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1[[quoteright:285:https://static.tvtropes.org/pmwiki/pub/images/decision.png]]
2-> '''[[ApocalypticLog The first note in the diary.]]'''\
3I made a [[TitleDrop decision]]. More and more cities become zombie's colonies dropped into the darkness. Earlier, I have only heard of soldiers who left the army who try to clean the cities. One of them saved my life and I joined them. There aren't too many of them that is why they work alone. He gave me a gun and I want to try. This is my decision.
4-->-- '''The introduction of the first game'''
5
6''Decision'' is series of UsefulNotes/AdobeFlash games made by Fly Anvil Studios. The player's objective is to make a city safe from the undead by capturing and fortifying all the outposts in the city. The action is from a top-down perspective with two possible control schemes, using the mouse to move and shoot, or using the WASD keys to move and the mouse to shoot.
7The first thing the player must do to conquer a zone is scout the area, searching for a way to the factory, outpost, and main street in the area. Once that is done, the player must then capture the area's outpost to help reduce the threat level.
8
9As the player captures later zones, they will have to deal with more dangerous zombies, including ones that can use guns, ones that explode upon death, and even giant zombies.
10
11The series currently has five games:
12
13[[foldercontrol]]
14
15[[folder:The Decision Series:]]
16#''Decision:'' The very first game in the series, released on March 13th, 2012. The writing is somewhat difficult/entertaining to read, and the game is lacking in many of the features of later installments, but the game was popular enough to get three others after it.
17#''Decision 2:'' The second game in the series, featuring new weapons, new skills, and new game mechanics. Published three months after the original, and yet somehow [[SurprisinglyImprovedSequel a vast improvement]] over it.
18#''Decision 3:'' The third game in the series, released on November 14th, 2014. It adds two completely new features: survivors that will now appear in the city and help the player, and "inspectors" who unlock new skills and weapons when found. There are several different types of survivor, each of them having their own special skill/benefit when added to the player's team. In addition, zombies are no longer the only threat to the player...
19#''Decision: Medieval:'' Released a couple of months before Decision 3, this spinoff features a [[ExactlyWhatItSaysOnTheTin medieval theme]] with a greater focus on melee combat, but it also shares several elements from Decision 3, including inspectors (called "Masters" in this game) and a second threat in addition to the zombies.
20#''[[StoppedNumberingSequels Decision: Red Daze:]]'' The fourth game in the series, and the first commercial and non-Flash one, this game features many of the mechanics that made the series popular, and adds, among other things, fully customizable survivors and unique boss zombies leading the hordes. It was released on Steam and GOG in May 19, 2022.
21[[/folder]]
22
23With the end of service of Flash, the games other than Red Daze now have to be played through an emulator.
24
25!!This video game series contains examples of the following tropes:
26* ActionBomb: Some zombies carry a big gas canister on their backs, making them prime targets. If they get close enough to attack, however, they'll [[SuicideAttack explode,]] [[TakingYouWithMe damaging the player quite heavily]]...
27* ArmorIsUseless: Averted in 3 and Medieval - while armor slows you down, it also protects you from damage to some degree. Subverted with the orc armor in Medieval which actually increases your speed.
28* BagOfSpilling: The player doesn't retain the upgrades they got from ''1'' to ''2'' or ''2'' to ''3''. ''3'' actually has the player drop his minigun to the ground after killing the boss and head for the next city.
29* BodyguardingABadass: It's possible to recruit soldiers to accompany you on most missions. They're useful as a distraction (and don't die), but your character is still the one doing most of the damage.
30* BrainwashingForTheGreaterGood: One ability turns a monster to your side, though some big monsters are immune. Not so in the 4th game, where you can not only have Olog-Hai fight with you, they transfer between levels until killed or replaced.
31* BullfightBoss: Most bosses will stand still for a few seconds before charging, though the higher ones can also throw debris, grenades and ''themselves'' at you.
