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"Every Abnormality may not have a reason to exist, but they all have a will to persist."

Face The Fear, Build The Future.
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Congratulations, and welcome to your new job as a site manager for The Lobotomy Corporation, the newest company in the innovative new field of energy production! We at the Lobotomy Corporation have discovered a new untapped source of energy... Monsters of mysterious origin. As the manager, your job is to oversee the facility you have been assigned to and make sure that everything is running smoothly. That includes hiring new agents, researching the monsters you've been assigned, and finding the best way to get the highest amount of energy out of them... Aaaaaand dealing with the occasional containment breach, during which many agents will be murdered and/or go insane.

But don't worry, we're not going to make you do this by yourself. You'll be assisted by our new A.I., Angela, who will help you in overseeing the facility by sending your orders to the agents who work there, and perhaps engage in some stimulating conversation with you when you're off the clock.

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Lobotomy Corporation is a Space-Management Game developed and published by South Korean independent video game studio Project Moon, inspired by SCP Foundation, The Cabin in the Woods, and Warehouse 13. It was released on Steam on December 16th, 2016, and was in Early Access until April 9th, 2018.

As of January 2019, Project Moon has cancelled their plan for DLC for the game and has since turned their attention to the Actionized Sequel Library Of Ruina. Trailer here. Warning: Late-Arrival Spoiler for the end of Lobotomy Corporation. They've also released such projects like Wonderlab, a comic collaboration with Korean artist MIMI focusing on Lobotomy Corporation itself, and The Distortion Detective, a novel tie-in which focuses on a detective solving cases relating to the "Distortion" phenomena, both of which would expand upon the world and lore of Lobotomy Corporation and Library of Ruina. There is also HamHamPangPang, a Real Life bakery/cafe in Suwon, South Korea, that sells themed menus and merchandise of Lobotomy Corporation and Library of Ruina, along with various related media in The 'Verse.

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In May 2020, Lobotomy Corporation received a total rehaul of its English translation that would make various changes to every aspect of the game, including abnormality names and story dialogue.

Because a major part of the game involves experimentation and discovering what the Abnormalities do, beware of unmarked spoilers.


Lobotomy Corporation contains the following tropes:

  • Action Bomb: Cirque de Sang, the monster clowns that you encounter in the Legacy version's Crimson Dusk, along with Cheers for the Start, the Crimson Dawn Ordeal, explode shortly after death.
  • Aerith and Bob: We've got names like Yesod, Malkuth, Hod, Netzach... oh, and Angela. A lot of the names are taken from Hebrew, due to the game's Kabbalistic motif. Angela is probably just a related Pun (Angel-a). As it turns out they all have relatively normal names after all...
  • All for Nothing: For all countless cycles and deaths that A and his incarnations, including the player character, goes through, to plant the Seed of Light, the Golden Ending shows it all gets ruined by one variable that was neglected and unaccounted for- the A.I. Angela, who has been around since the beginning and suffered through it all. Because of this the Seed of Light, which was supposed to shine for 7 days only shone for 3, not only failing to save anything but as the sequel Library Of Ruina shows, actually made the Crapsack World even worse.
  • All Women Love Shoes: Ladies who work with the Red Shoes will go a little Ax-Crazy, metaphorically and literally, towards their fellow employees.
    • At least this was in the older version. In the current version, the shoes can possess anyone with a Temperance level of 2 or less.
  • Animesque: The human and AI characters have large eyes and no nose, and many of your workers will randomly generate with purple, blue, green, etc.-colored hair. Angela's hair appears to be white with either a light blue tinge, or tinted tips.
  • Anthropomorphic Food: One of the abnormalities is Snow White's Apple, which is a really tall creature with an apple for a head. Let its Qliphoth Counter hit zero, and it escapes, filling every room that it teleports into with vines that slow down agents.
  • Anti-Frustration Features:
    • We Can Change Anything is immune to Qliphoth Meltdowns, meaning you don't have to send your employees to an insta-kill tool and get punished for not doing so. This doesn't matter much for basic gameplay, since Tool abnormalities can't breach anyways, but Binah's suppression requires fixing the meltdown of multiple containment units at once, which include tools. She will thus never pick We Can Change Anything, and will thus never demand you send an employee to their grave.
    • It might not be obvious at first due to Guide Dang It!, but WhiteNight does give you a way to quickly absolve it through the Heretic Apostle it spawns, who can confess to One Sin, an Abnormality that you will almost always start with to stop it from completely decimating the facility. It doesn't give you WhiteNight's E.G.O. Weapon, but at least it lets you retry with all the Apostle Employees intact (due to WhiteNight also actively disabling the main menu if it breaches) and it gives you a quick getaway if you accidentally chose the Plague Doctor, WhiteNight's disguised form, and blessed 12 Employees with it, which would otherwise result in a Total Party Wipe especially when chosen early on in the game.
    • Qliphoth Meltdowns will not occur in branches where Sefirot are melting down. Furthermore, for Gebura and Binah's Meltdowns, the player only needs to suppress them and need not worry about energy for the day. Lastly, once a Sephirah has been suppressed, the department they govern will never suffer from Qliphoth Meltdowns ever again.
    • Once you've completed a Core Suppression, said core will remain suppressed even after you rewind to a checkpoint. This is beneficial in bringing back any valuable Agents that may have died during the suppression. In addition, each Core Suppression confers a number of powerful benefits that remain even when turning back the clock to Day 1, such as Malkuth increasing your end of day LOB rewards and buffing the movement speed of all employees, or Hod making it so that all new hires have their starting stats buffed from one to three. This makes it much easier to get back up to speed during your next run if you spent too many resources to be able to continue on.
    • Days 46 to 49 are infamously difficult, but have a number of design elements to not make them totally unfair:
      • On Day 46, you need to suppress The Claw to properly end the day. As long as you play your cards right, you never have to see him again, since the rest of the three remaining days have completion objectives that will likely be fulfilled before he even shows up. This is good, because he's one of the hardest hitting enemies in the game and would make the following days next to impossible.
      • On Day 47, the Asiyah Sefirot will stack their bonuses one at a time instead of all at once. This makes it easier to get a headstart by working on higher-tier, dangerous abnormalities to build up an energy base before Hod's suppression debuff begins.
