?!"''helicopter?!''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

--->'''Creasman:''' ''"A freaking helicopter?!"''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreakingBug: In F.U.B.A.R. mode, killing an enemy soldier by shooting them off your hood or crashing into them would have a chance to freeze the game, forcing a full restart.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CycleOfHurting:
** During later areas of both games, ramming into a single vehicle would lead to ramming into five more as your car spirals out of control.
** Having both your gunner and driver grappled by mutants in the second game, while having more zombies (Or even worse: More mutants) on your car's hood. Unless you're lucky enough to knock the zombies off by ramming into obstacles, there's not much you could do to save yourself from death.

Added: 251

Changed: 912

Is there an issue? Send a MessageReason:
None


* LuckBasedMission: Early in the second game, soldier zombies can be this. They have a random chance of ignoring a hit, and when you have low stats and only the weakest weapons a soldier happening to NoSell two or three shots in a row is death sentence. It quits being this fairly quickly as you level up.
* LudicrousGibs: Part of the artist Sickdeathfiend's style.
* MadeOfIron: The player characters can survive being shot a few times by M-16s and ''the main weapon of the AH-64 Apache'' - a ''30mm chaingun''.

to:

* LuckBasedMission: LuckBasedMission:
**
Early in the second game, soldier zombies can be this. They have a random chance of ignoring a hit, and when you have low stats and only the weakest weapons a soldier happening to NoSell two or three shots in a row is death sentence. It quits being this fairly quickly as you level up.
** The second game is one in its entirety in the way what utility spots you encounter. They're chosen completely at random and most of the time you won't get the one you need ... especially if your Hummvee is severely busted and in need of mechanic attention, garages are nearly nowhere to be found.
* LudicrousGibs: Part of the artist Sickdeathfiend's style.
style. Body parts are flying ''everywhere'' in this series.
* MadeOfIron: The player characters John Creaseman can survive being shot a few times by M-16s and ''the main weapon of the AH-64 Apache'' - a ''30mm chaingun''.

Added: 45

Changed: 137

Is there an issue? Send a MessageReason:
None


* TheOperatorsMustBeCrazy: In 2nd game after General Sherman's certain announcement, Cocheta realizes the city is about to be nuked. The protagonists try to call for evac using the radio, but the overburdened female dispatch's only response is a nervous "Please hold." Twice.

to:

* TheOperatorsMustBeCrazy: In 2nd game after General Sherman's certain announcement, Cocheta realizes the city is about to be nuked. The protagonists try to call for evac using the radio, but the overburdened female dispatch's only response is a nervous "Please hold." Twice. The third time the soldiers seem to finally get through and ask for evac. The dispatch totals it by asking, what do they want her to do.
-->'''Cocheta:''' "Send a pickup, you moron!"

Added: 134

Changed: 83

Is there an issue? Send a MessageReason:
None


* ReducedResourceCost: One of the upgrades in the second game is a perk which reduces the cost of all other upgrades. It has 5 levels.



* TooDumbToLive: The civilians. They keep running in front of your car or in your line of fire. Using your horn helps sometimes, but not always. (Anyhow, why they hear your horn, but not your machine gun, is beyond anyone's guess). They are even too stupid to enter a safehouse if they are right in front of it. You have to stop to get them in your car, and then in the safehouse. The civilian drivers are worst. You might think it is a good idea to stop if a military Humvee firing a roof mounted machine gun crosses your road, but they prefer to ram it.

to:

* TooDumbToLive: The civilians. They keep running in front of your car or in your line of fire. Using your horn helps sometimes, but not always. (Anyhow, why they hear your horn, but not your machine gun, is beyond anyone's guess). They are even too stupid to enter a safehouse if they are right in front of it. You have to stop to get them in your car, and then in the safehouse. They also don't care if your Hummvee is on fire at the moment and board it anyway. The civilian drivers are worst. You might think it is a good idea to stop if a military Humvee firing a roof mounted machine gun crosses your road, but they prefer to ram it.
Is there an issue? Send a MessageReason:
added the example of scotty time

Added DiffLines:

* ScottyTime: In the sequel, [[spoiler:the helicopter breaks down just before Diane and Cocheta can escape. The on-board mechanic offers repairs in five minutes, to which General Sherman anwsers "You have TWO."]] [[JustifiedTrope Justified]] since A: they're a sitting duck surrounded by literally millions of zombies, and B: [[spoiler:they're about to be [[NukeEm nuked]], and as Sherman points out, "That bomb will go off whether we're here or not."]]

