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Remember to kick back, relax, and enjoy your flight.
On your way back from a trip in New York, your plane crashes, leaving you as the possibly sole survivor of the wreck. The child seated next to you is gone and taken by the island's local people, and it's now your job to survive on your own, with any means necessary.
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The game is a mixture of the Survival Sandbox and Survival Horror genres, with the challenge being to juggle resource gathering and protection from the local mutant population.

Developed by the four man team at Endnight Games, The Forest was first announced back in May 2013, and opened to Early Access on Steam a year later. As of 2017, the game continues to be actively developed, with regular updates adding new content, increasingly impressive levels of polish, and new reasons to wear your brown pants.

As of April 2018 it can be counted as one of the few Early Access games to reach full release.

Beginning late May, the game also received a patch to give it Virtual Reality support. The VR version of the game, naturally, features updated controls for the motion controllers, such as being able to more freely aim your bow, throw weapons, point lights, and chop trees. The VR version is still in beta, however it is being updated and patched regularly.

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A PS4 port was announced in December 2014. It was finally released on November 6th, 2018.

Examples you'll encounter in The Forest:

  • Aerosol Flamethrower: Cans of hairspray liberated from lost luggage from the plane can be combined with the player character's lighter for an improvised flamethrower to set things alight. However, its range is quite short, area of effect small, and damage absolutely minimal.
  • Artificial Brilliance/Artificial Stupidity: Early on, the AI for the cannibals was quite simple: They were programmed to flee if a leader is killed, possibly flee upon being hurt, follow and intimidate the player, and call for reinforcements. Path-finding and attacks were also rather simple. As development has progressed, however, the AI has become increasingly advanced, sometimes eerily so.
    • You know how that patrol has been just watching you from the woods for the past couple days? Today they attack because you've started to ignore them.
    • Chased a lone cannibal into the woods? Say hello to his three friends that just circled around behind you while he runs off to get reinforcements.
    • Sometimes several cannibals will lie hidden in wait around a well trafficked spot, waiting for the player character to wander into the middle of them, then a leader will yell a war cry and they all jump out at once to encircle him.
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  • Artifact of Doom: Whatever they found that gave Sahara Therapeutics the power to bring back the dead has a rather nasty-ass side effect of turning them into warped monsters.
  • An Axe to Grind: The game includes several axe-like weapons. The first weapon/tool found in the game is a crash axe that got lodged in the stewardess' chest. Other flavors include a rock/stick homemade axe, an old wood cutting axe, a modern wood cutting axe, and a rock climbing axe.
  • Authority Equals Asskicking: Cannibal chieftains are a lot tougher than regular ones, being able to take a lot more hits and dealing much more damage with their own attacks as well.
  • Bald of Evil: Male cannibals don't have any hair. Some females also lack hair.
  • Barbie Doll Anatomy:
    • Some male cannibals walk around without loincloths and have a totally smooth crotch. The implication is this is part of the mutations. The human corpses in the mass grave are nude and anatomically correct.
    • Zigzagged with the topless female cannibals, whose nipples are clearly visible. Lady cannibals who spawn without loincloths, however, reveal they're lacking some parts below the belt too.
    • Also averted with the Spider mutants. At least one of the fused bodies in it has an atrophied vulva.
  • Blackout Basement: The caves, particularly after the game left early access, are almost completely without light. Occasional there will be some faint bio-luminescent lichen hanging from the ceiling or a few skull lanterns scattered about, but for the most the player will need to navigate by what light they brought with them. This could be a crafted torch, a Ten-Second Flashlight if they are lucky, but often they will just have to hold a lighter in one hand, especially if they need to hold a weapon with the other, making even a minor encounter tense with the visibility so restricted.
  • Body Armor as Hit Points: You can wear up to 10 segments of armor to absorb damage instead of directly taking damage to your health. You can use lizard skin (weakest protection), bone armor (good protection), or mutant skin/creepy armor (heavy protection).
  • Body Horror:
    • The Octopus and Spider mutants, dubbed Armsy and Virginia, which have multiple limbs. Especially creepy since each one appears to be made of several conjoined bodies.
    • In the Sahara facility, there are glass-fronted observation chambers, mostly filled with the mutated corpses of test subjects. One of the rooms, however, is almost completely filled with an enormous mass of dead flesh covered with eyes and limbs. Whatever happened to that subject must not have been pretty.
