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* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though the bloodied version can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack similar to the Arch-Vile.

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* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day.mod. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though the bloodied version can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack similar to the Arch-Vile.
Tabs MOD

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* MonsterClown: [[CaptainObvious The "Clown" enemies]]. And they're tough.

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* MonsterClown: [[CaptainObvious The "Clown" enemies]].enemies. And they're tough.
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** Yet another is [[VideoGame/SilentHill3 "They look like monsters to you?"]]
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** Among trinket upgrades, the Cases that affect your ammo capacity, in particular the higher-level ones that give you a chance of ghost reloads (free ammo). While they're not as exciting as the weapon upgrade trinkets that directly boost your damage, they can make a ''massive'' difference to your chances on a run- more ammo means needing to take less pickups, which means less Heat generation, which means less monsters spawning for you to expend ammo on, which means less chance of dying.


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** Another is [[Music/JohnnyCash "My only friend, the end..."]]
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->''Dreams.''
->''I was always wrong about dreams.''
->''I thought they were part of my brain.''
->''Thoughts provoked by memories.''
->''I was so wrong.''
->''Dreams are not created in your brain.''
->''You are just a visitor of these unearthly places.''

UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a ''[[VideoGame/{{DOOM}} Doom II]]'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.

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->''Dreams.''
->''I
''\\
''I
was always wrong about dreams.''
->''I
''\\
''I
thought they were part of my brain.''
->''Thoughts
''\\
''Thoughts
provoked by memories.''
->''I
''\\
''I
was so wrong.''
->''Dreams
''\\
''Dreams
are not created in your brain.''
->''You
''\\
''You
are just a visitor of these unearthly places.''

UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a ''[[VideoGame/{{DOOM}} Doom II]]'' ''VideoGame/{{Doom}} II'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.



* BodyArmorAsHitPoints: With the exception of the Witch's "Face of Death" attack and self-inflicted damage from charging Blood Machines, damage will strip away your armour before it begins to damage your health.

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* BodyArmorAsHitPoints: With In contrast to the exception of mod version, which used ''Doom''[='=]s armor system that averted this, armor in ''Unloved'' completely negates any and all damage to your health save for the Witch's "Face of Death" attack and self-inflicted damage from charging Blood Machines, damage will strip away your armour before it begins to damage your health.Machines.



* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49% of your total, 7% per machine. Be careful when activating them- a later patch prevented them from actually killing you, but since activating them builds huge amounts of heat, you ''don't'' want to be facing the ensuing monster spawns on only a single HP...

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* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49% of your total, 7% per machine. Be careful when activating them- them - a later patch prevented them from actually killing you, but since activating them builds huge amounts of heat, you heat. You ''don't'' want to be facing the ensuing monster spawns on only a single HP...HP.



* TheComputerShallTauntYou: Long ago "one-liner" system was added to game where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or totem you've just picked up]].
* CripplingOverspecialization: Weapon Mod pick-ups have a random chance of affecting any weapon you currently have- and ''only'' those. If you happen to pick up a bunch of them before grabbing extra weapons beyond the one you spawned with, you can end up with one very powerful weapon and several stock ones, which can be a problem if you run low on ammo for that one powerful weapon....

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* TheComputerShallTauntYou: Long ago A "one-liner" system was added to game where you will see creepy or threatening messages displayed upon picking up items or opening doors. This serves as a warning that the game's "heat" system is spawning more enemies; red text in particular gives the player notice that [[OhCrap there will be many new playmates on which to use that new weapon or totem you've just picked up]].
* CripplingOverspecialization: Weapon Mod pick-ups have a random chance of affecting any weapon you currently have- have - and ''only'' those. If you happen to pick up a bunch of them before grabbing extra weapons beyond the one you spawned with, you can end up with one very powerful weapon and several stock ones, which can be a problem if you run low on ammo for that one powerful weapon....weapon.



* EmergencyWeapon: Your kukuri does less damage than a bullet, but you've always got it. It can however, be buffed by certain trinkets and totems...

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* EmergencyWeapon: Your kukuri kukri does less damage than a bullet, but you've always got it. It can however, be buffed by certain trinkets and totems...totems.



