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''Sensory Overload'' is a 1994 FirstPersonShooter developed by Reality Bytes for the UsefulNotes/AppleMacintosh.

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''Sensory Overload'' is a 1994 FirstPersonShooter developed by Reality Bytes for the UsefulNotes/AppleMacintosh.
Platform/AppleMacintosh.
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* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen tankbots to come out of the walls.

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* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen tankbots [[AttackDrone tankbots]] to come out of the walls.

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* AttackDrone: The last few levels have tank-treaded security robots that announce their presence with "Warning!" and "Intruder!".



* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen tankbots to come out of the walls. "Warning! Intruder!"

to:

* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen tankbots to come out of the walls. "Warning! Intruder!"
Is there an issue? Send a MessageReason:
None


* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen security droids to come out of the walls. "Warning! Intruder!"

to:

* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen security droids tankbots to come out of the walls. "Warning! Intruder!"
Is there an issue? Send a MessageReason:
None


* DeadEndRoom: In several areas, mooks can open doors that you can't, annoyingly often from rooms that have no other entrances. Entering one of these rooms leads you up the UnintentionallyUnwinnable creek once the door closes.

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* DeadEndRoom: In several areas, mooks can open doors that you can't, annoyingly often from rooms that have no other entrances. Entering one of these rooms leads leaves you up the UnintentionallyUnwinnable creek once the door closes.
Is there an issue? Send a MessageReason:
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* DirectContinuousLevels: The floors uses elevators, stairways, or airlocks (inexplicably) for transitions between levels.

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* DirectContinuousLevels: The floors game uses elevators, stairways, or airlocks (inexplicably) for transitions between levels.

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* BossOnlyLevel: The final stage is dedicated solely to fighting [[TheDragon the Mastermind]].
* CutsceneBoss: Dr. Craven is automatically killed by the PlayerCharacter after breaking free from his MindControl.



* DeadEndRoom: In several areas, mooks can open doors but you can't, annoyingly often from rooms that have no other entrances. Entering these types of rooms leads you into the UnintentionallyUnwinnable creek once the door closes.

to:

* DeadEndRoom: In several areas, mooks can open doors but that you can't, annoyingly often from rooms that have no other entrances. Entering one of these types of rooms leads you into up the UnintentionallyUnwinnable creek once the door closes.



* EliteMooks: In the later levels, there's elite guards who looked like Nazi officers and wielded machine guns, and cyborg soldiers who talked like Darth Vader and threw plasma balls (the same projectile as the Electrogun). The unnamed female [[TheDragon Dragon]] and FinalBoss was a slightly enhanced (faster, and with a melee attack) PaletteSwap of the cyborgs, i.e. a type of KingMook (or queen mook, if you will).

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* EliteMooks: In the later levels, there's elite guards who looked look like Nazi officers and wielded wield machine guns, and cyborg soldiers who talked talk like Darth Vader and threw throw plasma balls (the same projectile as the Electrogun). The unnamed female [[TheDragon Dragon]] and FinalBoss was is a slightly enhanced (faster, and with a melee attack) PaletteSwap of the cyborgs, i.e. a type of KingMook (or queen mook, if you will).



* GatelessGhetto: The game has only one entrance to the building, and the terrorists have welded it shut.

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* GatelessGhetto: The building where the game starts has only one entrance to the building, entrance, and the terrorists have welded it shut.
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Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/so_6.png]]
[[caption-width-right:350:''You are experiencing SENSORY OVERLOAD'']]

''Sensory Overload'' is a 1994 FirstPersonShooter developed by Reality Bytes for the UsefulNotes/AppleMacintosh.

1998 - You're an unnamed CIA agent sent undercover to investigate Biotex Labs, a high-tech facility researching the "Alphachannel" Project being developed by one Dr. Craven, which involves neural manipulations and cryogenics. Posing as a test subject, you're unexpectedly knocked into a coma during one of the lab tests.