    • What happens to Megan Cross and later Timmy. Being the games's Final Boss, the former twists into a monster that resembles tree limbs.
  • Bonus Boss: A new enemy type added in the 1.10 patch is a giant, walrus-sized worm that appears on the surface at some point after defeating the Final Boss or if a few dozen days pass. It seems to be spawned by the Degraded Boss version of the final boss that appears on the surface. The worm multiples rapidly, and a swarm of them can join together into larger forms, including a giant gorilla-like stomper or even a flying dragon-like form. It's the largest enemy in the game by far and can smash your structures with a single hit.
  • Border Patrol: The Peninsula in which the game takes place is bordered on 3 sides by shark-infested ocean, and on the North by impassible, snow-covered mountains.
  • Boring, but Practical: An easy way to survive early on is to simply set your walls up to where the only way a Cannibal can enter is through a campfire or firepit, then watch them light on fire as they charge at you. This works well until they start attacking your walls. Also by making your camp small and out of the way, like on the cliff overlooking the abandoned yacht. Its away from native patrols, and if you make your camp small, its pretty much completely ignored.
    • As many players discover, the default axe is a bit weak but it's sturdy, right there when you start, and a Jack-of-All-Trades weapon and tool.
  • Bottomless Bladder: There are fatigue, hunger, health and temperature meters, but no need to relieve yourself.
  • Bittersweet Ending: It's downplayed, heavily implied that Eric kidnapped and sacrificed someone else's child to save Timmy, but Eric's endeavour to resurrect Timmy wasn't entirely a waste, considering that he had a full, final year with him before the darker effects of the Obelisk took hold and turned him into a monster. Compared to Megan, who only had a few weeks at most before mutating, returned Ax-Crazy and killed her father, that's downright generous of the Artifact of Doom. Averted as Eric is able to calm his son down, either preventing or atleast making the mutation lay dormant once again.
  • Brats with Slingshots: A classic Y-shaped slingshot is a craftable weapon, though much like in real life it does almost no practical damage, making it mostly useful for launching a distraction or getting an enemy's attention. However, it is more useful for hunting small game, like squirrels and birds, where it is more accurate than a thrown spear and is less resource-intensive than a bow.
  • Cannibal Tribe: The primary antagonists of the game.
  • Celebrity Survivor: You learn from background details and collectibles that your character is a celebrity survivalist. The ending reveals his name as Eric Leblanc.
  • Came Back Wrong: Megan. She still looks like a corpse, what with her blue skin, the nasty back wound that killed her still there, she murders her father by sticking crayons in his eyes in an Ax-Crazy moment, and then she sprouts loads of tentacles and twisted legs out of her mouth and goes on a killing rampage. It's likely the same fate will befall Timmy.
  • Chased by Angry Natives: Likely to happen at some point or another. The natives are rather territorial, and will take umbrage at the player character trespassing in their forest. Early in the game, this will just consist of yelling angrily and trying to scare the player off by feigning attacks, only escalating to actually attacking if the player sticks around. However, as time goes on and the player takes actions that further antagonize them (chopping down trees, building large or defensive structures, raiding their villages for supplies, and obviously attacking any of them) their "deterrence" gets more aggressive, including springing ambushes that the player is going to need to run from to keep from being overwhelmed.
  • Checkpoint Starvation: The "finale" of the game, starting from the cave that leads to the sinkhole all the way through to "what lies beyond the sinkhole", takes a good hour and a half to two hours to complete, with no save points in between. It is possible to create a save point inside the sinkhole, but doing so requires at least 2 rather long trips to the sinkhole as you cannot bring enough sticks to the sinkhole to build a temporary shelter in one go.
    • There are a handful of sticks hidden in a small pool just before the point of no return. If you have a full inventory of sticks, this is just enough sticks to craft a tent to make a save game. However, this means you won't have any sticks to craft more arrows for the final dungeon.
    • One of the final patches before the full release added a save point just before the entrance to the endgame area, as well as a couple save points inside the penultimate cave that leads into the sinkhole. A craft-able item that doubles the number of sticks you can carry was also added, allowing you to carry enough sticks to craft a temporary shelter to save the game whenever you want.
  • Covered in Mud: Being covered in mud decreases the chances of being spotted by cannibals, however the camouflage can be washed away by rain.
  • Crossdresser: The player can take the stewardess' outfit and wear it.
