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This place was never worth saving.
...Do you still want to try?
Then, remember this:
Your actions here will affect Niko.
Your "mission" is to help Niko leave.
And most importantly...
(a pop-up appears on your computer) You only have one shot, [YOUR_NAME].
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OneShot is an RPG Maker 2014 Puzzle/Adventure game where you, the player, must guide a lost child through a strange world, utilizing items, characters, and the environment to progress. The game was created by Eliza Velasquez and NightMargin (Casey Gu) and was entered in the 2014 Indie Game Maker Contest. An Updated Re-release made using RPG Maker XP was released on Steam on December 8, 2016, followed by a large content update on March 26th, 2017.

The game can be found here. The Updated Re-release can be found on Steam here, with the official website for it here.

Both of the major game developers have Tumblr accounts, with Night's here and Eliza's found here.

The full OST for the game (including some bonus tracks that didn't make it into the game) can be found at Night's Bandcamp here.

The game is not related to One Chance, but the concept is very similar.

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    General 
  • Adorkable: Niko has their moments. Especially if it involves pancakes.
  • Always Save the Girl: You can choose to do a platonic version by having Niko smash the lightbulb. You save Niko, but damn the world.
  • Ambiguous Gender: Niko is never referred to by any gendered words or pronouns, and their outfit leaves it ambiguous anyway. Word of God has said that "Niko is whatever you want Niko to be." and "Yes, Niko is a boy or a girl."
  • Apocalypse How: Societal Disruption, heading towards Societal Collapse and most likely Total Extinction, all thanks to there being no sun. The moment the game ends, the world does too. Whether or not Niko has been able to get out first.
  • Arc Symbol: The sun/lightbulb. The things it appears on are all things Niko has to interact with, or recreate in a puzzle.
  • Big Bad: At first, it doesn’t seem like the narrative even has a villain, but it gradually becomes clear that The Entity is the antagonist. While it occasionally provides hints and information necessary for the player to progress, it is generally The Entity that is opposed to the Player and Niko's mission of returning the sun, and near the end of the game prevents the player from progressing by locking Niko in a sort of Lotus-Eater Machine, and later attempts to trick them into shattering the sun in order to return home. Further cementing it as the antagonist is the fact that the Entity is responsible for the corrupted code that is causing the simulated world to deteriorate.
  • Bittersweet Ending: Both of the game's endings. If you choose to place the light in the spire, the sun is restored to the land and you get to see the world's inhabitants bask in the sunlight, but the land will, according to some people, (including one with a vested interest in the world dying) continue to die anyway and Niko will be trapped there, alone, until it does. Alternately, if you shatter the light bulb instead, Niko is allowed to return home and be with their mother again, but in the original, the inhabitants of the world will never again see the sun before the land dies, and in the Updated Re-release, the world immediately ends.
  • Book-Ends: A musical variant. The song "My Burden is Light" plays exactly twice: At the title screen when you first start up the game and at the Tower's spire where you have to decide the final fate of both Niko and the world.
  • Born in the Theatre: Several parts of the game, including the Go Home ending, rely on you playing the game in windowed mode. This is to allow you to look for information that The Author gives you on your computer, including the journal that tells of a way to play the game after the 'sun' has been replaced or broken.
  • Cat Boy/Cat Girl: Niko has very cat-like features, no matter how much they try to deny it.
