Follow TV Tropes

Following

History YMMV / BlackAndWhite

Go To

OR

Is there an issue? Send a MessageReason:
About fans or critics praising it such audiences don't think it measures up. Not just disappointment.


* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Creator/PeterMolyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Lion creature in the first game (fitting as the dev is Lionhead Studios) is ridiculously good. He's tied with the Wolf, Gorilla, and Leopard for the best strength stat in the game, a speed of 7 which is high-tier, and an intelligence of 7 which is again high-tier. Overall he has the best average of stats of all creatures.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreaker:
** In the second game, punishment spikes. The people don't like having them around, but they increase the productivity of the villagers working in a building for each spike you plop down near it. The buildings that you can increase the productivity of includes ''epic miracles''. It is very plausible for an evil god to completely deprive the enemy of his villagers and soldiers by deploying the Siren once every ''six or so minutes'' with only about 30 villagers worshiping it.
Is there an issue? Send a MessageReason:


* HypeBacklash / DeaderThanDisco: Black and White 1 was one of the first (if not ''the'' first) cases of Creator/PeterMolyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])

to:

* HypeBacklash / DeaderThanDisco: HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Creator/PeterMolyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])
Is there an issue? Send a MessageReason:
None


* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Creator/PeterMolyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])

to:

* HypeBacklash: HypeBacklash / DeaderThanDisco: Black and White 1 was one of the first (if not ''the'' first) cases of Creator/PeterMolyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])

Added: 356

Changed: 1334

Is there an issue? Send a MessageReason:
None


* MostAnnoyingSound: For pity's sake, villagers, we know you need more resources. we'll get to it in a second, so ''SHUT UP!''

to:

* MostAnnoyingSound: MostAnnoyingSound:
**
For pity's sake, villagers, we know you need more resources. we'll get to it in a second, so ''SHUT UP!''



** The [[https://www.youtube.com/watch?v=IR9NnGcB094 sailor song]]. The interminable, unskippable, thrice-repeated sailor song. Any good god who weathers those ''Eidle-eidle-eeee''s without flinging the sailors into the ocean has earned its halo.



* ScrappyLevel: The third island again. You're shoved on top of a mountain that barely has room for a half-decent village with virtually no supplies save for what you threw in the portal beforehand, plus your creature has been stolen and you have to cross the entire damn island just to get it back. By the time you do, it'll die on the spot and shrink. Moreover, creating supplies via miracles is terribly slow and inefficient, as you no longer have access to the Norse Wonder which supercharges them, plus the forests that are already planted will be picked clean by the rival God if you don't get to the first.
** Third island nothing, fucking fireball storm.
*** Indeed. The most effective strategy in Island 4 is invariably "Look up which curse maintains the Firestorm on the Internet and take it out first."

to:

* ScrappyLevel: ThatOneLevel:
**
The third island again. You're shoved on top of a mountain that barely has room for a half-decent village with virtually no supplies save for what you threw in the portal beforehand, plus your creature has been stolen and you have to cross the entire damn island just to get it back. By the time you do, it'll die on the spot and shrink. Moreover, creating supplies via miracles is terribly slow and inefficient, as you no longer have access to the Norse Wonder which supercharges them, plus the forests that are already planted will be picked clean by the rival God if you don't get to the first.
** Third island nothing, fucking fireball storm.
*** Indeed.
storm. The most effective strategy in Island 4 is invariably "Look up which curse maintains the Firestorm on the Internet and take it out first."

Added: 254

Changed: 844

Is there an issue? Send a MessageReason:
None


* GoodBadBugs: In the sequel[[note]] Not sure if this works in the first game[[/note]], objects in your hand still have all of the properties that they would had you not picked them up. Physics-wise, the game treats it as an object held an arbitrarily-high distance above the ground, [[ExactlyWhatItSaysOnTheTin which it technically is]]. The only property that ''matters'', though, is if object is on fire. Burning down enemy wonders (preventing their miracles from being deployed), and destroying enemy catapults is simply a matter of [[KillItWithFire igniting a random tree]], picking it up, holding it over the thing you want damaged/destroyed[[note]] it takes a while to trigger and/or find out the idea spot[[/note]], and burn it. This can be done far outside your influence, and even in the ''enemy'' 's influence.