And then, you regain consciousness, you realize everybody in the lab around you are dead. Dr. Craven is nowhere to be seen. And assassins are after your life. But luckily, you managed to find your gun.
----
!!What is even going on in Biotex Labs?
* CutAndPasteEnvironments: Because of the Macintosh's graphic limitations, the game tends to recycle graphics for backgrounds a ''lot''. Expect to see rows and rows of turquoise-green walls, corridors with green patterns, the same grey ceiling, brown panel walls, over and over again. The in-game justification is that you're in a high-tech research lab, and floors of real-life laboratories often looks the same anyways.
* DeadEndRoom: In several areas, mooks can open doors but you can't, annoyingly often from rooms that have no other entrances. Entering these types of rooms leads you into the UnintentionallyUnwinnable creek once the door closes.
* DeliberatelyMonochrome: The basement level, for some reason, have it's background walls and floors entirely in greyscale. Control panel indicators, mooks, breakable crates and your hand onscreen are still in colour though.
* DirectContinuousLevels: The floors uses elevators, stairways, or airlocks (inexplicably) for transitions between levels.
* DisconnectedSideArea: The [[MissingFloor thirteenth floor]] of the main building has neither elevator nor stair access, and is only enterable via {{air vent passageway}}s from the fourteenth floor. In turn, it contains an express elevator to the hidden [[TheVeryDefinitelyFinalDungeon sub-basement]].
* DoubleUnlock: On the thirteenth floor, and a triple unlock at that; finding the vent control switch to access an otherwise blocked vent, using said vent to access the temperature control so you don't get burned in the heat ducts, and finding the black passcard for the door at the end of the level.
* TheDragon: The Mastermind, a female {{cyborg}} who you fight shortly after offing BigBad Dr. Craven. However she only has slightly more HP than the higher EliteMooks and the same attack as the cyborg mooks, albeit a bit faster.
* EliteMooks: In the later levels, there's elite guards who looked like Nazi officers and wielded machine guns, and cyborg soldiers who talked like Darth Vader and threw plasma balls (the same projectile as the Electrogun). The unnamed female [[TheDragon Dragon]] and FinalBoss was a slightly enhanced (faster, and with a melee attack) PaletteSwap of the cyborgs, i.e. a type of KingMook (or queen mook, if you will).
* EnemyDetectingRadar: The hidden Radar Display Chip, along with the Proximity Detector which beeps when enemies are nearby, and the Trap Detector which shows trap triggers on the radar. One of the McNinja enemies has an InvisibilityCloak that also prevents radar detection.
* GatelessGhetto: The game has only one entrance to the building, and the terrorists have welded it shut.
* InsecurityCamera: The security cameras are hemispherical and either shoot at you or sound an alarm to summon enemies from nearby rooms. Either way, they can be [[DestroyTheSecurityCamera stealthily shot out]] with the HollywoodSilencer equipped.
* TheMaze: The Biochemical Storage Area is an homogeneous and nondeterministic maze where [[InterfaceScrew "your ability to remember where you are is impaired"]] due to a chemical leak. Required to get the optional Silencer item, and any secret items you missed earlier.
* MindControl: What Dr. Craven's tech, the "Alphachannel" Project, is about. Unfortunately premature activation will lead to memory loss, as demonstrated on your character.
* NoticeThis: In the form of a text window that would announce nearby objects as you walked past, punctuated with an audible "Wow!"
* TeleportingKeycardSquad: Some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen security droids to come out of the walls. "Warning! Intruder!"
* WakingUpElsewhere: Right in the first stage, you're NOT supposed to go through entirely with Dr. Craven's project. But you're dragged into the Alphachannel test and lose consciousness in the process, and now must find out what is going on.
* AWinnerIsYou: Complete the game and the ending FMV you get is... a two-screenshot newspaper report announcing your victory,
--> CIA Stops Terrorist Threat\\
Rabid Goats on Rampage\\
Congratulations!
----

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