Theatre Of Doom Characters Rating: 4,5/5 6253 votes

The ID multiverse timeline is a concept created by the developers (principally Tom Hall and John Romero) of the ID games in which many of the games created ID are part of a larger multiverse (either a single timeline, or parallel worlds connected together) as discussed by Tom Hall (see Canon or canons). It appears in the lore of Quake Arena/Live/Champions series (from 1999) and Doom.

. This is the main reason that the gameplay in the easier difficulties of is interesting. Slip up, you get hit, no big deal. Can you avoid being hit ten times before the next checkpoint, which is eight screens away?

If not, you're going to need to go hunt down some extra hit points before trying again. Much of the game would serve no purpose if health refills weren't mindbogglingly rare (only appearing after defeating a boss), or if save points (which also refill your health) were more common. Malek's Bastion in is one of these. The enemies there are, like Malek himself, suits of with the spirits of warriors fused to them, and their blood did not restore Kain's life (like other spirits, they had blue blood, which restores magic instead). The bastion is also situated atop a snowy mountain, and the snow will damage Kain unless you have visited the blood fountain that removes this weakness.

Kain: My eyes yearned from lack of contrast, my mouth ached for want of blood. In this cold wasteland, food was scarce, and my hunger grew.:. has many caves and areas you must travel through in order to get to various dungeons and temples. That you're likely to run out of both health and magic by the temple and dungeon in question, let alone facing. features the Savage Labyrinth, a dungeon with 51 floors where enemies don't drop any items, so you're stuck with whatever was in your inventory at the time. Many an unwary player had to quit the dungeon early not realizing this was the case. has the similar Cave of Ordeals.

You do encounter Chus that drop drinkable Chu Jelly, but it's primarily Purple Chu Jelly that has a random effect (it can heal you or take away hearts). The HD remake also adds the Cave of Shadows, which has the same idea but you are stuck as Wolf Link, which means no healing at all. has the Trial of the Sword introduced with the Master Trials DLC. It has 45 rooms full of enemies with some resting points in between. You are deprived of all your items except the Sheikah Slate and Paraglider, meaning you have to snatch weapons and food from enemies in order to stand a chance. Completing it puts the Master Sword permanently in its powered-up state.

has two instances of this:. First is the to stop the boiler in Sector 3 from exploding. Save points are disabled during this sequence, so you have to get in, fight a minor boss, and get out, all in one sitting. Secondly is when the station's main power reactor goes down, shutting down all save points and Recharge Rooms (apart from Samus' ship) until you turn on the auxillary generator. Which requires navigating through a hallway of dangerous enemies and fighting. Worse, there are still a couple of between the boss room and the first save point afterwards. has a sky-high rate and that hit very, very hard.

The entire game is basically this trope. Triggering a dungeon run without restocking on items can easily render the game. Fortunately, there are multiple save slots.

The original for the PS2 had a notoriously bad reputation for this. Whether your item broke, you ran out of repair power, had no antidotes (and thus had to wait in a healing spring until you were brave enough to leave) or water, the game did its best to narrow down your perishable items to slim to none. Gulg Volcano in and its unavoidable damaging floors. Tip: ignore the and tackle this dungeon last. Chaos Temple at the end also serves as this, with lots of floors, mazes, tough enemies, and surprise reappearances of the four fiends.

If you can make it to Chaos with any resources left, you're lucky. The remakes do this for the bonus dungeons. Thirty floors? Deal with it!

