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  • Acceptable Targets: Postal 2 lets you shoot Islamic (Hindu? Maybe Pakistani?) terrorists, Moral Guardians, the game's developers, Gary Coleman, and shotgun-wielding rednecks, among others. The expansion also includes a PETA-like organization.
  • Alternative Character Interpretation: While the manual of the first game hints that the townsfolk of Paradise are under the effect of The Virus and that the Postal Dude is trying to get to the bottom of it all, the presence of a moving truck outside your house in the first level has led some to conclude that he's gone insane because he was foreclosed upon. The intro to Postal III confirmed this, though given the events of that game are now just a bad dream the Dude had during an eleven-year coma, it's hard to say for sure if that's still the case.
    • Really, who's to say that Postal 2 isn't just a psychosis that the Postal Dude is experiencing (in other words, his version of Pyrovision)? Considering he was tossed into a mental institution for killing dozens of people in the first game, this actually makes more sense than a killer with a huge body count simply being free with no repercussions a few years later. That is however assuming the first Postal has it's continuity connected with Postal 2, which is to say unlikely because The Dude is almost nobody in Paradise instead of a wanted mass murderer. That said, Postal Redux retconned the first game to be set in 2017, he's out of Paradise with military grade guns and experience, and he's seen fucked up things.
  • Awesome Music: Paradise Lost have some pretty nice songs. The menu theme and the thin Bitch fight's songs for instances are quite cool.
  • Best Boss Ever: The Thin Bitch fight at the end of Wednesday. She's fast but not overly so, attack only with a katana which means you can make it a melee fight if you wish, and there's an awesome song during it.
  • Broken Base: The movie adaptation. Some think it's hilarious and Uwe Boll's best Video Game-Movie yet. Others find it to be a dull, unfunny In Name Only adaptation of the games. And then there's the third group who find it entertaining for all the wrong reasons.
  • Big-Lipped Alligator Moment: The ostriches in Postal 1. It actually gets a Brick Joke Call-Back in the Paradise Lost expansion.
    • In Paradise Lost, a bomb shelter is opened beneath the Lucky Ganesh, and a horde of gimps come out, vowing to "kill all post-apocalyptic abominations." The Postal Dude either kills them all or runs past them, and nothing is ever seen or heard of them again.
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  • Breather Level: Lower Paradise and the retread of the Publisher Office Complex in Apocalypse Weekend, since they come right after the hair-yankingly frustrating Military Base. After a full, boring complex with only a few worthwhile weapons to replace everything you lost and no medical supplies where their presence is actually needed or would even make sense, these two are one last chance to for the most part just cut back and chop unsuspecting bystanders apart with a machete with little fear of being ventilated by the entire National Guard.
  • Catharsis Factor: To varying degrees. Postal 1's atmosphere may repulse or disturb players. Otherwise, the sequels play this straight.
    • Postal III features Uwe Boll, kill-able in the same way you could kill Gary Coleman in Postal 2.
  • Complacent Gaming Syndrome: General consensus is that the M16 Assault Rifle is the only useful weapon in Akella's Postal Spin off.
  • Crazy Awesome: The Dude himself.
  • Critical Dissonance: Postal 2 has an "Overwhelmingly Positive" consensus when it comes to User Reviews on Steam (basically, the vast majority of reviews were positive). That said, according to this review, critics were much harsher during the retail, pre-Steam days.note 
  • Crosses the Line Twice:
    • When the over-the-top gore whips back around and becomes funny again.
    • The same can be said for the use of offensive stereotypes. The immigrant running the local grocery store turns out to be a secret Taliban supporter with several heavily armed veil-wearing wives at the back of his house. This would be disgustingly racist if other groups were portrayed as idealized or even just neutral. But next to that you have the cops being gun-toting thugs who gleefully abuse their authority, the military are thugs with even bigger guns, rednecks are inbred gun-toting sexual deviants, political protestors are hypocritical idiots who turn violent at the drop of a hat... Even seemingly normal civilians walking down the street can suddenly pull out a gun and start shooting for no reason. What you end up with is "I'm not a racist, I hate everyone equally: The Game".
  • Cult Classic: Mainly Postal 2, as it is the most well developed compared to the first and especially the third game.
  • Even Better Sequel: Postal 2 can be seen as this by those who either didn't like the first game, or simply enjoyed the many gameplay additions the second game had. Postal III, however...
  • Fanon Discontinuity: Fans of the previous games wished that Postal III never happened, thanks in no small part to having serious glitches that ruin the whole experience. RWS themselves not only disowned the game, but the second expansion for the second game, Paradise Lost, made it nothing more than a bad dream the Dude had, thus officially erasing it from continuity.
