Demonic Spiders/Video Games/Survival Horror: Difference between revisions

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* In a game already the stuff of nightmares with its surprise random encounters which can mystically appear in a room you've been through several times already and often appearing with little or no warning directly in front of you (screaming ensues, if the player is particularly into the game), ''[[Fatal Frame]]'' has its own demonic spider to fear and fear greatly. The Blind Ghosts, especially in one encounter in a cramped corridor, can turn fear and terror into fear and loathing. They can pass through walls (wherein they become difficult to detect and invincible), move much faster than your character, lunge at you when provoked or if you move (being blind of course means they have superhuman hearing), may not flinch when attacked (this counts as provoking them, naturally), can teleport behind you at any time (including when they're invisible because they're eight feet inside a solid wall, leading to more "AGHHH!" moments when you suddenly catch sight of them less than a foot from your face), and have a nasty tendency to kill you in a single hit. And did I mention they like to counterattack?
* The Hunters in the ''[[Resident Evil]]'' series. They're fast, jump at you from across the room, sometimes team up on you, and have their notorious [[Deadly Lunge]] attack that instakills by decapitation. Much deadlier than the literal spiders of the series. And they can poison you in parts of ''Code Veronica''.
** Other possibly worse examples: the Chimeras in the laboratory power room of ''[[Resident Evil 1]]'' remake (which can also instantly decapitate you), the lickers (particularly the advanced lickers) in ''[[Resident Evil 2]]'' (e.g. "caution" status, licker jumps on you from off screen, you die, thrown controller), and the facehugger-like Drain Deimos in ''[[Resident Evil 3: Nemesis]]'' (at least they don't give you a [[Face Full of Alien Wingwong]]).
** The infamous poison moths in ''[[Resident Evil Code: Veronica|Code Veronica]]''. Moth lays larva on you, which poisons you, you use blue herb, then go back through the corridor only to get bitten and poisoned again. Whoops, no herbs left, :dies:
*** There is an infinite-use blue herb tray in the corridor, but good luck using it and then getting back out before another moth can land on you.
** Regenerators and Iron Maidens in ''[[Resident Evil 4]]''. Both can regenerate (unless you shoot them in the right place) and grab you from across the room, and the latter can kill you instantly.
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*** Note that hitting one with an electric grenade not only paralyzes it, but also immediately exposes the weak spots. God bless the level designers for placing a batch of electric rounds right before you meet the 2nd one of these. On the other hand if you don't have a grenade launcher with you...
**** ... You use the stun rod. It will make the thing flinch, rip arms off and force it to reveal its gas sacs. If it manages to retaliate, it'll be a slash for minimal damage. Hell, you can even bash it to death with it alone. [[Attack! Attack! Attack!|You can't let up on the offensive]], though, or it'll recover.
** The Eliminators from ''[[Resident Evil 0Zero]]''. You'd think a [[Ninja Pirate Zombie Robot|zombie]] [[Everything's Better with Monkeys|monkey]] would be an awesome enemy, but holy ''shit'' would you be wrong: they're extremely small targets, ungodly fast in both attacking and avoiding your shots, deal significant damage in a small amount of time, nearly always attack in groups of three or more, tend to appear in open areas with lots of room to get behind you, '''and''' they take a minimum of three shotgun shells each—''each!''—to kill. Compared to these nasty little fuckers, Hunters are about as troublesome as a mild sneeze.
*** Not if they are alone. And they're severely watered down in ''The Umbrella Chronicles''.
*** Also the Leech Zombies. They're sturdy, able to hit you from far away, ''explode'' for even more damage unless you invoke [[Kill It with Fire]], and have [http://www.youtube.com/watch?v=F89LW0dfUjc an incredibly creepy theme] that plays when you face one.
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** The Cerberus dogs throughout the series. They are difficult to hit with the clunky aiming controls and lock-on, and usually attack in pairs or more, so while you're attacking one, the others can get the jump on you.
*** Unless you use auto-aim and are smart enough to either trap them in a narrow bottleneck corridor or put yourself back against a wall. Then you can unload on them pretty much with impunity until they die.
** The Bandersnatches in [[Resident Evil Code: Veronica]]. They can take plenty of bullets, their stretchy [[Combat Tentacles|arms]] deal great damage, they have [[Instant Death Radius|a large rape radius]] and they can use them to grapple across rooms. And they have [http://www.youtube.com/watch?v=fhi0KfO4Aig a fairly creepy] [[Leitmotif]]. And when you first encounter one, you don't have any powerful weapons, making it somewhat of a [[Boss in Mook Clothing]].
