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* JustifiedExtraLives: The Raiders have a shared set of these (4 in solo missions, 10 in co-op missions and 16 when an Antagonist is present) due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph. The period for which respawning is unavailable starts at 30 seconds and doubles each time the number of lives hits 0.
[[AvertedTrope Averted]] for Antagonists since Uras Beherit can seemingly resurrect them without limit, but doing so takes time. Time the Raiders can use to accomplish their mission and drive the Antagonist closer to losing.

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* JustifiedExtraLives: The Raiders have a shared set of these (4 in solo missions, 10 in co-op missions and 16 when an Antagonist is present) due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph. The period for which respawning is unavailable starts at 30 seconds and doubles each time the number of lives hits 0.
0. [[AvertedTrope Averted]] for Antagonists since Uras Beherit can seemingly resurrect them without limit, but doing so takes time. Time the Raiders can use to accomplish their mission and drive the Antagonist closer to losing.


** Uras Beherit is a pretty downplayed variant. During Antagonist missions he can even be pretty supportive, cheering you on as you ruin the Raiders’ collective day, but he'll get more testy the further you get into the mission without successfully killing them off or making them fail the mission (and thus letting them get closer to victory). ''Actually fail'' to stop them and hoo, boy, the verbal abuse... though if you got a decent score anyway irregardless of failing he'll just say he “expects better” next time and let you go.

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** Uras Beherit is a pretty downplayed [[DownplayedTrope downplayed]] variant. During Antagonist missions he can even be pretty supportive, cheering you on as you ruin the Raiders’ collective day, but he'll get more testy the further you get into the mission without successfully killing them off or making them fail the mission (and thus letting them get closer to victory). ''Actually fail'' to stop them and hoo, boy, the verbal abuse... though if you got a decent score anyway irregardless of failing he'll just say he “expects better” next time and let you go.



* JustifiedExtraLives: The Raiders have a shared set of these (4 in solo missions, 10 in co-op missions and 16 when an Antagonist is present) due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph. The period for which respawning is unavailable starts at 30 seconds and doubles each time the number of lives hits 0.
[[AvertedTrope Averted]] for Antagonists since Uras Beherit can seemingly resurrect them without limit, but doing so takes time. Time the Raiders can use to accomplish their mission and drive the Antagonist closer to losing.



* Mutants: The Umbra Wardogs are a faction full of these due to their [[PhlebotinumOverdose overdosing on Aleph]].

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* Mutants: {{Mutants}}: The Umbra Wardogs are a faction full of these due to their [[PhlebotinumOverdose overdosing on Aleph]].



* VideoGameLives: The Raiders have a shared set of these (4 in solo missions, 10 in co-op missions and 16 when an Antagonist is present) due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph. The period for which respawning is unavailable starts at 30 seconds and doubles each time the number of lives hits 0.



to:

** Antagonists could be considered this in a weird way, but since they're controlled by actual players how effective they are can vary greatly.



to:

** Uras Beherit is a pretty downplayed variant. During Antagonist missions he can even be pretty supportive, cheering you on as you ruin the Raiders’ collective day, but he'll get more testy the further you get into the mission without successfully killing them off or making them fail the mission (and thus letting them get closer to victory). ''Actually fail'' to stop them and hoo, boy, the verbal abuse... though if you got a decent score anyway irregardless of failing he'll just say he “expects better” next time and let you go.


* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic, for fear of another cataclyms. Though it doesn't apply to every one, as some of them (like [[SerialKiller Doldren]]) are still as murderous as they were before.

to:

* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic, for fear of another cataclyms.cataclysm. Though it doesn't apply to every one, as some of them (like [[SerialKiller Doldren]]) are still as murderous as they were before.


* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic. Though it doesn't apply to every one, as some of them (like [[SerialKiller Doldren]]) are still as murderous as they were before.

to:

* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic.pacifistic, for fear of another cataclyms. Though it doesn't apply to every one, as some of them (like [[SerialKiller Doldren]]) are still as murderous as they were before.


* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic. Though it doesn't stop some of them (like [[SerialKiller Doldren]]) to continue being murderous.

to:

* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic. Though it doesn't stop apply to every one, as some of them (like [[SerialKiller Doldren]]) to continue being murderous.
are still as murderous as they were before.



* MeleeATrois: Shortly upon being abandoned on the broken planet, members of the human expedition from the Hades Division, the Umbra Wardogs, and the Fifth Council began fighting one another for control of the planet. The addition of the Raiders in this war has not lead to any alliances but instead offered Harec and Raiders exploit opportunities, as seen in missions like A Low Blow and In Medias Res.

