Follow TV Tropes

Following

Video Game / Spacelords

Go To

https://static.tvtropes.org/pmwiki/pub/images/header_60.jpg
Advertisement:

Spacelords (formerly known as Raiders of the Broken Planet) is a Third Person, Action-Adventure Online game developed by MercurySteam, launched in 2017 for PC, X Box One and PS4.

In the far future, humanity has reached a far away planet, cracked and half destroyed. The planet is revealed to be the only source of Aleph,an incredibly powerful substance capable of generating almost unlimited energy, its uses including (but not limited to) spaceship fuel, physical augmentation (to the point of near immortality), planet-busting weapons and powering all sorts of bizarre powers. In the past, the reckless and aggressive use of the Aleph by the local population caused the near destruction of the planet, and thus their subsequent abandonment of their violent ways in favor of a peaceful lifestyle made them easy prey for the human expeditions who reached the planet to seize the Aleph in the hopes of gathering enough power to control the Universe itself.Aside from their constant infighting,the only thing standing between the warmongering human expeditions and their goals is a small group of rebels, sabotaging, rescuing and salvaging whenever possible: the Raiders, a Ragtag Bunch of Misfits led by Harec, a local tribe leader forced to pick up a gun and fight to fend off the invasion.

Advertisement:

The game is comprised of a number of missions, divided into campaigns, whith four players pitted against enemies of various factions, each with its quirks and strenghts. Gameplay, while mainly following the conventions of Third Person Shooters with a cover-based system, makes large use of a fluid, brawl-like melee system. A fifth player can drop in, as the Antagonist, whose role is to foil the players's objectives (or kill them all), with the help of the AI-controlled enemies.


Advertisement:

Tropes:

  • Ace Custom: Every raider has at least one weapon that they've built or modified for personal use.

  • After the End: Life for the locals of the Broken Planet is this, having accidentally blown up said planet thousands of years before the Humans arrived.

  • A God Am I: General Marmalade, the leader of the Umbra Wardogs, has this.

  • Alien Invasion: Inverted here. The Humans are the invading force here, with the Locals either fighting back to allowing themselves to be subjugated.

  • All There in the Manual: The official site has a series of comics about different Raiders. Most of them are depictions of the in-game backstories of the Raiders but others involve moments of their past not covered by the game.

  • Applied Phlebotinum: Aleph is used for a wide variety of things in this setting. Fueling devices, creating explosives, empowering weapons, and improving the human body are the main uses. In-game, it's also used to give the raiders extra lives.

  • Bad Boss: Each of the three human factions have one. General Marmalade treats everyone under him as fodder or a guinea pig for his Aleph experiments. General Krausher, in the Destroyer of Worlds mission, yells at his own troops through the radio that the Aleph transported on the ship Raiders are currently on is worth more than his troops' lives, and doesn't tolerate ANY kind of failure, if Ayana is any indication. The Fifth Council don't seem to mind losing any of their units just to test Raiders in Mind Over Matter (but then again, they seem to be 80% machinery and aren't capable of empathy). Schneider and Valeria are no better in regard of seeing their subordinates as nothing but cannon fodder.
    • Uras Beherit is a pretty downplayed variant. During Antagonist missions he can even be pretty supportive, cheering you on as you ruin the Raiders’ collective day, but he'll get more testy the further you get into the mission without successfully killing them off or making them fail the mission (and thus letting them get closer to victory). Actually fail to stop them and hoo, boy, the verbal abuse... though if you got a decent score anyway irregardless of failing he'll just say he “expects better” next time and let you go.

  • Barbie Doll Anatomy: Both the Locals and the Umbra Wardogs have this. While it seems to be normal for the Locals the Wardogs seem to have had their naughty bits burned away during the Aleph mutation process.

  • Better to Die than Be Killed: Antagonists often try to pulls this when they get knocked into a critical state with a raider nearby. Since they don't have to worry about having a limited amount of lives, they instead have to worry about giving the raiders ammo or aleph.

  • Boom, Headshot!: Most locals get a major bonus to landing headshots with their weapons, but every player can deal some amount of extra damage to an enemy by aiming for the head.

  • Boring, but Practical: How the Hades Division Operates. The only thing they have to stand out from the other factions is a larger max health for their soldiers and characters. Borders onto Simple, yet Awesome in close range scenarios, as they can take more melee hits than any other faction.

  • Calling Your Attacks: Aneska does this at the start of her boss fight in the Hadees Betrayal campaign.

  • Cold-Blooded Torture: The only faction above this is the Fifth Council, but that's because they have Mind Manipulation technology.