It's even more egregious in the penultimate bonus dungeon as both of the two bosses you can choose to fight at the end are. 's endgame goes like this: Last inn and item shop, dungeon, last save point, semi-optional dungeon, long difficult dungeon, short difficult dungeon,. And that save point isn't really a help, since it means that you'll have to go through the first dungeon if you need to warp out. After returning from the Moon in, you are forced to go straight into the next dungeon, which is full of very strong enemies, culminating in TWO Boss Battles in a row (Although you do get to save and heal in between by backtracking to the save point), all without being able to re-stock on your items!. The DS remake has a merchant Hummingway (or counterpart) at the single in the Giant of Babil. They compensate for this by making the two boss battles harder - unlike the SNES, PSX, and GBA versions, the Archfiends use all their abilities from the first encounters in the rematch, and the CPU battle is murder.

can be like this when trekking between key locations. The long road can wear you down with nary a save crystal or a shop in sight as you waste MP and items on monsters that keep swarming you unless you hold the Flee button so they can't catch up to the running party. The game even suggests to the player to create another save file at various save points at the start of a dungeon because of this. Some portions of can delve into this because of the importance of certain items and the limited carrying capacity, particularly in longer dungeons. Averted, however, by the game's 'Pit of 100 Trials.'

One of the games looks like it's going to be a chore. No resurfacing to restock on items for 100 levels. Until you start and realize practically fall out of trees and you can subsist on what they drop, saving all your items for the boss at the end. In the pit, you can recharge yourself to 100% any time you have a shell enemy whom can be incapacitated by flipping them over. Flip them over, appeal for more star power. Save up enough power to use a healing ability.

Goombella is best for this. The majority of the longer routes in games are like this, owing to your having a limited amount of for all four of its moves, and items used to replenish PP can't be bought in stores (though, as of generation 3, PP-restoring Leppa Berries can be grown). The various incarnations of are often the worst offenders, due to having lots of tough trainer battles and being really, really long. They also generally require multiple HM moves to progress through them, which further since you'll most likely need to haul along an HM Slave (who is generally useless in battle at these higher levels) to do the dirty work.

Taking on the Elite Four also counts this, as you will most likely blow all of your money buying supplies and heals that will most likely all be gone by the time you get to the Champion. has one in the shadow lab.it isn't truly long, but unlike many levels, there is no heal machine unless you backtrack to the beginning. Also you can't save anywhere like the handhelds. The mid-late part of the second and third games feature this with Pantanal-style Swamps instead of Rainforests; there are NO fruits or veggies to harvest from these areas.

Similarly, fishing around this time gets much more difficult, as the fishing areas get shallow and murky, tending to cause your harpoon to hit bottom over and over again, possibly destroying it, while the fish get much much harder to catch. It's like the game WANTS you to run out of food (and right when you need to TRADE FOOD to various people for the sake of Tokens Of Plot Advancement, too). Same for the desert areas in II, where there is little to no water, plants, or hunting opportunities. Venturing here with insufficient water supply will likely result in a via dehydration.

Level 23 of Descent 2, 'Iwihml' (an acronym for 'I Wish I Had More Lights') fits its title due to having no energy centers and very few energy pickups. However, experienced players will find enough Vulcan ammo and missiles to get through it without much trouble.:.

Doom II's Level 9, 'The Pit', is famous for not having quite enough ammo to destroy all the monsters, even on a full playthrough. Those wanting 100% completion usually have to resort to using the fists or chainsaw for good chunks of the level.

The first level of Ultimate Doom's Episode 4 not only has extremely limited ammo and health pickups and forces you to fight in very tight quarters, but eventually teleports in a Baron of Hell for you to fight (and triggering one of the secrets unleashes two more), making it the. Map 08 of The Plutonia Experiment, 'Realm', has no armor pickups on Ultra-Violence and above.:. Ravenholm is a zombie-infested ruin without much ammo.

Gordon is, however, provided a wide range of sawblades, explosives and environmental traps to use against the zombies with the aid of the newly-acquired instead, and indeed the ruined city becomes a playground for this style of gameplay, at least until. Both Episodes One and Two started with a and a half-dozen drought levels. Made up for this by handing Gordon the supercharged gravity gun that players didn't get enough of in Half-Life 2's ending.