32* ChromosomeCasting: You won't find a single female character in the games except Red Daze.
33* ContractualBossImmunity: The second tier of mutant bosses are immune to rage and mind control abilities... but not in Medieval.
34* CurbStompBattle: Clearing out zombie infestations can be done from the safety of high walls with an entrenched heavy weapon, the enemy making no attempt to fight back. Averted during invasions, where they both try to get past your defenses and tear them down.
35* CripplingOverspecialization: Setting all of a tower's weapons to the same type can be this: Gatlings shoot fast but don't deal much damage, the other two do more damage and in a wider area but shoot slower.
36* DamnYouMuscleMemory:
37** Between ''2'' and ''3'', the mouse control changed from automatically following the mouse and firing when clicking to following the mouse when clicking and firing if there's an enemy in the way.
38** In Medieval, barrels are worth 50 gold apiece, downgraded to 5 in 3.
39* DeathOfAThousandCuts: Many bosses need to be constantly strafed and dodged while chipping away at their life bar. Subverted once your levels are good enough to mow them down in seconds.
40* DifficultButAwesome: Finishing off downed enemies gets a much higher reward than with guns, but only happens at melee range and if not shooting at the time.
41* EscortMission: Played with in ''3'' and ''Medieval'' - if people are added to your team in the middle of your mission, you need to protect them from damage, but thankfully [[AntiFrustrationFeatures the people you're escorting can't die if they're critical to the mission (inspectors, workers, etc.) or a part of your squad.]]
42* {{Engrish}}: Downplayed - while some of the flavor texts for items and weapons can be difficult to understand, the titles for the skills and weapons can still be understood.
43* EvilVersusEvil: [[spoiler:The zombies and the mutants will fight each other, [[FridgeLogic despite the description for the Mutant Peon stating that mutants occur when zombies bite each other.]]]]
44* ExplodingBarrels: Barrels and giant reservoirs with radiation symbols are strewn around the maps, with enemies sometimes attacking them. In ''Medieval'', the latter is replaced with a giant cart full of gunpowder.
45* {{Expy}}: The giant green zombie[[labelnote:and]]to a certain extent all giant zombies[[/labelnote]] is an obvious stand-in for the ''Comicbook/TheIncredibleHulk''.
46* FailedASpotCheck: If there's enough dead bodies piled on the ground a single land mine will blend in among them like a salt into water. If the mutant boss placed it you're in for an unpleasant surprise, especially [[TakingYouWithMe after bringing the behemoth down]]. %% Attack from far enough, and enemies won't react to their buddies dying or the explosions throwing them to the ground. Not so with bosses, who will hurl themselves halfway across the map to kill you.
47* FriendlyFireproof: The rocket launcher does no damage to you or your allies even when it explodes at melee range, making it a very handy weapon in close combat.
48* ForeverWar: The "Massacre" sites, where unending hordes of zombies and [[spoiler:mutants/orcs]] slaughter each other.
49* GameplayAllyImmortality: {{NPC}}s you bring with you and those necessary to the mission don't die, they just fall to the ground and stay there until you come near them and there are no enemies around. Non-critical [=NPCs=] are entirely vulnerable (and it's quite possible to come across their mangled corpses before you even had a chance to rescue them).
50* GatlingGood: The final upgrade for the machine gun weapon is a minigun, as is the cheapest outpost weapon.
51** The machinegun upgrade for defense towers also couts to a certain extent.
52* GiantMook: Giant Zombies and Bosses not only have much more health and damage than regular zombies, they also have different abilities like leap attacks.
53* GroundPound: The bosses/giant zombies in 2nd game ocassionally slam the ground Hulk-style to send a radial shockwave. The player can also obtain this ability, in imitation of wolf mutants and bosses.
54* HoldTheLine: Many missions have you defend against invading hordes, either on foot to protect the workers upgrading a building, or using automatic weapons mounted onto a building.
