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YMMV / Submachine

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  • Awesome Art: Oh yes. The artwork, after some Art Evolution, is simply stunning; it's painstakingly detailed and brimming with atmosphere in every single frame. In particular, the intricately detailed Mayan statues in 32 Chambers, the beautiful bioluminescent plants in The Core, the mosque in The Plan and pretty much the entirety of The Temple and The Exit stand out.
  • Awesome Music: The Winter Garden music.
    • The baroque-style organ music on the lowest level of The Temple when you discover the tombs of Murtaugh and Liz.
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    • The hard breakbeat track used for the beginning of The Loop, for some.
  • Epileptic Trees: The game tends to support fan theories, even having a page dedicated to theories that eventually got included in their own "game", Submachine Universe.
  • Heartwarming Moments: At the very end of the series, after thirteen games of empty rooms and cryptic notes you escape the Submachine and see two people. One is a woman. The other is a man with a karma arm. And there's a black cat in the background.
  • Paranoia Fuel:
    • Sometimes in later games, you'll be able to visit places you've been to in earlier games and find that things have changed. Some of these changes are because of your actions when you were there before, but then there are... other changes, made by someone or something else, that are not explained. Like smashed lights, broken ladders, added karma portals, and coordinates 747's rubble cleared away to reveal a second corridor that seems to loop forever. The likely real-life reasons for these changes (practical and/or Rule of Cool) may or may not make this any less creepy.
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    • One theory in Universe suggests that the Subnet may have been changing the letters you find to make the previously benevolent Mur seem evil. After he apparently leaves you to die you still escape through a very convenient portal that gives you easy access to the Core.
      Because what [the Subnet] might have been doing all along is replacing its old defence system with a new one. One which is mobile, unhackable, highly skilled and capable of infiltrating the human infestation.
      One that has been conditioned to think Mur is a traitor.
    • This can be switched to a second theory where certain key words are changed — and Mur has been conditioned to hunt down Liz.
  • Player Punch: In Sub 9 Murtaugh, the guy who has been directing you, manipulating you, speaking with you, and who had been your only likely chance for a human connection in the Subnet, is found dead. And not just dead. Mummified. Who knows how long he has been dead? You're alone and always have been. And the same case for Elizabeth a little later on...
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  • Unwinnable by Insanity: In Submachine 10, if you remove the ladder in the dock from the ship and then teleport back to the Loop using the lighthouse portal while it's still active, the game is essentially rendered unwinnable, since the player will not be able to leave the ship. It has been referred to as an unofficial bad ending by some players. This was later remedied in the free, non-HD version of the game: The player can now pull a new, unique lever inside the ship, which will correctly position the lower ladder and enable access to the dock.


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