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Changed line(s) 3,4 (click to see context) from:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth played the same character in the remake.
to:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth Creator/RichardFarnsworth played the same character in the remake.
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Changed line(s) 7 (click to see context) from:
* CultClassic: The game series has its fans due to a story-based game set in London with mechanics similar to the Grand Thefu Auto series.
to:
* CultClassic: The game series has its fans due to a story-based game set in London with mechanics similar to the Grand Thefu Theft Auto series.
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Changed line(s) 1 (click to see context) from:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth played the same character in the remake.
to:
!!Film:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth played the same character in theremake.remake.
!!Games:
* CultClassic: The game series has its fans due to a story-based game set in London with mechanics similar to the Grand Thefu Auto series.
* FriendlyFandoms: The Getaway series has it fans who compare it to GTA. You'll likely find a GTA player who has experienced the game before.
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth played the same character in the
!!Games:
* CultClassic: The game series has its fans due to a story-based game set in London with mechanics similar to the Grand Thefu Auto series.
* FriendlyFandoms: The Getaway series has it fans who compare it to GTA. You'll likely find a GTA player who has experienced the game before.
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None
Changed line(s) 1,17 (click to see context) from:
!!Film:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth played the same character in the remake.
!!Game:
* DemonicSpiders: Any mook carrying a shotgun (which can kill you with three shots, sometimes two) or a Molotov cocktail (which will kill you ''instantly'').
* ItsShortSoItSucks: While critics and fans praise the game for its story and gameplay, many have also noted that the only downside is that the first (and second) games are short and can be beaten in a day or two.
* MoralEventHorizon: Charlie Jolson crosses this when he initiates the kidnapping of the Hammonds which sets the games events and chaos into motion.
** Harry crosses this when he murders Suzie
** Jake Jolson crosses this when he shoots police officer Joe Fielding
** Sparky crosses this when he tortures and electrocutes a young member of the Triads
** McCormack when he orders the assassination of the hospitalised Joe Fielding
* ThatOneLevel:
** "Out of the Frying Pan." You basically find yourself stuck between a huge gunfight between several Yardies and Triads. The number of enemies in the stage is no less than ''fifty'', and they all must be killed before you can finish the stage. And then there's the Yardie mooks who carry [[OneHitKill Molotov]] [[KillItWithFire cocktails]], [[ThatOneAttack which you probably won't see until it's too late]].
** "Filthy Business", mostly because of how long it is. First you have to drive to a van that's WAY on the other side of London, and the entire time you'll have to deal with Yardies and cops chasing after you. Then you have to drive the van and destroy the real repair van before it reaches the police station(and make sure not to lose the can in the process). Then once you reach the police station, you have to kill [=McCormack=], and in order to do so without dying, you pretty much have to follow him all the way to the interview room without being seen(if you try and kill him beforehand he won't die regardless of how many times you shoot him)then you and Yasmin have to fight your way out of the police station through dozens of cops, some of which shoot tear gas which can stun you, and if you get too close to the cops, they can stun and arrest you, forcing you to restart the last checkpoint. Then once you go out the backdoor, you have to shoot a box to prevent the automatic gate from closing, which is easier said then done, considering you cannot lock onto the box, you have to use free-aiming mode to hit it(and hitting anything in free-aiming mode takes some serious getting used to). If you don't hit the box before the gate closes, then you have to back into the station and fight your way through more cops while escaping through the front door.
** "Aboard the Sol Vita." You have to battle your way through the ''Sol Vita'', taking down several Bethnal Green mobsters along the way. The level's very large and hard to navigate, enemies are everywhere, and when you finally reach the end, you'll find yourself facing [[ThatOneBoss Harry Preston and his sawed-off shotgun]].
** "Land of Hope and Glory." Imagine playing the ship section of "Aboard the Sol Vita" again, but increase the amount of mooks you have to fight your way through. [[TimedMission Now try to finish the level in under three minutes]], and you'll see just why the level's so difficult.
* WhatAnIdiot: After Mark's wife is shot, he runs outside and instinctively picks up one of the two guns on the sidewalk ''and then drops it''. After she dies, Mark picks up ''the other gun'' and runs off, carelessly leaving the one he already touched on the ground.