to:

* GoodBadBugs: GoodBadBugs:
**
In the sequel[[note]] Not sure if this works in the first game[[/note]], objects in your hand still have all of the properties that they would had you not picked them up. Physics-wise, the game treats it as an object held an arbitrarily-high distance above the ground, [[ExactlyWhatItSaysOnTheTin which it technically is]]. The only property that ''matters'', though, is if object is on fire. Burning down enemy wonders (preventing their miracles from being deployed), and destroying enemy catapults is simply a matter of [[KillItWithFire igniting a random tree]], picking it up, sequel, holding it a burning object over the thing you want damaged/destroyed[[note]] something flammable will set it takes a while to trigger and/or find out the idea spot[[/note]], and burn it. This can be done far on fire, even outside your influence, the area you can normally influence. This becomes a GameBreaker if used to destroy enemy buildings and even in the ''enemy'' 's influence.catapults, since there is no defense against it.



** In the first game, picking up and putting dead villagers through a teleport miracle will bring them back to life, even if they have decayed into skeletons. These undead villagers will have zero health (and will return to their dead state if picked up again at this amount of health), and cannot be healed or made into disciples - however they regain health by sleeping and cannot be killed by conventional means.

to:

** In the first game, picking up and putting dead villagers through a teleport miracle will bring them back to life, even if they have decayed into skeletons. These undead villagers will have zero health (and will return to their dead state if picked up again at this amount of health), again), and cannot be healed or made into disciples - however disciples, but they regain health by sleeping and cannot be killed by conventional means.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** This also allowed the player to essentially have a NewGamePlus, since if they loaded an early save at any point where they already had their creature, it'll be exactly the same since the file won't be overwritten. It's the only way to use endgame creatures like the Turtle/Wolf/Lion in the first land.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The first game saved the player and Creature information separately from the game files. If the Creature is in a rough spot in the campaign, you can open a sandbox game and heal it, train it up, help it grow, or teach it all the miracles that it wouldn't normally have access to.
Is there an issue? Send a MessageReason:
None


* FridgeHorror: The Gods' Playground has a very tiny village consisting of three girls, two boys and two men. If you play there for long enough, you'll eventually have a decent-sized population... [[IncestIsRelative who will all be closely related to each other.]]

to:

* FridgeHorror: The Gods' Playground has a very tiny village consisting of three girls, two boys and two men. If you play there for long enough, you'll eventually have a decent-sized population... [[IncestIsRelative who will all be closely related to each other.]]]][[note]] Not all that bad, really, since that has happened many times in RealLife (all humans are descended from one woman (the Mitochondrial Eve) and one man (the Chromosomal Adam) who lived millennia apart, so there are at least two, "unrelated" cases of one person being the direct ancestor of the entire species.)[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

***Indeed. The most effective strategy in Island 4 is invariably "Look up which curse maintains the Firestorm on the Internet and take it out first."
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the first game, if you hold a food or wood miracle over the store and tap it continually it will give you masses more food than if you just hold down the mouse and use it all at once.
Is there an issue? Send a MessageReason:
None


* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])

to:

* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux Creator/PeterMolyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])
Is there an issue? Send a MessageReason:
None


** This isn't a GoodBadBug, it's a GameBreaker. When you play like this, the game becomes too easy. Not like it was hard in the first place.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the first game, picking up and putting dead villagers through a teleport miracle will bring them back to life, even if they have decayed into skeletons. These undead villagers will have zero health (and will return to their dead state if picked up again at this amount of health), and cannot be healed or made into disciples - however they regain health by sleeping and cannot be killed by conventional means.
Is there an issue? Send a MessageReason:
None


* GoodBadBugs: In the sequel[[hottip:*: Not sure if this works in the first game]], objects in your hand still have all of the properties that they would had you not picked them up. Physics-wise, the game treats it as an object held an arbitrarily-high distance above the ground, [[ExactlyWhatItSaysOnTheTin which it technically is]]. The only property that ''matters'', though, is if object is on fire. Burning down enemy wonders (preventing their miracles from being deployed), and destroying enemy catapults is simply a matter of [[KillItWithFire igniting a random tree]], picking it up, holding it over the thing you want damaged/destroyed[[hottip:*: it takes a while to trigger and/or find out the idea spot]], and burn it. This can be done far outside your influence, and even in the ''enemy'' 's influence.

