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Alien vs. Predator (franchise): Difference between revisions

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* [[Colony Drop]]: The W-Y installation on LV-1201 is designed around "Pods" suspended from a ginormous superstructure. If one Pod is compromised by, say, the alien lifeforms you're running unethical research on, you can just jettison the whole thing before the infestation spreads.
** Also in the Capcom version, where the heroes destroy the alien hive in the city by making the [[Big Bad]]'s ship crash into it.
* [[Continue Your Mission, Dammit!]]: The 2010 game's Marine campaign does this rather a lot; Tequila tends to be the one constantly reminding you that you need to hurry up and get your ass to the place you do not in fact have to hurry up and get your ass to.
** This leads to a bit of [[Hypocritical Humor]] later on, when Tequila joins you and Katya takes over as [[Mission Control]]. Tequila complains about Katya always interrupting with mission objectives, after spending a couple levels doing nothing except interrupting you with mission objectives.
* [[Continuity Nod]]: Both Weyland and Yutani appear in the modern-day settings, establishing the company (and the Xenomorph-chasing hysteria) for the earlier movies.
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* [[Downer Ending]]: The AVP Jaguar game's marine campaign ends with the player filing a mission report in his escape pod, complaining about "stomach cramps". The first AVP PC game's marine campaign ends with the player successfully defeating the Alien Queen, but it's an empty victory since he's trapped in the hangar bay of an alien-infested battleship with no means of escape. The 2010 game ends with the {{spoiler|player marine and a xenomorph-infected squadmate being "rescued" by a dropship... crewed by Weyland-Yutani mooks, who are having a nice chat with Karl Bishop Weyland about how now they know where the Xenomorph homeworld is}}.
* [[Dragon Their Feet]]: In the 2010 game, Praetorians, supposedly there to protect the Queen, don't even begin to show up until well after she's killed.
* [[Eleventh -Hour Superpower]]/[[Game Breaker]]: In the Predator campaign of the 2010 campaign, the combistick spear, which doesn't become available until the second-to-last level. It can be thrown several dozen feet, is a one-hit-kill against almost everything, and best of all doesn't drop you out of cloak. Once you get it, you can waltz through human enemies without any effort, and even aliens become much easier to handle.
* [[Elite Mooks]]: The second PC game has Dr. Eisenberg's personal cadre of illegal Combat Synths; bald, muscular androids with reinforced bodies and several times as much health as standard human troops. They can see in the dark and even right through the Predator's cloaking device, and some of them carry miniguns and rocket launchers. A good headshot still decapitates them, though.
** Combat Synths, now referred to as Combat Androids, make a return in the 2010 AVP game during the later levels in all 3 campaigns.
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* [[Interface Screw]]: In the 2010 game, type B. Why does the player character Predator insist on holding his wristblades right up in front of his eyes?
* [[It Got Worse]]: This sums up most of the marine campaigns.
* [[ItsIt's the Only Way To Be Sure]]: In ''AVP Requiem'', an infested Colorado town is nuked to prevent the aliens from spreading across North America.
** This trope is also invoked by the Predator in the first AVP film, when it detonates the pyramid to destroy an alien hive.
* [[It's Personal]]: The Predators in the Arcade [[Beat'Em Up]] after killing their infected comrade.
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* [[Optional Character Scene]]: In the Arcade [[Beat'Em Up]], depending on number of players and chosen characters: Example (based on Japanese version) at the start of stage 5, when the human soldiers are attacking the party:
{{quote| '''Linn:''' ''There shouldn't be any other military units left besides us!''<br />
'''Dutch:''' [[Shout -Out|''Christ...we were disposable!'']]<br />
'''Predator Hunter:''' ''So you are throwaway cyborgs... how miserable...''<br />
'''Linn:''' ''Shut Up! We are humans!'' }}
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** Lampshaded in the multiplayer:
{{quote| '''Linn:''' ''You guys do nothing but smash...''}}
* [[Pistol -Whipping]]: In the first PC game, marines who ran out of all their ammo could wield their Pulse Rifle like a club. Generally, if things came down to that, you were screwed. In the 2010 game, the marine can fairly competently stun Aliens in close quarters, but it's hardly suitable to be your primary tactic.
* [[Plot Hole]]:
** In the 2010 game, why exactly did the marines drag the unconscious player character with them into the combat situation, only to leave him behind when things got dangerous?
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* [[Ridiculously Human Robot]]: {{spoiler|1=Eisenberg in ''AvP2'', and Karl Bishop Weyland in the 2010 ''AvP''}}.
** {{spoiler|Katya, the administrative android from the 2010 game would also count, though the fact she's been partially dismembered breaks the illusion.}}
* [[Right -Handed Left -Handed Guns]]: In the 2010 game the pulse rifle has the charging handle on the left-hand side, and most of the guns have left-handed ejection ports, even though they don't actually eject anything.
* [[Robo Speak]]: The synthetics in the second PC game.
* [[Rule of Cool]]: The original reason why they had Aliens fighting Predators.
* [[Shoulder Cannon]]: The Plasmacaster. The RTS steps it up with shoulder-mounted missile launchers and heat beams.
* [[Shout -Out]]: The arcade game contains a few [[Shout Outs]] to the earlier Aliens arcade game (released by a different company, no less!), particularly the Chrysalis aliens and "infectoid" blue-skinned chestburster-infected zombies.
* [[Simultaneous Arcs]]: In the second and third PC games, the three campaigns - Alien, Predator, and Marine - intersect and overlap with each other, although each campaign starts and ends at different points in the overall story. To get the full picture it is necessary to complete every campaign.
* [[A Space Marine Is You]]: The games tend to feature Colonial Marines as a third faction, and typically as the only one that have to fight their own species as well as the other two. The trope's come full circle, since ''Aliens'' was the inspiration for ''Doom'', then ''Doom'' and its myriad offspring inspired the AVP games.
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* [[Supervillain Lair]]: The WY complex in ''AVP 2'' appears to be some kind of attempt at designing a Xenomorph-proof building; it consists of a series of skyscraper-sized pods suspended from an overhead gantry that can be dropped individually in case one is compromised. The Aliens get in along the gantries; quite why they hadn't tried this before isn't particularly clear.
** They were probably electrified. Notice how the Xenomorphs didn't break in until right after Harrison accidentally compromised the security grid?
* [[Ten -Second Flashlight]]: Played straight with ''AvP2'''s night vision, which literally lasted about ten seconds. The 2010 game avoids this with the actual flashlight, though the flares still burn out absurdly fast. Averted with the first game, which involved creeping though dark and terrifying environs ''without'' a flashlight.
* [[They Would Cut You Up]]: One of the Company's goals regarding Predators.
** Also seen in the RTS. One of the missions involves captured predators.
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[[Category:Double Negative VFX]]
[[Category:Alien Vs Predator]]
[[Category:Trope]]
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