  • Cruelty Is the Only Option: at the end of the game, in order to bring your dead son back to life with the ancient artifact, you are forced to shoot down another airplane using the same weapon your own plane was shot down by, in order to grab some other unfortunate schmuck whose life you can exchange for your son's. It's entirely pointless cruelty, anyway, as said son ends up living on borrowed time, so you've basically just killed an entire plane's worth of people in exchange for your son living just a bit longer before transforming into a horrific abomination and being put down.
  • Daylight Horror: Despite its bright and mellow ambience, daytime offers the player little more protection from cannibals than night does.
  • Deadly Euphemism: Oddly enough, the name for a certain trap was changed within the first day of Early Access. Of course, this example isn't about the old name but the new one: the "Happy Birthday" trap... yeah. It gives you quite the surprise.
  • The Very Definitely Final Dungeon: the sinkhole. Nothing says "end game goal" like a gigantic pit of ominous doom.
  • Degraded Boss: After the 1.10 patch, a mutant identical to the game's Final Boss can appear on the surface after you beat the game and choose the Endless Game ending. Besides being a lot tougher than even the regular special mutants, it also spawns the game's Bonus Boss when killed.
  • Disc-One Nuke:
    • The Flintlock pistol. While its slow to fire, inaccurate at long ranges, and its ammo is rare (unless you exploit Game Breaking Bugs), it will One-Hit Kill the smaller enemies, 2-3 hit kill the advanced enemies, and will quickly put down boss level enemies in 5-8 shots. While hints to its location are scattered throughout the game in old pictures, its entirely possible for an experienced player (or one who has read the wiki) to immediately go to the caches containing its parts and assemble it at the start of the game.
    • The upgraded spear is one of the best melee weapons in the game, and it can be crafted early on without the need to go exploring the caves (unlike the katana). It can't block attacks, but has good damage, high attack speed, and low stamina drain, making it great for hit-stunning cannibals to death. It's forward attack stab also makes it better in tight spaces than the wide swings of most other melee weapons.
    • The katana is another high-end melee weapon than can be acquired early on if you know where to look for it; you do have to go into the caves to get it, but if you know the correct cave entrance and path you can get it quickly without even having to fight any cannibals.
  • Downer Ending: You sacrifice another plane full of innocents in order to save your son, but at least the two of you managed to escape the island and get back to civilization. Then a year passes, and the game abruptly ends as you realize your son is about to "pop" just like the Final Boss did...but he doesn't.
  • Dual Boss/Boss Rush: Just before entering the sinkhole, you have to fight a pair of Virginias and a pair of Armsys in back-to-back encounters. Immediately afterwards you fight a pair of Cow Men in the Sinkhole itself before proceeding to the endgame area.
  • Elite Mooks: Pale cannibals are significantly tougher than the regular versions; they tend to show up more often the more you piss off the cannibals, and also have a significant presence in the endgame areas.
  • Eyeless Face: The "Cowman" mutants have malformed faces with empty eye sockets covered with skin... but it doesn't slow them from finding you. The mutant babies have the same problem.
  • Fake Difficulty: Early in development the game was extremely luck based. Either the Cannibals found you right away or they didn't find you for a day or two. The difficulty of the cannibals, meanwhile, was more in how freakishly durable they were, not their tactics or even numbers. As development continued, this is shifted into averted territory: most run-of-the-mill cannibals go down fairly easily as individuals, and a smart player can avoid fighting them most of the time. The real danger now rises when players get cocky or overly aggressive, and start falling for traps like a lone cannibal repeatedly mock charging and running off into the woods.
  • Fetus Terrible: Malformed babies can be found in several caves.
  • Fission Mailed: If you get killed by the cannibals for the first time in a new game, you won't get a game over. You'll wake up in a cave littered with dead passengers, with a good amount of loot. Sadly, dying at any point after this (even if you're still in the cave) and it's a game over.
  • Final Boss: Megan Cross, a little girl turned mutant.
  • Flare Gun: Can be used to set both animals and cannibals on fire.
  • Fluffy the Terrible: The octopus and spider mutants are referred to as Armsy and Virginia by the notes and fans.
  • Full-Frontal Assault: Some male cannibals fight naked, and female cannibals fight topless.
  • Gang Up on the Human: Predators (crocodiles) and cannibals will ignore each other completely and focus solely on attacking you. It's likely that having the animals interact with the cannibals would have involved too much additional coding.
  • Gotta Catch Them All: There is a counter which increases each time you find the corpse of another passenger.