      • On Day 48, Chesed will turn off his damage buff when Gebura shows up. This is huge, since The Red Mist with a five times damage bonus to any of her attacks would decimate even the strongest agent in a single swing. Though he does turn it back on if you reach a high enough Qliphoth Meltdown level, the option is always there to mostly ignore Gebura and simply focus on working your way to the end of the day.
      • On Day 49, Hokma's time pause debuff cancels out Binah's time pause cancellation in her third phase, meaning you can pause to take care of the Meltdown of Pillars in exchange for some of your agents dying or panicking. While at least some of your agents will die, it's a fair price to pay for being able to deal with the Meltdown of Pillars without resorting to Backwards Clock, and makes the fight at least a little fairer.
  • Berserk Button: A good number of the abnormalities have one, and usually you'll learn about it when an employee suddenly gets eaten or worse. As an example of how it used to work in the Legacy version: don't order anyone to clean Spider Bud's room, as they'll inevitably step on its babies, and then that agent is lunch (This only happened to male employees with the Principalist personality). In the current version, this will happen to anyone that performs Insight/Cleaning work on it.
  • The Big Bad Wolf: One of the anomalies your facility holds is called "Big And Will Be Bad Wolf". Despite how innocent he may seem at first, he is called "Big and Will be Bad Wolf" for a reason; Once his Qliphoth Counter hits zero, he will escape from his holding cell and drop the cutesy facade as he massacres your employees.
  • Big Red Button: Don't Touch Me is one of these, and it's semi-intelligent at that.
  • "Blind Idiot" Translation: This was the case in the older English version since the developer's native language is Korean, and the game's writing suffered in the translation. While for the most part it could easily be overlooked in the dialogue, it was a little annoying when it popped up in the Abnormality notes, which convey important gameplay-related information.
    • Averted since May 2020, as the translation has been updated to correct grammar and inaccurate translations.
  • Body of Bodies:
    • The Abnormality known as Nothing There is a monster that looks like it was made of human bodies.
    • The Mountain of Smiling Bodies is also one of these.
    • To a more specific extent, Blue Star uses the many legs of its consumed followers to hoist itself up when it isn't floating.
  • Boss Battle: A downplayed example. Sefirot will eventually have their own version of a Meltdown, which causes them to mutate into a biomechanical monstrosity. Most of them, with a couple of exceptions, are not destructible entities however; what they do instead is cause a bunch of unwanted effects that worsen as the workday goes on, and you must advance the day to a certain point to win. The last few days before endgame will features multiple Sephirah Meltdowns at once.
  • Brainwashed and Crazy: Some of the abnormalities are capable of hypnotizing/possessing employees.
  • Brown Note:
    • The Silent Orchestra's music can be very deadly; if you take too much time trying to kill it, those who became insane will die instantly.
    • The Fragment of the Universe has a less deadly version in-game, although in its story, it caused a bunch of employees to die trying to understand it.
  • But Thou Must!: All of your options during the flashback preceding a Sephirah Meltdown are the same action. You have to ignore Elijah's cries for help, enforce Gabriel's treatment, and so on. This is usually done to highlight how monstrous your past self is or how despair-inducing the situation your fellow executives were in moments before their death.
  • Censor Box: Played for horror with CENSORED, an Abnormality evidently so horrible and mind-rending, its actual form is covered by red censor bars on the player's cameras. CENSORED causes Agents to take damage just by seeing it, and its notes state that the Corporation removes Managers that see what it truly looks like.
    "If a flaw in the system disables the censors covering the Abnormality, we will once again have to sincerely consider how to dispose of the manager."
  • Closed Circle: The Lobotomy Corporation is effectively this, as getting a job in this organization is a job for life. Employees might occasionally mention that they're looking forward to vacation days, but Angela makes it rather clear that nobody is allowed to leave under any circumstances, not even higher-ups like managers or the Sephirot. This also extends to the facility during game play; while there's a fair amount of things you can do to help manage the situations during a workday, there's not a single option for allowing your Agents to just evacuate out of the facility. Your only option for receiving outside help is less "search and rescue" and more "contain the situation". It's also Justified, since this was a tactic for Ayin, the original founder to escape the Head's wrath because just about everything within the underground facility is blatantly and spitefully against the Head and the City's laws.
  • Creepy Child:
    • The Child of the Galaxy is one of these. He's dangerously clingy; if anyone who worked on him worked on another abnormality, the Qliphoth Counter Decreases, and if that employee dies, his Qliphoth Counter becomes 0. And the penalty of his Qliphoth Counter going to 0 is all employees who worked on him that day dying. Thankfully, he has a generous count of 5 Qliphoth counters before he goes mad.
    • Laetitia, the first Abnormality added to the new version, is also one of these. She's also lethally clingy; if anyone who worked on her tries to even work on another Abnormality, that employee will die and become a spider minion before they can even work on it.
    • Scorched Girl also qualifies, though her version of 'creepy' is more 'outright homicidal'.
  • Color-Coded for Your Convenience:
    • Damage comes in four colors. Red damages health, White decreases sanity (health in Abnormalities) Black damages both (again, health only in Abnormalities) and Pale is a Percent Damage Attack. The colors are based off of the Horsemen of the Apocalypse.
    • The Ordeals are sorted into five colors. Amber is food-themed with worm creatures. Crimson is carnival-themed with monster clowns. Green has an ancient mechanical theme. Indigo has a modern industrial warlike theme. Violet is vaguely religiously themed with ancestral horrors. White ordeals, which show up on Day 46-49 and replace all previous Ordeals, has you deal with entities known as "Fixers", each of which have their own theme that corresponds to a type of damage, while Midnight has you deal with an entity known as "The Claw"
    • The Magical Girls play this to some extent. While the Knight of Despair is mostly bluish and black (bearing a black Spade), and the King of Greed is yellow, with multiple shades and tints of the color (and bearing a diamond window that shows her), The Queen of Hatred, despite bearing a variety of colors like a red heart-shaped hair clip, teal hair and a patterned skirt, her dominant color is magenta, as seen on her uniform and colors of her attacks.