  • "Funny Aneurysm" Moment: In Postal 2, you have the option to kill Gary Coleman (canonically, he dies whether or not you kill him), which, if you killed him, has the Postal Dude ask his wife how much an autographed book can sell for. Remember this game did star Gary himself, and was made before his death...
    • Although the Paradise Lost expansion shows that he got better, even leading a cult of midget miners against the "tall ones"... for him to die again.
  • Game-Breaker: The likely reason that the Apocalypse Weekend expansion does not have a multiplayer component is that the new melee weapons are so much more effective than, well, every other weapon in the game.
    • The 2013/2014 patches have gone some way to avoid this - whereas in earlier versions of A Week in Paradise you could get the machete five seconds into the game, now it takes significant effort to find anything of comparable power before the halfway point. And then Enhanced Mode goes straight towards this trope, with higher-powered weapons being much more plentiful, and new bonuses such as no upper limit on any ammo type.
    • The Sawed-Off Shotgun has such ridiculous damage output per pellet that even armored enemies (red turban terrorists in the hidden base, soldiers, Survivalists in Paradise Lost) get reduced to Ludicrous Gibs at point-blank range from one shell, you can fire off two in quick succession, and despite the wide spread, it's even effective at medium range if one or two of the pellets connect. Shotguns Are Just Better indeed, and the only thing holding it back is that it only shows up toward the end of the week.
    • The catnip can be used for Bullet Time - the sort where you and your guns don't slow down while everyone else does, and Very High Velocity Rounds are in effect due to most weapons being Hitscan. This will allow you to shred groups of enemies and circle-strafe around them faster than they can get a bead on you, making what would normally be very tough encounters very survivable.
    • The Police Uniform makes for an Easy Level Trick in some sequences of the game, partly because you can get away with Police Brutality as long as you don't strike any other cops, partly because both cops and hate groups will ignore you in uniform. This makes segments like making the return trip out of Meat World or Uncle Dave's place trivial when you can just run past all the SWAT guys storming the place without incident.
    • The Chompy cartridge for the Bass Sniffer radar is generally Too Awesome to Use due to rarity, but is somewhat more common in Paradise Lost if you know where to look. The main important thing about it is that it makes you impervious to damage while you play, Chompy kills the target in a way that can't be directly traced to you by NPCs, and the timer pauses between kills. Now consider that doing something like entering Yeeland's private office swarms you with tons of tough armored security guard mooks immediately on top of Yeeland himself being just as tough and packing a Rocket Launcher, they all like to close in on you point-blank, and the closer an NPC is to you on the radar, the more mileage you get out of Chompy's time limit, and you can kill them all without taking a scratch. It's also useful for avoiding damage in the mine cart ride sequence, since they can still hit you now and then even if you're crouched in the cart.
      • Chompy is not, however, an effective solution against bosses, which will only have about a fourth or fifth of their overall life bar drained and be completely unaffected on the next attempt if you try to move Chompy over 'em on the radar. To be fair, bosses are probably the only enemies Chompy cannot kill outright.
  • Goddamned Bats: Dogs in Postal 2. They're fast, small, usually come in numbers and can drain a lot of your life if you are not careful. A good swipe with a bladed melee weapon can dispatch them quickly, though this is not totally recommended when there are large numbers of them around you.
    • The mutated spinning cats in Apocalypse Weekend can be a little annoying, though not to the extent of the dogs.
    • The zombies in the Paradise Lost are much more annoying than their Apocalypse Weekend counterparts. This is mainly because of their increased tendency to spit projectiles at you from a distance repeatedly.
  • Good Bad Bugs: There are several - lighting yourself on fire makes the instant-death fire harmless, dogs can float up ladders to get to you and propel you skyhigh, and one well-aimed rocket lets you skip the "Confess your sins" and "Uncle Dave's birthday" chores.
    • You can prevent the Parents for Decency from storming the RWS HQ after you collect your paycheck just by dropping a grenade in the path of the one guy who rallies them all up to go forth and kill you and the RWS guys. When the in-game cutscene plays, he sets it off and dies, and the rest just stay there. It won't prevent some scripted protesters from showing up to attack if you try to exit out the front door, but it does mean you won't get shot in the face the instant you regain control of yourself and have much fewer people to fight off.