  • Critical Existence Failure: Mostly averted for the Raiders, Antagonists, and Elite Mooks. Going down to 0hp puts them in a downed state that makes them unable to grapple, use their abilities, move faster than a limp, quick melee normally, drop their stress to a subtle amount, or use any scopes their weapons might have. If they can avoid taking a certain amount taking a melee hit or a certain amount of damage, they get half their health back.

  • Cybernetics Eat Your Soul: A common occurance for the Fifth Council, earning them the nickname "The Hollow Ones" from the other factions. Most notable aversions are Konstantin and Ginebra.

  • Damage Reduction: Most elite enemies have this when it comes to getting shot. The Fifth Council are unique for giving every single one of their troops some amount of resistance to ranged damage.

  • Decapitated Army: Subverted once every campaign. While the Raiders manage to kill the leader of one of the factions, it's established in the post-mission cutscene that they'll still be a major threat in the war.

  • Draw Aggro: It's possible for players to do this using the Aleph Stress system.

  • Dueling Hackers: The second mission of the Hades Betrayal campaign, In Medias Res, has a segment where you assist with this.

  • Eldritch Abomination: Uras Beherit. A malevolent space demon that has been let loose in the turmoil of the Human invasion. Created the Antagonists and serves as their Mission Control. He is also the final boss of the first campaign.

  • Elite Mooks: There's three versions these that the raiders have to deal with:
    • Large bruisers who rush in and try to grapple the raiders. They can spend an Aleph charge to make themselves temporarily invulnerable to melee attacks
    • Snipers who can deal a large amount of damage to a raider from a distance, and teleport away with the use of an Aleph charge.
    • Commanders who can make raiders the target of all the normal mooks, call in special rocket launcher mooks, and summon an orbital bombardment on themselves with the use of an Aleph charge.
    • Antagonists could be considered this in a weird way, but since they're controlled by actual players how effective they are can vary greatly.

  • Enemy Chatter: Every type of humanoid enemy has some. They can call out stuff their enemies do, make requests, respond to stuff happening around them, and give orders to one another. They also have unique lines for when certain characters reload or use their abilities.

  • Escort Mission: Two campaigns have one of these during their third missions. The first is in Alien Myths, the second is in Hades Betrayal.

  • Everyone Has a Special Move: Every Raider has an ability that's unique to them.

  • Evil Knockoff: The Antagonist is this to the Raiders. Taking the form of one of them to try and sabotage their missions.

  • Gameplay Grading: Missions are scored from 1.0 to 10.0 depending on the Elo modifier for the match, the time it took to be completed, how much progress the raiders made, and the amount of raiders killed. This score affects how much loot the players can get as a reward.

  • Good Is Not Nice: While the Raiders were formed to end the fighting of the three human factions and protect the locals caught in the crossfire, they tend to do so with underhanded and/or cruel tactics.

  • Good Old Fisticuffs: Anyone with a higher rank than the Grunts and two fists (or fist equivalents) will resort to this if an enemy gets close enough. Killing an enemy is the only way to get ammo and Aleph charges. Aleph charges are obtained this way as well, if the enemy isn't a grunt.

  • Glass Cannon: Local characters are this. They only have 60 health, but barely highlight themselves while running or fighting in melee and their weapons do some of the highest damage in the game. All of them are capable of landing instakills on any Raider.

  • Great Offscreen War: The Terraforming War of Mars. A scramble to colonize and claim as much of the red planet as possible which put the Hades Divsion and the Umbra Wardogs on the private military radar. The Umbra Wardogs held mars for quite some time until the Hades Division brought in Aneska.

  • Healing Factor: Thanks to Aleph, everybody has one to some degree. The most notable one belongs to the Umbra Wardogs, who can constantly regenerate damage to the point of rebuilding lost parts in lore pages. This has a drawback of Umbra Wardog Raiders and mooks having their insides being constantly lit up through walls.

  • He Had a Name: Every enemy has a name. The only way you'll get these names is either dying to an enemy or killing them.

  • Hit-and-Run Tactics: A common playstyle for raiders from the Umbra Wardogs. With health regeneration kicking in moments after taking any damage, they're encouraged to run into combat and deal as much damage before backing out while their wounds seal up.

  • Innocent Aliens: By the time the Humans arrive to the broken planet, the natives have forcefully modified themselves to be primarily pacifistic, for fear of another cataclysm. Though it doesn't apply to every one, as some of them (like Doldren) are still as murderous as they were before.

