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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sublevel_zero_icon.jpg]]
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4''Sublevel Zero'' is a [[FirstPersonShooter First Person Corridor]] [[SimulationGame Space Sim]] that can be best described as ''VideoGame/{{Descent}}''/''VideoGame/{{Forsaken}}'' [[JustForFun/XMeetsY meets]] ''VideoGame/{{Teleglitch}}'', created by Sigtrap Games and released by Mastertronic on October 8th, 2015. It's available on UsefulNotes/{{Steam}}.
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6It's the [[TheFuture distant future]], and [[ApocalypseHow/ClassX4 reality as we know it is falling apart.]] [[TheStarsAreGoingOut Entire star systems vanish,]] reappearing halfway across the universe- if they reappear at all. [[AfterTheEnd Humanity is scattered,]] wandering a dying universe in rag-tag space fleets. [[LegendFadesToMyth No one remembers what went wrong.]] [[ApocalypseAnarchy Some have become warlords, preying upon others]] using [[LostTechnology rare, pre-event warships,]] while others desperately search for some bit of LostTechnology that might allow them to fix the universe before it's too late.
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8You are SpaceFighter pilot from one of the latter clans. You've stumbled across an [[AdvancedAncientAcropolis Advanced Ancient]] SpaceBase, hidden away in an AsteroidThicket, wracked by [[NegativeSpaceWedgie flux storms]], and protected by [[AttackDrone automated defenses.]] The effects of your WarpDrive aggravate the storms and whisk your ship and the base far from where you were. [[TheresNoPlaceLikeHome Now, your only chance at returning home]] is to [[PathOfGreatestResistance enter the base]] in the hopes of [[PlotCoupon finding something that can get you there]]- and maybe help your clan [[DeusExMachina fix reality.]]
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10Gameplay flow is similar to that of VideoGame/{{Descent}}, albeit with the added complexity of procedurally-generated levels, enemy placement and item drops. You begin a run [[TitleDrop at Sublevel Zero,]] with the goal of reaching Sublevel Five. On each floor there is a reactor you must destroy, which drops a PlotCoupon that opens a portal to the next floor. You begin with only humble examples of a laser and autocannon, and if you die once, it's GameOver- but you do unlock new weapons and [[ItemCrafting crafting recipes]] that can appear on subsequent runs.
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14!! This game provides examples of:
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16* AttackDrone: The enemies consist of these. They come in flying, grounded, and stationary varieties and have a variety of attack patterns and behaviors.
17* {{Homage}}: A direct one to VideoGame/{{Descent}}, including the uniquely-shaped HUD crosshair and a ship choice called "Pyro".
18* BlownAcrossTheRoom: Concussion rockets can inflict this on enemies.
19* ColorCodedForYourConvenience: Weapon models glow the color of their ammunition type: Light blue for energy, orange for ballistic, dark blue for plasma, red for missile, yellow for "darts", and pink for advanced missiles.
20* EnergyWeapon: You begin with a "pulsar" weapon and can find various other types.
21* EnemySummoner: There's a large blue drone that can spawn smaller drones.
22* FasterThanLightTravel: Your ship has a "flux drive", but its a small one and insufficient to get you home. However, each reactor drops a component of a much more powerful drive...
23* GatlingGood: Miniguns are among your Tier 2 ballistic weapon options- you can craft one early on by combining your starting pulsar and autocannon.
24* {{Hitscan}}: Some of your weapons can do this (Impact Rifle, {{Railgun}}), but beware the pink drones- they can do it too, with a VideoGame/{{Quake}}-style RailGun shot.
25* HomingProjectile: You can find Homing Missile launchers. Holding down the fire button when using one allows you to manually designate a target.
26* ItemCrafting: You are able to mash weapons and ship parts together to create more powerful items. You don't know which initially, but a helpful message pops up on the right side of the HUD when you can.
27* LoadBearingBoss: Much as in VideoGame/{{Descent}}, somewhere in each level is a reactor core that when destroyed grants access to the level exit. Thankfully you don't have to OutrunTheFireball, but each reactor exhibits different behaviors and they become exponentially more dangerous.
28* MagneticWeapons: The {{Railgun}} mentioned below, which can be crafted together with the minigun to create a gauss cannon- a tier 3 ballistic weapon.
29* {{Permadeath}}: However, you are rewarded with new blueprints and perks that become available in subsequent runs.
30* PlasmaCannon: One of your three primary weapon types, though this also includes [[KillItWithFire flamethrowers.]]
31* PowerGlows: There are glow effects on damn near everything.
32* {{Railgun}}: Available as a Tier 2 weapon, created by combining an impact rifle and a laser.
33* RammingAlwaysWorks: You can crash into most enemies without damaging your ship, and this is even required to unlock one of the alternative ships. [[TooDumbToLive Don't crash into the]] [[ThisIsADrill drill drones]] though... [[HoistByHisOwnPetard and watch out for when enemies explode.]]
34* RecursiveAmmo: A basic cluster missile is among your options, as well as a Tier 3 advanced missile weapon that releases swarmer missiles.
35* {{Retraux}}: The game's assets are rendered with visible pixels and bright colors, albeit with a modern lighting engine, and the music consists of upbeat [[{{Chiptune}} Chiptunes]]- [[MoodWhiplash It's kind of an odd contrast]] to the BackStory.
36* SentryGun: Some of the enemies are these.

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