** The [[Resident Evil Outbreak|''Outbreak'']] series has a couple as well, from the Hunter Rs (all the fun of the normal Hunters), to the Wasps (only [[Goddamned Bats]] if you have a handgun, which is no guarantee by any means). The Lionesses from the "Wild Things" scenario are the worst though. They have a tendency to attack anything in melee range when struck, they can chase you down with little trouble and they soak up a lot of damage, wasting bullets for the scenario bosses. And the best part? An instant-kill pounce. You have plenty of warning before that one though.
** The Crimson Heads in the [[Resident Evil 1]] [[Remake]] are also a serious pain if you do not burn the dead zombie bodies ([[Boom! Headshot!|or blow their heads off]]) before they can come back as Crimson Heads, they can run as fast as your character can, do a decent amount of damage, and even worse will sometimes not get up from the ground until you walk right over them. And there is not enough oil to burn all of the zombies in the mansion, so sometimes it is simply best to let the zombies live in order to avoid them turning into Crimson Heads.
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** Sirens don't even have any actual attacks, and yet they are the bane of many players because as soon as they detect you, they emit a scream that alerts pretty much every single zombie in the area to your location, with [[Zerg Rush|predictable results]].
** The Spiders are ungodly fast and nearly completely immune to knockback.
** One of the more recent updatesupdate added Burning Zombies to the mix. They are as (if not ''more'') fast than the Spiders, always spawn with maximum aggro (which means they home in on you at top speed) and, contrary to what you may expect from a [[Man On Fire]], they have a ''massive'' amount of health. On the plus side, they tend to drop mid to high tier loot when they finally go down.
* The really nasty animatronics from ''[[Five Nights at Freddy's]]'' can be viewed as either this trope or [[That One Boss]] depending on the player. No matter your preferred classification, they're still going to be a massive pain to deal with.
* You can kick some major ass when the '''[[Dead Rising|dead]]''' [[Just for Pun|is]] '''[[Dead Rising 2|rising]]''', but then the gas zombies come, you're gonna have a bad time. To elaborate, most of the campaign in the second game has you dusting easy-ass zombies with all sorts of incredibly fun combo weapons. But once you get far enough in the story mode to the point where {{spoiler|the military comes to the rescue}} and things go terribly, terribly wrong when the zombies are exposed to an odd gas. They become a hell of a lot more resilient, they get fiercer and stronger, and can now charge at you at an alarming pace. If a gas zombie grabs on to you, you have to do a mini quicktime event to shake them off, and you will lose quite a bit of health in the process. They can also vomit up a foul substance that will root Chuck in place and cause him to cough, helpless for any follow-up attacks. And did I mention that they love to gang up on you in large groups? You better be at a good level and have intricate knowledge of how to put together the best combo weapons, because these suckers don't mess around. Their horrific strength is even acknowledged in universe, as they {{spoiler|completely annihilate the military convoy that was meant to rescue the Fortune City outbreak survivors, and drive the CO in charge mad from the carnage he is exposed to.}}
** Out of the four {{spoiler|or five, if you count Golden Freddy}} animatronics from the original game, Foxy quickly establishes himself to be a real thorn in your side. Unlike the far more manageable Bonnie and Chica, he doesn't slowly meander around the Pizzeria while heading to your office. He rushes down the halls to kill you the second he leaves Pirate Cove. You have barely any time to shut the door on him, and even if you stop him from getting in, he'll bang on the door a few times before leaving, which will drain you of your very limited power. The only way to reign him in is to regularly monitor the cameras, but doing so will open you up to attacks from the other animatronics.
** Speaking of powerful ''Dead Rising 2'' enemies, the True Eye cultists and Spec. Ops soldiers are much, much deadlier than the Willamette Mall's many zombies. The cultists are more often than not found clustered in huge groups praying, blocking off pathways until they notice you. They can shave off huge amounts of health with their knives, do a suicide attack at low health that you cannot stop, and can stun you with holy water and cart you off to their hideout, where they proceed to remove all of your weapons and clothing and will force you to kill the group watching you to get back into the mall. The Spec. Ops on the other hand are armed with powerful machineguns and like the cultists, they can knock you out if given a chance and take all of your belongings. Both are more resilient than zombies as well, with the Spec. Ops being even harder to kill than the cultists.
*** Also from the first game, [[Big Bad|Freddy Fazbear]] [[Everything's Worse with Bears|himself]] is just as big of a threat as Foxy. Not so much on the first few nights where he isn't even active and only comes after you if you let your power go out, but from Night 4 and beyond when he actually comes out to play, he doesn't screw around. His movement pattern is hard to predict, and he's even harder to track on the cameras. And if you ''can'' easily see him, he's about to slip into your office and it may already be too late to stop him from getting in.
** Back on the topic of the second game, the {{spoiler|Phenotrans}} mercenaries are much deadlier in the re-release ''Off the Record'' due to the fact that rapid-fire guns are now capable of taking off health at an alarming rate instead of flinching you and giving you brief period of mercy invincibility like in the original game. You will run into them EVERYWHERE in the end-game.