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety. Richard Farnsworth played the same character in the remake.
!!Game:
* DemonicSpiders: Any mook carrying a shotgun (which can kill you with three shots, sometimes two) or a Molotov cocktail (which will kill you ''instantly'').
* ItsShortSoItSucks: While critics and fans praise the game for its story and gameplay, many have also noted that the only downside is that the first (and second) games are short and can be beaten in a day or two.
* MoralEventHorizon: Charlie Jolson crosses this when he initiates the kidnapping of the Hammonds which sets the games events and chaos into motion.
** Harry crosses this when he murders Suzie
** Jake Jolson crosses this when he shoots police officer Joe Fielding
** Sparky crosses this when he tortures and electrocutes a young member of the Triads
** McCormack when he orders the assassination of the hospitalised Joe Fielding
* ThatOneLevel:
** "Out of the Frying Pan." You basically find yourself stuck between a huge gunfight between several Yardies and Triads. The number of enemies in the stage is no less than ''fifty'', and they all must be killed before you can finish the stage. And then there's the Yardie mooks who carry [[OneHitKill Molotov]] [[KillItWithFire cocktails]], [[ThatOneAttack which you probably won't see until it's too late]].
** "Filthy Business", mostly because of how long it is. First you have to drive to a van that's WAY on the other side of London, and the entire time you'll have to deal with Yardies and cops chasing after you. Then you have to drive the van and destroy the real repair van before it reaches the police station(and make sure not to lose the can in the process). Then once you reach the police station, you have to kill [=McCormack=], and in order to do so without dying, you pretty much have to follow him all the way to the interview room without being seen(if you try and kill him beforehand he won't die regardless of how many times you shoot him)then you and Yasmin have to fight your way out of the police station through dozens of cops, some of which shoot tear gas which can stun you, and if you get too close to the cops, they can stun and arrest you, forcing you to restart the last checkpoint. Then once you go out the backdoor, you have to shoot a box to prevent the automatic gate from closing, which is easier said then done, considering you cannot lock onto the box, you have to use free-aiming mode to hit it(and hitting anything in free-aiming mode takes some serious getting used to). If you don't hit the box before the gate closes, then you have to back into the station and fight your way through more cops while escaping through the front door.
** "Aboard the Sol Vita." You have to battle your way through the ''Sol Vita'', taking down several Bethnal Green mobsters along the way. The level's very large and hard to navigate, enemies are everywhere, and when you finally reach the end, you'll find yourself facing [[ThatOneBoss Harry Preston and his sawed-off shotgun]].
** "Land of Hope and Glory." Imagine playing the ship section of "Aboard the Sol Vita" again, but increase the amount of mooks you have to fight your way through. [[TimedMission Now try to finish the level in under three minutes]], and you'll see just why the level's so difficult.
* WhatAnIdiot: After Mark's wife is shot, he runs outside and instinctively picks up one of the two guns on the sidewalk ''and then drops it''. After she dies, Mark picks up ''the other gun'' and runs off, carelessly leaving the one he already touched on the ground.
to:
!!Game:
* DemonicSpiders: Any mook carrying a shotgun (which can kill you with three shots, sometimes two) or a Molotov cocktail (which will kill you ''instantly'').
* ItsShortSoItSucks: While critics and fans praise the game for its story and gameplay, many have also noted that the only downside is that the first (and second) games are short and can be beaten in a day or two.
* MoralEventHorizon: Charlie Jolson crosses this when he initiates the kidnapping of the Hammonds which sets the games events and chaos into motion.
** Harry crosses this when he murders Suzie
** Jake Jolson crosses this when he shoots police officer Joe Fielding
** Sparky crosses this when he tortures and electrocutes a young member of the Triads
** McCormack when he orders the assassination of the hospitalised Joe Fielding
* ThatOneLevel:
** "Out of the Frying Pan." You basically find yourself stuck between a huge gunfight between several Yardies and Triads. The number of enemies in the stage is no less than ''fifty'', and they all must be killed before you can finish the stage. And then there's the Yardie mooks who carry [[OneHitKill Molotov]] [[KillItWithFire cocktails]], [[ThatOneAttack which you probably won't see until it's too late]].
