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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/SoundtrackCoverThumb_1386.jpg]]
2[[caption-width-right:350:[[{{Retraux}} Coming Spring 1997...]]]]
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4''[[http://www.indiedb.com/games/bloodcrusher-ii BLOODCRUSHER II]]'' is an indie game project by the core team of ''VideoGame/RedAlert3Paradox'', built on the UsefulNotes/{{Unity}} engine. A first person shooter [[{{ReTraux}} styled after shooters from the 1990s]], it is ostensibly an UpdatedRerelease of a 1997 sequel to BLOODCRUSHER 3D. The game combines the high-speed, run-and-gun gameplay of early shooters with rogue-like elements such as totally randomized levels and single lives.
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7!! This game provides examples of:
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9* AbnormalAmmo: Among them nails, ninja stars and swarms of angry bees.
10* AffectionateParody: Of early 3d shooters, and the 1990s in general.
11* ArtificialStupidity: Enemies are quite deliberately as dumb as a bag of hammers.
12%%* ASpaceMarineIsYou
13%%* AttractMode
14%%* {{BFG}}: Eventually, all guns end up as one.
15%%* BottomlessMagazines
16%%* BloodyHilarious
17* ChainsawGood: Obviously, one of the random melee weapons.
18* ColourCodedForYourConvenience: All the pick-ups have a colour co-ordinated with it's corresponding value on your UI, the weapons are decorated to match the colour of their ammo pick-ups, and enemies that carry those weapons are highlighted in those colours.
19* CommieNazis: The "default" enemy faction, and the ones used in promotional materials. [[VideoGame/Wolfenstein3D They wear blue.]]
20* ContinuingIsPainful: In co-op, if you die, you lose all your weapons and levels. Of course, this is a step up over single player, where dying erases your save game entirely.
21* CrateExpectations: Tend to contain ammunition and armour. The trait "Modern Borefare" [[RegeneratingHealth restores your health]] by standing next to them.
22* DogsAreDumb: The attack dog and bomb dog enemies. "Trading the "intelligence" and weaponry of homo sapian for speed, small size and programing designed to be as rage-inducing as possible."
23* EarlyGameHell: Exaggerated. The game starts by immediately dropping you into a small locked room with several enemies and a melee weapon.
24* ElementalWeapon: Weapons can come with various elemental "booster", much like in ''VideoGame/{{Borderlands}}''.
25** AnIcePerson: Ice elemental damage slows enemies down, even freezing them outright when shot enough times.
26** DamageIncreasingDebuff: Slime elemental damage [[CoveredInGunge coats enemies in sticky purple slime]], increasing the damage they take from your weapons.
27** HollywoodAcid: Acid elemental damage [[AntiArmor deals double damage against armor]] and stays in a puddle on the floor.
28** KillItWithFire: Fire elemental damage burns enemies for ongoing damage, [[NoSell unless they're wearing armor]].
29** ShockAndAwe: Shock elemental damage [[ArmorPiercingAttack ignores armor]], stuns enemies, and instantly kills anyone in water.
30** StatusEffects: Internet elemental damage inflicts Slow by simulating lag, in addition to kicking your enemy out of the game when killed.
31** StuffBlowingUp: Explosive booster causes your projectile to explode on contact.
32* EmergencyWeapon: Your melee weapon works without ammunition and is both very powerful and has a special gizmo or function. However, getting that close to enemies is very risky.
33* EndlessGame: You '''will''' die. Let's see how many Liefeldian mooks you can take down before then.
34* ExcusePlot: Randomly generates one for each play-through.
35%%* ExplodingBarrels
36* FacklerScaleOfFPSRealism: Absolutely no pretense of realism. Enemies are lobotomized, the player is faster than many projectiles, weapons are completely implausible, you can rocket jump with anything that explodes (and some things that don't) and only one weapon in the entire game does anything like reloading.
37* FramingDevice: The game is supposedly a 1997 release.
38* GatlingGood: The alternate automatic weapon type; it fires far faster for similar damage to the regular automatics, but chews through all your ammunition and slows you down while spun up.
39%%* GenreThrowback
40* GoFetch: Attack dogs will chase hand grenades you throw.
41%%* {{Gorn}}
42* HealingPotion: No RegeneratingHealth here! Enemies always drop some quantity of health on death, so the only way to get back in the fight is to kill something.
43%%* HighPressureBlood
44* {{Hitscan}}: Averted by most weapons. Only magnums and beam guns use hitscan.
45%%* HomingProjectile: Bees!
46%%* IdiosyncraticDifficultyLevels: Of course.
47%%* LudicrousGibs
48* MixAndMatchWeapon: Weapons are randomly generated by throwing together components with different properties. Some of these combinations work well together, while others may result in a weapon that is [[CripplingOverspecialization useless outside of a niche situation]].
49%%* NailEm: A standard ammo type.
50* NamedWeapons: All weapons are named. The most powerful have names befitting their legendary status.
51%%* NintendoHard
52* NoIndoorVoice: The title and randomly chosen subtitle are in allcaps. The official twitter account is also allcaps, all the time.
53* PainfullySlowProjectile: Any weapon with a short enough barrel fires these, especially the launcher-type weapons.
54* PaletteSwap: The different enemy factions are just reskins of the same basic enemies.
55* RandomEvent: Every element of the game, from level layouts to weapons to enemy placements to the subtitle, is comepletely randomized.
56%%* RandomlyGeneratedLevels
57* RandomlyGeneratedLoot: Guns like in Borderlands, plus loot tables on enemies and statefull "rare drops" in the form of melee weapons from bosses.
58* {{Retraux}}: Both gameplay and graphics harken back to pre-2000s shooters.
59* RewardingVandalism: Crates are usually where one finds ammunition and armour.
60* RocketJump: Featuring hand grenades, dynamite (which can use its secondary fire for an instant rocket jump), and an entire category of rocket-based weapons
61* RogueLike: One life, your save is deleted when you die, and everything is randomly generated.
62* SecondaryFire: Acquired secondary modes for weapons range from built-in melee weapons to scopes to underslung guns.
63** All melee weapons have secondary fire modes which let them be used in unique ways, such as bouncing the player off of enemies, sending them into the air for juggle kills, or sapping enemy health.
64* SpritePolygonMix: Everything is 3d except for power-ups.
65* TooAwesomeToUse: Automatic weapons of any kind are devastatingly powerful, but chew right through your extremely limited ammunition reserves, encouraging players to keep slower-firing backup guns on hand.
66* UltraSuperDeathGoreFestChainsawer3000: Promoted like one on purpose, starting from the GoryDeadlyOverkillTitleOfFatalDeath.
67* UnstableEquilibrium: Player leveling is tied to points from combos and trick kills, enemy difficulty is tied to kills total. Thus, if a player is playing conservatively and killing enemies safely one at a time, enemy difficulty quickly outpaces their character's attributes.

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