55* HyperspaceArsenal: In the first game, it's possible to carry a shotgun, assault rifle, rocket launcher, and grenades all at once. In ''3'', it's possible to carry a shotgun, assault rifle, sniper rifle, rocket launcher, and machine gun at the same time.
56* InASingleBound: Wulvers and mutant bosses can jump absolutely ridiculous distances (from ''several times offscreen'') to get at you. In ''3'', this ability can be purchased by the player, though nowhere near as far.
57* InfiniteSupplies:
58** While the player and allies still need to reload, they will never run out of reserve ammo.
59** Subverted in ''3'', where buildings need materials as well as money to upgrade.
60* ItCanThink: Several enemies are still able to use weapons.
61* KillItWithFire: A flamethrower appears in ''3''.
62* LightningBruiser: In 3, maxing out the health and stamina upgrades lets the player character run without ever running out of breath.
63* LuckBasedMission: The ''Jackpot'' achievement, to snatch an extra large sum from an ATM is based purely on how the dice god is throwing in your favor. Good luck.
64* MadeOfExplodium: Barrels will always explode when shot enough times. [=ATMs=] in ''2'' will also explode if shot enough times. ''2'' and ''3'' also add huge tanks with nuclear symbols on them, capable of easily killing a player if they're standing too close. ''Medieval'' uses gunpowder instead.
65* MightyGlacier: Rocket Launchers (and catapults) have the slowest firing speed, but deal lots of SplashDamage.
66* MoreDakka: It's possible (but not a good idea, as end-game foes require more firepower to take down) to upgrade an outpost with 3 gatling guns plus a trio of soldiers with assault rifles.
67* MultiMeleeMaster: ''Medieval'' replaces most ranged weapons with various melee weapons... which only make the ranged weapons that much more useful.
68* MusicalSpoiler: When a boss enters an area, it roars loud enough to be heard around the map.
69* MySpeciesDothProtestTooMuch: You can encounter several friendly orcs in ''Medieval'', one of which teaches you the ultimate abilities after you've proven your worth.
70* NewGamePlus: In ''3'' and ''Medieval'', the player can start over after scouting all sectors, retaining all their weapons and skills and starting at a difficulty called "Hard+". However, the masters who teach skills are unavailable until found, so you can't upgrade your weapons before then.
71* NoZombieCannibals: Averted, mutants are apparently the result of zombies biting each other.
72* NothingIsScarier: In 2nd game, rambling in any cleared sector becomes this[[note]]especially at night[[/note]] as the area is almost devoid of all enemies and the background music is replaced by not-so-distant spooky noises, growls and almost heartbeat-like pounding. The atmosphere becomes like straight out of ''Franchise/SilentHill''.
73* PercussiveMaintenance: Increasing the ATM hacking ability lets you open them faster. When maxed out, you just kick them for instant money (and can then shoot them for a little extra).
74* PermanentlyMissableContent:
75** In the first game, once you accomplish all objectives, the mission ends, so if you forgot to snatch somthing, it's beyond recovery now. The same goes for the entire game, once you gain control over all zones but still have some lingering achievements - there's no hope of getting them after that.
76** Thanks to the ''Jackpot'' achivement in the second game being a LuckBasedMission, it is completely possible that you'll hack all [=ATMs=] in the entire city and still not get it. Once all [=ATMs=] are hacked, there's no way of getting the achievement sans restarting the entire game from scratch.
77** Also once the defense towers are upgraded to the max, they cannot be reconfigued for other weapons, not even if you lose an area and re-scout it back. If you for some reason completely omitted one kind of weapon on all towers, there won't be any way to reinstall it afterwards.
78* PlayingPossum: Zombies are often found lying prone on the ground, which doesn't trigger the auto-fire until much shorter range.
79* RainOfArrows: See MoreDakka and substite ballistae for gatling guns and archers for soldiers.