to:

* GoodBadBugs: In the sequel[[hottip:*: sequel[[note]] Not sure if this works in the first game]], game[[/note]], objects in your hand still have all of the properties that they would had you not picked them up. Physics-wise, the game treats it as an object held an arbitrarily-high distance above the ground, [[ExactlyWhatItSaysOnTheTin which it technically is]]. The only property that ''matters'', though, is if object is on fire. Burning down enemy wonders (preventing their miracles from being deployed), and destroying enemy catapults is simply a matter of [[KillItWithFire igniting a random tree]], picking it up, holding it over the thing you want damaged/destroyed[[hottip:*: damaged/destroyed[[note]] it takes a while to trigger and/or find out the idea spot]], spot[[/note]], and burn it. This can be done far outside your influence, and even in the ''enemy'' 's influence.

Removed: 3032

Is there an issue? Send a MessageReason:
These aren\'t YMMV tropes. Moving.


* EvilIsEasy:
** To an extremely annoying degree. You'll be hard-pressed to win over a village just by being nice, and the game will (karmically) punish you for any evil act far more than you are rewarded for good. You can spend the entire first and second levels being as good as possible, and yet manage to get yourself in the low evil range by burning down a village (and not even entirely). Your subjects are terribly whiny and fickle, which means being good is more likely to alienate them than evil is. In short, evil is in almost every way more rewarding than good is. The only advantage good has over evil is that a good god can get truly terrifying range for their miracles by building up villages to massive proportions.
** Evil was quick, but it was also ''wasteful.'' The "evil" methods, like destruction of buildings, poisoning villagers, human sacrifice, etc. wasted the resource in question, leading to you having to burn up the finite supply of wood and slow-building supply of food to rebuild what you trashed instead of reinvesting it in your power base. Taking the high road on the optional puzzles also yielded miracles that were terribly useful. The Dev Team must have had Yoda's quote in mind. The DarkSide is quicker, more obvious, and yields great results in the short term. It utterly sucks in the long term.
*** A *lot* less so in the second game, which boiled down to "Good gods build huge impressive cities that make people want to come to them; evil gods go out and take over the towns with an army." Unfortunately, because of some... undesirable placement of resources, a "good" player often had to not only have a huge metropolis, but one that was absolutely *sprawling*, with long highways featuring individual buildings here and there that just screamed "this is where the edge of my influence used to be" before getting to the next forest/mine. And never mind trying to keep yourself walled in... Oh you COULD, and just build up skyscrapers, which were pretty good for housing and sent your "impressive" meter through the roof (helping your goodly score.) But "people don't like living in them," so the easiest way to build up good points MAKES YOU MORE EVIL TOO!
** How is conversion hard as a good God? Miracle Flock for 200 Belief, then give them whatever resource they need with a Miracle for 80, a couple of heals for 50 each, then an artifact for 50-200? Then rinse and repeat in 5 minutes, and it's yours. That's not that hard, is it? Of course, you often won't have all those options, but you'll have enough... Even the Fireball can be used for good with a little skill: throw it ''over'' the village instead of ''through''.
*** Additionally, a good God does not need to take every village on the map. You can convert an enemy village by taking their people one at a time, if you have sufficient spare homes in your village. An empty village believes in no-one... and murderous fire (or other evil deeds) isn't the only way to achieve that state.
* ForTheEvulz: AI Gods generally don't. You can.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FridgeHorror: The Gods' Playground has a very tiny village consisting of three girls, two boys and two men. If you play there for long enough, you'll eventually have a decent-sized population... [[IncestIsRelative who will all be closely related to each other.]]
Is there an issue? Send a MessageReason:
None


* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])

to:

* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://archive.[[http://web.archive.org/web/20040818131306/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])
Is there an issue? Send a MessageReason:
None


