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YMMV / Lobotomy Corporation

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  • Awesome Music: First, Second, and Third Warning, which sound during breaches. A slow and foreboding tune that escalates into panic and to despair that captures the feeling of losing control perfectly.
  • Breather Boss: Tiphereth's Meltdown takes away the Qliphoth Immunity from previous branches, but the player should at this point be capable of handling it. Aside from that, all she does is mess with the background music. The real boss is the Midnight Ordeal rampaging once the end is in sight.
    • Netzach's suppression involves your people not healing outside of Qliphoth meltdowns. This is absolutely nothing in comparision to Hod, whom you have to beat to even suppress Netzach.
  • Difficulty Spike: Accidentally choose an Abnormality that your facility has no hope of handling early on? Prepare for the difficulty to suddenly skyrocket or to restart the day.
    • The Sephirah Meltdowns can be considered ones as well, as they tend to completely throw off the player's strategies that they have been using throughout the game.
  • Ensemble Dark Horse:
    • A lot of people like Der Freichütz, Little Red Riding Hooded Mercenary, and Funeral of the Dead Butterflies.
    • With the Sephirahs concerned, Netzach's Long-Haired Pretty Boy appearance has won some people over.
    • On the female spectrum, Gebura certainly has her fans, and quite a few appreciate her more "aggressive" approach to the job.
    • Punishing Bird, Big Bird and Bird of Judgement are extremely popular due to being among the few Abnormalities with explicit links to each other and for joining up into the Apocalypse Bird. Punishing Bird in particular has a ton of fanart thanks to being a Ridiculously Cute Critter.
  • Expressive Hair: Supplementary and fan material often have Hod's Idiot Hair wag/spin in happiness, droop down in sadness, form a heart when expressing affection and form a question mark when confused, as seen in the official stamp line.
  • Early Installment Weirdness: The Legacy version was the initial state the game was released in, before a massive overhaul was eventually done to both the story and the gameplay, and as such many parts of the Legacy version are radically different from the final version of the game;
    • Originally, Abnormalities gradually build up and lose energy rather than supplying the amount instantly. Their moods also go up and down independently of player action. This system was changed because it was manageable when players were just starting out with only 3-5 Abnormalities, but it became almost impossible to manage once multiple Departments got unlocked and the player had to manage 20-30 plus of Abnormalities with wildly varying needs and threat levels (even with the Slow and Stop Time functions). This made the game much more frantic as you sent multitudes of workers to a large crowd of Abnormalities in a sprawling facility with multiple floors, all of whom could be on the verge of escaping based on their own time limits alone, not due to actual mistakes done by the player.
    • Works were changed from Nutrition/Cleanliness/Violence/Amusements/Consensus to Instinct/Insight/Attachment/Repression. Along with that, Abnormalities in the Legacy version had more broad and flexible sets of likes/dislikes, which allowed players to experiment a bit more with different works to see which works best.
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    • Legacy version Abnormalities have Final Observations, a requirement to unlock the full amount of information in their dossiers. In them, the player would zoom in on an Abnormality's containment chamber to engage in dialogue with them personally and would be given two actions (Ex: Approaching Nothing There/Ignoring it as it calls for you with a dead employee's voice), with the correct choice unlocking what remains of the information and the wrong choice achieving nothing and locking the player out of doing another Final Observation for a short time.
    • Personality traits and sometimes gender were a game mechanic between interactions with Employees and Abnormalities. For example, Spider Bud would automatically web up and consume Male Employees who had the Principlist personality as they’ll inevitably crush one of the spiders, but Female Principlist Employees would instead be hit with a burst of damage before being allowed to continue freely. When the transition to the latest version came, personality traits were changed into cosmetic flavor text with no effects on gameplay, and genders were removed as a mechanic. This was all changed because employees were (and still are) randomly generated, and you could find yourself with candidates and/or replacements that had no chance of safely interacting with your current Abnormalities.
  • Genius Bonus: A working knowledge of the Jewish Kabbalah will help you make sense of several of the references in the game.
  • Goddamned Boss: Abnormalities who require a maximum or lower of a certain stat to operate as opposed to a minimum or higher tend to be very aggravating as agents naturally gain stats over time, forcing you to either keep low-level agents specifically to operate them during Qliphoth Meltdowns or flat out ignore them and deal with their resulting breaches. Examples include Meat Lantern, the Scarecrow Searching for Wisdom and the Warm-Hearted Woodsman.
    • The Express Train to Hell forces you to spend time micromanaging it in particular, as its gimmick takes place every 2 real-life minutes, independent of Qliphoth Meltdowns. Ignoring it leads to a demonic train passing across your facility, probably killing a good chunk of people along the way.
    • Punishing Bird can be real annoying as if it escapes you just have to let it go around the facility delivering Scratch Damage to employees, which can lead to Cherry Tapping if said employee has taken a lot of health damage from another Abnormality or Ordeal.