    • The Sefirot themselves and their respective departments are also tied to a certain color, respectively brown for Malkuth, purple for Yesod, orange for Hod, Green for Netzach, Yellow for Tipereth, Red for Gebura, Blue for Chesed, Black for Binah, Grey for Hokma, and finally White for Kether/you. These are actually the colors represented by the Sephirot in the actual Kabbalah.
  • Crapsack World: Aside from the fact that the world is absolutely ridden with haunted artifacts and other worldly monsters, the society itself is crumbling outside the Corporation;
    • The city in which Lobotomy Corp is situated in, and by extension most of the advanced world, is facing an energy crisis of such a scale that organizations competing to profit off this dilemma end up waging wars on each other to eliminate competition (leading to the deserted ruins known as the Outskirts), along with gaining their energy from dubious sources. If Angela is to be believed, one such corporation was gaining energy straight from hell at some point (a quote that’s accompanied by an entity resembling WhiteNight flying before a holy backdrop).
    • Outside the city walls is a place known as the Outskirts, a deserted and ruined city caused by a war waged between various Corporations. This war-torn area is only populated by the people who were unable to get inside the city before it closed and bands of killers and cannibals known as the Sweepers, who favor targeting easy prey such as children. Along with cannibalizing them, it’s also said that they sometimes ‘accompany’ their catches to convert them into more Sweepers. According to Tiphereth/Lisa and Enoch, it’s no surprise that children die by the dozens everyday one way or another in the Outskirts.
    • The Black Forest has fallen into perpetual darkness thanks to the curse that summoned the Apocalypse Bird, leaving it barren of most life and haunted by three murderous Birds. Villagers near the area regard the Forest and its story with fear, warning their children of the Big Bird and Judgement Bird, the former who'll sever your head if you trespass into the Forest and the latter who will hunt you down and punish you for your sins.
    • Emerald City has been twisted by the collective human unconscious into a metaphor for the real City, corrupt and heavily influenced by its upper class society. As seen in the Scarecrow Searching for Wisdom's story; the poor and lower class people who enter the city hospitals face the risk of being secretly killed and having their organs harvested to save higher class citizens instead.
  • Cult: Blue Star's encyclopedia entry implies that one has formed around it.
  • Deadly Euphemism: What Angela and Malkuth refer to for when employees decide to "retire", i.e. become so mentally broken they refuse to work anymore. Angela likens the process to replacing a faulty gear with a new one to make sure the whole machine doesn't jam up.
  • Difficult, but Awesome: Managing WAWs and ALEPHs. The former are incredibly hostile entities hellbent on breaking out as soon as possible to run rampant throughout your facility, while the latter are powerful Eldritch Abominations that, if allowed to breach, can begin potentially game-ending scenarios. Your reward for managing them is twofold- on one hand, you gain energy levels in the low twenties to high thirties with Good work on them, which is often enough to power a large portion of the required energy on their own, and the E.G.O. equipment they give are easily the best in the entire game and downright necessary to win the final few levels.
  • Disaster Dominoes:
    • A reoccurring problem in-game. One of the Abnormalities kills the agent you sent to pacify it and escapes its cell. You now have to order agents to suppress the rampaging Abnormality or its victims, but that means they can't do their normal work with the other Abnormalities until they're done. All it takes is one more Abnormality escaping to really escalate the situation, and some of the monsters are guaranteed to break out if there are multiple escapees.
    • Some Abnormalities use this as a mechanic.
      • WhiteNight in a nutshell. If it ever breaches, it will kill 12 employees and turn them into Apostles, 11 of them which pack sufficient power to kill any employee not in your line of sight. The massive amounts of deaths induced, alongside WhiteNight being an ALEPH is sufficient to throw the entire facility to a level 3 alert and allow other dangerous Abnormalities such as Big Bird or Mountain of Smiling Bodies to wreck havoc alongside it.
      • This is also Big Bird's thing, as it ignores its Qliphoth counter and instantly escapes should you reach a level 2 alert or 5 or more employees die, which means that you'll already have abnormalities rampaging when it decides to breach containment.
      • Melting Love seems to be a fairly easy to manage Abnormality, but one employee working on her will result in a catastrophic infection if not dealt with correctly. It's not uncommon that the infection Melting Love causes turns the whole facility into her Slime minions.
    • An in-universe example. Back when L Corp was still a small research facility running under Carmen, her research had stagnated, and the employees had also proven that she should be sacrificed for the initial Cogito experiments for the greater good. Not willing to sacrifice herself, Carmen and A asked a boy they adopted from the Outskirts called Enoch to participate in the experiments. Enoch was already suicidal and wanted to participate despite Carmen's objection, and eventually the research team killed him in a failed experiment. Enoch's partner, Lisa muttered hateful things against Carmen for killing her blood bond. Despite that Lisa wasn't serious, Carmen was heavily impacted by the words; combined with the research team already wanting to off her, she committed suicide in a bathtub by slitting her wrists, something that tormented A so much that instead of curing her wounds (which were relatively minor injuries), he removed her whole brain stem and placed it in a tub when she was still conscious. Everything went nasty starting from that point on; entities dying to failed Cogito experiments or insanity, the whole facility gets ratted out to authorities who proceed to nearly decimate it (only to narrowly fail to a Pyrrhic Victory on L Corp's side), A and Benjamin starting the Smoke War with the assistance of several paramilitary units to turn themselves into a Wing, the creation of Angela, and the list goes on and on. The effects don't even end in the sequel, either.
  • Disk One Nuke: There are a few E.G.O. weapons that punch above their weight class, and thus entice players to run their abnormalities in order to earn their equipment to make Ordeals and Suppressions much easier. For instance, Der Freischütz and Funeral for Dead Butterflies both have WAW E.G.O. weapons despite being HE abnormalities, while Judgement Bird is famous for having an ALEPH E.G.O. set even though he's a WAW. Der Freischütz is a particularly cool example, because his E.G.O. weapon, Magic Bullet, hits everything in the room when it's fired.