** "Filthy Business", mostly because of how long it is. First you have to drive to a van that's WAY on the other side of London, and the entire time you'll have to deal with Yardies and cops chasing after you. Then you have to drive the van and destroy the real repair van before it reaches the police station(and make sure not to lose the can in the process). Then once you reach the police station, you have to kill [=McCormack=], and in order to do so without dying, you pretty much have to follow him all the way to the interview room without being seen(if you try and kill him beforehand he won't die regardless of how many times you shoot him)then you and Yasmin have to fight your way out of the police station through dozens of cops, some of which shoot tear gas which can stun you, and if you get too close to the cops, they can stun and arrest you, forcing you to restart the last checkpoint. Then once you go out the backdoor, you have to shoot a box to prevent the automatic gate from closing, which is easier said then done, considering you cannot lock onto the box, you have to use free-aiming mode to hit it(and hitting anything in free-aiming mode takes some serious getting used to). If you don't hit the box before the gate closes, then you have to back into the station and fight your way through more cops while escaping through the front door.
** "Aboard the Sol Vita." You have to battle your way through the ''Sol Vita'', taking down several Bethnal Green mobsters along the way. The level's very large and hard to navigate, enemies are everywhere, and when you finally reach the end, you'll find yourself facing [[ThatOneBoss Harry Preston and his sawed-off shotgun]].
** "Land of Hope and Glory." Imagine playing the ship section of "Aboard the Sol Vita" again, but increase the amount of mooks you have to fight your way through. [[TimedMission Now try to finish the level in under three minutes]], and you'll see just why the level's so difficult.
* WhatAnIdiot: After Mark's wife is shot, he runs outside and instinctively picks up one of the two guns on the sidewalk ''and then drops it''. After she dies, Mark picks up ''the other gun'' and runs off, carelessly leaving the one he already touched on the ground.
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Deleted line(s) 5 (click to see context) :
* ContestedSequel: ''Black Monday'' contains more glitches than the original game and has nearly the exact same gameplay as the first one. Whether or not the sequel is still a great game but with a shorter, less interesting story, [[{{Sequelitis}} or a complete waste of time that players shouldn't bother with]], varies.
Deleted line(s) 7,10 (click to see context) :
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only a little under 2 full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death, there is a cheat code that changes it to having the health regen always available like in the first game, often mislabelled as a Double health cheat.
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no [=MP5=] ammo, more so if it requires the player to stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level, considering how some of these levels take place hours apart, with Mitchell returning to the police station, it makes no sense why he never stocks back-up in-between levels.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy]], but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
** Keeping the tier-pickups from the first game, not picking up weapons requires players to keep holding down L3 the entire time when near dropped weapons otherwise you'll end up trading your 19 round Glock for the considerably smaller bullet count Desert Eagle which also makes your Glock disappear since its the same ammo type, even if you only had one gun and you start dual wielding, you'll have to reload every time the Desert Eagle runs out, defeating the point of the Glock.
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no [=MP5=] ammo, more so if it requires the player to stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level, considering how some of these levels take place hours apart, with Mitchell returning to the police station, it makes no sense why he never stocks back-up in-between levels.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy]], but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
** Keeping the tier-pickups from the first game, not picking up weapons requires players to keep holding down L3 the entire time when near dropped weapons otherwise you'll end up trading your 19 round Glock for the considerably smaller bullet count Desert Eagle which also makes your Glock disappear since its the same ammo type, even if you only had one gun and you start dual wielding, you'll have to reload every time the Desert Eagle runs out, defeating the point of the Glock.
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Added DiffLines:
* MoralEventHorizon: Charlie Jolson crosses this when he initiates the kidnapping of the Hammonds which sets the games events and chaos into motion.