Added: 500

Changed: 258

Is there an issue? Send a MessageReason:
None


* DroughtLevelOfDoom: The Highway in the sequel. All that's up there are ammo refills and weapons crates, and wrecked vehicles are choking up a ''lot'' of the road. For those whose engines take critical damage, there are water barrels scattered across the stage, but they're rare.

to:

* DroughtLevelOfDoom: DroughtLevelOfDoom:
**
The Highway in the sequel. All that's up there are ammo refills and weapons crates, and wrecked vehicles are choking up a ''lot'' of the road. For those whose engines take critical damage, there are water barrels scattered across the stage, but they're rare.rare.
** There's also a shorter yet more severe drought in the Northside Cemetary, where resupply is further limited for at least 1km. The mood is also built with the background changing to fog, along with tombstones being a frequent appearance.
Is there an issue? Send a MessageReason:
None


* PlotHole: After John is identified on the radio early on in the first game, it's established that the unnamed commander knows he is making his way towards the tunnel to exit the city and emphasizes that ''nobody'' is getting out, with even General Sherman trying to stop you after he takes command. Yet when John gets there,[[note]]which if the player did a [[https://www.youtube.com/watch?v=aT-XOZKT-tA no-death run]] from start to finish, would take John around 25 to 30 minutes[[/note]] it's left completely unguarded with not even a single humvee in sight, allowing him (and presumably other civilians) to escape with only a few seconds left to spare.

to:

* PlotHole: After John is identified on the radio early on in the first game, it's established that the unnamed commander knows he is making his way towards the tunnel to exit the city and emphasizes that ''nobody'' is getting out, with even General Sherman trying to stop you after he takes command. Yet when John gets there,[[note]]which if the player did a [[https://www.youtube.com/watch?v=aT-XOZKT-tA no-death run]] from start to finish, would take John around 25 to 30 minutes[[/note]] it's left completely unguarded with not even a single humvee in sight, unbarricaded, allowing him (and presumably other civilians) to escape with only a few seconds left to spare.

Added: 568

Changed: 59

Is there an issue? Send a MessageReason:
None


* GameplayAndStorySegregation: A certain checkpoint reports being swamped by undead moments before you arrive. When you get there, there's only a small smattering of undead, if even that, due to the random placement of enemies and obstacles.

to:

* GameplayAndStorySegregation: A certain checkpoint Two checkpoints in the first game reports being swamped by undead moments before (and for the latter, after) you arrive. When you get there, there's only a small smattering of undead, if even that, due to the random placement of enemies and obstacles.obstacles.
** Despite being pulled in favor of General Sherman in the first game, the unnamed commander can still be heard issuing commands to his soldiers.
** John's car in the ending of the first game is shown completely clean and intact without a single upgrade on his bumper and a windshield without any cracks in it, something that's almost impossible to maintain in normal gameplay. [[spoiler: His car in TheStinger of the sequel is noticeably more accurate to what the gameplay was like, having a fully upgraded and bloodied bumper with the broken windshield and windows.]]

Added: 657

Changed: 864

Removed: 562

Is there an issue? Send a MessageReason:
None


%%* ActionGirl: Diane in the sequel.



* AllThereInTheManual: If you play the GaidenGame you'll know how the zombies came to be.
%%* ArcWords: "Maintain current strategy."

to:

* AllThereInTheManual: If you play the GaidenGame GaidenGame, you'll know how the zombies came to be.
%%* ArcWords: "Maintain current strategy."
be.



* DarkestHour: In the sequel, [[spoiler: Cocheta realises that the city is about to be nuked and starts desperately calling everyone he can to try and get a transport out, to no avail.]] The situation appears truly hopeless until [[spoiler: he manages to get through to General Sherman.]]

to:

* DarkestHour: In the sequel, [[spoiler: Cocheta realises realizes that the city is about to be nuked and starts desperately calling everyone he can to try and get a transport out, to no avail.]] The situation appears truly hopeless until [[spoiler: he manages to get through to General Sherman.]]



%%* DeathByTransceiver: Oh, rest assured there's ''plenty'' to go around in these games.
%%* {{Determinator}}: John, and Cocheta and Diane in the sequel.

to:

%%* * DeathByTransceiver: Oh, rest assured there's ''plenty'' to go around in these games.
%%*
games. One checkpoint that John blasts through becomes filled with undead almost immediately and the soldier reporting it becomes overwhelmed in the middle of the call.
*
{{Determinator}}: John, John as seen above in BadassBoast, and Cocheta and Diane in the sequel.



* AFatherToHisMen: [[spoiler:In direct opposition to the unnamed military commander, General Sherman cares about his troops far more.]]
** [[spoiler:He orders his to fall back when positions become overrun whereas the previous commander is more 'stand your ground at all costs'. Even going so far as to as to tell his troops that rescue is on the way, even though there is no way for transports to get to them before the nuke hits. You can hear the emotion in his voice as he does so.]]
** [[spoiler: In the sequel, he puts his own life on the line to save Diane and Cocheta (even if Cocheta has to convince him first).]]

to:

* AFatherToHisMen: [[spoiler:In In direct opposition to the unnamed military commander, [[spoiler: General Sherman cares about his troops far more.]]
** [[spoiler:He
more. He orders his to fall back when positions become overrun whereas the previous commander is more 'stand your ground at all costs'. Even going so far as to as to tell his troops that rescue is on the way, even though there is no way for transports to get to them before the nuke hits. You can hear the emotion in his voice as he does so.]]
** [[spoiler:
In the sequel, he puts his own life on the line to save Diane and Cocheta (even if Cocheta has to convince him first).]]first.)]]