    • If you can somehow survive the Apocalypse Bird event (which is easier said than done), you will receive its ALEPH tier gear: the Twilight set. While only one drops, you only really need the one- the E.G.O. weapon does all types of damage while rotating between them with each hit, and the E.G.O. gift has an absurd 0.3/0.3/0.3/0.5 stat spread and deals constant Black damage to any enemy standing in the same room as your agent. The catch is that you actually don't need to complete the day to earn the weapon itself- if you can conquer the event, it is automatically added to your arsenal of E.G.O. weapons. You will also no longer encounter the Apocalypse Bird as soon as you still have the E.G.O., even if all three Abnormalities that are required to form the Apocalypse Bird breach, preventing the emergence of a facility-wiping monstrosity. Earning this is extremely tough, but the rewards speak for themselves. What makes this an example is that Twilight remains in your inventory whenever you restart Story Mode, which means all it takes is working up one for it to become usable. This can happen by day 31 if you get lucky and pick specific abnormalities to farm their Gifts, but when you do any midgame facility just became a hell of a lot safer.
  • Don't Look at Me!: When Schadenfreude is close up to the screen, its Qliphoth counter will drop by 1 every 5 seconds and any work done on it will automatically fail. If it breaches, it will only move or attack if it is on screen.
    • Inverted with The Burrowing Heaven, which requires the camera on it while work is being done or its Qliphoth counter will decrease. If it breaches, it will only move or attack when it is not on the screen. Mercy on the poor soul who ends up with both of these next to each other.
  • Do Well, But Not Perfect: Alriune will immediately escape if you were to get not only a Bad result, but a Good result as well. The only way to keep it in containment is to strive for a Neutral result.
    • This also applied to The Silent Orchestra, but because its Counter is comparatively higher compared to Alriune's, it was easier to manage back in the Legacy version. Currently, the Silent Orchestra works the same as Alriune; achieving a Good or Bad result has a high chance of allowing it to escape.
    • The Queen of Hatred's Qliphoth counter will drop if three of your employees don't die before each Qliphoth Meltdown. While you need a good result (16 PE boxes or higher) to calm the Abnormality back down again, the counter will just drop again after the next Meltdown.
  • Eldritch Abomination: And it's your job to manage them.
  • Eye Scream: Employees who die from misusing Behavior Adjustment will rip out their own eyes before sitting down to laugh one last time.
  • The Fair Folk: Fairy Festival will sometimes send out some fairies to employees who work with it. They'll heal the employee, but they're very protective of their fresh meals. Namely, anyone who has the faeries and works on something else will die.
  • Foreshadowing: The origin of certain Abnormalities foreshadow various major events of the game and its sequel.
    • The story entry for Bloodbath was seemingly written by a friend of a woman that committed suicide via slitting her wrists in a bathtub after becoming depressed. By the end of the game, it becomes obvious that the girl that committed suicide was Carmen and the one who wrote the entry was A.
    • The Snow queen's entry features a man who put what appears to be his love interest who fell into depression and committed suicide into a cryo-coffin, and he attempted to recreate her with a machine, but failed. The woman is actually Carmen, the man is actually A and the machine is Angela.
    • Pay attention to Big Bird's coloration; it bears a striking resemblance to Binah's clothing. The Black Forest Birds are also obviously allegories to a deadly authoritarian government that wasn't outwardly malevolent. Binah actually used to work for such a government and wasn't in Lobotomy's side; she was merely gravely injured and captured by A.
    • While minor (and unintentional), Dream of a Black Swan's backstory tells of a hardworking girl named Elijah who, in the process of trying to help those dear to her, ends up turning into a bizarre human-swan hybrid due to a strange, mutating smoke. Elijah is also the true name of Malkuth, who originally died when she attempted to conduct a research test on Cogito by herself and was overloaded as a result of it.
  • The Fourth Wall Will Not Protect You:
    • When WhiteNight is loose, it will prevent the player from changing the game speed or saving.
      "Do not fear, for I am with you. You cannot leave until I allow you to."
    • While The Silent Orchestra is playing, the player can't change the volume or speed of the game. Additionally, it’ll block a good portion of the screen with a theater curtain, hampering your peripheral vision.
    • Hokma, who not only takes away your ability to pause or change the game speed (should you attempt to do so anyway, you'll have to deal with several of your employees dying or going insane), he also keeps increasing the game speed outside of your control.
  • Fungus Humongous: The Little Prince. It's a large, sentient mushroom who can create a rather gruesome infection.
  • Fusion Dance:
    • Don't let Big Bird, Punishing Bird and the Bird of Judgment escape together, or they will fuse into the Apocalypse Bird, a massive abomination capable of creating facility wide chaos.
    • Don't let Yin and Yang reach each other, either. They will turn into a massive Dragon that reverses the HP and SP of all on-screen entities and reverse the Qliphoth Counters of the Abnormalities that didn't breach, which basically means many employees in the facility dying and more abnormalities breaching.
  • Grotesque Cute: The cutesy art-style doesn't stop truly horrible deaths or abnormalities being depicted. It's In-Universe too; in an attempt to protect the manager's sanity from the full consequence of their actions, a Perception filter was installed onto the screen which makes the abnormalities and employees appear in a simple art style.
  • "Groundhog Day" Loop: It's canon, and you have to do this lots of times to get every single abnormality and garner enough strength to take on Sephirah Meltdowns and the stronger abnormalities so you can get the true ending. And events will keep repeating on the exact same cycle every time you do them, it's just the abnormalities you get being randomized and drafted every 50-day cycle.
  • Guide Dang It!: All over the place. A majority of the game's most frustrating aspects come from that researching Abnormalities are basically trial-and-error, and there's no way to know when or how you will taste their consequences (which can arrange from minor breaches to One Hit Kills or even mass deaths) without experiencing them beforehand or reading a guide. Even the clearing objective can come across as this; you actually have to clear all nine Core Suppression tasks and clear day 47 - 50, with researching most available Abnormalities required to see the Golden Ending. This is listed nowhere in the game unless one manages to trigger a Core Suppression.
  • Hair-Raising Hare: The Rabbit Team. Emphasis on the "killer", as these rabbit-masked mercenaries will kill everything that moves once they're hired, including your employees.
  • Hanging Judge: Judgement Bird, also known as Long Bird, is literally one of these. It can instantly kill employees when it escapes by marking them with an image of a golden scale above them and then hanging them. Also, it can turn into a whole new monstrosity if the two other birds escape.
