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Video Game / EXU 2 Batshit Insane

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It never did move past beta.
EXU 2: Batshit Insane is a 2012 Game Mod for Unreal Tournament made by Waffnuffly (aka Bug Horse/BUFF SKELETON) of the UnrealSP.org forums. The current version is still called a "beta", but the updates stopped a long time ago. Luckily, there's plenty of content in v5.2 as it is.
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What is it? Well, in short form, it's what happens when you take Serious Sam, Unreal, The Chaosgulch level from Halo, and enough adrenaline to make an elephant have a heart attack. In an Alternate Universe version of Na Pali, your prison ship crashes, like in the original game, but now you've got the legions of Hell bearing down on you instead of the Skaarj Empire and the Mercenaries. The mod features thousands of new monsters, all of which appear in gigantic swarms, and plenty of awesome weapons. Most of the levels are edited versions of the original Unreal levels, although the game does feature a few original levels.

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EXU 2: Batshit Insane contains examples of:

  • Ambiguous Robots: Tons of enemy types make oddly robotic sounds have have a metallic look about them, but behave no differently than the clearly organic creatures aside from the type of attack they use.
  • Cluster F-Bomb: The whole game.
  • Damage-Increasing Debuff: Each time an enemy is hit with the Hell Gun's secondary fire, they'll take more damage from Hell-type attacks.
  • Degraded Boss: In the original game, you only fought one Warlord twice throughout the entire single player campaign, and it was a boss. Now Warlords are just Elite Mooks who appear not even halfway through the first level.
  • Early Game Hell: Obvious "hell" pun aside, the level Damnation can be quite rough due to how quickly the Piddledoper uses ammo, and how slowly it recharges. Usually this stops being a problem by the time you get the Extractor, however.
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  • Early Installment Weirdness: The Weapon Montage shows overall that early versions had less differences from the original Unreal, a MUCH different soundtrack with dramatic horn music instead of Cybernetika, and the Freezer, which was present in the campaign and used the Stinger's model.
  • Easter Egg: If you die and use the fly command to continue observing the level after death, you can see Waffnuffly's Author Avatar in the sky, the Demon Chef.
  • Elemental Absorption/Elemental Weapon: Most enemies have both of these at the same time. Elements available include fire, ice, bio, Hell, and shit among many others.
  • Elite Mooks: Any giant variant of an enemy, and trust us when we say there are tons of them.
  • Frickin' Laser Beams: Averted with the Piddledoper's secondary fire, which is a straight, continuous laser beam. Played straight with the primary fire though, which is a rapid fire stream of individual glowing blue bolts.
  • Helpful Mook: Medic Mercenaries, rather than shooting anything harmful, simply dispense a massive torrent of bandages with which you can heal. Players will have to take care that they don't kill the Medic Mercenaries by accident.
  • Herd-Hitting Attack: Nearly *every gun in the game* has the capability to hit multiple enemies at once, and considering the amount of demons you'll have to gun your way through, none of it is redundant.
  • Mission Control: Appears briefly near the start of a few levels such as The Shitstorm or the Doomhouse Power Station.
  • Lightning Bruiser: Chargers, which look like any other monster, but god help you if they get close.
  • Living Ship: The Sky Tentacles certainly could qualify as one, although we never get to see a living one on the ground.
  • Meaningful Name: The Clusterfucker, a gun which rapidly shoots bursts of bouncing explosives.
    • The Shitgun, a gun that shoots... well, you know.
  • Mook Maker: Sliths and Queens explode into pupae when you kill them.
  • More Dakka: The Piddledoper, the RFPC, and the Clusterfucker. There's also the Heavy Laser Mercenary, which shoots a very large wave... of dispersion pistol bolts.
  • No-Sell: Any enemy that shoots the same attacks you have will not just be immune to those attacks, but actually gain health from them. For example, the Demon enemies absorb Hellgun fire.
  • Nothing Is Scarier: The Gauntlet Of Pain, which contains no enemies for the first half of the level, and eventually all the demons come out in full force.
  • Offscreen Start Bonus: As in the original Unreal, you can go down an elevator near the first level and find some items.
  • Power Copying: In a way. Many of the weapons that enemies yield are the same weapons that you can gain.
  • Short-Range Shotgun: Averted. Some enemies shoot out a cluster of Piddledoper balls which spread much like a shotgun blast. However, they're fast moving and don't degrade in damage at all regardless of distance, making them strong even at a distance.
  • Smash Mook: Pupae, as in vanilla, simply jump at the player and stab if they're within melee radius. This is true even for their giant versions.
  • Villains Out Shopping: In "The Shitstorm", you can find a memo about a "Demon Fitness Competition". There's also a part later game with this hilarious line:
    In case of a Human attack, please consult an Arch Demon. The Arch Demons are usually available from 9 to 4 and are more than happy to answer any questions you may have.

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