  • Grievous Harm with a Body: You can use a cannibal's severed limb as a weapon. They also can be used to create effigies that can scare away the cannibals.
  • Human Resources: Assuming the cannibals are human, this is what using their body parts for effigies is for. It keeps them away, showing that you can take them on. Or do the opposite and attract more.
    • Burning cannibal bodies is essentially the only reliable source of bone, which is important for crafting some of the better quality weapons and equipment.
    • If you draw enough attention to your base and butcher enough cannibals, said cannibals will start putting up effigies in front of your base themselves. It's probably best to get rid of them, though, because besides being unsightly, they also generally tend to draw more cannibals, and even mutants in greater numbers.
  • Humanoid Abomination: The Octopus (Armsy) and The Spider (Virginia) are weird... human-things. The game's wiki describes them as two or more people put together with a good dosage of extra limbs... There's a reason the wiki refers to them, and the cannibals, as mutants.
    • Then there are the dead creatures in the secret lab, as well as the Final Boss, which are straight-out Lovecraftian horrors.
  • Hyperactive Metabolism: Eating some mushrooms make you recover health and energy, but for a very low amount.
  • I Choose to Stay: In the v1.00 full release of the game, if you follow the alternate ending path and shut down the weapon instead of using it to shoot down another passenger plane, your character will mourn Timmy and opt to remain on the island; all your mission objectives are crossed out and the game becomes an Endless Game.
  • I'm a Humanitarian: The cannibals got the name for a reason. You too if you chop up their bodies and cook and eat their body parts (which is also a very fast way to go insane).
  • Improvised Armour: Your armour is increased by wearing layers of lizards' skin. Or bones wrapped together with cloth.
  • Infinite Flashlight:
    • The lighter. It emits a very short-ranged light and must be lit several times per minute, but doesn't run out of gas.
    • A lit Molotov cocktail being held is an infinite source of light, too. They actually emit more light than the lighter.
    • The rebreather gear has an infinite flashlight attached to it, but it automatically shuts off after a few seconds whenever you're not underwater.
    • All lamps made with skulls never have to be re-lit, but provide less light than the more basic types and can't set enemies on fire.
  • Infinity +1 Sword: The flintlock pistol. There's only one in the game and you need to find 8 pieces scattered around the map to build it, but it's very powerful, being a firearm.
    • Awesome, but Impractical: Though it's not that powerful considering how much trouble you have to go through to get it. It's inaccurate past about a dozen feet or so, takes 2 shots to kill a Pale cannibal, and the reload time is incredibly long (it's a flintlock pistol after all). There's also only about 20-30 bullets for it throughout the entire game. It's better against larger, slower, tougher enemies such as mutants and the final boss.
  • Item Crafting: With the ease of the survival book, you just need to gather the resources needed to craft a weapon, a nice house, or a trap.
  • Katanas Are Just Better: There's one somewhere on the island, of course. At one point it was an Infinity +1 Sword, but as development marches on it's been demoted to Disk One Nuke
  • Kill 'Em All: Possible but difficult, for brief timespans. There are only so many mutants on the island and enough bloodshed will see them all dead... at least until they replenish their numbers.
  • Kill It with Fire: You can use bottles of alcohol to create incendiary weapons like flaming arrows or flaming spears. They're pretty powerful (2-3 will kill a cannibal while several will kill the larger mutants) and have the added benefit of providing light in dark areas. You can also create molotov cocktails.
  • Last-Second Ending Choice: The v1.0 full release of the game adds a second ending in which instead of shooting down the plane, you can instead shut off the weapon artifact and descend to the core to remove its power source, thus assuring that no more planes will fall victim to it. You character then mourns Timmy and opts to remain on the island.
  • Loincloth: Worn by some of the cannibals. The rest are running around completely naked (though they have Barbie Doll Anatomy).
  • MacGyvering: It is possible to create a bomb by combining a circuit board, a wristwatch, a few coins, and some booze together.
  • Machete Mayhem: A machete can be found at the bottom of the sinkhole. It's a pretty good melee weapon and about on par with the katana. However, the fact you only get it just before entering The Very Definitely Final Dungeon does limit its usefulness, unlike the katana which you can get pretty early on if you know where it is.
  • Molotov Cocktail: You can make one by combining a small alcohol flask with a rag. As said above, it makes a good light source and can deal good damage against tougher mutants and cannibals.