  • Hide Your Children:
    • Averted with some of the Abnormalities:
      • The final encyclopedia entry for All-Around Helper is an audio log of a mother, her child, and the robot when it decides to do some cleaning.
      • Scorched Girl is implied to be the soul of a girl who sold matches, who saw a better life in the flames of the matches she sold and accidentally burned herself to death.
    • It's averted in universe too, since the Tiphereths are actually children A and Carmen adopted from the Outskirts. The boy, Enoch (later Tiphereth B) was killed by Carmen in a failed experiment.
  • Infinity +1 Sword: Quite a few. Accordingly, they're all the E.G.O. weapons of ALEPH-tier abnormalities, which means you have to earn them first.
    • Mimicry, the E.G.O. of Nothing There, is the best Red damage weapon in the game. It attacks lightning fast, has a special scythe move that deals ludicrous damage, and heals for 25% of all damage done. Any person who equips this becomes a Stone Wall who heals faster than almost anything else in the game can damage them for. CENSORED's E.G.O. weapon... uh, CENSORED, has a similar effect of healing 40% of all damage done, but attacks much slower and deals Black damage instead. Both weapons complement each other quite well.
    • Twilight, the E.G.O. of Apocalypse Bird does 12-18 damage of all four types at once, ensuring it will penetrate any defense and can handle any kind of situation.
    • The king of them all is the Paradise Lost E.G.O., the only such in the game that does room wide Pale damage. Very few things in the game resist Pale damage so this weapon can have an employee destroy entire rooms full of abnormalities or Ordeals. How do you get it? Well by suppressing WhiteNight, an insanely powerful abnormality where even the slightest mistake can have it killing off your entire facility easily. Good luck.
  • Interface Screw:
    • A gimmick in Yesod's meltdown is to completely blur the HUD and obscure vital information, such as HP bars.
    • During the final day/Day 50, progressing will cause A to flip the facility sideways and eventually upside down.
  • Joke Character: "You're Bald..." is a strange sphere whose effect (Keep Calm and Go Bald) is purely cosmetic.
    "Come back after watching Fast and Furious 7 for more than five times." (From Legacy version)
  • Karmic Twist Ending: The Golden Ending. You managed to end the vicious cycle of the "Groundhog Day" Loop you instigated by making amends for all the horrible atrocities you committed against your inner circle. Then you collect that very remaining bit of energy required to unleash the Seed of Light that purifies humanity, to restore society to its normal state and is going to end its corporate and militant dystopian status. Unfortunately, one last person won't let you... the AI you blatantly created with illegal tech, then abused and ignored as if she wasn't a person. She cuts your research short, inversely causing more chaos since she would be using the facility's remains to draw and kill figures from the city, and because the Seed of Light stopped midway, people begin to become half-abnormalities and granted the city new, supernatural threats to deal with.
  • Killer Rabbit: Some of the Abnormalities count due to an unassuming/cute appearance that is backed up by sheer killing power, such as the Punishing Bird, Melting Love or Meat Lantern.
  • Killer Teddy Bear: One of the monsters you have to manage is a giant living teddy bear who will hug agents to death if cared for improperly.
  • Killer Robot:
    • All-Around Helper. If its counter hits zero, it will break out of its holding cell and start wandering around the facility, attacking any employee it encounters.
    • We Can Change Anything, to a lesser extent. Interacting with it is a death sentence, but gets you energy for the killed employee.
    • Killer Robots can also invade your building during Green Ordeals, and they cannot be captured or tamed like the other Abnormalities.
  • Little Red Fighting Hood: One of the anomalies you have to manage is Little Red Riding Hooded Mercenary, who may or may not be the original Red Riding Hood, having grown up to be a mercenary. Oh, and she has a serious vendetta against the Big And Will Be Bad Wolf.
    • In fact, in the event that the Big And Will Be Bad Wolf ever gets out and gets near her holding cell, or howls near wherever she is, she'll drop everything she's doing and immediately go after him. As you can expect this will ensue in a violent brawl among them and the Wolf will periodically try to run at times. The problem is that Little Red does not give a single flipping damn about collateral damage, and she will fire at him regardless of how many people are in the way.
  • Losing Your Head: The Crumbling Armor will do this to any employee with Fortitude 1 if they work with it. It will also do this if an employee with Crumbling Armor's buff/debuff at max does Repression on it several times or an employee with any level of Crumbling Armor's buff/debuff does Attachment work to any Abnormality.
  • Lottery of Doom: Two:
    • If Nameless Fetus is unhappy, it will slowly make other Abnormalities breach, and the only way to stop its crying is with a randomly chosen human sacrifice. The chosen employee will then head towards its containment and pulled into the Fetus's maw.
    • Repression work for CENSORED is replaced with Sacrifice, which needs a randomly chosen human sacrifice that will be torn apart in a series of Ludicrous Gibs. This increases its Qliphoth Counter by 1 if it goes below 2. It's not mandatory either, since CENSORED lacks the sporadically destructive effects seen in the Fetus.
  • Magical Girl: At least three of the creatures you have to manage are this. They seem to be harsh Deconstructions of this trope, as all of them eventually became fallen heroines after completely winning against their evil villains, that now embrace Wrath and Greed (plus Despair).
    • The Queen of Hatred is still a legitimate magical girl... but with no more evildoers to fight. The Queen of Hatred is obsessed with Black-and-White Morality-flavored justice, and trying to grapple with the idea that she has become fundamentally pointless has left The Queen of Hatred mentally and emotionally fragile. If in a good mood, she'll be a hero to your Agents and try to save them when Abnormalities breach. Otherwise, she'll transform into a giant blue snake-monster and start teleporting around the facility, attacking any agent that crosses her path.
    • The King of Greed was a magical girl at some point, but is now trapped within a golden crystal. She put herself into the crystal on purpose, after realizing that her formerly innocent desire for happiness had mutated into an all-consuming hunger for more. If the King escapes, she transforms into a giant angler fish-monster and starts slowly going through corridors while devouring all in her way.