* MightyGlacier: The standard stats for a raider from the Fifth Council makes them one of these. Their cybernetic bodies allow them to resist a percentage taken from firearms but they're unable to run much faster than a light jog without some special ability.

to:

* MeleeATrois: Shortly upon being abandoned on the broken planet, members of the human expedition from the Hades Division, the Umbra Wardogs, and the Fifth Council began fighting one another for control of the planet. The addition of the Raiders in this war has not lead to any alliances but instead offered Harec and Raiders exploit opportunities, opportunities to exploit, as seen in missions like A Low Blow and In Medias Res.

* MightyGlacier: The standard stats for a raider from the Fifth Council makes them one of these. Their cybernetic bodies allow them to resist a percentage taken from firearms but they're unable to run much faster than a light jog without some special ability.
ability. Most of their cards favor sitting, firing or moving while in cover and encourage holing in.



* NoOneGetsLeftBehind: [[AvertedTrope Averted]]. When a mission is about to change sections the Raiders have a small amount of time to get into a certain area before they're killed for being left behind. This doesn't affect the mission result, however, as it's only required for one Raider to successfully escape for Raiders to win, but it does affect a small score of "Raiders extracted" at the mission reward screen.

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* NoOneGetsLeftBehind: [[AvertedTrope Averted]]. When a mission is about to change sections the Raiders have a small amount of time to get into a certain area before they're killed for being left behind. This doesn't affect the mission result, however, as it's only required for one Raider to successfully escape for Raiders to win, but it does affect although you will get a small score of "Raiders extracted" at the mission reward screen.
for extracting more than one Raider.



* PhlebotinumOverload: The main way Raiders destroy stuff in the game.

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* PhlebotinumOverload: The main way Raiders destroy stuff in the game.
game. Hell, sometimes they need to overload THEMSELVES to destroy stuff.



* SuplexFinisher: Two characters have a version of this.

to:

* SuplexFinisher: Two characters have a version of this.
this (Loaht and Rak Mayura).



* VideoGameLives: The Raiders have a shared set of these due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph.

* VolcanicVeins: Using Aleph to suppress your stress causes this with your nervous system. Generating too much stress means you're glowing brightly enough to be seen through walls.

* WeAreStrugglingTogether: Most of the Raiders hate each other's guts for one reason or another, but that doesn't stop them from taking on the three big factions.

to:

* VideoGameLives: The Raiders have a shared set of these (4 in solo missions, 10 in co-op missions and 16 when an Antagonist is present) due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph.

Aleph. The period for which respawning is unavailable starts at 30 seconds and doubles each time the number of lives hits 0.

* VolcanicVeins: Using Aleph to suppress your stress causes this with your nervous system. Generating too much stress means you're glowing brightly enough to be seen through walls.

walls. Umbra Wardogs, having rivers of Aleph flowing inside their bodies, are always lit up.

* WeAreStrugglingTogether: Most of the Raiders hate each other's guts (Lychus and Schneider, Valeria and everyone else except Konstantin, Doldren and everyone else, Loaht and Konstantin, everyone and Cortez (sometimes)) for one reason or another, but that doesn't stop them from taking on the three big factions.


* StealthExpert: Locals are MADE for this. Their health is capped at 60, meaning they are weak in direct engagements, but their Stress Meter almost doesn't fill up when running, very slowly fills up when they attack in melee and falls down to 0 faster than other Raiders. Their abilities usually involve [[InvisibilityCloak taking advantage of enemies]], [[escaping out of their sight for [[AstralProjection an ambush]].

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* StealthExpert: Locals are MADE for this. Their health is capped at 60, meaning they are weak in direct engagements, but their Stress Meter almost doesn't fill up when running, very slowly fills up when they attack in melee and falls down to 0 faster than other Raiders. Their abilities usually involve [[InvisibilityCloak taking advantage of enemies]], [[escaping escaping out of their sight for [[AstralProjection an ambush]].


* GlassCannon: Local characters are this. They only have 60 health but their weapons do some of the highest damage in the game.

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* GlassCannon: Local characters are this. They only have 60 health health, but barely highlight themselves while running or fighting in melee and their weapons do some of the highest damage in the game.
game. All of them are capable of landing [[OneHitKill instakills]] on any Raider.



* HealingFactor: Thanks to Aleph, everybody has one to some degree. The most notable one belongs to the Umbra Wardogs, who can constantly regenerate damage to the point of rebuilding lost parts in lore pages.