** Harry crosses this when he murders Suzie
** Jake Jolson crosses this when he shoots police officer Joe Fielding
** Sparky crosses this when he tortures and electrocutes a young member of the Triads
** McCormack when he orders the assassination of the hospitalised Joe Fielding
** Harry crosses this when he murders Suzie
** Jake Jolson crosses this when he shoots police officer Joe Fielding
** Sparky crosses this when he tortures and electrocutes a young member of the Triads
** McCormack when he orders the assassination of the hospitalised Joe Fielding
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Changed line(s) 14 (click to see context) from:
** "Filthy Business", mostly because of how long it is. First you have to drive to a van that's WAY on the other side of London, and the entire time you'll have to deal with Yardies and cops chasing after you. Then you have to drive the van and destroy the real repair van before it reaches the police station(and make sure not to lose the can in the process). Then once you reach the police station, you have to kill McCormack, and in order to do so without dying, you pretty much have to follow him all the way to the interview room without being seen(if you try and kill him beforehand he won't die regardless of how many times you shoot him)then you and Yasmin have to fight your way out of the police station through dozens of cops, some of which shoot tear gas which can stun you, and if you get too close to the cops, they can stun and arrest you, forcing you to restart the last checkpoint. Then once you go out the backdoor, you have to shoot a box to prevent the automatic gate from closing, which is easier said then done, considering you cannot lock onto the box, you have to use free-aiming mode to hit it(and hitting anything in free-aiming mode takes some serious getting used to). If you don't hit the box before the gate closes, then you have to back into the station and fight your way through more cops while escaping through the front door.
to:
** "Filthy Business", mostly because of how long it is. First you have to drive to a van that's WAY on the other side of London, and the entire time you'll have to deal with Yardies and cops chasing after you. Then you have to drive the van and destroy the real repair van before it reaches the police station(and make sure not to lose the can in the process). Then once you reach the police station, you have to kill McCormack, [=McCormack=], and in order to do so without dying, you pretty much have to follow him all the way to the interview room without being seen(if you try and kill him beforehand he won't die regardless of how many times you shoot him)then you and Yasmin have to fight your way out of the police station through dozens of cops, some of which shoot tear gas which can stun you, and if you get too close to the cops, they can stun and arrest you, forcing you to restart the last checkpoint. Then once you go out the backdoor, you have to shoot a box to prevent the automatic gate from closing, which is easier said then done, considering you cannot lock onto the box, you have to use free-aiming mode to hit it(and hitting anything in free-aiming mode takes some serious getting used to). If you don't hit the box before the gate closes, then you have to back into the station and fight your way through more cops while escaping through the front door.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8 (click to see context) from:
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level, considering how some of these levels take place hours apart, with Mitchell returning to the police station, it makes no sense why he never stocks back-up in-between levels.
to:
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 [=MP5=] ammo, more so if it requires the player to stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level, considering how some of these levels take place hours apart, with Mitchell returning to the police station, it makes no sense why he never stocks back-up in-between levels.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only 150 percent of your health can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death, there is a cheat code that changes it to having the health regen always available like in the first game, often mislabelled as a Double health cheat.
to:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only 150 percent of your health a little under 2 full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death, there is a cheat code that changes it to having the health regen always available like in the first game, often mislabelled as a Double health cheat.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death, there is a cheat code that changes it to having the health regen always available like in the first game, often mislabelled as a Double health cheat.
to:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only two full heals only 150 percent of your health can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death, there is a cheat code that changes it to having the health regen always available like in the first game, often mislabelled as a Double health cheat.
Is there an issue? Send a MessageReason:
None
Changed line(s) 10 (click to see context) from:
** Keeping the tier-pickups from the first game, not picking up weapons requires players to keep holding down L3 the entire time when near dropped weapons otherwise you'll end up trading your 17 round Glock for the considerably smaller bullet count Desert Eagle which also makes your Glock disappear since its the same ammo type, even if you only had one gun and you start dual wielding, you'll have to reload every time the Desert Eagle runs out, defeating the point of the Glock.
to:
** Keeping the tier-pickups from the first game, not picking up weapons requires players to keep holding down L3 the entire time when near dropped weapons otherwise you'll end up trading your 17 19 round Glock for the considerably smaller bullet count Desert Eagle which also makes your Glock disappear since its the same ammo type, even if you only had one gun and you start dual wielding, you'll have to reload every time the Desert Eagle runs out, defeating the point of the Glock.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8 (click to see context) from:
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level.
to:
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level.level, considering how some of these levels take place hours apart, with Mitchell returning to the police station, it makes no sense why he never stocks back-up in-between levels.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death.
to:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death.death, there is a cheat code that changes it to having the health regen always available like in the first game, often mislabelled as a Double health cheat.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints] in levels such as "The Vor" means arriving with low health is almost certain to end in death.
to:
* ScrappyMechanic: ''Black Monday'' restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as ''Monday'' having way more than the player needs, with others such as''Under as ''Under Ground Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints] checkpoints]] in levels such as "The Vor" means arriving with low health is almost certain to end in death.