    • The Knight Of Despair was once a determined defender of justice, but over the years she’s fallen to intense despair over the lack of goodness left in the world. Unlike the other two girls, she’s still willing to help protect your workers with almost no qualms over it, blessing them with a protective crest. Almost in that if the person she blessed dies, she’ll be so overcome with grief and despair that she’ll begin rampaging around the building to blindly avenge that worker, loudly sobbing and crying while impaling people with magical spears.
  • Mainlining the Monster: The entire point of keeping so many horrific abnormalities in one place is to harvest from them a substance known as Enkephalin, which is the most powerful source of energy in the setting and is extremely lucrative as a result.
  • Monster Clown: The monsters spawned from the Crimson Ordeals are themed around this.
  • Multiple Endings:
    • Ending A: Fail to suppress all of the Asiyah Sefirot. Abel says you are not ready to see what is behind the door and sends you away. This can also be triggered if you did clear all Asiyah Sephirah meltdowns, but fail to answer Abel's questions correctly.
    • Ending B: Fail to suppress all of the Briah Sefirot. Abram blows up the facility to stay with Carmen forever. This can also be triggered if you did clear all Briah Sephirah meltdowns, but fail to answer Abram's questions correctly.
    • Ending C: Fail to suppress all of the Atziluth Sefirot. Adam fulfills Carmen's ambition and unleashes all of the previously contained abnormalities onto the world. This can also be triggered if you did clear all Atziluth Sephirah meltdowns, but fail to answer Adam's questions correctly.
    • True Ending: Complete Day 50 synchronized with every Sephirah. The Tree of Light is executed and a seed of hope is planted. The facility is shut down and all of the Sefirot are finally put to rest. Except Angela goes rogue and uses the light for her own plans to be free, wishing to build a great library for all of the City's knowledge.
  • New Game+: You keep any observations on Abnormalities between games. The Plague Doctor also keeps the current number of apostles created, and will stay as WhiteNight if he was triggered in a previous game, although you could mess with the files to turn him back... In addition, E.G.O equipment and progress on Sephirah missions are carried over to future runs too.
  • Nightmare Face: Considering the subject matter, this is inevitable. Almost every humanoid anomaly will have this issue.
    • In the Legacy version, Little Red Riding Hooded Mercenary would remove her mask under special conditions to reveal that she's missing the skin on her face, an eye, and all of her teeth.
    • Wall Gazer (aka The Lady Facing the Wall) formerly did this when activating her special ability by keeping the camera focused on her for too long. That form of the Jump Scare was removed, however.
  • Non Standard Game Over: The game has several bad endings that basically prompt you to clear all Sephirah Meltdowns to get the Golden Ending. You may also trigger these endings by answering them with "...." when viewing the stories. If this ever happens, the background music will suddenly change to a much, more sinister tone, followed by the bad ending playing.
    • If the player reaches day 47 without clearing the Asiyah Sephirah Meltdowns, Abel will tell the Manager that he isn't prepared and tell him to turn back, before he has to do another run from Day 1.
    • If the player reaches day 48 without clearing all of the Briah Meltdowns, Abraham will berate the Manager for his failure to reach the end and terminate the facility. The game ends with Abraham sitting next to the Cogito well where Carmen's brain stem resides in a forlorn fashion.
    • If the player reaches day 49 without clearing all of the Atziluth Meltdowns, Adam will tell the Manager that he is a part of him, and he will soon spread Carmen's enlightenment onto humanity. However, Adam will turn them into abnormalities, as well as releasing all of the others from their containers, effectively causing a worldwide catastrophe.
  • Nintendo Hard: The game liberally runs on Guide Dang It! trial-and-error and has no hand-holding whatsoever out of basic controls. Not only Abnormality management/drafting virtually relies on trial-and-error and weaker Abnormalities may pose as much of a danger as the more powerful ones, the threat of losing powerful employees and equipment permanently is also very prevalent — despite how the narrative tells you that the employees are dispensable, the gameplay proper actively conflicts with this, requiring you to use fairly squishy employees to frequently go against facility-wiping Eldritch Abominations and avoiding lesser Abnormalities that will inevitably nab random deaths out of them.
  • Permadeath: If any of your agents die, the death is permanent and all E.G.O. equipped on it will be lost. This ramps up the general difficulty of a game that relies on RNG and trial-and-error, since it means that despite it takes time to train up employees, they can be permanently lost under rather mundane conditions or just bad luck. A way to completely avert E.G.O. loss is available, but not before clearing one of the hardest Core Suppressions of the game.
  • Plague Doctor: One of the Abnormalities of the game. In reality, it's implied to be a "human" form of WhiteNight preparing to bring forth the rapture in your facility.
  • Playing Card Motifs: The magical girls are all associated with the four suits. The Queen of Hatred is associated with hearts (she has a heart-shaped barrette and her staff has hearts on it), the Knight of Despair is associated with the spade (she has three spades on her tiara and her dress has a spade design on it) and the King of Greed is associated with the diamond (the window inside the gem she is trapped inside is diamond-shaped). There is no equivalent to the club suit in the game itself, but the Magical Girl associated with the club suit does exist, albeit relegated to a webcomic spinoff.
  • Pyrrhic Victory:
    • Completing a day with a low rating can be this. Sure you managed to survive the day, but you'll likely have lost so many employees and equipment that you cannot hope to replenish them by the next day and might as well restart.
    • An In-Universe example occurs during the Head invasion against former L Corp when it was still a small company instead of a Wing. The Head, under intel from Michelle, a snitching employee, decided to raid the laboratory using several Claws and an Arbiter named Garion. It is all but stated that almost nobody survives a Claw raid, let alone an Arbiter raid; these are singularity enhanced fighters who can decimate entire Wings or Complexes in an instant. However, out of all unbelievable odds, L Corp's executives survived the assault... with the price being the death of numerous employees, the death of the executive Daniel who bowed down to Garion's coercion to evade the assault, the death of the Red Mist Kali under the hands of Garion, and the traitor Michelle hanging herself out of guilt because she just doesn't expect them to go that heavy handed. And when Ayin and Benjamin saw the wreckage, the former decided to kill Garion and subject her to a second life of torture as well, despite Kali gravely injuring her right before she died and she's still conscious. After L Corp became a Wing and most of Ayin's inner circle have been converted into AI people, Gebura (Kali) and Chesed (Daniel) are still heavily guilt ridden and traumatized on from that day, Hod (Michelle) became a guilt-ridden girl trying to atone with no avail, and Binah (Garion) was doomed to be integrated into the facility.