Included Alyx armed with to escort Gordon. Some levels of follow this trope, especially on Legendary difficulty. For example, in 'Exodus', you start out with only a pistol against Suicide Grunts, Skirmishers and Brutes, and ammo for it and the DMR is extremely sparse. Then the game starts throwing armored Brute Chieftains into the squads, coupled with sequences. Suitable Covenant weapons such as the Needle Rifle are also lacking. The worst is probably the part of 'The Pillar of Autumn' where you have to for about 15 minutes against multiple waves of Brute Captains and Chieftains, with almost no ammunition for your good weapons (unless you trigger an or bring better weapons from earlier parts of the level). verges on this at times.

Although you can carry multiple uses of the Estus Flask, multiple healing items and attune a lot of healing spells if you build your character right, long stretches between bonfires filled with hordes of can make you burn through them terrifyingly fast. Add in weapon degradation, limited spell castings and the price of ammunition, etc. Replenishing bonfires are thankfully abundant throughout the game worlds with very few 'long' stretches between them, but. Perhaps the best examples of drought levels in would be the Undead Parish (especially if you haven't figured out how to avoid the Hellkite Drake and light the bonfire beyond) due to the distance, enemy variety, and; and the Duke's Archives. In, two areas stand out for having notoriously hard stretches without a bonfire. The first is No-Man's Wharf, accessible early in the game and possessing only one bonfire at the very start; unless the player can somehow make it to the second half of the level and open up the two shortcuts to the boss area, they'll be forced to make a dangerous trek up and around the enemy-infested houses surrounding the pier every single time.

The second is the Gutter, a pitch-black, mazelike underground shanty town filled with deceptively lethal hollows, zombie dogs and poison-spitting statue traps, on top of having bottomless pits around every single corner and only two bonfires—one of which is hidden around a corner near the very end of the level and easy to miss. and have a variation of the trope. During parts of mountain levels, there are very few bits of food to pick up so player is in a hurry since picking up food before energy runs out is a key for survival. In the later levels, chances to regain your weapon are few and far between, so dying in certain areas can render the game.

In 's, you are bound to take a lot of unavoidable damage from and, and healing items and powerups are very scarce here. From:.

The final stages of and give you no rings, forcing you to go through one boss in the former and two in the latter with no protection whatsoever. The 8-bit version of the first game also has Sonic trek through the whole last level without any rings, while the 8-bit sequel has no rings for any of the boss levels. 's final zone, Death Egg Zone, does the same thing with the three-form in Act 2: a checkpoint activates and there are no rings during this section, so if you die during the fight, you will have to fight all three forms again with no rings.:. World 5-1, the first of two grassland levels in the game that doesn't have a single power-up. It does have a star, however, so it isn't too difficult to beat it.

World 8-1 follows a similar formula with a star and no power-ups, but it is the longest level in the game with only 300 on the timer, and has a nasty jump near the end. In World 6 and 7, Mushroom Houses are slim in comparison to earlier areas. If you use all your items in these worlds without restocking (via game over and farming), then you'll be in for a rude awakening for World 8, which has some of the hardest stages in the game and no Mushroom Houses at all. You can save a P-Wing to use for those levels. That is, unless you deem them or just run out of the rare things. In Level 4 of: Legend of a Fantasm Soldier for the CD, there are almost no weapon pickups and thus, and if you aren't powered up.: The final stage of the arcade version has just two or three gun pickups at most and therefore no chance to recover after getting killed, so,.

This shows up in several casual games of the block-breaking or match-three type. A multiplayer-oriented example: In 8, Bone-Dry Dunes is unusually sparse in Coins compared to other courses. As each Coin provides a slight boost in speed for as long as you have it, fights over Coins in Bone-Dry Dunes can get very rough, especially the ones dropped from the Toads on board the airships near the beginning. The first race against Wizpig in is devoid of any, limiting the player to masterful use of the boosters for a chance at beating him. 's Medium course is the only one of the three to lack a pit lane. This is inconsequential on the standard 4- and 5-lap settings, but on the 20-lap Grand Prix setting, where tire wear exists, you'll find your handling deteriorate with no way to patch it back up with a pit stop. is usually generous with throwing items at you.