* InNameOnly: The original ''Doom II'' WAD 'Unloved' was a fairly normal but extremely high-quality custom campaign mainly notable for its dedicated and genuinely terrifying horror atmosphere. Aside from a few aesthetic similarities, this [[ProceduralGeneration procedurally-generated]] CoopMultiplayer RogueLike bears little to nothing in common with the original WAD aside from the name.

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* InNameOnly: The original ''Doom II'' WAD mod 'Unloved' was a fairly normal but extremely high-quality custom campaign mainly notable for its dedicated and genuinely terrifying horror atmosphere. Aside from a few aesthetic similarities, this [[ProceduralGeneration procedurally-generated]] CoopMultiplayer RogueLike bears little to nothing in common with the original WAD mod aside from the name.
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** Totems are also completely random, and while some (such as the Tactical Goggles) can be [[GameBreaker incredibly useful]], others can end up being ''completely'' worthless- such as getting Demon Nails (massive increase to the damage of the Nailgun) in a level ''which doesn't contain a Nailgun.'' Because you generate heat just picking up a Silver Key and even more heat opening the chest, the randomness makes most players consider Totems not worth bothering with.
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* InterfaceScrew: As your health gets lower, more and more blood spatters the edges of the screen, making it even harder to see in the bloodstained gloom of the levels. Certain enemy fireballs (particularly those of Clowns) can briefly fill your screen with glare when they hit you as well.

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* InterfaceScrew: As your health gets lower, more and more blood spatters the edges of the screen, making it even harder to see in the bloodstained gloom of the levels. Certain enemy fireballs (particularly those of Clowns) can briefly fill your screen with glare when they hit you as well.well, and the Witch's "Face of Death" attack will grey out the screen once it begins, even if you break line-of-sight after.
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* PowerupLetdown: Trinkets earned from Demon Chests are randomly generated and can't be upgraded with Karma, so it is entirely possible to go to the trouble of finding and retrieving a Demon Chest, and have the resulting Trinket give little to no benefit over the fully-upgraded level 2 Trinkets that most players would likely have by that point.
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* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback is the severely limited ammo compared to the Tactical pistol (-50% maximum ammo capacity and -60% pistol ammo gained from all pickups). Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff.

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* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback is the severely limited ammo compared to the Tactical pistol (-50% maximum ammo capacity and -60% pistol ammo gained from all pickups). Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff. Additionally, the loss of the Tactical kit's critical chance may not be worth it, as a critical hit does 250% bonus damage and can occur frequently enough that a Tactical pistol can (with enough luck) even flat-out surpass the DPS of the Magnum.
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Missed that one


** Additionally, the Demonic Nurses are inspired by the iconic nurse enemies from the ''Franchise/SilentHill'' series, wearing [[HelloNurse nurse outfits that would be sexy]] [[FanDisservice if they weren't bloodstained and pierced by jagged spikes]], with heads overgrown by warped, featureless flesh.

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** Additionally, the Demonic Nurses are inspired by the iconic nurse enemies from the ''Franchise/SilentHill'' series, wearing [[HelloNurse [[HospitalHottie nurse outfits that would be sexy]] [[FanDisservice if they weren't bloodstained and pierced by jagged spikes]], with heads overgrown by warped, featureless flesh.
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Wrong trope


* FanDisservice: The Demonic Nurses, which have mostly human bodies in [[HelloNurse sexy nurse outfits]], only stained with blood, with jagged spikes sticking out of their shoulders and warped flesh covering their heads that make them look a bit like [[VideoGame/HalfLife headcrab zombies]].

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* FanDisservice: The Demonic Nurses, which have mostly human bodies in [[HelloNurse [[HospitalHottie sexy nurse outfits]], only stained with blood, with jagged spikes sticking out of their shoulders and warped flesh covering their heads that make them look a bit like [[VideoGame/HalfLife headcrab zombies]].
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** Drowned Surgeons and Lobotomized Doctors aren't even nearly as dangerous as they appear at first glance either- although they have a damaging fireball attack, it's a single linear shot which is easy to dodge, and they're otherwise almost as slow as the Faceless, being similarly unable to FlashStep. They're extremely tough, but ultimately not nearly as dangerous as Witches, Clowns, or even standard Faceless.
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* HomingProjectile: Drowned/Rotten Cutters and Clowns can throw these; the Clown projectiles can cut much tighter turns, and can even "chase" players around corners if close enough.
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* CripplingOverspecialization: Weapon Mod pick-ups have a random chance of affecting any weapon you currently have- and ''only'' those. If you happen to pick up a bunch of them before grabbing extra weapons beyond the one you spawned with, you can end up with one very powerful weapon and several stock ones, which can be a problem if you run low on ammo for that one powerful weapon....
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UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a Doom II mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.