  • Guide Dang It!:
    • When you're off to get the Krotchy doll in Postal 2, Krotchy himself decides to fight you if you're on your way back from the back of the store. And he has a rocket launcher with him. Of course it's easy to defeat him prior to fetching the doll, and spamming the gas can and setting him on fire literally breaks his ability to use the rocket launcher for a while. Of course, you can trade him a signed Gary Coleman book for a Krotchy doll to skip the entire sequence. Or just buy it off of him (any amount of cash seems to do, but he'll take all the money you're carrying). (Though you may have to fight him in the Steam version of the game whether you like it or not).
    • In the first game, many players clearly had trouble figuring out that pressing F1 was how you moved on to the next level after you completed all objectives, given that the Steam version has an achievement called "Oh, you press F1!" for reaching the second level.
    • The Postal 2 achievement "Michonne ain't got nothin' on me". All it says is "resurrect a zombie for your own nefarious purposes" but there's nothing in game that tells you how, let alone that it's even possible. To do this you have to bisect a zombie with the scythe at the waist then smash its head off with the bat or hammer. Now piss on the corpse to resurrect it as a floating torso.
  • Harsher in Hindsight:
    • In the first Postal, the final scene where the Postal Dude tries to shoot up an elementary school (but to no avail) can become this in the wake of the several school shootings since its release. Running With Scissors cited this trope as the reason why Postal Redux didn't have this scene (it was instead replaced with a different, although equally-surreal, "Church" level), as school shootings had become a lot more common and less shocking in the nineteen years since the release of the original game.
    • Postal Dude's black trench coat bears similarities to the ones Eric Harris and Dylan Klebold frequently wore.
    • Paradise getting nuked may be harder to ponder after a deadly fire mostly destroyed a town of the same name in northern California in November 2018, followed by a flash flood hitting the region.
  • Hilarious in Hindsight: Postal III featured a pre-order bonus called "Fart Gun" exclusive for the Russian release, which instantly knocks out anyone in the vicinity. One year earlier, the same weapon was featured in the 2010 movie Despicable Me and it still retains the same effect.
  • Memetic Badass: The Postal Dude.
  • Memetic Mutation: "I regret nothing."
  • Overshadowed by Controversy: Postal 1 and Postal III, though controversial in their own right, never caused the same level of moral backlash that Postal 2 did. Postal 2 was a huge target of hate by Moral Guardians for its vulgar content, and is as a result was banned in many countries.
  • Polished Port: The Steam re-release of Postal 2 has widescreen support, mod and workshop support, and plenty of support from the devs, though at the cost of non-workshop mods such as A Week in Paradise (it's integrated in the game itself, however missing the extras and weapons).
  • The Scrappy: Pretty much everyone you'll face in all of the games, though given that these games were developed by RWS (with the exception of III), this trope is Enforced.
  • Sequelitis: Postal III received far more criticism than even Postal 2, mainly for its linear gameplay as apposed to Postal 2's open world, poor controls, horrible enemy AI, plethora of technical glitches and for changing the Postal Dude's voice actor. Even RWS has disowned the game, not even considering it a canon game in the series anymore.note  When it comes to actual controversy generated however, Postal 2 still holds that degree.
    • Postal 2 itself can be seen as this by fans who preferred the first game.
  • Signature Scene: The Postal Dude trying to get people to sign his petition on Tuesday in the second game, being the most memorable moment in the game to most players.
  • So Bad, It's Good: All the games, really.
    • The Uwe Boll film can also count, surprisingly.
  • So Okay, It's Average: The general consensus of Apocalypse Weekend seems to be that it misunderstood what made Postal 2 fun and made a game based around it. The linear structure of the levels ironically removed almost all of the ability to go postal (even when you can kill masses of people in quick succession, it's usually because they're shooting you on-sight), and were seen as not very interesting and occasionally repetitive regardless. The tasks were very non-mundane, from cutting down elephants to make wastebaskets out of their feet, fighting off waves of zombies, and "relocating" mad cow-infested cattle, to invading a terrorist training camp in search of a nuclear weapon, breaking out of a National Guard base, and placing the nuke at the heart of a competing game developer's offices, where part of the base game's charm came from performing everyday tasks (like cashing a paycheck and returning a library book) that would go spectacularly wrong (like getting caught in a bank robbery or the library being set on fire). The weapons and engine additions, as well as the plot, are seen as positives, however.
    • Postal III is considered "The Average Joe" of the series to some, being not worth the wait, but not worth the ire either.
  • Spiritual Adaptation:
    • The series as a whole, with its basic premise of a man snapping over everyday stresses, is about as good of an adaptation of Falling Down as you could hope for in a video game. 2 and 3 in particular are Played for Laughsnote , while 1 and Redux play it for all the Nightmare Fuel it's worth.