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* HealingFactor: Thanks to Aleph, everybody has one to some degree. The most notable one belongs to the Umbra Wardogs, who can constantly regenerate damage to the point of rebuilding lost parts in lore pages.
pages. This has a drawback of Umbra Wardog Raiders and mooks [[PowerAtAPrice having their insides being constantly lit up through walls]].



* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic.

* InstantAwesomeJustAddMecha: The Hades Division have some mechs, but the Raiders only encounter two of them.

to:

* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic.

pacifistic. Though it doesn't stop some of them (like [[SerialKiller Doldren]]) to continue being murderous.

* InstantAwesomeJustAddMecha: The Hades Division have some mechs, but the Raiders only encounter two of them. \n Aneska, both as a boss and a Raider, utilizes her mech (although partially broken when she becomes a Raider) to attack enemies.



* MadeOfExplodium: If it contains Aleph, there's gonna be some way to blow it up.

* MeleeATrois: Shortly upon being abandoned on the broken planet, members of the human expedition from the Hades Division, the Umbra Wardogs, and the Fifth Council began fighting one another for control of the planet. The addition of the Raiders in this war has not lead to any alliances.

to:

* MadeOfExplodium: If it contains Aleph, there's gonna be some way to blow it up.

up. The same rule seems to apply to every living Aleph carrier - players and elite soldiers that aren't killed in melee explode after approximately 5 seconds, instantly killing anything in a small range.

* MeleeATrois: Shortly upon being abandoned on the broken planet, members of the human expedition from the Hades Division, the Umbra Wardogs, and the Fifth Council began fighting one another for control of the planet. The addition of the Raiders in this war has not lead to any alliances.
alliances but instead offered Harec and Raiders exploit opportunities, as seen in missions like A Low Blow and In Medias Res.



* NoOneGetsLeftBehind: [[AvertedTrope Averted]]. When a mission is about to change sections the Raiders have a small amount of time to get into a certain area before they're killed for being left behind.

to:

* NoOneGetsLeftBehind: [[AvertedTrope Averted]]. When a mission is about to change sections the Raiders have a small amount of time to get into a certain area before they're killed for being left behind.
behind. This doesn't affect the mission result, however, as it's only required for one Raider to successfully escape for Raiders to win, but it does affect a small score of "Raiders extracted" at the mission reward screen.


Added DiffLines:

* StealthExpert: Locals are MADE for this. Their health is capped at 60, meaning they are weak in direct engagements, but their Stress Meter almost doesn't fill up when running, very slowly fills up when they attack in melee and falls down to 0 faster than other Raiders. Their abilities usually involve [[InvisibilityCloak taking advantage of enemies]], [[escaping out of their sight for [[AstralProjection an ambush]].


* BadBoss: Each of the three human factions have one. General Marmalade treats everyone under him as fodder or a [[TestedOnHumans guinea pig]] for his Aleph experiments. General Krausher, in the Destroyer of Worlds mission, yells at his own troops through the radio that the Aleph transported on the ship Raiders are currently on is worth more than his troops' lives, and doesn't tolerate ANY kind of failure, if Ayana is any indication. Schneider and Valeria are no better in regard of seeing their subordinates as nothing but cannon fodder.

to:

* BadBoss: Each of the three human factions have one. General Marmalade treats everyone under him as fodder or a [[TestedOnHumans guinea pig]] for his Aleph experiments. General Krausher, in the Destroyer of Worlds mission, yells at his own troops through the radio that the Aleph transported on the ship Raiders are currently on is worth more than his troops' lives, and doesn't tolerate ANY kind of failure, if Ayana is any indication. The Fifth Council don't seem to mind losing any of their units just to test Raiders in Mind Over Matter (but then again, they seem to be 80% machinery and aren't capable of empathy). Schneider and Valeria are no better in regard of seeing their subordinates as nothing but cannon fodder.


* BadBoss: Each of the three human factions have one. General Marmalade treats everyone under him as fodder or a [[TestedOnHumans guinea pig]] for his Aleph experiments. General Krausher

to:

* BadBoss: Each of the three human factions have one. General Marmalade treats everyone under him as fodder or a [[TestedOnHumans guinea pig]] for his Aleph experiments. General Krausher
Krausher, in the Destroyer of Worlds mission, yells at his own troops through the radio that the Aleph transported on the ship Raiders are currently on is worth more than his troops' lives, and doesn't tolerate ANY kind of failure, if Ayana is any indication. Schneider and Valeria are no better in regard of seeing their subordinates as nothing but cannon fodder.


