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Video Game / Vigil Blood Bitterness

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A common response to situations similar to the one in the game

Vigil: Blood Bitterness is a Point-and-Click Game by Freegamer, whose controls consist entirely of left-clicking to move and right-clicking to interact with objects in the environment.

It was released in December 2006 for PC, and was made available on Steam the following year. It is now also legally available for download on website. Whether you would want to do so may be a different matter. (Check YMMV page for more.)


This game displays examples of the following tropes:

  • All There in the Manual: Understanding what is happening in the game, period.
  • Arch-Enemy: The characters treat Dehon as such, while Dehon wants to exact revenge againt Evil.
  • Ax-Crazy: All of the characters, especially the player character, Dehon. He eats people's faces off if he doesn't like them.
  • Camera Screw: There's two places where you need to run towards the camera, but can only do it slowly because of how it operates (and these cost time in each of the timed segments). Also, the fixed camera can radically change at some points, causing those who click quickly to have Dehon accidentally walk off the side of the wooden bridge. Finally, in Act 4, some zones require clicking right against the edge of the screen a few times to switch to the next camera.
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  • Checkpoint: On a per act basis, with levels taking about 5 minutes to complete if you know what to do.
  • Cosmic Horror Story: Evil is portrayed as a cosmic horror.
  • Deliberately Monochrome: Most of the graphics are entirely black and white, with the occasional colors for bloodstains, blue papers, killer red smoke, etc.
  • Four Is Death: Act 4 is one where Devon needs to voluntary die to take revenge on Evil.
  • Heartbeat Soundtrack: If you hear one, it signals that you have a minute to live before you feed on corpses. Accompanied with strings as the backup instrument.
  • Locked Door: Some doors are locked because others are open. Other doors are locked because you need to wait until Act 3, and there's only one room behind them.
  • Run, Don't Walk: The default movement speed.
  • Scripted Event: Frequent, where approaching a door will cause a short dialog.
  • Sequence Breaking — Act 1 and 2 require you to follow a fixed path, and only allow advancing the plot by following it. Starting with Act 3, opportunity presents itself, allowing you to enter the combination for the door even if the character doesn't yet know it.
  • Skybox: Here, it is composed of a solid wall with a texture on them. No parallax.
  • Time Abyss: Gomend lasted at least 20000 years, while the civilization's calendar spans 7.676 billion.
  • True Art Is Incomprehensible: Only the manual and walkthrough explain much of anything. The in-game text is very difficult to decipher.
  • You Cannot Grasp the True Form: Evil appears to be formless, but it most definitely exists, speaks coherently, and will go straight for your throat.