    • And in turn, Hatred can be seen as the true Postal III. Running With Scissors even included that game's Villain Protagonist as a bonus character in Postal Redux, complete with voice acting, while the options menu includes a Deliberately Monochrome effect that's called "Just Like That Other Game".
  • Squick/Nausea Fuel: Tons of it.
    • The loading screens and credits screen in Postal 1 are about as disgusting as much as they are scary, the latter of which depicts a gross mass of sickly, fleshy corpses clumped together on a body pile.
    • In Postal 2, you can pee on things. Peeing on people generally causes them to throw up violently, with some fairly advanced liquid physics for the game's time. In one level, the Dude gets gonorrhea, and his urine becomes green and burns when you pee, which guarantees that people you pee on will throw up in reaction. And it's possible to decapitate someone as they're vomiting, causing it to continue to spew out of their neck stump.
    • The entire front porch of The Postal Dude's trailer home is covered in dog droppings, since his pet dog lives out front.
    • Even most of the public restrooms blatantly feature excrement on the floors and sinks, suggesting that the citizens apparently have no value for public decency and hygiene whatsoever.
    • The cats and dogs in S&M gear near the end of Apocalypse Weekend.
    • One of the first missions you do in Postal III is to vacuum up used cum rags in a porn store. The Postal Dude is rightfully squicked out by the whole scenario.
    • The Uwe Boll film also has quite a bit of disgusting moments as well:
      • For starters: Dave Foley's penis...
      • We never see what The Postal Dude's wife looks like in Postal 2. However, in the film she is shown to be an extremely overweight, disgusting mess of a woman who verbally abused The Dude to no end. Expect to see a lot of scenes of her eating profusely. We even get the treat of seeing her cheat on The Dude with the two corrupt cops that show up in the film.
      • The Bitch finally makes an appearance in the Paradise Lost expansion... albeit quite slim. Dieting for 11 years works wonders. But by the end of Wednesday, she gets ballooned back up to her original weight. Which is pretty damn hefty, but not as big as the film version.
  • That One Boss: A great majority of them in Paradise Lost, especially Champ and The Postal Dude's ex-wife. The third and final fight with the Bitch is especially agonising. For starters, she is now huge, and all of her physical attacks really hurt. As you may expect, her damage-taking capabilities have greatly increased, to the extent that it may well take everything you've got to finally put her down. While her physical attacks may really hurt, she can now breathe fire and randomly spawn disease gas. Both of these are even worse, since the fire is ridiculously accurate and will suck your health alarmingly quick. And if she spawns the gas, then kiss your ass goodbye, since you'll often be dead before you can even fathom what hit you. The only "attack" of hers that isn't horrible is when she sucks you into her mouth, with your health slowly draining until you can shoot the weak points to get out. Taking all of this into account, she'll also start spawning mooks for you to avoid as her health drops, including kamikaze-bombing skeletons. AND she can make herself invincible by spawning Gary Coleman heads to act as a shield. And she will. Not. Stop. Yelling. At. You. Get ready to see her flipping you off after you die a LOT. It makes the Dude blowing her to kingdom come with an I.E.D so much more satisfying after that horror!
    • Granted, almost all of the bosses can simply have the Chompy the Voodoo Fish cartridge used on them to take them down with ease, but the thing isn't exactly easy to find. The Revolver's secondary fire isn't much help, either, as only a small handful of the bosses are vulnerable to it - essentially just Two-Ears on Thursday and Phraud Hogslop on Friday - and one of those two you don't want to immediately kill with a powerful weapon because he drops a fixed amount of money with every hit he takes; what you really want to do is deal as little damage as possible per-hit and make up for it with More Dakka.
    • Champ is fairly difficult, due to his size and the power of his attacks. You must quickly drain his health, use the syringe on him, the repeat two more times. If you are not quick enough with the syringe, Champ will regain his health fully, forcing you to waste ammo draining his health again. One hint for you: try the machete's alt-fire. It damages him for as long as it's passing through him, and since he's giant-sized he doesn't catch it in his mouth. At least on Average and below, you can shave off half his health in one throw; even then, though, you then have to beware of the open area letting the machete travel much further than normal before it starts returning to you for another shot.
  • That One Level: The brewery in Postal 2, since you start it out with none of your items, meaning that you have to go get them all back yourself. Made worse on Hestonworld and higher difficulty in that those first two guys also have guns while all you have is a shovel. Alleviated somewhat by the fact that items you missed return to your inventory at the end, though.
    • Meat World, specifically the final stretch where you have to fight your way back out of the building that is now swarming with cops and SWAT. After you've likely used up all the health items in the area and the SWAT are much tougher and better equipped than the butchers you just fought. Unless you already went in wearing the Police Uniform, then you can just waltz on by without getting shot up, or using the catnip to avoid the bullets.
