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* BrokenBase: The game is designed with minimal physical threats, the setting primarily is given through implications, and most adventure locations are empty spaces explored to find scraps of knowledge. This is either a highly innovative approach to horror gaming, or an insufferably pretentious book of rambling nonsense with no actual plot hooks.

to:

* BrokenBase: The game is designed with minimal physical threats, the setting primarily is primarily given through implications, and most adventure locations are empty spaces explored to find scraps of knowledge. This is either a highly innovative approach to horror gaming, or an insufferably pretentious book of rambling nonsense with no actual plot hooks.



* {{Narm}}: The incredibly bizarre intro to the GM's section, which is an out-of-nowhere full-page rant about an evil dwarf kicking you off your stilts into an imaginary field of knives. It's ''meant'' to demonstrate the dangerous knowledge you'll soon learn, but it comes off as completely laughable

to:

* {{Narm}}: The incredibly bizarre intro to the GM's section, which is an out-of-nowhere full-page rant about an evil dwarf kicking you off your stilts into an imaginary field of knives. It's ''meant'' to demonstrate the dangerous knowledge you'll soon learn, but it comes off as completely laughablelaughable.
Is there an issue? Send a MessageReason:
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* BrokenBase: The game is designed with minimal combat or monsters, the setting primarily given through implications, and most settings as empty spaces explored to find scraps of knowledge. This is either a highly innovative approach to horror gaming, or an insufferably pretentious book of plotless nothing.
* FairForItsDay: The Androgynes are, well, there's no real way to describe it beyond "people so non-binary their genitals become magical", which isn't a concept endearing to modern-day queer cultures. Still, having neo-pronouns casually used for multiple characters and explicit conformation that the gender binary is an artificial limitation still makes this pretty revolutionary by the standards of 2007.

to:

* BrokenBase: The game is designed with minimal combat or monsters, physical threats, the setting primarily is given through implications, and most settings as adventure locations are empty spaces explored to find scraps of knowledge. This is either a highly innovative approach to horror gaming, or an insufferably pretentious book of plotless nothing.
rambling nonsense with no actual plot hooks.
* FairForItsDay: The Androgynes are, well, there's no real way to describe it beyond "people so non-binary their genitals become magical", which isn't a concept endearing to modern-day queer cultures. Still, having neo-pronouns casually used for multiple characters and explicit conformation that the gender binary is an artificial limitation construct still makes this pretty revolutionary by the standards of 2007.
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* TheyCopiedItSoItSucks: The game's distinct similarities to TabletopGame/{{KULT}} have not been lost on reviewers. Some have excused this as being drawn by the same gnostic ideas . Others have written it off as a simple knock-off, or just a less ''interesting'' depiction of the concept then KULT.

to:

* TheyCopiedItSoItSucks: The game's distinct similarities to TabletopGame/{{KULT}} have not been lost on reviewers. Some have excused this as being drawn by from the same gnostic ideas . ideas. Others have written it off as a simple knock-off, or if not, just a less ''interesting'' depiction of the concept then KULT.
Is there an issue? Send a MessageReason:
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* Narm: The incredibly bizarre intro to the GM's section, which is an out-of-nowhere full-page rant about an evil dwarf kicking you off your stilts into an imaginary field of knives. It's ''meant'' to demonstrate the dangerous knowledge you'll soon learn, but it comes off as completely laughable

to:

* Narm: {{Narm}}: The incredibly bizarre intro to the GM's section, which is an out-of-nowhere full-page rant about an evil dwarf kicking you off your stilts into an imaginary field of knives. It's ''meant'' to demonstrate the dangerous knowledge you'll soon learn, but it comes off as completely laughable



* ValuesDissonance: The Animists don't come off as a particularly respectful depiction of non-western culture in hindsight, combining basically every non-white culture into one homogeneous mass of "spirit worshipers", giving them a mandatory disadvantage of knowing nothing about the western world and specifying their powers only work [[AchivementsInIgnorance due to their profound misunderstanding of the real world]].

to:

* ValuesDissonance: The Animists don't come off as a particularly respectful depiction of non-western culture in hindsight, combining basically every non-white culture into one homogeneous mass of "spirit worshipers", giving them a mandatory disadvantage of knowing nothing about the western world and specifying their powers only work [[AchivementsInIgnorance [[AchievementsInIgnorance due to their profound misunderstanding of the real world]].
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* BrokenBase: The game is designed with minimal combat or monsters, the setting primarily given through implications, and most settings as empty spaces explored to find scraps of knowledge. This is either a highly innovative approach to horror gaming, or an insufferably pretentious book of plotless nothing.
* FairForItsDay: The Androgynes are, well, there's no real way to describe it beyond "people so non-binary their genitals become magical", which isn't a concept endearing to modern-day queer cultures. Still, having neo-pronouns casually used for multiple characters and explicit conformation that the gender binary is an artificial limitation still makes this pretty revolutionary by the standards of 2007.
* Narm: The incredibly bizarre intro to the GM's section, which is an out-of-nowhere full-page rant about an evil dwarf kicking you off your stilts into an imaginary field of knives. It's ''meant'' to demonstrate the dangerous knowledge you'll soon learn, but it comes off as completely laughable
* TheyCopiedItSoItSucks: The game's distinct similarities to TabletopGame/{{KULT}} have not been lost on reviewers. Some have excused this as being drawn by the same gnostic ideas . Others have written it off as a simple knock-off, or just a less ''interesting'' depiction of the concept then KULT.
* ValuesDissonance: The Animists don't come off as a particularly respectful depiction of non-western culture in hindsight, combining basically every non-white culture into one homogeneous mass of "spirit worshipers", giving them a mandatory disadvantage of knowing nothing about the western world and specifying their powers only work [[AchivementsInIgnorance due to their profound misunderstanding of the real world]].

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