  • Chekhov's Gun: The journal written in an unknown language that you pick up at the beginning of the game. It's not an unknown language when you're given partially restored pages.
  • The Chosen One: Niko is referred to constantly as the "savior of the world" or just "the savior", sometimes even "the Messiah".
  • Cosy Catastrophe: Sure the sun died and the rest of the world will eventually suffer the same fate, but people and robots still have to go about their lives.
  • Crapsack World: Not only is there no sun, but strange, dangerous glitchy squares have started appearing, and apparently have appeared before the sun went out.
  • Death Seeker: The Entity is one, according to the translated journal, and attempts to achieve this by tricking the savior into smashing the lightbulb, ensuring the absolute end of the world.
  • Eldritch Location: Near the end of the game, the Tower is this, with its looping rooms and a less-broken version of the house you started the game in.
  • The End of the World as We Know It: What the player and Niko are trying to prevent in the first place by returning the sun. Turns out that it will allegedly happen no matter whether Niko returns the sun or not.
  • Fetch Quest: Comprises most of the game's puzzles. Getting from one region of the world to another usually requires a fetch quest of some sort.
  • Flat "What":
    Shepherd: My rams clock at 1333 megaherds.
    Niko: ...What?
  • Foreshadowing: In the green area, when Niko comes across the dying plant girl, she asks Niko if she can hold onto the light bulb, wanting to bask in the sunlight before she dies. When Niko asks if the light will bring her back to health, she tells them that it will not save her. This is foreshadowing for the fate of the land if you place the light bulb back in the spire - although it will bring comfort to the inhabitants, the world will still continue to die.
    • There are a couple of details in the soundtrack that foreshadow things that would be not be revealed until the Solstice update: The cover art features Niko and the true form of the Entity, whose real identity is also featured in the name of the track "Niko and the World Machine".
  • The Fourth Wall Will Not Protect You:
    • Both the game (through a persona called "the Entity") and Niko address you directly, (There's no Earthbound/Mother 3 style thing here, (at least early on, you can change it if you want.) the game just knows) and at certain points the game modifies your computer to either add or remove game-related files, and at one point even changes your desktop wallpaper.
    • With the free version, just closing the window was implied to be an ending, in that you effectively ended the world before Niko could get the lightbulb to the right place. With the remake, the game autosaves when you close the game, but not without Niko feeling like they almost died.
    • The ending where you shatter the lightbulb takes this even further: the game window itself shakes when the lightbulb is smashed, Niko literally walks out of the game window down your desktop to return home, and if you try to start up the game after finishing, the game doesn't even start up; it just tells you that the savior is gone and closes itself.
    • If you find the hidden journal pages, you can delete your save file, which apparently resets the game, and allows you a SECOND shot. However, Niko abruptly remembers your name, The Entity outright calls you out on that you're not meant to play it again, and several incidents suggest it isn't quite the same as you remember...
  • Gender-Blender Name: George.
  • Glowing Eyes of Doom: Averted. While Niko's eyes are indeed very large and very glowy, Niko is as sweet as they come. This is even lampshaded by an NPC at one point.
  • He Knows Too Much: The implied fate anyone who finds out about the Entity's true nature.
  • Iconic Item: The lightbulb.
  • It Sucks to Be the Chosen One: Near the end of the game, you and Niko find out that the only way that Niko can return home to their world is by smashing the lightbulb that's supposed to save this world, thus dooming it forever. And even worse, they leave it up to you to decide whether or not you allow a lost little kid to get back to their family and thus leave an entire world to rot in darkness for the rest of its life or trap said kid in a world that is allegedly doomed anyway to push the doom part a bit back. Have fun.