    • The Military Base to the end of the game are a long string of these in Apocalypse Weekend. Starting at the Military Base, like the Brewery, all of your items are stripped upon starting the level. Made worse by the fact that, unlike the Brewery, a lot of the items you were using don't appear in the base at all, meaning that they are officially lost. Plus, the Military Base is LONG, clocking in at four parts altogether. Adding on to that, the entire level is absolutely swarming with the National Guard, all of which are resilient enough to survive a direct hit from a grenade (albeit not the Rocket Launcher or a Hunting Rifle headshot), don't drop body armor if felled with a headshot, are immune to their heads exploding from the Sledgehammer or Baseball Bat, and all carry machine guns. To make it worse, medkits are far too sparse for the kind of punishment you'll be taking (this one almost seems to be on purpose, since after three of the four levels the Military Base goes through, with a small handful of medkits to tide you over, you find an entire shipping container full of them all in one spot). These traits all put together mean that you'll be torn to shreds faster than you can say "I regret nothing!" Oh, and all those Game-Breaker melee weapons you were having so much fun using? The only one you get back before the final five minutes is the sledgehammer, which the soldiers are completely immune to. Hope you can find the Axe or Machete in there, since they're the only practical melee weapons in the level!
    • The following levels aren't too bad in comparison, since most of them will be full of zombies, who still die immediately if you inflict Your Head Asplode on them. The Dog Pound is where the game starts to ramp up again. The main enemy type in this case will be Rednecks (who are, incidentally, the same type of enemy that appeared in the Brewery). Although they will also be happy to use their two-handed weapons to block your melee strikes, they aren't as resilient as the National Guard. The real problem in this case arises from the swarms of dogs who are fast moving and hard to hit.
    • Then there's the final stretch before the end... the Bridge. The Bridge is mostly full of the aforementioned zombies. Not too bad, right? Except the game throws in more National Guard on top of it, as well as some crazed civilians, who all attack you on sight. As a plus, some of them are flinging around grenades, along with the bridge being bombed from time to time. Was it mentioned that explosions do huge amounts of damage? This wouldn't be too horrible, if the bridge wasn't cramped, leaving very little room to avoid the damn things. And at the end of it all, you have Mad Cow Mike J...
    • Paradise Lost gives us Gary Coleman's Coal Mine, primarily the part where you must escape it. The section where you must outrun Gary's drill while avoiding Mooks is infuriating.
    • Escaping the Running With Scissors Church in Paradise Lost is maddening, especially if you have the game set to Average difficulty or higher. The zombies in Paradise Lost are annoying as all hell, due to the constant projectiles they spew at you with insane accuracy, and that their attacks drain your health fast. Expect to take a lot of cover more often than any other point of the game during this point.
    • Hell, primarily because zombies make a grand reappearance, and the bridges over lava you have to cross have the tendency to lose planks while you walk on them, to unfair degree.
  • They Wasted a Perfectly Good Plot: In Postal III, the Postal Dude can go down a "heroic" route that involves him becoming a police officer. Shoddy execution aside, an expansion or side-game where officer dude is tasked with enforcing the law in his trademark violent, over-the-top fashion is a great idea. If given a sufficiently open map and a variety of ludicrous options for how to stop crime, it could potentially be a lot of fun.
  • Video-Game Movies Suck: If nothing else, The Movie is generally agreed to be nowhere near as bad as Uwe Boll's earlier efforts at adapting games to the cinema screen. Aside from that however, people are sharply divided as to whether it's still a poor movie regardless, or so absurdly stupid that it actually manages to be hilarious.
  • Vindicated by History: For the longest time, the series had dwindled in popularity due to the bane of the movie and third game hovering over the series (that's on top of all the controversy the first two games got upon release, which is considered "tasteless" and having low production value). The series was rejuvenated however thanks to how it's one of the early example of combining Wide Open Sandbox with First-Person Shooter, also the Steam release of the first two games and the fact that the game's violent content is pretty tame ("Remember, it's only as violent as you are!") compared to many contemporary games. The series is now hailed as a Cult Classic, with the second game continuing to receive official updates and fan mods to this day.
  • Win Back the Crowd: The Postal 2 expansion Paradise Lost suffered a little due to the fact that the original Postal Dude voice actor Rick Hunter was being replaced and that the expansion would be delayed. This however changed when a March 2015 update by the developers not only revealed the official release date of April 27 for the game, but that Rick Hunter would return as the voice actor.


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