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Tv tropes killing floor 2
Tv tropes killing floor 2













tv tropes killing floor 2

Even before this, you can achieve the same effect by throwing a heavy-enough gun.

tv tropes killing floor 2

Then played ridiculously straight again with the ability to impale enemies with thrown blunt weapons.

  • The Blade Always Lands Pointy End In: This happens with thrown swords, but surprisingly, after getting the "Lawnmower" skill which puts a spin on the blade when you throw it, this stops happening.
  • The protagonist manages to create a quite powerful organization and defeats the Machine but to prevent Nevada's destruction he has to repeat the same story all over again for all eternity.
  • Bittersweet Ending: Arena Mode's ending.
  • Bitch Slap: During the flashback where Crackpot is gloating his promotion in front of Christoff's face, you can actually punch him out cold, with Christoff giving a Badass Boast afterward.
  • BFS: The game borrows Guts' Dragonslayer for the player's use and true to form it's still too big, too thick, too heavy and too rough to be called a sword.
  • There's also a comically oversized handheld minigun as well. The kicker is that it's over twice as long as the wielder's body, and the magazine alone is the size of a character model's head.
  • BFG: The "Mhati-999" is a gigantic anti-tank rifle that can be held, slung around, and used as a normal weapon.
  • Then meets you at the bus stop by running over a trio of Vampire Bruisers that would give you no end of hell given how low on weaponry you're likely to be.
  • Big Damn Heroes: During the Vampires' attack on Club Advent, Doc leaves out the back door, seemingly because he's not a fighter.
  • The Machine can be considered this for Arena Mode since the plot starts because of it and what's likely its avatar serves as the Final Boss.
  • Director Phobos is this for Story Mode, with the reveal of his S-3LF controlling Project Gestalt and attempting to reach godhood.
  • Bare-Handed Blade Block: Even without holding a weapon, a player with enough unarmed skill can outright block incoming sword attacks with their bare hands.
  • While the first vault has to be breached, if one is daring enough, they can continuously breach up to three times, with their efforts being rewarded with lots of money and three Tokens.
  • Bank Robbery: The main setting of The Heist stage in Arena Mode, which involves your team robbing the First Nevadean Repository Union.
  • tv tropes killing floor 2

    Naturally averted with the Dragonslayer, which comes with the infamous *CLANG* when swung. Audible Sharpness: Bladed weapons make a "SHING!" when being pulled out.Art Shift: The loading screens portray the main characters in a more realistic style, with fully human facial features.Secondly, there is a matching space called "The Nowhere", that is essentially the edge of reality as the inhabitants of Nevada know it, and it's been designated a no-fly zone by any and every organization worth a damn within Nevada because nothing that enters The Nowhere ever comes back. Firstly, the phrase "Somewhere" is in fact referencing a large span of empty desert in particular that's literally named "Somewhere". The opening phrase "Somewhere in Nevada." is given new meaning by two major revelations in Arena mode, one for comedy, one less so.As in, they are two separate but identical containers, and shaking them up makes things very messy when you try to open them up. Arc Words: "It's like two soda cans", used by both Krinkels and characters in-story to describe and theorize about the relationship between Nevada and the Other Place.And I Must Scream: Lamenter Abominations get their name from the fact that, while still rendered insane by the process of creating them, they maintain just enough of their awareness to make them scream for answers as to why they were made.This is shown with the "MagBonus" attribute. Ammunition Backpack: Certain gear items in arena mode allow you to carry more magazines.















    Tv tropes killing floor 2