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* AKA47: Surprisingly still {{Averted}}, despite the fact the sequel is a commercial product. All of the guns in the game are named directly after their real life versions, with the exception of the generically named "Magnum" (which appears to be a Taurus Raging Bull).

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* AKA47: Surprisingly still {{Averted}}, despite the fact the sequel is a commercial product. All of the guns in the game are named directly after their real life real-life versions, with the exception of the generically named "Magnum" (which appears to be a Taurus Raging Bull).Bull).
* ArmorPiercingAttack: FMJ bullets allow you to deal direct damage to enemies wearing body armor and/or ballistic masks who would normally shrug off your shots.



** The BombDisposal MiniGame in "Hotel" always has the same solution. Additionally, all mini games are skippable on medium difficulty and above.

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** The BombDisposal MiniGame in "Hotel" always has the same solution. Additionally, all mini games mini-games are skippable on medium difficulty and above.
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* DegradedBoss: The EOD bombmaker, who is the boss in the Hotel level, can appear in the hell difficulty levels as an armored enemy with a health bar(like heavies). He is much weaker here as he can be easily killed by a single headshot with any gun that has fmj bullets like any generic enemy would(except against slug ammo shotguns)but is still resistant to flash & frag grenades.

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* DegradedBoss: The EOD bombmaker, who is the boss in the Hotel level, can appear in the hell difficulty levels as an armored enemy with a health bar(like heavies). He is much weaker here as he can be easily killed by a single headshot with any gun that has fmj FMJ bullets like any generic enemy would(except against slug ammo shotguns)but is still resistant to flash & frag grenades.
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* BadassBiker: Implied with Acid Mike and the motorcyle helmet militia mooks.

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* BadassBiker: Implied with Acid Mike and the motorcyle motorcycle helmet & leather jacket-clad militia mooks.

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** The [[SnipingMission sniping sections]] can be skipped (provided you've beat them at least once), but they're skipped in a very peculiar way: you have to look for a nondescript frog toy and shoot it. This guarantees that A) if you find the sniping section really annoying/frustrating you don't have to endure it any more than once, and B) if you want to do the sniping section in full anyway (maybe you're recording a walk through?), you won't accidentally hit a "skip" button and be forced to redo the level to get to the sniping bit.
** [[spoiler: Midway through "Runway", Sierra stumbles onto a locked supply crate, which supplies him with magazines and health; very useful because the level itself is pretty damn long. You do have to play a memory mini game to get at the supplies, but compared to the rest of the level the mini game itself is child's play.]]

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** The [[SnipingMission sniping sections]] can be skipped (provided you've beat them at least once), but they're skipped in a very peculiar way: you have to look for a nondescript frog toy and shoot it. This guarantees that A) if you find the sniping section really annoying/frustrating you don't have to endure it any more than once, and B) if you want to do the sniping section in full anyway (maybe you're recording a walk through?), walk-through?), you won't accidentally hit a "skip" button and be forced to redo the level to get to the sniping bit.
** [[spoiler: Midway through "Runway", Sierra stumbles onto a locked supply crate, which supplies him with magazines and health; very useful because the level itself is pretty damn long. You do have to play a memory mini game mini-game to get at the supplies, but compared to the rest of the level the mini game mini-game itself is child's play.]]]]
* BadassBiker: Implied with Acid Mike and the motorcyle helmet militia mooks.
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* RevolversAreAlwaysBetter: Played with, while the magnum has good accuracy and high damage(usually killing most mooks in one hit) among pistols,(with only its closest competitor, the desert eagle slightly outclassing it in damage) the low capacity is a bit of a detriment in some situations.

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* RevolversAreAlwaysBetter: DegradedBoss: The EOD bombmaker, who is the boss in the Hotel level, can appear in the hell difficulty levels as an armored enemy with a health bar(like heavies). He is much weaker here as he can be easily killed by a single headshot with any gun that has fmj bullets like any generic enemy would(except against slug ammo shotguns)but is still resistant to flash & frag grenades.
* RevolversAreJustBetter:
Played with, while the magnum Magnum has good accuracy and high damage(usually killing most mooks in one hit) among pistols,(with only its closest competitor, the desert eagle slightly outclassing it in damage) the damage)the low capacity is a bit of a detriment in some situations. situations where pistols like the USP or Glock 17 are a better fit.

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* RemixedLevel: All the levels and one challenge ("Hostile Arena") from the original were ported to the sequel. A few levels are retained as is (albeit with way more enemies), and quite a few levels were drastically modified, likely in part to surprise people who had played the original, but most likely to just make the level exponentially more difficult. Special mention goes to Hotel, a remix of "Tangiers Hotel", where the bomb technician shows up a couple of screens early. [[OhCrap With a 'boss life meter' and an EOD suit.]]