  • Instant Awesome: Just Add Mecha!: The Hades Division have some mechs, but the Raiders only encounter two of them. Aneska, both as a boss and a Raider, utilizes her mech (although partially broken when she becomes a Raider) to attack enemies.

  • Justified Extra Lives: The Raiders have a shared set of these (4 in solo missions, 10 in co-op missions and 16 when an Antagonist is present) due to Cortez rebuilding the Raider using a supply of Aleph on his ship. When that Aleph runs out, the raiders have to survive a Final Death Mode while Cortez flys off to find more Aleph. The period for which respawning is unavailable starts at 30 seconds and doubles each time the number of lives hits 0. Averted for Antagonists since Uras Beherit can seemingly resurrect them without limit, but doing so takes time. Time the Raiders can use to accomplish their mission and drive the Antagonist closer to losing.

  • Living Battery: Lycus was used as one in the Spacelords Announcement trailer.

  • Living MacGuffin: The Protectors, the only locals who still understand how all the old Aleph-based technology works. While the Hades Division and the Umbra Wardogs don't know about their existence, the Raiders and the Fifth Council often fight to secure them.

  • Made a Slave: The Alien Myths campaigns shows that the Hades Division will enslave locals for the sake of menial labor.

  • Made of Explodium: If it contains Aleph, there's gonna be some way to blow it up. The same rule seems to apply to every living Aleph carrier - players and elite soldiers that aren't killed in melee explode after approximately 5 seconds, instantly killing anything in a small range.

  • Mêlée à Trois: Shortly upon being abandoned on the broken planet, members of the human expedition from the Hades Division, the Umbra Wardogs, and the Fifth Council began fighting one another for control of the planet. The addition of the Raiders in this war has not lead to any alliances but instead offered Harec and Raiders opportunities to exploit, as seen in missions like A Low Blow and In Medias Res.

  • Mighty Glacier: The standard stats for a raider from the Fifth Council makes them one of these. Their cybernetic bodies allow them to resist a percentage taken from firearms but they're unable to run much faster than a light jog without some special ability. Most of their cards favor sitting, firing or moving while in cover and encourage holing in.

  • Mutants: The Umbra Wardogs are a faction full of these due to their overdosing on Aleph.

  • Mystical White Hair: A common trait among the locals.

  • No One Gets Left Behind: Averted. When a mission is about to change sections the Raiders have a small amount of time to get into a certain area before they're killed for being left behind. This doesn't affect the mission result, however, as it's only required for one Raider to successfully escape for Raiders to win, although you will get a small reward for extracting more than one Raider.

  • Not Quite Human: The locals could pass for Human Aliens if not for their Mystical White Hair, black sclera, and Barbie Doll Anatomy.

  • Phlebotinum Overload: The main way Raiders destroy stuff in the game. Hell, sometimes they need to overload THEMSELVES to destroy stuff.

  • Short-Range Shotgun: Almost every shotgun is one of these, but there is an exception with Harec's Easter Egg sniper shotgun.

  • Stealth Expert: Locals are MADE for this. Their health is capped at 60, meaning they are weak in direct engagements, but their Stress Meter almost doesn't fill up when running, very slowly fills up when they attack in melee and falls down to 0 faster than other Raiders. Their abilities usually involve taking advantage of enemies, escaping out of their sight for an ambush.

  • Suplex Finisher: Two characters have a version of this (Loaht and Rak Mayura).

  • The All-Solving Hammer: Turns out there's not too many problems that can't be solved by overloading something with Aleph. The creators are aware of this enough to give Cortez the Catchphrase of "When in doubt, try overloading it with Aleph."

  • Unusable Enemy Equipment: Now matter how you kill them, the enemy will always burn up with their equipment. The most you can get out of them is some ammo for your current weapon or an Aleph charge.

  • Unwilling Roboticisation: How the Fifth Council makes their grunt soldiers. Turns out that it's easier to make a combat body than it is to make a brain for said body.

  • Volcanic Veins: Using Aleph to suppress your stress causes this with your nervous system. Generating too much stress means you're glowing brightly enough to be seen through walls. Umbra Wardogs, having rivers of Aleph flowing inside their bodies, are always lit up.

  • We ARE Struggling Together: Most of the Raiders hate each other's guts (Lychus and Schneider, Valeria and everyone else except Konstantin, Doldren and everyone else, Loaht and Konstantin, everyone and Cortez (sometimes)) for one reason or another, but that doesn't stop them from taking on the three big factions.

  • You Have Failed Me: Standard policy in the Hades Divsion and Fifth Council. Harec exploits this to recruit a few people into the Raiders.
Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report