Is there an issue? Send a MessageReason:
None
Changed line(s) 9 (click to see context) from:
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
to:
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. enemy]], but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** Keeping the tier-pickups from the first game, not picking up weapons requires players to keep holding down L3 the entire time when near dropped weapons otherwise you'll end up trading your 17 round Glock for the considerably smaller bullet count Desert Eagle which also makes your Glock disappear since its the same ammo type, even if you only had one gun and you start dual wielding, you'll have to reload every time the Desert Eagle runs out, defeating the point of the Glock.
Is there an issue? Send a MessageReason:
None
Changed line(s) 7 (click to see context) from:
* ScrappyMechanic: "Black Monday" restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as "Monday" having way more than the player needs, with others such as "Under Ground Activity" having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints] in levels such as "The Vor" means arriving with low health is almost certain to end in death.
to:
* ScrappyMechanic: "Black Monday" ''Black Monday'' restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as "Monday" ''Monday'' having way more than the player needs, with others such as "Under as''Under Ground Activity" Activity'' having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints] in levels such as "The Vor" means arriving with low health is almost certain to end in death.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8,9 (click to see context) from:
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to chase a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the mostly [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the mostly [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
to:
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to chase stop a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for themostly [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the
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* ScrappyMechanic: "Black Monday" restricting the health regen to only two full heals can be this at times as the placement of medkits is inconsistent, with some levels such as "Monday" having way more than the player needs, with others such as "Under Ground Activity" having none, you do get your regen restored at every checkpoint but nothing in the game tells you when you've passed one and the [[CheckpointStarvation lack of checkpoints] in levels such as "The Vor" means arriving with low health is almost certain to end in death.
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to chase a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the mostly [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
** The fact your ammo/health ALWAYS persists unless you die, it's bad enough for Eddie, where you may end a level injured and have to use most of your limited regeneration recovering from the last one but Mitchell's levels can become quite difficult if the player has no MP5 ammo, more so if it requires the player to chase a vehicle, the single exception to this are Mitchell's Gas Grenades which are re-stocked every level.
** Dying and using a checkpoint resets your equipment, while not too bad for Mitchell, as he can only gain ammo/health back and only loses the collectable silencer for the mostly [[UselessUsefulStealth stealth system which is rendered moot when most of his levels are linear shootouts with no way to get behind the enemy.]]. but Eddie loses ALL of his weapons, giving him only a single Glock even if you started the level with dual submachine guns and two Desert Eagles, in addition to losing the silencer and the actually useful Knuckle Dusters that increase melee damage.
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** "Filthy Business", mostly because of how long it is. First you have to drive to a van that's WAY on the other side of London, and the entire time you'll have to deal with Yardies and cops chasing after you. Then you have to drive the van and destroy the real repair van before it reaches the police station(and make sure not to lose the can in the process). Then once you reach the police station, you have to kill McCormack, and in order to do so without dying, you pretty much have to follow him all the way to the interview room without being seen(if you try and kill him beforehand he won't die regardless of how many times you shoot him)then you and Yasmin have to fight your way out of the police station through dozens of cops, some of which shoot tear gas which can stun you, and if you get too close to the cops, they can stun and arrest you, forcing you to restart the last checkpoint. Then once you go out the backdoor, you have to shoot a box to prevent the automatic gate from closing, which is easier said then done, considering you cannot lock onto the box, you have to use free-aiming mode to hit it(and hitting anything in free-aiming mode takes some serious getting used to). If you don't hit the box before the gate closes, then you have to back into the station and fight your way through more cops while escaping through the front door.
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* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety.
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* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety.
safety. Richard Farnsworth played the same character in the remake.
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!!Film:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety.
!!Game:
* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety.
!!Game:
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* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety.
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* FridgeLogic: If Errol and Eddie are wearing the same uniforms as the security guards in the Skobel building in order to fool them, why is it that they still attack the moment they see them?