* AllThereInTheManual: The official site has a series of comics about different Raiders. Most of them are depictions of the in-game backstories of the Raiders but others involve moments of their past not covered by the game.



* BadBoss: Each of the three human factions have one. General Marmalade treats everyone under him as fodder or a [[TestedOnHumans guinea pig]] for his Aleph experiments. General Krausher



* BetterToDieThanBeKilled: Antagonists often try to pulls this when they get knocked into a critical state with a raider nearby. Since they don't have to worry about having a limited amount of lives, they instead have to worry about giving the raiders ammo or aleph.



* CriticalExistenceFailure: Mostly [[AvertedTrope averted]] for the Raiders, Antagonists, and EliteMooks. Going down to 0hp puts them in a downed state that makes them unable to grapple, use their abilities, move faster than a limp, quick melee normally, drop their stress to a subtle amount, or use any scopes their weapons might have. If they can avoid taking a certain amount taking a melee hit or a certain amount of damage, they get half their health back.

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* CallingYourAttacks: Aneska does this at the start of her boss fight in the Hadees Betrayal campaign.

* ColdBloodedTorture: The only faction above this is the Fifth Council, but that's because they have MindManipulation technology.

* CriticalExistenceFailure: Mostly [[AvertedTrope averted]] for the Raiders, Antagonists, and EliteMooks. Going down to 0hp puts them in a downed state that makes them unable to grapple, use their abilities, move faster than a limp, quick melee normally, drop their stress to a subtle amount, or use any scopes their weapons might have. If they can avoid taking a certain amount taking a melee hit or a certain amount of damage, they get half their health back.
back.

* CyberneticsEatYourSoul: A common occurance for the Fifth Council, earning them the nickname "The Hollow Ones" from the other factions. Most notable [[AvertedTrope aversions]] are Konstantin and Ginebra.



* GameplayGrading: Missions are scored from 1.0 to 10.0 depending on the ELO modifier for the match, the time it took to be completed, how much progress the raiders made, and the amount of raiders killed. This score affects how much loot the players can get as a reward.

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* GameplayGrading: Missions are scored from 1.0 to 10.0 depending on the ELO Elo modifier for the match, the time it took to be completed, how much progress the raiders made, and the amount of raiders killed. This score affects how much loot the players can get as a reward.
reward.

* GoodIsNotNice: While the Raiders were formed to end the fighting of the three human factions and protect the locals caught in the crossfire, they tend to do so with underhanded and/or cruel tactics.


Added DiffLines:

* MadeASlave: The Alien Myths campaigns shows that the Hades Division will enslave locals for the sake of menial labor.

* MadeOfExplodium: If it contains Aleph, there's gonna be some way to blow it up.


Added DiffLines:

* NoOneGetsLeftBehind: [[AvertedTrope Averted]]. When a mission is about to change sections the Raiders have a small amount of time to get into a certain area before they're killed for being left behind.


Added DiffLines:

* ShortRangeShotgun: Almost every shotgun is one of these, but there is an exception with Harec's Easter Egg sniper shotgun.


* AGodAmI: General Marmalade by the time the Raiders get to him.

to:

* AGodAmI: General Marmalade by Marmalade, the time leader of the Raiders get Umbra Wardogs, has this.

* AlienInvasion: [[InvertedTrope Inverted]] here. The Humans are the invading force here, with the Locals either fighting back
to him.allowing themselves to be subjugated.



* BoringButPractical: How the Hades Division Operates. The only thing they have to stand out from the other factions is a larger max health for their soldiers and characters. Borders onto SimpleYetAwesome in close range scenarios, as they can take more melee hits than any other faction.



* EvilKnockoff: The Antagonist is this to the Raiders. Taking the form of one of them to try and sabotage their missions.

to:

* EvilKnockoff: DuelingHackers: The Antagonist is this to second mission of the Raiders. Taking Hades Betrayal campaign, In Medias Res, has a segment where you assist with this.

* EldritchAbomination: Uras Beherit. A malevolent space demon that has been let loose in
the form turmoil of one of them to try the Human invasion. Created the Antagonists and sabotage serves as their missions.
MissionControl. [[spoiler:He is also the final boss of the first campaign.]]



** Commanders who can make raiders the target of all the normal mooks,[[EnemySummoner call in special rocket launcher mooks]], and summon an orbital bombardment on themselves with the use of an Aleph charge.

to:

** Commanders who can make raiders the target of all the normal mooks,[[EnemySummoner mooks, [[EnemySummoner call in special rocket launcher mooks]], and summon an orbital bombardment on themselves with the use of an Aleph charge.
charge.