** ''[[Five Nights at Freddy's 2]]'' introduces the Puppet, and she quickly becomes the most oppressive threat you'll be dealing with. To pacify her, you have to make sure her music box is constantly playing. If the music stops, she'll come out of her box to kill you and there is ''nothing'' you can do to put her back in. You can't wind up the music box unless you switch the cameras over to the Prize Corner, which keeps you from tracking the other animatronics ''and'' warding them off. This wouldn't be so bad if you didn't have TEN of them gunning for your ass at once, making later nights are a chaotic nightmare where they're near-constantly pouring into your office. All you can do is hope and pray that you can carve out enough free time to keep her music box wound up, and if you switch cameras to a silent prize corner or suddenly hear a music box rendition of Pop Goes The Weasel? [[You Are Already Dead|'''Brace for impact.''']]
* Out of the four {{spoiler|or five, if you count Golden Freddy}} animatronics from ''Five Nights at Freddy's'', Foxy can be leaps and bounds tougher to deal with than the manageable Bonnie and Chica as the method for dealing with him is unique: you need to keep watch over Pirate Cove, the area he resides in because if you aren't watching him enough, Foxy will bum-rush your location and leave you with maybe a second to shut the door before he kills you. And worse, even if you shut the door on him, he'll bang on it a few times and drain you of your power. The only way to keep Foxy from messing up your strategy is to ''make sure'' you regularly check up on him.
** On the PC version of the game,* Mangle isisn't nothat morebad harderin tomost deal with than anyversions of herthe Toygame, Animatronic friends. However,but she can be's a lot harderworse to deal with onin the mobile port because of the failure to carry over the only way for you tell if she's near youports. In the PC versionand console versions, she makes an incredibly creepy garbled set of radio noises if she's close, which ought towill prompt you to dealshoo withher heroff. In the IOS version? ''TheseThe noisesaudio cues didn't carry over'', and if she gets on the ceiling of your office, she WILL kill you, and there's nothing you can do about it which can lead to some cheap, unfair deaths.
** [[Big Bad|Freddy]] [[Everything's Worse with Bears|himself]] is even worse. Not so much on the first few nights where he isn't even active and only comes to kill you if you let your power go out, and even then it's still possible for him to take too long and accidentally allow you to survive the night. But from Night 4 and beyond when he actually comes out to play, he doesn't screw around. His movement pattern is hard to predict, and seems to be based off of specifically countering strategies that the player deployed during the previous nights. Unlike Bonnie or Chica who are easily found on-camera, Freddy is for the most part much tougher to spot, with the only camera he's easily found on is the one closest to your office, and at this point you have seconds to react before he gets you. He's not like Bonnie or Chica, who both hang around outside of your room before moving in for the kill, he goes straight in to murder you. And the cherry on top of this terrifying sundae? If you shut both doors, [[Beyond the Impossible|''he somehow teleports in anyway.'']]
*** [[Non-ActionSupport GuyParty Member|Balloon Boy may not actually kill you himself]], but that doesn't make him any worse to deal with. If you don't put on the Freddy mask fast enough, he'll get into your office and disable your lights,flashlight [[Kids Are Cruel|andwhile laughlaughing at you like the little shitheadshit he is.]] ThisOnce nothe onlygets keepsinto youyour fromoffice lookingthere's insideno theway vents,to butmake willhim keepleave, youmeaning fromthat usingit's youronly flashlighta tomatter seeof iftime anybefore approachingFoxy animatronicscomes areleaping coming,out namelyof Foxythe whodarkness ISN'Tto fooled byrip your Freddyface maskoff. Worse,And ''heunlike won'tthe goother away''animatronics, sohe youisn't betterfooled hopeby theyour 6Freddy A.M.head: isyou approaching''need'' ifthe heflashlight getsto in,scare because you're pretty much animatronichim baitoff.
* ''Five Nights at Freddy's 2'' introduces the Puppet, who on paper seems like an easy animatronic to handle: you keep his music box wound up, and in turn he doesn't tear your face off. However, in order to wind up his music box, you need to have the Freddy Fazbear mask you wear to keep most of the other animatronics away off in order to do so. On later nights, it becomes really, really hard to keep the music box wound up as all the animatronics will constantly hound you and stay on your ass, leaving you to shoo them off while praying that you'll still have enough time to wind up the music box. [[You Are Already Dead|If the music box stops, then you may as well close your eyes, plug your ears, and embrace yourself for a jumpscare because there is ''nothing'' you can do to stop him, not even winding the music box back up.]]