** Probably wanted to be on the safe side in case the guards know that they're not actual security guards.
** Probably wanted to be on the safe side in case the guards know that they're not actual security guards.
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* ContestedSequel: ''Black Monday'' contains more glitches than the original game and has nearly the exact same gameplay as the first one. Whether or not the sequel is still a great game but with a shorter, less interesting story, [[{{Sequelitis}} or a complete waste of time that players shouldn't bother with]], varies.
* DemonicSpiders: Any mook carrying a shotgun (which can kill you with three shots, sometimes two) or a Molotov cocktail (which will kill you ''instantly'').
* DemonicSpiders: Any mook carrying a shotgun (which can kill you with three shots, sometimes two) or a Molotov cocktail (which will kill you ''instantly'').
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* ItsShortSoItSucks: While critics and fans praise the game for its story and gameplay, many have also noted that the only downside is that the first (and second) games are short and can be beaten in a day or two.
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* ThatOneLevel:
** "Out of the Frying Pan." You basically find yourself stuck between a huge gunfight between several Yardies and Triads. The number of enemies in the stage is no less than ''fifty'', and they all must be killed before you can finish the stage. And then there's the Yardie mooks who carry [[OneHitKill Molotov]] [[KillItWithFire cocktails]], [[ThatOneAttack which you probably won't see until it's too late]].
** "Aboard the Sol Vita." You have to battle your way through the ''Sol Vita'', taking down several Bethnal Green mobsters along the way. The level's very large and hard to navigate, enemies are everywhere, and when you finally reach the end, you'll find yourself facing [[ThatOneBoss Harry Preston and his sawed-off shotgun]].
** "Land of Hope and Glory." Imagine playing the ship section of "Aboard the Sol Vita" again, but increase the amount of mooks you have to fight your way through. [[TimedMission Now try to finish the level in under three minutes]], and you'll see just why the level's so difficult.
** "Out of the Frying Pan." You basically find yourself stuck between a huge gunfight between several Yardies and Triads. The number of enemies in the stage is no less than ''fifty'', and they all must be killed before you can finish the stage. And then there's the Yardie mooks who carry [[OneHitKill Molotov]] [[KillItWithFire cocktails]], [[ThatOneAttack which you probably won't see until it's too late]].
** "Aboard the Sol Vita." You have to battle your way through the ''Sol Vita'', taking down several Bethnal Green mobsters along the way. The level's very large and hard to navigate, enemies are everywhere, and when you finally reach the end, you'll find yourself facing [[ThatOneBoss Harry Preston and his sawed-off shotgun]].
** "Land of Hope and Glory." Imagine playing the ship section of "Aboard the Sol Vita" again, but increase the amount of mooks you have to fight your way through. [[TimedMission Now try to finish the level in under three minutes]], and you'll see just why the level's so difficult.
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* OneSceneWonder: Slim Pickens as the truck driver who ends up getting Doc and Carol to safety.
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** Probably wanted to be on the safe side in case the guards know that they're not actual security guards.
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* FridgeBrilliance: After Mark's wife is shot, he runs outside and instinctively picks up one of the two guns on the sidewalk ''and then drops it''. After she dies, Mark picks up ''the other gun'' and runs off, carelessly leaving the one he already touched on the ground.
** Please elaborate on what about that qualifies as FridgeBrilliance.
** Please elaborate on what about that qualifies as FridgeBrilliance.
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* WhatAnIdiot: After Mark's wife is shot, he runs outside and instinctively picks up one of the two guns on the sidewalk ''and then drops it''. After she dies, Mark picks up ''the other gun'' and runs off, carelessly leaving the one he already touched on the ground.
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** Please elaborate on what about that qualifies as FridgeBrilliance.
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* FridgeBrilliance: After Mark's wife is shot, he runs outside and instinctively picks up one of the two guns on the sidewalk ''and then drops it''. After she dies, Mark picks up ''the other gun'' and runs off, carelessly leaving the one he already touched on the ground.
* FridgeLogic: If Errol and Eddie are wearing the same uniforms as the security guards in the Skobel building in order to fool them, why is it that they still attack the moment they see them?
* FridgeLogic: If Errol and Eddie are wearing the same uniforms as the security guards in the Skobel building in order to fool them, why is it that they still attack the moment they see them?