  • Random Event: As the day goes on and the energy quotas get higher, random attacks known as Ordeals may trigger, which increases in difficulty in the following order; Dawn, Noon, Dusk and Midnight. What will happen during those times of day depends on the color signified before they attack; Amber for burrowing carnivorous worms, Green for killer robots, Crimson for monster clowns, Violet for ancient eldritch abominations, and Indigo for cannibal Sweepers.
  • Red Riding Hood Replica: The game includes the abnormality known as Little Red Riding Hooded Mercenary is a twisted version of the classic fairytale, being, as her name suggests, a Mercenary. In addition to the hood, she wears a bandana-like mask over her mouth resembling sharp teeth to hide her face, which is horrifically scarred with no teeth. The one responsible was Big and Will be Bad Wolf, and she will do everything in her power to hunt it down. She can however be hired to fight on your behalf, for a price.
  • Red Shirt: The Clerks that fill up the departments. Unlike your Agents, the Clerks cannot be controlled and instead wander aimlessly, often right into monsters. Their usefulness is dubious at best as even a large crowd of them can barely scratch a monster's HP when in combat. The rest of the time they can even be called liabilities, as they can be converted to hosts/minions for Abnormalities like Queen Bee and Melting Love, or instigate monsters like Big Bird and Mountain of Smiling Bodies into escaping with their frequent deaths. Their only real use is buying time for your Agents to coordinate and regain their health and sanity, as rampaging Abnormalities usually chase Clerks in their way.
  • Religious Horror: WhiteNight's effect when it starts breaching is rife with this. If this thing ever breaches, a decrepit clock will appear alongside the employees it once blessed turning into tall, lanky demonic Apostles, complete with vague text ripped straight out from the Bible and an ominous Latin chant in the background. This is often followed by the Third Warning BGM playing to emphasize how screwed you arespoilers  and if you zoom into the Abnormality itself, the music will be cut off and the sound of church bells ring in the background.
  • The Reveal: Several, as befitting the games mystery-heavy story.
    • The Sephira are human, not artificial intelligence. Their personalities and appearances are based off the members of A's inner circle. Specifically, the Asiyah layer are all his underlings whose lives were ruined through inaction, the Briah layer are all close colleagues who died "in service" of the company, and the Azitluth layer duo are people who act as guiding figures for A, whether directly in Hokma's case or indirectly in Binah's. Angela is not lying when she says that she's the only "true" A.I. in the facility.
    • Lobotomy Corp's energy production method is a sham. In reality, the purpose of Lobotomy Corporation is not to study abnormalities, but create them, with the wonder drug of Cogito facilitating this process. Abnormalities are made when human beings have Cogito injected into them, which are then set up for management and used to harvest enkephalin. Lastly, abnormalities can be generated from any human being that has been sufficiently traumatized, and the source of Cogito (known as The River) flows under much of the world- Abnormalities with established lore outside the facility, such as the Black Forest trio, were borne directly from this river.
    • A's true role in the facility is X, the manager who you play as. X is, in reality, A with most of his memories wiped. This is due to A not being able to handle the mental trauma of being responsible for the demise of his friends, as well as the stress of running the Seed of Light scenario. Midway into the game, X has his memories returned to him, at which point all of the Sefirot refer to you as A.
    • Hokma's purpose in the facility is to manage the TimeTrack2 protocol. He is the one who allows you to return to the memory repository and manage your agents by adjusting their stats, and all employee deaths can be simply undone and reset.
  • Sanity Meter: Your Agents have one of these along with their physical health bar.
  • Sanity Slippage: Bound to happen to your agents. When it does (depending on which one of their four stats is the highest) they do one of the following...
    • Go on a murder spree. (Fortitude)
    • Kill themselves. (Prudence)
    • Sabotage the Abnormalities' holding cells, increasing the likeliness of them escaping. (Justice)
    • Wander around in an aimless panic, which freaks other agents out as the stricken agent runs around screaming. (Temperance)
  • Schmuck Bait:
    • Early on in the game, you will be mostly getting harmless ZAYIN or TETH-level Abnormalities... but two of them are actually ALEPH-tier abnormalities disguised as ZAYIN. Army in Black is one of these and it's no slouch for early game facilities, and the other one, Plague Doctor is actually a ticking time bomb to unleash the single most dangerous Abnormality in the game, WhiteNight, and if it does this, it will stay WhiteNight even during subsequent 50-day loops.
    • If the name or appearance isn't obvious enough, Don't Touch Me should never be interacted with, and will disguise itself as other Abnormalities, give fake observation notifications, and swap places with Plague Doctor between days in order to trick the player. Messing with it in any can cause such fun effects as killing all of your employees, reduce the Qliphoth Counters of your Abnormalities to zero, and can "crash" the game if clicked repeatedly.
    • This acts as Melting Love's main mechanic. Melting Love seems to be a fairly simply to work with Abnormality that will give your employees a nice SP recovery and work success boost when they work on her with anything but Repression... but simply doing so will result in a catastrophic slime infection that will absolutely wipe out your whole facility. Your only real option is to quarantine any employee who worked on her and execute any clerks that are in the same hallway, or do Repression work on her which is basically asking her to breach and will heavily dent your employee, but at least she has some leeway before she decides to breach and she is a relatively easy to suppress abnormality by herself unlike other ALEPHs.
    • Sometimes, the order the player receives observations can lead to employee deaths. "What's that? Beauty and the Beast gives more energy when I do Repression work on it? Cool! And now let's do it again! Wait, what's happening to my guy??"
    • Attacking Little/Punishing Bird when it breaks out will make it do much more damage.
    • Getting a Good result from either Little Red Riding Hooded Mercenary or the Big And Will Be Bad Wolf makes the other more prone to breaking out. And if both of them get anywhere near each other...
    • Shelter from the 27th of March is a fallout shelter that gradually heals those inside and hides them from pursuers. Sounds great! Cue 30 seconds later and..."Wait, why are the abnormalities rapidly escaping containment?"