* EnemyChatter: Every type of humanoid enemy has some. They can call out stuff their enemies do, make requests, respond to stuff happening around them, and give orders to one another. They also have unique lines for when certain characters reload or use their abilities.

* EscortMission: Two campaigns have one of these during their third missions. The first is in Alien Myths, the second is in Hades Betrayal.



* EvilKnockoff: The Antagonist is this to the Raiders. Taking the form of one of them to try and sabotage their missions.

* GameplayGrading: Missions are scored from 1.0 to 10.0 depending on the ELO modifier for the match, the time it took to be completed, how much progress the raiders made, and the amount of raiders killed. This score affects how much loot the players can get as a reward.

* GoodOldFisticuffs: Anyone with a higher rank than the Grunts and two fists (or fist equivalents) will resort to this if an enemy gets close enough. Killing an enemy is the only way to get ammo and Aleph charges. Aleph charges are obtained this way as well, if the enemy isn't a grunt.

* GlassCannon: Local characters are this. They only have 60 health but their weapons do some of the highest damage in the game.

* GreatOffscreenWar: The Terraforming War of Mars. A scramble to colonize and claim as much of the red planet as possible which put the Hades Divsion and the Umbra Wardogs on the private military radar. The Umbra Wardogs held mars for quite some time until the Hades Division brought in [[OneWomanArmy Aneska]].



* HumanoidAliens: The locals could pass for HumanAliens if not for their MysticalWhiteHair, black sclera, and BarbieDollAnatomy.

to:

* HumanoidAliens: HeHadAName: Every enemy has a name. The locals could pass only way you'll get these names is either dying to an enemy or killing them.

* HitAndRunTactics: A common playstyle
for HumanAliens if not for raiders from the Umbra Wardogs. With health regeneration kicking in moments after taking any damage, they're encouraged to run into combat and deal as much damage before backing out while their MysticalWhiteHair, black sclera, and BarbieDollAnatomy.
wounds seal up.

* InnocentAliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic.


Added DiffLines:

* NotQuiteHuman: The locals could pass for HumanAliens if not for their MysticalWhiteHair, black sclera, and BarbieDollAnatomy.


Added DiffLines:

* SuplexFinisher: Two characters have a version of this.

* TheAllSolvingHammer: Turns out there's not too many problems that can't be solved by overloading something with Aleph. The creators are aware of this enough to give Cortez the CatchPhrase of "When in doubt, try overloading it with Aleph."


* AceCustom: Every raider has at least one weapon that they've built or modified for personal use.

* AfterTheEnd: Life for the locals of the Broken Planet is this, having accidentally blown up said planet thousands of years before the Humans arrived.

* AGodAmI: General Marmalade by the time the Raiders get to him.



* BarbieDollAnatomy: Both the Locals and the Umbra Wardogs have this. While it seems to be normal for the Locals the Wardogs seem to have had their naughty bits [[BodyHorror burned away during the Aleph mutation process]].

* BoomHeadshot: Most locals get a major bonus to landing headshots with their weapons, but every player can deal some amount of extra damage to an enemy by aiming for the head.

* CriticalExistenceFailure: Mostly [[AvertedTrope averted]] for the Raiders, Antagonists, and EliteMooks. Going down to 0hp puts them in a downed state that makes them unable to grapple, use their abilities, move faster than a limp, quick melee normally, drop their stress to a subtle amount, or use any scopes their weapons might have. If they can avoid taking a certain amount taking a melee hit or a certain amount of damage, they get half their health back.

* DamageReduction: Most elite enemies have this when it comes to getting shot. The Fifth Council are unique for giving every single one of their troops some amount of resistance to ranged damage.

* DecapitatedArmy: [[SubvertedTrope Subverted]] [[OnceASeason once every campaign]]. While the Raiders manage to kill the leader of one of the factions, it's established in the post-mission cutscene that they'll still be a major threat in the war.

* DrawAggro: It's possible for players to do this using the Aleph Stress system.

* EvilKnockoff: The Antagonist is this to the Raiders. Taking the form of one of them to try and sabotage their missions.



* EveryoneHasASpecialMove: Every Raider has an ability that's unique to them.



* LivingMacGuffin: The Protectors, the only natives who still understand how all the old Aleph-based technology works. While the Hades Division and the Umbra Wardogs don't know about their existence, the Raiders and the Fifth Council often fight to secure them.

to:

* HumanoidAliens: The locals could pass for HumanAliens if not for their MysticalWhiteHair, black sclera, and BarbieDollAnatomy.