80* RatedMForManly: The [[ChromosomeCasting all-male cast of the entire series]], all of them having strong dignified voices (even the somewhat geeky looking engineers) and badass portrait icons are definitely made to appeal to male audience.
81* RecycledInSpace: Mutants in ''3'' are, for all intents and purposes, orcs (that can use bows and rocket launchers). So in the StandardMedievalFantasy setting, they're... un-recycled?
82* RegeneratingHealth: The player gets this at the start of all four games, and can upgrade how quickly it regenerates as well as the maximum health.
83* RevolversAreJustBetter: Inverted: The revolver that the player starts with in ''2'' and ''3'' are actually the weakest of the pistols, though every pistol allows the use of poison abilities.
84* RewardingVandalism:
85** In the first two games, shooting ExplosiveBarrels gets 100 cash, which considerably outstrips the amount given by killing zombies on the first maps and remains a excellent source of income throughout the game. In 3 it's only 5 cash (50 in Medieval), but it's still useful as destroying them prevents bosses from throwing the barrels at you.
86** Killing [=ATMs=] also gets a small amount of money, and they respawn until hacked.
87* SergeantRock: The player character is only ever referred to as "Sergeant", and is single-handedly responsible for clearing three cities of zombie infestations, along with personally training the local militia.
88* SetAMookToKillAMook: The poison ability causes an enemy to attack all other enemies, increasing their health and strength (and doubling the reward if you kill them). Hilarious (and useful) on bosses, though not all of them can be poisoned.
89* ShotgunsAreJustBetter: Appears in all the games except the Medieval version. In the first game, it actually replaces the pistol when purchased.
90* ShoulderPet: One of the Masters in ''Medieval'' has a bald eagle on his shoulder.
91* ShoutOut: Several to ''Literature/TheLordOfTheRings'', where the second dog zombies are called wargs, and the biggest troll monsters are Olog-Hai.
92* SinisterScrapingSound: If you hear scraping at night, a manhole has just opened and will soon release multiple werewolf mutants. You should run.
93* SprintMeter: The sprint meter can be upgraded several times, and in ''3'' it becomes infinite once it and health are maxed out.
94* TookALevelInDumbass: By ''3'', zombies are limited to melee attacks (except the cops), when ''2'' had them able to use guns and throw random debris at you.
95* TrainingThePeacefulVillagers: Except they're soldiers, who you babysit until they've killed enough enemies on their own.
96* UrbanRuins: Every game takes place in a different city ruined by the ZombieApocalypse, with broken walls, crashed trucks and dead bodies everywhere. Fortunately, humans manage to fight back by creating fortified enclaves and clearing the zombies out one area at a time.
97* VideoGameFlamethrowersSuck: The flamethrower you can get in the third game has ridiculously short range, scratch damage and doesn't even set enemies on fire. Considering the lengths you have to go through to actually get your hands on it and the excessive amount of cash required to upgrade, you may as well ditch it, because at that point you most probably already have far better weapons at your disposal.
98* ViolationOfCommonSense:
99** Leaving a city sector be when under zombie invasion is often better than using the tower to defend it: if the defenses are too weak, the mission fails, while letting them through is just a matter of going on an extra mop-up mission.
100** During defense/rebuilding missions, it's best to concentrate on the smaller zombies and let the bigger ones go through, as both delay construction by the same amount.
101* OurWerewolvesAreDifferent: They're a specific breed of mutant that can jump ridiculous distances.
102* WorthyOpponent: The orc Master of War in Medieval has some of the best upgrades, but is only available after getting several achievements (finding all other masters, getting 40 kills per minute, poisoning and trapping 50 enemies).
103* ZombieApocalypse: All the games occur during one. The introduction of the Medieval version says that this happens about every 500 years. [[spoiler:Decision 3 states that the game takes place 500 years after Medieval, according to the scientist "Bear", who can be found when wandering around the city.]]

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