  • Self-Fulfilling Prophecy: This is the backstory of the three birds. Punishing Bird, Judgement Bird and Big Bird once lived happily in the Black Forest. One day, the trio heard of a prophecy involving a monster coming to bring the forest to ruin, so the three birds decided to appoint themselves as the forest's "guardians". However, in their quest to save the forest, they became tyrants who would kill people for the smallest sin. This continued until the three decided to fuse into Apocalypse Bird, figuring that by fusing into one being they would be three times as effective to fight the monster. However, people saw Apocalypse Bird and fled in fear. The birds ended up becoming the very monster that they were trying to destroy.
  • Sheathe Your Sword: Sure, that the Punishing Bird breaks out often, but trying to suppress it will just make things worse.
    • Void Dream is similar. It is heavily advised you do not try to suppress it should it escapes or else it will transform into its second form which can easily kill employees, while its initial form just puts employees to sleep that the manage needs to wake up.
  • Schizophrenic Difficulty: The game is all over the place in terms of difficulty. The first twenty days are fairly easy, with occasional roadblocks such as an unexpected HE or WAW throwing a wrench in things. By the time day 21 hits, all bets are suddenly off- your chance of getting WAW and ALEPH abnormalities skyrockets, the tough as nails Core Suppressions become unlocked, and the second layer really begins to get filled out. If you haven't sufficently trained your Agents, completed several Core Suppressions, finished enough missions and worked out a way to contain all the abnormalities you own successfully, it can be extremely difficult to complete day 21 and on. Once that hurdle has been cleared though, the rest of the game is pretty smooth sailing outside of Gebura and Binah's suppressions... Only to then shoot back through the roof again with days 47-49, each of which are fiendishly difficult and require extensive planning and preparation to deal with. Day 50, mercifully, is a Post-Final Boss epilogue.
  • Shout-Out: The Fairytale-type Abnormalitiesnote  are references to classic fairy tales, including The Little Match Girl, Beauty and the Beast, Snow White, The Snow Queen, and Little Red Riding Hood.
    • The Little Prince, a giant mushroom, makes references to The Fox and one of its quotes, "One sees clearly only with the heart. The essential is invisible to the eye.", in its flavor text.
    • The Warm-Hearted Woodsman is The Tin Man from The Wizard of Oz. The plastic heart wasn't enough for him. The Scarecrow also is an Abnormality... he's still looking for a brain.
    • The Big And Will Be Bad Wolf claims that he's responsible for any story that involves the Big Bad Wolf, including the one concerning Little Red Riding Hooded Mercenary.
    • Angela describes Lobotomy Corporation's rivals in the energy business, and mentions a rival corporation that siphons energy directly from Hell, a clear reference to the Union Aerospace Corporation of DOOM (2016).
    • The design (a device with four Nixie tubes with numbers) and function of Backwards Clock is quite obviously a send-up to Steins;Gate.
  • So Long, and Thanks for All the Gear: When an Employee dies, any E.G.O equipment that they have on them will be lost forever. Thankfully, completing Binah's Sephirah Meltdown prevents the equipment from being lost.
  • Through the Eyes of Madness: Early on in a run, the game will suddenly have a more detailed art style instead of its normal cutesy cartoon aesthetic. Angela apologizes for the issue and returns the game to its normal appearance, before telling the Manager that their perception filter was malfunctioning. She explains that the purpose of said filter is to make the Agents look like "cute dolls" and makes Abnormalities appear "like toys" to stop the Managers from going insane from seeing a normal work day on their screens.
  • Token Good Teammate: Not all Abnormalities are pure evil things out for blood. Some of them can very helpful to contain problematic breakouts:
    • Little Red Riding Hooded Mercenary could be seen as this. In the event that any Abnormalities get out, she can be contracted to go after them. Of course, if the Big And Will Be Bad Wolf ever gets out of his cell or even goes near her, she'll go after him right away, and she can cause some nasty collateral damage when hunting him or any other Abnormality.
    • Der Freischütz also counts, as he can target anyone (Abnormality or Agent) and fire a magical bullet that goes through walls and anyone in the way.
    • The Queen of Hatred can fight Abnormalities while breaching in a lucid state, and even has typical Magical Girl lines depending on the threat level she faces, including when she goes up against her former magical girl comrades.
    • One Sin and Hundreds of Good Deeds has no real penalty behind getting a bad result, and it generally is the easiest Abnormality to manage due to being a kind of Starter Mon. When WhiteNight breaches, it completely and unambiguously is an aid to the player by giving them an opportunity to stop the breach.
  • Trial-and-Error Gameplay: A core part of the game's system. You'll be going in blind when you choose a not-yet-documented Abnormality, likely suffering from failures ranging from mild to devastating until you can unlock all info that tells you how to work with it safely. Add an Abnormality to your facility that you don't have the resources to maintain? Your options are now get as much info out of it as possible, retry the day, restart your file or reload the memory repository to rewind backwards by a week, and try for a better outcome.
  • Wham Shot: Day 24. First, the revelation of the Sefirot's true forms, quickly followed by Tiphereth B being crushed under a press with a little bit of brain showing through the scraps.
  • Video Game Cruelty Potential: If you're willing to sacrifice an employee, you can get some more energy out of certain Abnormalities. Possibly the best example of this is We Can Change Anything, a high-tech iron maiden that will inevitably kill the employee, but give energy as it turns the employee into a fine red paste.
  • Video Game Cruelty Punishment: ...Although some Abnormalities can and will breach if a set number of employees die. Also, your agents are nowhere as dispensable as they are presented to be.
  • Violence Is Not an Option: Downplayed. While you should suppress most Abnormalities who breach, it takes time to train powerful employees and if they perish the death is permanent, so unless one has very high damage control skills, it is actually ill-advised to go into repeated combat with extremely powerful Abnormalities or fight multiple of them at the same time.
  • Your Head Asplode:
    • The Silent Orchestra's finale does this to affected employees in a shower of colorful musical notes.
    • Employees that work with Porccubus and have less than 4 Temperance, or employees who panic due to its attacks, will have their heads explode from sheer joy.
    "Now it's time for my head to burst. Good day."

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