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Video Game / Fear And Hunger Termina

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After the Second Great War, 1942.
It's a homecoming.

A sequel to the Horror RPG Fear & Hunger, this time set in a more modern period of 1942. You don't need prior knowledge of the game to play, but it does help fill in the blanks regarding the lore and canonicity of certain parts from the first game.

Prehevil - 1942, months after the Second Great War. Your character is determined to go there through some quirk of fate, however, the train they're boarding comes to a stop in the middle of nowhere, just before reaching the destination. And there's the matter of this strange dream, and a festival, set up by some mysterious figure.

The full game is not out yet, but there is a very dense demo released here.


This game provides examples of:

  • Anti-Frustration Features:
    • After selecting your character, you can choose to skip either the introduction, the strange dream, or both.
    • If the player protagonist has a weapon capable of shooting, you will now be able to tell how many shots are remaining by way of an ammo count on the bottom-left screen.
  • Arc Symbol: In a Game Over screen, you will be seeing the title of the game with a stylized "M". This is the symbol of the god of Fear and Hunger, hinting that she's more involved in the plot than is obvious.
  • Cutting the Knot: Thanks to the introduction of guns, you can actually kill bosses without going through the standard boss fights just by shooting them. The trade-off is, of-course, the loss of precious ammo.
  • Expy: In the demo, the Ex-Soldier and the Occultist are the modern day equivalents of the Mercenary and the Dark Priest.
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  • Legendary in the Sequel: Enki the Dark Priest manages to have books written by him survive in the present day, hinting that he was an accomplished and respected figure well after the events of the first game. Of course, the God of Fear and Hunger is also mentioned.
  • Off with His Head!: Provided you have one, you can use a bonesaw to take the heads of enemies you have killed. The heads can be offered to a ritual circle in exchange for soul stones.
  • Ominous Visual Glitch: When you're near an enemy, the screen turns static, like in the old television screens. It also appears when you enter the Tower of the Moon God when you sleep, which is a bit strange.
  • Shmuck Bait: Just like in the first game, you can jump down the toilet hole. If you were stupid enough to do so, there is clearly no way out of the toilet, leaving you with the only option to take your own life.

How well does it match the trope?

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