* NukeEm: [[spoiler:The military is forced to resort to this when the outbreak proves too much for them. Sadly it doesn't work at all.]]

to:

* NukeEm: [[spoiler:The military is forced to resort to this when the outbreak proves too much for them. Sadly it It sadly doesn't work at all.]]



* TheOperatorsMustBeCrazy: In 2nd game after General Sherman's certain announcement Cocheta realizes the city is about to be nuked. The protagonists try to call for evac using the radio but the overburdened female dispatch's only response is nervous "Please hold." Twice.

to:

* TheOperatorsMustBeCrazy: In 2nd game after General Sherman's certain announcement announcement, Cocheta realizes the city is about to be nuked. The protagonists try to call for evac using the radio radio, but the overburdened female dispatch's only response is a nervous "Please hold." Twice.



* PlotHole: After John is identified on the radio early on in the first game, it's established that the unnamed commander knows he is making his way towards the tunnel to exit the city and emphasizes that ''nobody'' is getting out, with even General Sherman trying to stop you after he takes command. Yet when John gets there,[[note]]which if the player did a [[https://www.youtube.com/watch?v=aT-XOZKT-tA no-death run]] from start to finish, would take John around 25 to 30 minutes[[/note]] it's left completely unguarded with not even a single humvee in sight, allowing him (and presumably other civilians) to escape with only a few seconds left to spare.



* PreviousPlayerCharacterCameo: Creasman has a brief one in the sequel's story.

to:

* PreviousPlayerCharacterCameo: Creasman has a brief one in the sequel's story.story when Cocheta and Diane go onto the highway [[spoiler: and in the post-credits scene]].



** The sequel's timespan is much greater which means there are several discrepancies in the event order. General Sherman takes command quite early - long before Cocheta and Diane get on the higway where John happens to overtake them. Also in the final stand aboard Sherman's chopper he has none of the lines he had in the first game shortly before the city was nuked.
** In the post-credits scene in the sequel John has brown hair, where as in the first game he has black hair.

to:

** The sequel's timespan is much greater which means there are several discrepancies in the event order. General Sherman takes command quite early - long before Cocheta and Diane get on the higway highway where John happens to overtake them. Also in the final stand aboard Sherman's chopper chopper, he has none of the lines he had in the first game shortly before the city was nuked.
** In the post-credits scene in the sequel sequel, John has brown hair, where as in the first game he has black hair.



* ThreatBackfire: Played with one certain threat the Hellfire pilot yells at you in the first game. Considering John is is going to die anyway if his escape fails he doesn't care much if his vehicle will be intact after his demise:

to:

* ThreatBackfire: Played with one certain threat the Hellfire pilot yells at you in the first game. Considering John is is going to die anyway if his escape fails fails, he doesn't care much if his vehicle will be intact after his demise:



** In the sequel, the player can pick up the civilians and drop them off at safe zones for bonus points.

to:

** In the sequel, the player can pick up the civilians and drop them off at safe zones for bonus points. [[spoiler: They almost certainly die anyways from the nuke, but points for trying.]]

Added: 185

Changed: 472

Is there an issue? Send a MessageReason:
Removed YMMV-esque segment from "Action Duo" trope, and


* ActionDuo: The core mechanic of the sequel, with the player controlling one soldier with the keyboard and another with the mouse simultaneously. Cocheta Solomon's more emotion-driven and idealistic (consequently he's ''not'' in a good place right now), and clumsier to handle, as he has superior firepower but reload times that've birthed many a game over. Diane Rosewood is less volatile. They remark on significant events, which adds up to yelling at each other about every 10 seconds, and it's a honestly intriguing bit of game design that this adds to the atmosphere rather than being a complete PITA.

to:

* ActionDuo: The core mechanic of the sequel, with the player controlling one soldier with the keyboard and another with the mouse simultaneously. Cocheta Solomon's more emotion-driven and idealistic (consequently he's ''not'' in a good place right now), and clumsier to handle, as he has superior firepower but reload times that've birthed many a game over. Diane Rosewood is less volatile. They remark on significant events, which adds up to yelling at each other about every 10 seconds, and it's a honestly intriguing bit of game design that this adds to the atmosphere rather than being a complete PITA.



* DevelopersForesight: In the sequel, if the player reloads their weapon while a zombie is clinging to the hood, the character doing the reloading may swear or worriedly say things like "Come on, come on!".

to:

* DevelopersForesight: In the first game, when returning to the upgrade menu upon dying, Creasman will say lines relating to what caused his death, from zombies to helicopters to [[spoiler:a nuke]].
**In
the sequel, if the player reloads their weapon while a zombie is clinging to the hood, the character doing the reloading may swear or worriedly say things like "Come on, come on!".

Top