** The Phantom Animatronics in [[Five Nights at Freddy's 3|the third game]] can't kill you, but they'll help Springtrap finish you off. The Phantom Puppet's the worst of the bunch, because if you trigger her attack? She gets in your face and prevents you from doing ''anything'' for nearly half a minute. You can't defend yourself from Springtrap, you can't fix the ventilation and stop yourself from passing out... nothing. Getting attacked by her on later nights, where Springtrap is at his most aggressive is pretty much a death sentence.
** On later nights, the older generation of the Fazbear game comes out to play, and unlike their Toy incarnations, they are a ''lot'' harder to deal with as you pretty much have to put on the Freddy mask on ''right away'' when they show up in your office. If you are even a tad late in reacting, you ''will'' die.
** ''[[Five Nights at Freddy's 4]]'' gives us Nightmare Mangle, from the game's Halloween mode. Replacing Nightmare Foxy, Nightmare Mangle is a lot more annoying than his regular counterpart. For one, he doesn't appear in the hallway like Nightmare Foxy does, so it's a lot harder to keep him out of your bedroom. And once he gets in, he'll hide in the closet and force you to maintain a delicate balancing act of keeping him in there, keeping Jack'o Chica and Jack'o Bonnie out of your room, and keeping the Freddles from forming Nightmare Freddy for the rest of the night. And it's so much harder to protect yourself from the Jack'o animatronics while he's in your closet, because the loud static he blares drowns out the audio cues that are key to your survival.
** On the PC version of the game, Mangle is no more harder to deal with than any of her Toy Animatronic friends. However, she can be a lot harder to deal with on the mobile port because of the failure to carry over the only way for you tell if she's near you. In the PC version, she makes an incredibly creepy garbled set of radio noises if she's close, which ought to prompt you to deal with her. In the IOS version? ''These noises didn't carry over'', and if she gets on the ceiling of your office, she WILL kill you, and there's nothing you can do about it which can lead to some cheap, unfair deaths.
** ''[[Ultimate Custom Night]]'''s [[Harder Than Hard|50/20]] mode has you deal with all 50 selectable animatronics at once, operating with their AI maxed out. It's an overwhelming challenge right from the get-go, and the following animatronics are the most notorious run-enders you'll be having to contend with.
** [[Non-Action Guy|Balloon Boy may not actually kill you himself]], but that doesn't make him any worse to deal with. If you don't put on the Freddy mask fast enough, he'll get into your office and disable your lights, [[Kids Are Cruel|and laugh at you like the little shithead he is.]] This not only keeps you from looking inside the vents, but will keep you from using your flashlight to see if any approaching animatronics are coming, namely Foxy who ISN'T fooled by your Freddy mask. Worse, ''he won't go away'', so you better hope the 6 A.M. is approaching if he gets in, because you're pretty much animatronic bait.
*** Nightmare Mangle, Nightmare Bonnie, and Circus Baby form an obnoxious, oppressive trio of animatronics that can only be warded off by buying their plushies from the Prize Corner once they show up. You have to spend a ''lot'' of Fazcoins to afford them, and if you can't scrounge up enough of them in time, there's nothing you can do to stop them from killing you. Interestingly, you ''can'' turn them into [[Zero Effort Boss|Zero Effort Bosses]] by keeping your camera trained on them, which prevents them from ever attacking you... but by doing so, you open yourself up to having to deal with a ''quartet'' of animatronics even more threatening than them!
*** And that quartet is the aggravating ensemble of Funtime Foxy, Rockstar Bonnie, Foxy, and Toy Freddy. On their own, none of them are particularly bad. But when you're using the Plushie Trio's camera trick (a necessity in 50/20 mode), they become complete and utter nightmares because of the way they turn the game into a [[Luck-Based Mission]]. Their mechanics revolve around using the monitor to keep them in check, which will get you killed if you turn your attention away from the Plushie Trio once they're ready to attack. If you hope to beat 50/20 mode, you have to hope that A: [[Don't Look At Me|Bonnie's]] active in Pirate's Cove instead of [[Attention Whore|Foxy]], B: Funtime Foxy's showtime is scheduled at a reasonable hour, C: Toy Freddy can play his video game without needing your help, and D: Rockstar Bonnie needs you to help find his guitar before the Plushie Trio can become a problem. As you might imagine, it's ''very'' rare for the stars to align in your favor, and while you can use a [[Instant Kill|Death Coin]] to eliminate one of these problematic animatronics, you still have the others to worry about.
*** To avoid getting attacked by Nightmarionne, you have to keep your cursor away from his face whenever it appears. Unfortunately for you, it pops up very suddenly and without any warning, and it can cover up areas you need to click on to keep other animatronics at bay. The Death Coin doesn't work on him, so all you can really do is pray for the RNG to show you mercy.
 
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[[Category:Demonic Spiders]]
[[Category:Survival Horror]]