to:

UNLOVED is a FirstPersonShooter slash SurvivalHorror slash RogueLike game by developer Paul Schneider, based on a ''[[VideoGame/{{DOOM}} Doom II II]]'' mod of the same name he created in 2010. It was initially released via Steam's Early Access program in 2015, before releasing officially on September 29th, 2016. It features drop-in/out CoopMultiplayer for up to four people.
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** Another one is [[VideoGame/{{DOOM}} "Get your ass to Mars."]]
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* DoWellButNotPerfect: The more stuff you pick up and the more doors you open, the more enemies spawn. Ideally you want to deal with what enemies are there with the equipment you have, and don't want to pick up any more until you ''absolutely'' need it.

to:

* DoWellButNotPerfect: The more stuff you pick up and the more doors you open, the more enemies spawn. Ideally you want to deal with what enemies are there with the equipment you have, and don't want to pick up any more until you ''absolutely'' need it. This is especially true in higher difficulty levels, where ''just opening your first door in the level'' can generate enough heat to get a [[OhCrap red-text one-liner]] and spawn a whole host of enemies to fight.
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* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback is the severely limited ammo compared to the Tactical pistol. Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff.

to:

* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback is the severely limited ammo compared to the Tactical pistol.pistol (-50% maximum ammo capacity and -60% pistol ammo gained from all pickups). Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff.
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None


* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 total, which is about half your starting maximum. (This goes up to 49 ''percent'', rather than points, at Beast Mode difficulty, negating any advantages given by health-boosting Trinkets.) [[HoistByHisOwnPetard Try not to activate one if you are low...]][[note]]Although a later patch prevented them from actually killing you; however since activating them builds heat, you don't want to be facing the ensuing monster spawns on only a single HP...[[/note]]

to:

* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 49% of your total, which is about half your starting maximum. (This goes up to 49 ''percent'', rather than points, at Beast Mode difficulty, negating any advantages given by health-boosting Trinkets.) [[HoistByHisOwnPetard Try not to activate one if you are low...]][[note]]Although 7% per machine. Be careful when activating them- a later patch prevented them from actually killing you; however you, but since activating them builds huge amounts of heat, you don't ''don't'' want to be facing the ensuing monster spawns on only a single HP...[[/note]]



* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though it can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack similar to the Arch-Vile.

to:

* {{Expy}}: A number of enemies are clearly based on enemies from the original ''Doom'' and ''Doom II'', since the game is based on a ''Doom'' mod from back in the day. The Salem Servant has low health and fires a weak single-shot firearm just like the zombieman, the Cutter Demon throws single fireballs just like the Imp, the Butcher is a squat heavyset enemy with above-average health that charges at you to melee you just like the Demon (though it the bloodied version can also throw fireballs as well), The Clown has above average health and a homing projectile just like the Revenant, the Faceless throws a rapid series of dual fireballs like the Mancubus, the Doctor has high health and throws single green fireballs like the Hell Knight, and the Witch teleports enemies to her and has an undodgeable, armor-piercing, line-of-sight attack similar to the Arch-Vile.
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None


* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback being the severely limited ammo compared to the Tactical pistol. Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff.

to:

* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback being is the severely limited ammo compared to the Tactical pistol. Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff.
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* AwesomeButImpractical: [[HandCannon The Magnum]], at least if you start with it as your default Evidence-based weapon. While starting with what is effectively a heavy weapon ''sounds'' like fun, its primary drawback being the severely limited ammo compared to the Tactical pistol. Combined with the fact that it'll be ''massively'' overkilling light enemies like Servants and Nurses (which the Tactical pistol will usually kill in 1-2 shots anyway), you can find yourself running a bit low of bullets if you're not lucky or don't find another weapon to deal with the chaff.
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** One of the threatening quit screen messages is [[WebVideo/BenDrowned You have met a terrible fate, haven't you?]]