*** A *lot* less so in the second game, which boiled down to "Good gods build huge impressive cities that make people want to come to them; evil gods go out and take over the towns with an army." Unfortunately, because of some... Undesirable placement of resources, a "good" player often had to not only have a huge metropolis, but one that was absolutely *sprawling*, with long highways featuring individual buildings here and there that just screamed "this is where the edge of my influence used to be" before getting to the next forest/mine. And never mind trying to keep yourself walled in... Oh you COULD, and just build up skyscrapers, which were pretty good for housing and sent your "impressive" meter through the roof (helping your goodly score.) But "people don't like living in them," so the easiest way to build up good points MAKES YOU MORE EVIL TOO!

to:

*** A *lot* less so in the second game, which boiled down to "Good gods build huge impressive cities that make people want to come to them; evil gods go out and take over the towns with an army." Unfortunately, because of some... Undesirable undesirable placement of resources, a "good" player often had to not only have a huge metropolis, but one that was absolutely *sprawling*, with long highways featuring individual buildings here and there that just screamed "this is where the edge of my influence used to be" before getting to the next forest/mine. And never mind trying to keep yourself walled in... Oh you COULD, and just build up skyscrapers, which were pretty good for housing and sent your "impressive" meter through the roof (helping your goodly score.) But "people don't like living in them," so the easiest way to build up good points MAKES YOU MORE EVIL TOO!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ForTheEvulz: AI Gods generally don't. You can.
Is there an issue? Send a MessageReason:
None



to:

** Third island nothing, fucking fireball storm.
Is there an issue? Send a MessageReason:
None


** How is conversion hard as a good God? Miracle Flock for 200 Belief, then give them whatever resource they need with a Miracle for 80, a couple of heals for 50 each, then an artifact for 50-200? Then rinse and repeat in 5 minutes, and it's yours. That's not that hard, is it? Of course, you often won't have all those options, but you'll have enough... Even the Fireball can be used for good with a little skill: throw it ''over'' instead of ''through''.

to:

** How is conversion hard as a good God? Miracle Flock for 200 Belief, then give them whatever resource they need with a Miracle for 80, a couple of heals for 50 each, then an artifact for 50-200? Then rinse and repeat in 5 minutes, and it's yours. That's not that hard, is it? Of course, you often won't have all those options, but you'll have enough... Even the Fireball can be used for good with a little skill: throw it ''over'' the village instead of ''through''.
Is there an issue? Send a MessageReason:
None


** How is conversion hard as a good God? Miracle Flock for 200 Belief, then give them whatever resource they need for 80, a couple of heals for 50 each, then an artifact for 50-200? Then rinse and repeat in 5 minutes, and it's yours. That's not that hard, is it?

to:

** How is conversion hard as a good God? Miracle Flock for 200 Belief, then give them whatever resource they need with a Miracle for 80, a couple of heals for 50 each, then an artifact for 50-200? Then rinse and repeat in 5 minutes, and it's yours. That's not that hard, is it?it? Of course, you often won't have all those options, but you'll have enough... Even the Fireball can be used for good with a little skill: throw it ''over'' instead of ''through''.
Is there an issue? Send a MessageReason:
None

Added: 140

Changed: 1

Is there an issue? Send a MessageReason:
None


** In both the first and the second game, abusing terrain and the zoom feature at specific places lets you throw anything (rock, person, fireball..) a few thousand miles into the sea.

to:

