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* OutrunTheFireball: What happens at the end of the story campaign after [[spoiler:the bomb is planted in the heart of the Crumerian hive in the cavern -- once the railcart meant to carry the players to safety is activated the bomb with detonate and the edge of the fireball will keep pace with the cart as it's speeding for the exit.]]
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* WeldTheLock: Players in the Engineer class can weld security doors shut with a handheld arc welder so that if a Monster wants to get through they'll have to smash their way in. Notice that it's "''Players''" -- a Traitor or disguised Monster can also weld doors shut to isolate and trap victims in a room along with the Monster, or weld a door to the outside closed to trap Spacemen outside and leave them with no way to get to oxygen before suffocating.

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* WeldTheLock: Players in the Engineer class can weld security doors shut with a handheld arc welder so that if a Monster wants to get through they'll have to smash their way in.even if they have an admin-level keycard that could override a security door locked the normal way. Notice that it's "''Players''" -- a Traitor or disguised Monster can also weld doors shut to isolate and trap victims in a room along with the Monster, or weld a door to the outside closed to trap Spacemen outside and leave them with no way to get to oxygen before suffocating.
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* WeldTheLock: Players in the Engineer class can weld security doors shut with a handheld arc welder so that if a Monster wants to get through they'll have to smash their way in. Notice that it's "''Players''" -- a Traitor or disguised Monster can also weld doors shut to isolate and trap victims in a room along with the Monster, or weld a door to the outside closed to trap Spacemen outside and leave them with no way to get to oxygen before suffocating.
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* PayingForAir: Implied on the Duress map, where the shuttles that loop around on rails from station to station proudly proclaim that the oxygen on board is generously provided free by The Company.
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* AntiFrustrationFeatures: To prevent griefers or SoreLoser humans dragging out the game unnecessarily, if only one innocent Spaceman is left alive the shuttle will come in to land regardless of whether all tasks have been complete and will leave after one minute. This will force the last survivor to run for the shuttle as failure to make it on board in time will result in their death -- if the Monster happens to be on board when the doors close they can rip down the cockpit door and hijack the controls for a Monster win.

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* AntiFrustrationFeatures: To prevent griefers or SoreLoser humans dragging out the game unnecessarily, if only one innocent Spaceman is left alive alive, the shuttle will come in to land regardless of whether all tasks have been complete and will leave after one minute. This will force the last survivor to run for the shuttle shuttle, as failure to make it on board in time will result in their death -- if the Monster happens to be on board when the doors close close, they can rip down the cockpit door and hijack the controls for a Monster win.
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* VideoGameFlamethrowersSuck: Averted in this game. Though they have a short range, since all your enemies are organic in nature they tend to deplete their health fairly quickly if they're caught in the flames, and continue to take damage even after they get out of the stream. In addition, flamethrowers can also roast any Monster or Traitor who happens to be hiding in the particular air vent you're targeting if they can't escape quickly enough -- there's an achievement for killing the Monster this way.

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* VideoGameFlamethrowersSuck: Averted in this game. Though they have a short range, since all your enemies are organic in nature they tend to deplete their health fairly quickly if they're caught in the flames, and continue to take damage even after they get out of the stream. In addition, flamethrowers can also roast any Monster or Traitor who happens to be hiding in the particular air vent you're targeting if they can't escape quickly enough -- there's an achievement for killing the Monster this way. They're also quite efficient at destroying Company computers, able to quickly wipe all the drives on a server with half a canister.

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* EerieArcticResearchStation:
** Outpost 13, an {{Homage}} for the Antarctic base where the events of ''[[Film/TheThing1982 The Thing]]'' take place, including a kennel. Thankfully, Spacemen don't have to deal with infected dogs in this game.
** The first map of the story mode campaign sends the players to a snow-covered area where they need to investigate a facility owned by The Company that's stopped responding to HQ -- naturally, it's been overrun with Crumerians. This extends to the Shapeshifter version of the map Containment.



* EerieArcticReseaechStation: Outpost 13, an {{Homage}} for the Antarctic base where the events of ''[[Film/TheThing1982 The Thing]]'' take place, including a kennel. Thankfully, Spacemen don't have to deal with infected dogs in this game.
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* {{Homage}}: The Outpost 13 map is a recreation of the Antarctic base where the events of ''[[Film/TheThing1982 The Thing]]'' take place, including a kennel. Thankfully, Spacemen don't have to deal with infected dogs in this game.

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* {{Homage}}: The EerieArcticReseaechStation: Outpost 13 map is a recreation of 13, an {{Homage}} for the Antarctic base where the events of ''[[Film/TheThing1982 The Thing]]'' take place, including a kennel. Thankfully, Spacemen don't have to deal with infected dogs in this game.

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