  • Jerkass Woobie: Netzach isn't quiet about how much distaste he has for you and abrasively shoves off your attempts at getting to know him, but it's all but stated to be a coping mechanism from enduring the Corporation and Angela's constant disregard of his employees. The Woobie comes from Giovanni trying to save his childhood friend, Carmen, who couldn't be revived in the first place, dying in the process and him deciding the only way to be free of the facility is to kill himself.
  • Narm: The game's rather dodgy English translation can lead to some... odd abnormality names. While this works out well for some abnormalities which receive unusual, poetic-sounding names like Mountain of Smiling Bodies or Dreaming Current, others have names that are awkward or very long, like Child of Galaxy or Little Red Riding Hooded Mercenary. However, the undisputed king of awkward names is Big Bird.
    • The English translation also affects all dialogue in the story and the exposition in the Abnormalities' dossiers. It can be rather hit or miss; it can lead to either appropriately thematic dialogue as human employees try to describe the indescribable beings they're forced to interact with (as their minds break down under the strain) in an isolated environment, and give the impression that there's something subtly wrong with the A.I.'s running the place... or it comes across as awkward and unnecessary Purple Prose that's confusing/hilarious for English speakers to read.
  • Spiritual Licensee: Some have likened the game to a Darker and Edgier role-reversed version of Monsters, Inc., where the humans are the ones harvesting monster energy.
  • That One Boss:
    • Schadenfreude can easily be gotten early game and easily turn into this. If the player doesn't know the gimmick behind it, it's only a matter of time until it breaks out and starts mowing through employees. Depending on how early game the player is, it can likely kill your current staff in only a few hits.
    • On a more traditional level, WhiteNight is a huge source of frustration among completionists. While it doesn’t attack directly very often, its Twelve Apostles are demonic spiders in their own right, made even worse by the fact that WhiteNight will regularly resurrect and heal its Apostles. This is all made even worse by the fact that the same healing pulse it emits is also a source of huge Pale damage, making it very capable of bringing even the toughest of employees to near death in a single hit. To put it simply, if you want that last E.G.O Weapon for your collection you’re going to have to beat a Combat Medic / Stone Wall of a God and its Mighty Glacier servants to the death.
    • Army In Black is a Zayin level abnormality, meaning you can get it as soon as day 2, dealing nasty black damage to anyone nearby and capable of dealing heavy white damage if it breaches and reaches the main room of a department, where it explodes dealing damage to everyone that works for said department. How heavy? Guaranteed to cause just about anyone with a prudence level below three to go insane. Oh, and the worst part? When it escapes, it spawns four of them. Its saving graces are its higher than average Qliphoth counter (3), the fact that its counter can go up if you suppress something else, and its ability to keep your people alive (assisting in said suppression), but there's so many ways to reduce the counter that it almost doesn't matter (including receiving said assistance), and assigning it to a low level employee automatically causes them to panic so there's a good chance one of those saving graces won't matter anyway.
    • The Queen of Hatred is another Abnormality which caused frustration to many, mostly due to her gimmick that her Qliphoth Counter decreases if there hasn't been three employee deaths between each Meltdown. Sure she can be calmed down but the counter will just decrease again next Meltdown, which are frequent by the point of the game where you get her. In addition she is no pushover when she escapes either, transforming into a dragon that can shoot a horizontal beam that can decimate the entire floor she is on at once.
    • As far as Sephirah Meltdowns go, Hod's is considered to be one of the most difficult ones to deal with as far as the upper floor goes, as the stats of your employees will start with a 15 decrease that will eventually worsen to 25 and then to 35 as the event progresses, especially terrifying if you have an Aleph while dealing with it.
    • Gebura's Meltdown, aka The Red Mist it often considered to be the most difficult fight in the game. As unlike all the previous Meltdowns before this point, which was mostly just a regular work day with extra stipulations, the Red Mist manifests as a suppressible entity. Good luck though as Red Mist has an immense 3000 HP which you have to deplete four times, with each time they changing up their weapons, tactics, and weaknesses. The only saving grace is that Red Mist takes double damage from Abnormalities but that will likely mean you will need to purposefully release the most dangerous ones to even stand a chance.
  • The Woobie: Hod and Chesed are the only two Sephirah who care about their employees, are nice to you, and mean well. Hod is also an Extreme Doormat who gets no respect from anyone in the facility, and Chesed spends his days trying to make sure the employees he cares so much about are as happy as possible before Angela inevitably sends them to their demise. Michelle killed herself and Daniel caused a massacre against his will because he just wanted to give people time to escape by following orders.
    • Hokma. He's easily the most polite of the Sephirah towards just about everyone, employees included, yet has arguably the most heartbreaking story as Benjamin, who had to see firsthand as the woman 'A' loved was replaced with Angela and promptly silenced him before he could do anything about it.

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