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* RemixedLevel: All the levels and one challenge ("Hostile Arena") from the original were ported to the sequel. A few levels are retained as is (albeit with way more enemies), and quite a few levels were drastically modified, likely in part to surprise people who had played the original, but most likely to just make the level exponentially more difficult. Special mention goes to Hotel, a remix of "Tangiers Hotel", where the bomb technician shows up a couple of of
screens early. [[OhCrap With a 'boss life meter' and an EOD suit.]]]]
* RevolversAreAlwaysBetter: Played with, while the magnum has good accuracy and high damage(usually killing most mooks in one hit) among pistols,(with only its closest competitor, the desert eagle slightly outclassing it in damage) the low capacity is a bit of a detriment in some situations.
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Moving to proper namespace from Video Games.

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''Sierra 7'' is a MobilePhoneGame RailShooter, and a sequel to the UsefulNotes/AdobeFlash game also named ''VideoGame/Sierra7'', made by SHD Games. Eight years after the events of the original [[RealLifeWritesThePlot (which is coincidentally the same amount of time between the releases of the two games)]], elite operative Sierra 7 is once again back to accomplish daring [[OneRiotOneRanger one man missions]] in various locations across the globe, all the while attempting to bring down [[TheSyndicate a criminal organization known only as The Militia]].

Game play wise, the game is very similar to the original, albeit with many [[AntiFrustrationFeatures quality-of-life]] changes beneficial to the player, from the new ability to TakeCover, and the introduction of grenades and [[BlindedByTheLight flashbangs]] to incapacitate and/or kill clusters of enemies, to the various new weapons and ammunition types added to the game. [[SequelDifficultySpike But just as Sierra 7 has acquired a few new toys, so too have the enemies; don't expect them to be as much of a pushover as they were in the last game...]]
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!!This game contains examples of the following tropes:

* AKA47: Surprisingly still {{Averted}}, despite the fact the sequel is a commercial product. All of the guns in the game are named directly after their real life versions, with the exception of the generically named "Magnum" (which appears to be a Taurus Raging Bull).
* AntiFrustrationFeatures:
** Enemies with grenades can OneHitKill you irregardless of health if they get to lob a grenade at you. Luckily for you, not only are they [[ColourCodedForYourConvenience all dressed in orange shirts]], the game displays a small warning near the top of the screen and a warning jingle is played.
** [[spoiler: ZigZagged with "Base", a RemixedLevel of "Kosovo Sniping" and "Kosovo Base" from the original game combined together: this time, instead of a modern range finding scope, a mil-dot scope is used instead, and the wind level is displayed numerically, making it much easier to compensate for wind. Unfortunately, this time around, due to the fact that you no longer have an VoiceWithAnInternetConnection, [[MissionControl Lt. Black]] isn't there to tell you who to shoot in what order...]]
** The BombDisposal MiniGame in "Hotel" always has the same solution. Additionally, all mini games are skippable on medium difficulty and above.
** The [[SnipingMission sniping sections]] can be skipped (provided you've beat them at least once), but they're skipped in a very peculiar way: you have to look for a nondescript frog toy and shoot it. This guarantees that A) if you find the sniping section really annoying/frustrating you don't have to endure it any more than once, and B) if you want to do the sniping section in full anyway (maybe you're recording a walk through?), you won't accidentally hit a "skip" button and be forced to redo the level to get to the sniping bit.
** [[spoiler: Midway through "Runway", Sierra stumbles onto a locked supply crate, which supplies him with magazines and health; very useful because the level itself is pretty damn long. You do have to play a memory mini game to get at the supplies, but compared to the rest of the level the mini game itself is child's play.]]
* BombDisposal: Twice, once in "Hotel" and once in [[spoiler: "Runway"]]. In comparison to the first game's relatively realistically built bomb and relatively realistic disarm method, both bombs in the sequel are unnecessarily elaborate and even have a built-in overly complex defuse method: a wire tracing MiniGame in the former and [[spoiler: a memory mini game in the latter]].
* CheckpointStarvation: Even more pronounced than the original, and here it's a noticeable problem because the levels are either filled with lots of enemies or are simply rather long. While technically every time you stop it's a checkpoint, to return to the last checkpoint you either have to fork over 300 credits (pro-tip: never do this; it's a waste of credits), or watch a crappy 30 second ad that you can't skip. And since you don't get a health refill if you continue from the last checkpoint, if your health is low, enjoy beating the rest of the level as a OneHitPointWonder. Really, you might as well start over.
* ColourCodedForYourConvenience:
** As mentioned above, all grenade-throwing enemies wear an orange shirt. This is most definitely for the benefit of the player, [[NonStandardGameOver as there is no way to dive away from a grenade]].
** The map geometry is usually DeliberatelyMonochrome, with one exception: [[spoiler: the Agent 15 canisters in "Yacht". This is a JustifiedTrope InUniverse as well as for the player's benefit, because Agent 15 is a DeadlyGas and you ''really'' [[NonStandardGameOver don't want to puncture any of the canisters...]]]]
* RemixedLevel: All the levels and one challenge ("Hostile Arena") from the original were ported to the sequel. A few levels are retained as is (albeit with way more enemies), and quite a few levels were drastically modified, likely in part to surprise people who had played the original, but most likely to just make the level exponentially more difficult. Special mention goes to Hotel, a remix of "Tangiers Hotel", where the bomb technician shows up a couple of screens early. [[OhCrap With a 'boss life meter' and an EOD suit.]]
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