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YMMV / Afterfall: Insanity

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  • Angst? What Angst?: Early on, Albert has a conversation with a guard, who complains that his friend stole the sleeping pills Albert prescribed him and ended up in a coma. He brushes it off, saying "At least I know they work."
    • Albert himself, despite supposedly caring for the people of Glory, never seems remotely bothered with the fact that the only home and people he's ever known all die horrific deaths about a third of the way through the game. It's possible this was intentional, but that's probably giving the game too much credit.
  • Ass Pull: The reveal that the "surface" is in fact just a larger underground vault, with many of the buildings in it being nothing but facades, raises the questions of 1) why some of the buildings aren't facades, 2) where the cannibals came from, and 3) what possible purpose the city could serve that Glory couldn't perform itself.
  • Demonic Spiders: The burned zombies in the final area, weak melee enemies that explode when killed.
  • Goddamned Bats: The ghosts. They show up on the surface, and they spawn whenever Albert steps into sunlight. You can't melee them, so you have to waste bullets shooting them, and their unpredictable movement makes this much harder than it needs to be.
  • Goddamned Boss: All three of them are unjustly tedious one way or another.
    • The cannibal giant can only be hit after he throws his spiked shield. To avoid the damage from the shield, you have to make sure it hits an obstacle - it's otherwise completely undodgeable. After he throws it, you can shoot his weak spot, the giant target on his stomach. He moves too slowly to really catch Albert, so you're not in a lot of danger from him, but he has a mountain of HP and you're struggling to chip it away.
    • Junk Thardus's weakspots are not always obvious, and it has several phases. While its attacks are fairly easily dodgeable, for some ungodly reason, the devs saw fit to shut off your healing for this fight. Even worse, its second phase spawns ghosts, and its third phase gains an ungodly fast shockwave attack.
    • The Saboteur requires you to stun him by shooting out the generators in the boss arena. This is easier said than done. Every time you shoot out a generator, it needs some time to recharge, and the saboteur can shoot them to stun Albert. Even under the best of circumstances, the boss stunning only works about half the time. All the while, the saboteur is running around the arena blasting at you with his Hand Cannon.
  • Narm:
    • The Reveal that the friendly surface dwellers are cannibals. Albert is gorging himself on a plate of food, only to discover a hand hidden under a sheet of paper on the same table and a couple of mutilated human bodies in the next room.
    • Albert's reaction to discovering that the first surface world was actually another underground facility was quite appropriate. But the reaction was still devastating hilarious when it was meant to be dramatic.
    Albert: It's a cave. A cave...the whole city is a model! A life-sized FUCKING model! Holy shit!
    • The two vaults are called Glory and Fist.
    • The screaming enemies that jiggle wildly before exploding.
    • Albert's reaction to the saboteur's first Breaking Speech sounds less like a man undergoing Sanity Slippage and more like an angry teen throwing a tantrum.
    Albert: No! It's not over! Not until I say it is! You hear me? I'll get you!
  • Nightmare Retardant: Most of the mutated enemies are supposed to be scary, but the models look cheap and fake, their AI is terrible, and they attack by hitting Albert with goofy, clumsy slaps, which don't do anywhere near enough damage to make them a threat.
  • The Scrappy: Albert is a remarkably unlikable main character. While some of it was probably intentional given the game's plot, he seems less like someone you could Love to Hate and more like a rude, dim-witted loser.
  • So Bad, It's Good: It's a complete wreck of a game with a nonsensical plot, but somehow it's still strangely entertaining.
  • They Wasted a Perfectly Good Plot: When you learn that the ruined city is actually a life-sized FUCKING model built inside a massive cavern, you would expect that would dominate the plot for the rest of the game. Instead, Albert loses his shit, angsts into his PDA for a minute, and one loading screen later, you're unceremoniously dumped into a dilapidated tunnel. It never comes up again apart from one throwaway line in the ending.
  • Voodoo Shark: The final cutscene establishes that Albert is the saboteur, and that he murdered Dr. Tomaszewski, Marcin, and wrote Karolina's final note himself. The problem is, this calls vast swaths of the game's narrative into question and opens several huge plot holes. Aside from the fact that several sequences almost require Albert to be in two places at once, the game never makes clear what was real and what wasn't, to the point where it only makes sense if you conclude that almost everything unusual or supernatural was just a hallucination. To quote one Youtube comment, "Either nothing is explained, or everything is explained in the least satisfying way imaginable."

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