  • Mook Horror Show: Eric can turn into this. Imagine, you are one of the local tribal cannibals, a plane falls from the sky and you easily kill/eat most of the passengers. Yet one refuses to die, he slaughters your people by the dozens, chops their corpses up and hangs them from poles, and as time goes on he just keeps getting better and better and better at it. Even if you do manage to capture him, he just breaks free and now he knows where you live.....
  • Notice This: Items that can be directly picked up or interacted with glow or have an icon hovering above them. The exception being natural resources (trees, bushes, live animals), that don't show anything like this before being ready to be harvested (cutting a tree, killing a rabbit, etc.)
  • Not So Different: Dr. Mathew Cross and the protagonist are both working to save a loved one, and doing terrible things in the process. Up to Eleven in the end, when Eric basically does the exact same thing that Dr. Cross did to them at the start of the game. Namely, shoot down a passing jet, kidnap a child from the survivors, and sacrifice them to bring their own child back from the dead.
  • One-Hit Kill: Leader cannibals can do a powerful uppercut, that not only sends you flying, but can kill you instantly. If you haven't been caught, it'll knock you out. If you did get caught prior to that, have a nice flight. However this can be averted with armor.
    • As of now, Spiders can easily do this to a player without any armor.
    • The two more common mutant types will be insta-gibbed by the rope swing trap. A player wearing bone armor won't take nearly as much damage, but it's best not to be in the way when the trap starts swinging.
  • Offscreen Start Bonus: After you've recovered from the crash, you'll be guided into taking the Plane Axe from the dead stewardess, and run on your merry way. If you take your time to search what's left of the plane, you could rack up some useful things. Of course you better hurry...
  • Papa Wolf: Basically this is Papa Wolf THE GAME. You and your son's plane gets shot down, you awaken to see a stranger kidnap him. Your main objective: find your son, by any means necessary. Bumped up to Knight Templar Parent in the end, as by the time Eric finds Timmy, he had been sacrificed to bring Megan back to life. Eric intends to use Megan as a sacrifice to bring Timmy back, but winds up killing her thus making her useless. Instead Eric does what Dr. Cross did: shoot down a a plane, hope there is a child aboard, and sacrifice them to bring Timmy back.
  • Power of Love: Hinted that this maybe why Timmy's mutation was prevented, as his father genuinely loved him. Unlike Megan, whose father may have only saw her as a test subject for his experiments, or at the very least was going through a messy divorce and probably had other underlying psychological issues.
  • Press Start to Game Over: If you don't leave the area near the plane crash, it'll soon be crawling with cannibals. Better pack up what you need and run.
  • Reality Ensues: Many examples.
    • As it turns out, not all random berries and mushrooms you find in the woods are good to eat...and the differences between edible and non-edible plants are often subtle.
    • It's also a good idea to wash your hands after getting covered in blood. Preferably quickly, and before eating.
    • And you shouldn't run around in the dark while soaking wet.
    • And raw meat doesn't stay good forever in your backpack.
    • And just because a crazed cannibal set tennis balls on fire and threw them at you doesn't mean it's a good idea to do the same.
    • And while putting heads on pikes is an effective means of intimidation, it also tends to escalate hostile relations...
  • Robinsonade: The core of the game. Harvest food and various material (leaves, rocks, sticks, etc), scavenge things, build shelters (you actually can create actual camps with customized walls) and tools, make fire.
  • Sanity Meter: The game keeps track of your sanity level; sleeping, eating fresh food, listening to music, or sitting down and relaxing causes your sanity to go up. Killing enemies, chopping up dead bodies, eating human flesh, or spending time in the caves causes it to go down. However, even as of the full release it's not clear what effect, if any, having low sanity has on the gameplay. Though low sanity does allow you to see pages in the survival guide that aren't there otherwise...
  • Scare Chord: A couple of eerie piano notes are played when a nearby hostile cannibal is about to attack, and then several times during the ensuing fight (until one of you dies or the enemy eventually flees).
  • Sequel Hook: In a new ending scene added in the v1.00 full release of the game, an adult Timmy has a research board with multiple documents posted on it, the most prominent of which is a picture of an island with "Site 2" written on it, hinting that Sahara Pharmaceuticals may have had a second location conducting their morally dubious experiments.
  • Sequence Breaking:
    • Many of the caves have a particular entrance that takes you straight to the key item/unique weapon without having to fight your way through all the cannibals and mutants inside. However, you'd have to know exactly where they are to take advantage of them, either by reading the wiki or having played through the game previously.