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** One of the threatening quit screen messages is [[WebVideo/BenDrowned You "You have met a terrible fate, haven't you?]]you?"]]
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** One of the threatening quit screen messages is [[WebVideo/BenDrowned You have met a terrible fate, haven't you?]]
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** Almost the entire game is this, as there are no tutorials or explanations for any of the mechanics whatsoever, other than a popup message describing each weapon's alternate fire mode whenever you swap to it (which can be disabled from the options once you get tired of seeing it).
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* HandCannon: The secret 6th weapon in the game is the Magnum, acquired by equipping a Pistol Magnum Mod as your pistol trinket. It converts the pistol into something more like a heavy weapon (complete with a different weapon model), with massively boosted damage per shot in exchange for a heavily nerfed fire rate, maximum ammo capacity and ammo pickup gain, and a slightly reduced clip size (as well as the loss of the crit chance, stability and reload speed you would get from equipping the alternate pistol trinket, the Pistol Tactical Kit).
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* SpookyPainting: All over the place, but they don't do anything besides look menacing.

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* SpookyPainting: All over the place, but they don't do anything besides look menacing. At least some of them are real paintings, perhaps most notably the infamously nightmarish [[https://en.wikipedia.org/wiki/Saturn_Devouring_His_Son Saturn Devouring His Son]].

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* ArmorAsHitPoints: With the exception of the Witch's "Face of Death" attack and self-inflicted damage from charging Blood Machines, damage will strip away your armour before it begins to damage your health.



* BodyArmorAsHitPoints: With the exception of the Witch's "Face of Death" attack and self-inflicted damage from charging Blood Machines, damage will strip away your armour before it begins to damage your health.



* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 total, which is about half your starting maximum. (This goes up to 49 ''percent'', rather than points, at Beast Mode difficulty, negating any advantages given by health-boosting Trinkets.) [[HoistByHisOwnPetard Try not to activate one if you are low...]]

to:

* CastFromHP: Of a sorts. In order to activate the blood machines and open the exit elevator, you pay a cost in health- 49 total, which is about half your starting maximum. (This goes up to 49 ''percent'', rather than points, at Beast Mode difficulty, negating any advantages given by health-boosting Trinkets.) [[HoistByHisOwnPetard Try not to activate one if you are low...]]]][[note]]Although a later patch prevented them from actually killing you; however since activating them builds heat, you don't want to be facing the ensuing monster spawns on only a single HP...[[/note]]



** Additionally, the Nurses are inspired by the iconic nurse enemies from the ''Franchise/SilentHill'' series, wearing [[HelloNurse nurse outfits that would be sexy]] [[FanDisservice if they weren't bloodstained and pierced by jagged spikes]], with heads overgrown by warped, featureless flesh.

to:

** Additionally, the Demonic Nurses are inspired by the iconic nurse enemies from the ''Franchise/SilentHill'' series, wearing [[HelloNurse nurse outfits that would be sexy]] [[FanDisservice if they weren't bloodstained and pierced by jagged spikes]], with heads overgrown by warped, featureless flesh.



* FanDisservice: The Nurses, which have mostly human bodies in [[HelloNurse sexy nurse outfits]], only stained with blood, with jagged spakes sticking out of their shoulders and warped flesh covering their heads that make them look a bit like [[VideoGame/HalfLife headcrab zombies]].
* FlashStep: Enemies do this, appearing in front of you in a puff of black smoke. You don't.

to:

* FanDisservice: The Demonic Nurses, which have mostly human bodies in [[HelloNurse sexy nurse outfits]], only stained with blood, with jagged spakes spikes sticking out of their shoulders and warped flesh covering their heads that make them look a bit like [[VideoGame/HalfLife headcrab zombies]].
* FlashStep: Enemies do this, appearing in front of you in a puff of black smoke. You don't.