* InstantAwesomeJustAddMecha: The Hades Division have some mechs, but the Raiders only encounter two of them.

* LivingBattery: Lycus was used as one in the Spacelords Announcement trailer.

* LivingMacGuffin: The Protectors, the only natives locals who still understand how all the old Aleph-based technology works. While the Hades Division and the Umbra Wardogs don't know about their existence, the Raiders and the Fifth Council often fight to secure them.



* MightyGlacier: The standard stats for a raider from the Fifth Council makes them one of these. Their cybernetic bodies allow them to resist a percentage taken from firearms but they're unable to run much faster than a light jog without some special ability.



* MysticalWhiteHair: A common trait among the locals.



* VolcanicVeins: Using Aleph to suppress your stress causes this with your nervous system. Generating too much stress means you're glowing brightly enough to be seen through walls.

to:

* UnusableEnemyEquipment: Now matter how you kill them, the enemy will always burn up with their equipment. The most you can get out of them is some ammo for your current weapon or an Aleph charge.

* UnwillingRoboticisation: How the Fifth Council makes their grunt soldiers. Turns out that it's easier to make a combat body than it is to make a brain for said body.

* VideoGameLives: The Raiders have a shared set of these due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a FinalDeathMode while Cortez flys off to find more Aleph.

* VolcanicVeins: Using Aleph to suppress your stress causes this with your nervous system. Generating too much stress means you're glowing brightly enough to be seen through walls.walls.

* WeAreStrugglingTogether: Most of the Raiders hate each other's guts for one reason or another, but that doesn't stop them from taking on the three big factions.

* YouHaveFailedMe: Standard policy in the Hades Divsion and Fifth Council. Harec [[FlawExploitation exploits]] this to recruit a few people into the Raiders.


The game is comprised of a number of missions, divided into campaigns, whith four players pitted against enemies of various factions, each with its quirks and strenghts. Gameplay, while mainly following the conventions of Third Person Shooters with a cover-based system, makes large use of a fluid, brawl-like melee system. A fifth player can drop in, as the Antagonist, whose role is to foil the players's objectives (or kill them all), with the help of the AI-controlled enemies.

to:

The game is comprised of a number of missions, divided into campaigns, whith four players pitted against enemies of various factions, each with its quirks and strenghts. Gameplay, while mainly following the conventions of Third Person Shooters with a cover-based system, makes large use of a fluid, brawl-like melee system. A fifth player can drop in, as the Antagonist, whose role is to foil the players's objectives (or kill them all), with the help of the AI-controlled enemies.enemies.

----
!!Tropes:

* AppliedPhlebotinum: Aleph is used for a wide variety of things in this setting. Fueling devices, creating explosives, empowering weapons, and improving the human body are the main uses. In-game, it's also used to give the raiders extra lives.

* EliteMooks: There's three versions these that the raiders have to deal with:
** Large bruisers who rush in and try to [[OneHitKill grapple]] the raiders. They can spend an Aleph charge to make themselves temporarily invulnerable to melee attacks
** Snipers who can deal a large amount of damage to a raider from a distance, and [[VillainTeleport teleport]] away with the use of an Aleph charge.
** Commanders who can make raiders the target of all the normal mooks,[[EnemySummoner call in special rocket launcher mooks]], and summon an orbital bombardment on themselves with the use of an Aleph charge.

* HealingFactor: Thanks to Aleph, everybody has one to some degree. The most notable one belongs to the Umbra Wardogs, who can constantly regenerate damage to the point of rebuilding lost parts in lore pages.

* LivingMacGuffin: The Protectors, the only natives who still understand how all the old Aleph-based technology works. While the Hades Division and the Umbra Wardogs don't know about their existence, the Raiders and the Fifth Council often fight to secure them.

* MeleeATrois: Shortly upon being abandoned on the broken planet, members of the human expedition from the Hades Division, the Umbra Wardogs, and the Fifth Council began fighting one another for control of the planet. The addition of the Raiders in this war has not lead to any alliances.

* Mutants: The Umbra Wardogs are a faction full of these due to their [[PhlebotinumOverdose overdosing on Aleph]].

* PhlebotinumOverload: The main way Raiders destroy stuff in the game.

* VolcanicVeins: Using Aleph to suppress your stress causes this with your nervous system. Generating too much stress means you're glowing brightly enough to be seen through walls.

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