  • Last-Second Word Swap: The lamplighter, during the Solstice ending when the elevator abruptly irreversibly breaks down in a different way from all other endings.
    Lamplighter: "HOLY F" (pause in dialogue box) "UDGE"
  • Messianic Archetype: Niko is explicitly referred to as the saviour and the Messiah.
  • Multiple Endings: Two endings, both of which diverge from a single decision you must make at the end of the game.
  • Non-Action Protagonist: Niko, though the savior of the world, clearly isn't a fighter. There aren't any traditional battles, anyway.
  • Plant Person: Maize.
  • Playing the Player: So very, very much.
  • Random Number God: The face and personality of George, the head librarian, is determined randomly, as referenced by one of the books in the library.
    • Any number code, like the remote control 'code' and the safe combination is randomized. They are even different on an additional playthrough.
  • RPGs Equal Combat: Averted entirely. This game has no combat, only item puzzles and Fetch Quests.
  • Running Gag: Niko would like to remind you that they are not a cat. Cats walk on four legs.
  • Sadistic Choice: Save Niko and abandon the world or save the world and trap Niko forever. Oh, and the world will die anyway! According to The Entity, anyway.
  • Save Point: Beds save Niko's progress. Niko discusses their dreams with the player when starting up the game again.
  • Screw Destiny: Niko is the prophesied saviour of the world. If Niko returns home, the world is doomed.
  • Sekaikei Genre. see Bittersweet ending
  • Shout-Out: to The Little Prince
    • "I have not been tamed" alludes to the story of how the Prince tamed his fox.
    • The very stressed out Lamplighter
    • The merchant who sells a pill that eliminates the need to drink water
    • Seeing wheat fields remind The Narrator of the Little Prince and Niko of their mama.
    • The nameless Author, Cedric the pilot, and Rue the fox references the nameless Narrator (who is a pilot) and the Prince's tamed fox.
  • Side Quest: Before completing the game, you can replant a seed from Maize. If given miracle water and sunlight via Niko saving the world, the seed grows, netting the player an extra picture during the credits.
  • Uncomfortable Elevator Moment: This happens once Niko fixes the elevator and rides down with the Lamplighter. You have the decision to either tell Niko to strike up a conversation with him, or continue the awkward silence.
  • Unreliable Narrator: The Entity. Believing what it says makes the difference in whether one ending is a Bittersweet Ending or a Downer Ending.
  • The Very Definitely Final Dungeon: The Tower, of course.
  • Wham Episode: The Refuge area contains the biggest revelations of the game.
  • Wham Line: Courtesy of the Entity: "You only have one shot, (Player Name)."
  • Wham Shot: If you try to play the game again after putting the lightbulb in the spire, you just see the bedroom Niko first woke up in, but Niko's not in it and nothing ever happens again.
  • When Trees Attack: Downplayed and/or subverted. During the main story, in the Glen, Maize blocks your path with vines and forces you to sidetrack, but this is just so you'll meet her and she can relay some information to you. Subverted when you approach her for the first time, not knowing she's a Plant Person; she's lying weak on the floor surrounded by darkness and lots of spiky vines, as if they attacked her and could attack you, but they're her vines; she just sends them out when under stress and they do nothing to affect you. Subverted again in the Solstice ending; she actively uses her previously-path-blocking vines this time to bridge otherwise uncrossable gaps.
  • Where It All Began: At the end of the game, you end up back in the same house you started in. The original reinforces this by having you sleep in the same bed you woke up in at the beginning, while the rerelease has you go into the same door you exited the house from.

