Dark Reign: Difference between revisions

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(Import from TV Tropes TVT:Main.DarkReign 2012-07-01, editor history TVTH:Main.DarkReign, CC-BY-SA 3.0 Unported license)
 
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{{tropework}}
''Dark Reign: The Future of War'' was a [[Real Time Strategy]] game released in 1997. It demonstrated a number of features no RTS had before, such as
 
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There was a 2000 prequel that dealt with the JDA/Sprawlers conflict taking place during Earth's 26th and final century.
 
Not to be confused with the [[Marvel Universe]] ''[[Dark Reign (Comic Bookcomics)|Dark Reign]]'' event.
 
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This game contains examples of:
* [[Action Bomb]]: Aside from the Hostage Taker's drones, the Freedom Guard has Martyrs: Sprawlers on their last months of life who seek to go out with a bang.
* [[All There in the Manual]]: The manual contains histories of the conflict, biographies, even unit specifications. However, it's accessible in game and even contains a journal written by the player character.
* [[Apocalypse How]]: What happened to Togra's world was a Class 5, rendered uninhabitable because all the water on the planet was essentially burned out of it.
* [[Artificial Stupidity]]:
** When you tell a group of units to go somewhere, they proceed in a straight line, resulting in the first few units getting their health whittled away quickly.
** If units are being fired at by artillery, they'll charge the artillery regardless of the distance, leading to them most likely charging headlong into an enemy stronghold.
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* [[Bottomless Magazines]]: Played straight, except for air units, who either have to return to a Rearming Deck to reload, or in the case of Sky Fortresses, just recharge over time.
* [[Boisterous Bruiser]]: Triple Rail Hover Tanks.
* [[Colour Color-Coded for Your Convenience]]: The player's side is orange. The enemy is red.
** Even more blatant in the sequel, if at least more consistent and [[Justified Trope|justified]] by the difference in tech level. The high-tech JDA are silvery, the Sprawlers (whose gear is scavenged and jury-rigged extensively) are rust-brown.
* [[Determinator]]: Jeb Radec. He lived well beyond 25, and the popular tale is that this is because he refused to die until he saw the Imperium defeated.
* [[Escort Mission]]: Subverted because, once you find them, they fall under your control. Since every mission can be played from either side, this is also inverted, as you can go out and stop the transport escaping.
* [[Evil Sounds Deep]]: The Imperium units, when they talk. Eventually taken to ridiculous extremes.
* [[Frickin' Laser Beams]]: Every Imperium unit, with the exception of the Amper.
* [[Fog of War]]: As stated above, it came up with the complex fog used today.
* [[Follow the Leader]]: ''Very'' similar to [[Command and& Conquer]] games.
* [[Fragile Speedster]]: The Guard's Spider Bikes are weaker than Imperium infantry, and are very easy to kill. The only thing going for them is their range and mobility.
* [[Friendly Fireproof]]: Averted; if units get within the [[Splash Damage]] of larger weapons, they'll take damage as well. This can be a serious complication if you're trying to back up a tank squadron with artillery, but pretty much every weapon in the game has at least minimal splash radius. Also, if your projectiles miss due to the target moving (the AI does not lead targets), and a friendly happens to be in the spot the projectile lands, that's a direct hit; unlike weapons in many other [[RT Ses]], even single-target attacks will not {{[[Roboteching |Robotech}}]] to pursue a moving target.
* [[Gainax Ending]]
* [[Kill Sat]]: The Desiccator, which was used to vaporize the planet on which Togra lived.
* [[Large Ham]]: The Martyrs are extremely over-the-top, laughing maniacally and screaming at the top of their lungs. Justified, because they're basically suicide bombers and want to go out [[Incredibly Lame Pun|with a bang.]]
** Togra's voice actor is also quite hammy.
* [[Luck -Based Mission]]: The final level pits you against an extremely aggressive Imperium base and a defending Freedom Guard. If the Imperium defeat the Freedom Guard, you lose, because the Freedom Guard Orbital Defense Matrix is the only thing preventing the activation of the [[Kill Sat]]. Your success or failure entirely depends upon whether or not the Freedom Guard can hold off the Imperium long enough for you to cripple them. Then, it all depends upon whether or not the Freedom Guard attacks your base while your army is tearing the Imperium apart. Also, if the Imperium and Freedom Guard attack at the same time, you're almost guaranteed to be screwed.
* [[Mad Doctor]]: The Amper.
* [[Magnetic Weapons]]: The Freedom Guard use a lot of railguns.
* [[Nintendo Hard]]: It's similar to [[Command and& Conquer]] games, but it gets much harder than any of them.
* [[Non -Entity General]]
* [[One -Hit Kill]]: The Guard's Snipers, of course (but only on infantry, which would have been far more useful in the Imperium's hands). There's also the Civilian unit Jeb Radek, who's available in the Map Editor only.
* [[Reinventing the Wheel]]: Justified. Each mission is a separate simulation, and, while in chronological order, are not related to each other.
* [[Scavenger World]]: The Freedom Guard's units, for the most part, look cobbled-together, which they supposedly are.
* [[Tank Goodness]]: The top tiers of the Imperium and the Freedom Guard produce the Tachyon Tank and the Triple Rail Hover Tank, respectively. The Freedom Guard, surprisingly, have another: the Shock Wave, a mobile Earthquake generator that can wipe out an entire army.
* [[Tech Tree]]
* [[The End of the World Asas We Know It]]: What will happen in the 13th mission if you fail to defend the Orbital Defence Matrix.
* [[Useless Useful Stealth]]: Averted hard; Infiltrators are incredibly useful if used correctly.
* [[What the Hell, Player?]]: Screw up a tutorial mission, and the instructor will chew you out over it.
* [[You Require More Vespene Gas]]: Mostly averted. Of the two resources, one (taelon, used for topping-up your power generators) is optional (provided you build enough generators), and the other (water) is converted into cold hard currency.
** It helps that water is a renewable resource (as long as the spring doesn't get contaminated, which does not happen by accident and is hard enough to accomplish ''on purpose''). It's possible to strike a balance between your industrial output and the number of springs you control that results in none of the springs ever being tapped out and waiting to replenish; even if you overharvest, your freighters will obediently queue up and continue their business - it's less efficient, but your money does keep trickling in without further micromanagement on your part.
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{{reflist}}
[[Category:Real Time Strategy]]
[[Category:Dark Reign{{PAGENAME}}]]
[[Category:Trope]]