* GuideDangIt: Prior to the "one-liner" update mentioned above, the game's most important mechanic was never explained in any way within the game itself: "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on an "aggro" stack that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Until they realize the correlation between the messages and heat, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
* HitScan: Most of your weapons do this, but only one enemy is capable of such, and thankfully their attacks are weak: the Salem Servants.

to:

* GuideDangIt: Prior to the "one-liner" update mentioned above, the game's most important mechanic was never explained in any way within the game itself: "heat" system. Basically, enemy spawns are ''not'' infinite, but rather based on an "aggro" stack that builds up as you pick up items and open doors, and goes down with each new enemy spawned. Once the stack empties out, no new enemies will spawn until you start to fill it up again. Until they realize the correlation between the messages and heat, new players tend to grab everything they can find and end up mobbed to death as the level fills up with almost a hundred enemies at once.
once. Even the "one-liner" update doesn't really help much.
* HitScan: Most of your Your three basic weapons (pistol, SMP, shotgun) do this, but only one enemy is capable of such, and thankfully their attacks are weak: the Salem Servants.Servants.
** The Witch's attack is also [[AlwaysAccurateAttack unavoidable if it gets to fire it off]], but fortunately it takes almost five seconds to charge and will fail if you break line of sight before it connects.



** Abyss: Restricted difficulty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get Abyss Chest, if you survive run.

to:

** Abyss: Restricted difficulty for levels above 150. Features [[DamageSpongeBoss Abyss Wanderers]]. Kill three of them and you will get an Abyss Chest, if you survive the run.



* InterfaceScrew: When your health is low, blood spatters the edges of the screen very thickly, making it even harder to see in the bloodstained gloom of the levels. Certain enemy fireballs (particularly those of Clowns) can briefly fill your screen with glare when they hit you as well.

to:

* InterfaceScrew: When As your health is low, gets lower, more and more blood spatters the edges of the screen very thickly, screen, making it even harder to see in the bloodstained gloom of the levels. Certain enemy fireballs (particularly those of Clowns) can briefly fill your screen with glare when they hit you as well.



* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs. However, it is possible for players other then the host to disconnect and reconnect, regaining full health - but you get that chance only once.

to:

* PermaDeath: There are no respawns mid-stage- if all players die, the level is over. However, you keep earned Karma, trinkets, ink bottles and photographs. However, it is possible for players other then the host to disconnect and reconnect, regaining full health - but you get that chance only once. A downed player can also be revived by an ally as many times as necessary, but unless they can find some health ''quickly'' it certainly will be necessary again very soon.
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* ArmorAsHitPoints: With the exception of the Witch's "Face of Death" attack and self-inflicted damage from charging Blood Machines, damage will strip away your armour before it begins to damage your health.
* ArmorPiercingAttack: The Witch's "Face of Death" completely ignores your armor, presumably because it's a non-physical attack.


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* InterfaceScrew: When your health is low, blood spatters the edges of the screen very thickly, making it even harder to see in the bloodstained gloom of the levels. Certain enemy fireballs (particularly those of Clowns) can briefly fill your screen with glare when they hit you as well.


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* SickeningCrunch: If you remain in a Witch's line of sight long enough for them to finish charging their "Face of Death" attack, you will hear one of these as the Witch apparently crushes your insides (the attack [[ArmorPiercingAttack bypasses armour]]).


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* {{Undercrank}}: "Demon Speed" resembles this, as monsters eerily blur across the screen to get into your face in an instant.
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** Additionally, the Nurses are inspired by the iconic nurse enemies from the ''Franchise/SilentHill'' series, wearing [[HelloNurse nurse outfits that would be sexy]] [[FanDisservice if they weren't bloodstained and pierced by jagged spikes]], with heads overgrown by warped, featureless flesh.


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* FanDisservice: The Nurses, which have mostly human bodies in [[HelloNurse sexy nurse outfits]], only stained with blood, with jagged spakes sticking out of their shoulders and warped flesh covering their heads that make them look a bit like [[VideoGame/HalfLife headcrab zombies]].
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* DoWellButNotPerfect: The more stuff you pick up and the more doors you open, the more enemies spawn. Ideally you want to deal with what enemies are there with the equipment you have, and don't want to pick up any more until you ''absolutely'' need it.

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