    The original 2014 version 
  • Check-Point Starvation: You don't get to leave the game safely unless you find a bed.
  • Downer Ending: Leaving the game early nets you one — now there's no chance for Niko or the world.
  • Permanently Missable Content: The original version of the game modifies your computer so you can only finish the game once, and you either need a separate computer or account to replay it, or restore your computer to before you played the game; though an edit of the registry is also an option. If you're using Wine to run it on Linux rather than the native port (e.g. so you can just reset the whole registry with ease), it seems to magically detect what you're doing and act as if it were running natively anyway, including the message boxes.
  • Press X to Die: There's an option to quit the game from within the ingame menu.
  • Save-Game Limits: You get only one shot. You need to dig through the registry to reset your ending choice, though as of version 1.003, if you kill Niko by leaving the game prematurely, you get a second chance afterward.
  • Schmuck Bait: Go on, just try leaving the game despite the fact that you get only one shot. The Entity encourages you to take the bait, too.

    The 2016 rerelease 
  • An Aesop: With the Solstice update: just because something like a robot, a world, or a character isn't real, doesn't mean the bond one forms with it isn't worth appreciating. As Rue puts it with regard to robots, it is a "complete suspension of disbelief" where, even knowing it isn't a real person, one forms a bond with it as if it is.
  • Arc Symbol: Black Clover. The mark of The Author
  • Arc Words: Combined with Wham Line. "I can't go against my programming."
    • "I have not been tamed"
  • A World Half Full: The changes made in the Updated Re-release plant it in this territory. The sun is gone, but you do get to see people and robots try to live their lives as best they can, and of course, they also have Niko to rely on.
  • Chekhov's Gun: Near the end of the game, _______.exe also helps you with playing the game again.
  • Darker and Edgier: Played With in the Solstice Route. Several characters appear to die, you see the world slowly deteriorating and Niko, a child, has a near Heroic BSoD. Unlike in the original playthrough, where you and Niko show care for the people in the world, this time the people are the ones helping you out, and often suffer for doing so. However, it all culminates in a Golden Ending where the world is saved and Niko can go home.
  • Do Not Go Gentle: The entire game is the result of one of these.
  • Everything's Better with Penguins: Inverted. The penguin doll you find in the Refuge apartments will make Niko (and possibly the player) freak out a little.
    • A secret area accessed through an alternate password in the clock room leads to a (very bizarre) room based on the Java game Hello Penguin.
  • Everyone Calls Him "Barkeep": The Author.
  • Fantastic Foxes: Rue is a fox who is briefly glimpsed in the first playthrough, and can be briefly talked to in NG+ on the non-Solstice route. If the player has taken the necessary steps to set up the Solstice ending, Rue plays a much larger role, revealing to Niko and to the player some of the details about the world which were left out by the original Prophetbot and Cedric.
  • Golden Ending: With the Solstice update, it's possible to Take a Third Option in NG+, wherein Niko comes face to face with the World Machine, and helps it come to terms with its flawed programming, coming to the realization that the World Machine has already been Tamed through the time Niko and the player spent in the world, enabling the World Machine to restore the Author's intended ending and allowing Niko to go home while restoring the simulated world's sun and resurrecting the people who were erased by the entity.
  • Guide Dang It!: After seemingly beating the game for the first time, you cannot start the game again, unless you check the _______.exe file again and, per instructions, remove a file in that folder. This is especially significant after the Solstice update where this is necessary to reach the Golden Ending.
  • Insistent Terminology: It's a flying machine, not an airplane.
  • It May Help You on Your Quest: The amulet that Silver gives you and the feather Calamus and Alula give you, they both have yellow phosphor in them, which turns out to be important later on when trying to gain access to the tower.
  • Let Us Never Speak of This Again: Spoken almost verbatim by Niko upon exiting the secret penguin room.
  • Reset Button: After getting the Golden Ending, you have the option to Replay the entire game again from a recording of the past events. The real Niko is still safe and sound, you just get to relive the game again as many times as you like.
  • The Ghost: The Author's influence is evident throughout the world, and many characters mention him in conversation, yet he is never seen directly. He directly communicates with the player via the Journal in-game, and through the fourth-wall Document.
  • Overly Long Gag: Any time the librarian robot tries to call down the head librarian George. The robot will always wait for it to fail, and since George is always too busy to pick up, it'll always fail.
  • Save-Game Limits: Averted compared to the original, as now closing the game also saves your progress. You even get a chance to play afterwards by removing a file from the folder you find _______.exe in, which turns out to be critical to achieving the Golden Ending after the Solstice update.
  • Updated Re-release: The new version ports the game to the RPG Maker XP engine and also adds things like a graphical overhaul, new areas and characters, and the Refuge and the Tower have been massively expanded, as well as adding an ability for New Game Plus.
  • Wham Line: Combined with Arc Words. "I can't go against my programming."
  • Willing Suspension of Disbelief: In-Universe, Rue describes the bond one can form with a robot as this, letting the robot Grow Beyond Their Programming.
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