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  • Anti-Climax Boss: The Katuri flagship in the first game. On the one hand, it's immune to every attack in your arsenal other than the Dreadnoughts' lasers. On the other hand, its only attack is to spawn waves of snub fighters which tend to get torn up in seconds by those very same Dreadnoughts. All you really have to do for the fight is to protect your ships from their attacks and let the Dreadnoughts go to town.
  • Awesome Music: The third game has a wicked soundtrack. The best of the best? Troubled Horizon, the Oh, Crap! theme of the game.
  • Demonic Spiders:
    • Spatial Mines. If one of these gets near your ships, you're about to have a very bad day. It doesn't help that some of them actually have shields (goodness knows what Katuri came up with that idea) so you can't just destroy them in one hit.
    • In Antaris Realspace, YC-29 Cruisers, which have moderately high health and rapid-fire laser cannons (which are hitscan in a game where shooting projectiles is your primary means to avoid them, meaning they can deal unavoidable damage at will). If you don't shoot them immediately as they spawn, they will likely kill off your weaker ships in short order, they will likely get a shot or two off even if you target them immediately, and if they spawn while your fleet is taking fire from other ships, you're in for a very bad time. Battlewagons are even worse, with even more powerful lasers and even higher health; expect these to take at least one of your ships with them every time they show up.
    • In Realspace 2, United Fleet Dreadnoughts. With 4 turret-mounted guns firing blasts as strong as yours, they can basically lock you into a stalemate if you're both firing at each other, or utterly tear you or your friendly ships apart if you're not paying attention to them, even without your rapid fire capabilities. They're also highly resilient, and thus the closest thing to an equal your supership has.
  • Game-Breaker: Averted in gameplay through scarcity, with only one of the latter being present in the last few missions (and suitable enemy forces being matched against it) but Realspace 2's Demo Mode really showcases the potential for the Katuri's Carriers and Juggernaut Carriers to become this with unrestricted spawns. There's not much a swarm of Katuri fighters can't take down with massed Homing Laser fire.
  • Goddamn Bats: In Realspace 2, United Fleet fighter variants with homing projectiles. As projectiles in this game do not suffer from No Ontological Inertia, they can tag you for minor damage even after you think you've destroyed and are done with them, if you're not paying close attention (or end up flying at an unfortunate vector).
  • Rooting for the Empire: The Grey-and-Gray Morality of the series, as well as the fact that humanity started the war in the first place by invading Katuri worlds, makes it very easy to root for the Katuri. Especially since you get to play as them in Realspace 2.
  • Surprisingly Improved Sequel: Each game added more ships, levels, and features than the last, as well as improved graphics.
  • That One Attack: Vengeance's beam lasers. It touches you, you're dead.note 
    • Beam lasers were this all the way back in Antaris, where they're the only attack in the game that can't be destroyed by shooting them. Better learn to recognize the ships with beam lasers and target them first. And if multiple laser-toting enemies show up, well, heaven help you.
  • Unfortunate Character Design: The Katuri Suicide Bomber's original sprite from Apocalypse Outpost was... suggestive, to say the least, with a flared head and two spherical parts on the rear.

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