    • It's possible to get to the bottom of the sinkhole without having to find and travel through the particularly long and difficult cave that leads there. All you have to do is build a zipline across the sinkhole and drop down in the middle of it so you land in the pool of water at the bottom.
  • Skeletons in the Coat Closet:
    • Some cannibals act like some kind of leader or shaman and wear skulls (which emit light) on their heads.
    • Bone armor is craftable, and provides considerably more protection than lizard hide.
  • Sprint Meter: There is a fatigue meter which depletes when you sprint or use a weapon, then automatically replenish in a couple of seconds. The fatigue meter is directly linked to the energy meter (the fatigue cap being the current energy level), which gradually decrease unless you eat, drink, and sleep.
  • Story Breadcrumbs: Early in development, the premise was mostly an Excuse Plot hinted at by the opening cutscene, summarized by "you just survived a plane crash on a forest island inhabited by cannibal tribes. Survive." As development has progressed, however, an increasingly intricate story involving the fates of several previous island inhabitants is being added in the form of magazine clips, photos, and sketches scattered around the island. Then you enter The Very Definitely Final Dungeon and things take a turn for the weird.
  • Super Strength: Armsy mutants are freakishly strong as they can knock down fully grown trees by swinging their arms, forcing the player to fight on the ground or lure them away from their tree-houses.
  • Survival Sandbox
  • Take Your Time: You may have crash landed on a mysterious island and had your son spirited away right in front of you, but nothing will actually happen to him until the endgame. You can spend months establishing yourself as the apex predator and forgetting yourself as a father. In fact, the PS4 version has two Trophies that offer subtle Continue Your Mission, Dammit! digs: one for spending 100 days without finding your kid called "Bad Father", and one for building a gazebo called "You should be looking for Timmy"
  • Ten-Second Flashlight: The plastic torch is a flashlight with short autonomy.
  • Terror Hero: You can be one of the intimidating variety if you so choose. It's actually possible to simply scare off most mutant groups appearing during daytime (assuming they aren't instantly hostile) by simply holding your ground and not breaking eye-contact. This can backfire if you scare them badly enough to call for backup. If you wear Red Paint, which the cannibals are mentally conditioned to fear, all but the strongest ones will back off or even kneel and cower in fear. Mutants, though, are unaffected due to lacking eyes.
  • Through the Eyes of Madness: When the player character's sanity is below 90%, flipping through the survival book reveals a page spread covered in bloody smears, describing how to build gruesome effigies out of severed body parts. When the player character's sanity rises back above the threshold again, the page is nowhere to be seen.
  • Throwing the Distraction: Throwing rocks and tennis balls can distract nearby cannibals if they haven't spotted you yet.
  • Trailers Always Spoil: Both of the special mutants are shown in a trailer.
  • Tree Top Town: An option for player bases. There are special platforms that can be built around tree trunks, which can in turn have other things built on top of them. Ropes can hang down from them, and they can be connected to each other by hanging bridges. They make reasonably defensible areas against the natives. Though some of the creepy mutants can knock over trees...
  • Tribal Face Paint: Worn by some of the cannibals.
  • Uncertain Doom: In the v1.00 full release of the game, a new scene is added to the ending which takes place from Timmy's point of view, showing that he survived into adulthood and seems to be trying to find the truth behind the strange experiments Sahara Pharmaceuticals was conducting. However, he has another seizure and starts mutating again, with the scene fading leaving it uncertain whether he ends up mutating after all or is able to fight it off again.
  • Undead Child:The Final Boss starts out as one before turning into a warped Humanoid Abomination, and the same goes for Eric's son too.
  • Unexpected Gameplay Change: Once you enter the Sahara research labs, the game turns from Sandbox Survival to something more akin to Half-Life, with you exploring a ruined research facility, climbing through vents, etc.
  • Was Once a Man: The endgame reveals that the mutants were once human, with the extremely mutated creatures apparently being children who were brought back to life by the artifact. It's not clear if the normal mutants are mutated children as well, or adults who were injected with genetic material from the children as part of Sahara Therapeutics' experiments in human longevity. It seems most likely that they're the grown-up version of the mutant babies the mutated children spawn.
  • Where the Hell Is Springfield?: At no point is it ever made clear where exactly the game takes place, but the flora and fauna as well as the fact the various magazines and documents you can find laying around are in American English would strongly suggest a North American location.
  • Whole Plot Reference: Some fans might have seen it already, but numerous story elements confirm the game is, in part, this to Lost.

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