** In both the first and the second game, abusing terrain and the zoom feature at specific places lets you throw anything (rock, person, fireball..) a few thousand miles into the sea. sea.
** This isn't a GoodBadBug, it's a GameBreaker. When you play like this, the game becomes too easy. Not like it was hard in the first place.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EvilIsEasy:
** To an extremely annoying degree. You'll be hard-pressed to win over a village just by being nice, and the game will (karmically) punish you for any evil act far more than you are rewarded for good. You can spend the entire first and second levels being as good as possible, and yet manage to get yourself in the low evil range by burning down a village (and not even entirely). Your subjects are terribly whiny and fickle, which means being good is more likely to alienate them than evil is. In short, evil is in almost every way more rewarding than good is. The only advantage good has over evil is that a good god can get truly terrifying range for their miracles by building up villages to massive proportions.
** Evil was quick, but it was also ''wasteful.'' The "evil" methods, like destruction of buildings, poisoning villagers, human sacrifice, etc. wasted the resource in question, leading to you having to burn up the finite supply of wood and slow-building supply of food to rebuild what you trashed instead of reinvesting it in your power base. Taking the high road on the optional puzzles also yielded miracles that were terribly useful. The Dev Team must have had Yoda's quote in mind. The DarkSide is quicker, more obvious, and yields great results in the short term. It utterly sucks in the long term.
*** A *lot* less so in the second game, which boiled down to "Good gods build huge impressive cities that make people want to come to them; evil gods go out and take over the towns with an army." Unfortunately, because of some... Undesirable placement of resources, a "good" player often had to not only have a huge metropolis, but one that was absolutely *sprawling*, with long highways featuring individual buildings here and there that just screamed "this is where the edge of my influence used to be" before getting to the next forest/mine. And never mind trying to keep yourself walled in... Oh you COULD, and just build up skyscrapers, which were pretty good for housing and sent your "impressive" meter through the roof (helping your goodly score.) But "people don't like living in them," so the easiest way to build up good points MAKES YOU MORE EVIL TOO!
** How is conversion hard as a good God? Miracle Flock for 200 Belief, then give them whatever resource they need for 80, a couple of heals for 50 each, then an artifact for 50-200? Then rinse and repeat in 5 minutes, and it's yours. That's not that hard, is it?
*** Additionally, a good God does not need to take every village on the map. You can convert an enemy village by taking their people one at a time, if you have sufficient spare homes in your village. An empty village believes in no-one... and murderous fire (or other evil deeds) isn't the only way to achieve that state.
Is there an issue? Send a MessageReason:
None


* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed.

to:

* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed. ([=GameSpy=] even ranked it [[http://archive.gamespy.com/articles/september03/25overrated/index26.shtml first on its "Most Overrated Games" list]])
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodBadBugs: In the sequel[[hottip:*: Not sure if this works in the first game]], objects in your hand still have all of the properties that they would had you not picked them up. Physics-wise, the game treats it as an object held an arbitrarily-high distance above the ground, [[ExactlyWhatItSaysOnTheTin which it technically is]]. The only property that ''matters'', though, is if object is on fire. Burning down enemy wonders (preventing their miracles from being deployed), and destroying enemy catapults is simply a matter of [[KillItWithFire igniting a random tree]], picking it up, holding it over the thing you want damaged/destroyed[[hottip:*: it takes a while to trigger and/or find out the idea spot]], and burn it. This can be done far outside your influence, and even in the ''enemy'' 's influence.
** In both the first and the second game, abusing terrain and the zoom feature at specific places lets you throw anything (rock, person, fireball..) a few thousand miles into the sea.
* HypeBacklash: Black and White 1 was one of the first (if not ''the'' first) cases of Peter Molyneux promising that his games would [[UpToEleven basically be the best thing ever in every single respect]]. The released game ''was'' very good, but the expectations were so high that a sizable percentage of people were left disappointed.


Added DiffLines:

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarWorm: [[http://www.youtube.com/watch?v=q0x4Kw_y4fg The sailor song]]. Also "''Deeeeaaaath...''"
* MostAnnoyingSound: For pity's sake, villagers, we know you need more resources. we'll get to it in a second, so ''SHUT UP!''
** And also 'Deeeeeaaaath...' if you're evil or suck at keeping your villagers alive.
** "We need more offspring" and "We need more buildings" are the two worst ones. Why? Because those jerks ''are never satisfied''! No matter how much they breed or how big your village gets, they will continue to whine.
*** People who have played the game for a long time will notice that satisfying some desires just makes other desires more prominent. "Well, we've got all of this food, but there's no way we could eat it all, and it seems such a waste. Hey, I know, let's ask god for babies." and then "We have so many babies, we need homes for them, let's ask god!" and THEN "We have all of these homes, but no wood left. Hey, God!" [[OverlyLongGag AND THEN]] "We've got all of this wood. But our storehouses look really unbalanced now. Hey Go-" and then you [[KillEmAll burn down the entire village.]]
* NightmareFuel: Every time a follower of yours dies, a thin, creepy voice whispers "deeath". This is made worse by the fact that if you have a common name like John, that voice will start to whisper YOUR NAME! Expect an OhCrap moment.

Top