Stage 3 (Areas 12-15), however, has no 1-ups. The recurring 'void' levels of. The only way to get a weapon that can damage the boss is with, which are mined from asteroids.

Roughly 25 percent of levels in the game feature. Few enemies, and even fewer asteroids, causing the player to rush and seek out the precious few that exist before lives. In: Super Dogfighter, all orbital levels have no power-ups. In, stages 3 and 5 do not have any ground or naval enemies, and thus you're deprived of one major source of special weapon ammo. Hobo with a shotgun cast 2017. You'll have to rely on the very occasional 'E' capsule ships to refill your special weapon, use on bullets (there's only one bomb item on this stage, by the way) or use up a life to reset your special energy.:. New Blood Episode 5-4, 'No Escape'. Previously in the story, Markus and Valerie were kidnapped by a crime syndicate.

In this mission, they've run out of stabilizer, and their captor orders them to decide whether to operate on a traitor the syndicate had shot a moment ago or to let him die. Being surgeons, they choose the former. You have to perform the operation with no way to restore the patient's vitals. And worse, they're almost out of antibiotic gel, which means you may be forced to suture minor wounds if that runs out, which damages the patient. It is entirely possible to finish the operation without running out of gel and having to resort to medical shortcuts, but you have to be conservative with the gel. A similar scenario occurs in Under the Knife 2, this time with Derek needing to operate on an emergency case, and the limited supplies being attributed to the sudden reduction in manpower at that point in the plot. In the series:.

The Dread Isle, Imprisoner of Magic, A Glimpse in Time note if you're playing Hector's story and figured out the obscure way to unlock it, and Dragon's Gate in will punish you if you forgot to stock on the pirate ship. You will find yourself running low on weapons and vulneraries rather quickly. In, a literal Drought Level is found in Jehanna, where movement across the sands is extremely limited, especially for mounted units who can normally move halfway across the screen.

Getting to the armory in the far corner is. Luckily, flying units are unaffected. Unluckily, there are only three available when you can first access the map—two of whom are. Mages are also unhindered by the sands, stating their cloth robes makes it very easy to travel in. does this in later stages by limiting the number of usable objects on the stage.

Strategy comes into play as you have to face powerful enemies with a smaller squad at your disposal. If you don't make use of good strategy, I hope you ground Marona. In 's Fort Frolic, ammo, medkits, and cash are significantly scarcer than previous levels, and the difficulty for vending machines is much higher.

And this level introduces. features Comstock House near the end, which is filled with asylum patients that drop nothing upon death and no vending machines. This is to encourage the player to be as stealthy as possible and avoid being spotted, because while you can just ignore the Boys of Silence and blast your way through, your ammo supply will likely be exhausted well before you can replenish it.

Luckily, you're more or less in the clear once you reach the warden's offices (which is well-stocked with China Broom shotguns), and thorough searching can turn up a few weapons hidden in the asylum section. Infinity Mode in serves as a version of this. There's plenty of food at the beginning but it doesn't respawn, so you must balance your inventory carefully, and fight dangerous psychopaths and survivors to get more. Then, on day 7, all psychopaths and survivors disappear and you are left with the quickly dwindling food supplies.

The final area of is a very long series of fights that is also entirely devoid of health or ammo pickups. Additionally, the final boss can only be damaged by ranged attacks and will probably require at least 1 or 2 heals mid-fight, so you'll need to get through the final area while making sure to save at least a few dozen bullets and 1 or 2 healing items for the final fight. Fortunately, the game gives you a chainsaw-like weapon at the end which doesn't use ammo, and you can just run past about 75% of the encounters in the final area. The later Armacham levels in suffer from this, especially the last one, where most of the enemies are that are armed with highly damaging lasers, are hard to hit, take a load of ammo to kill, and don't give any ammo back. Nearly every stage in ran on this, but if you are low on supplies by the Island, lord help you.

Doubly so on Professional difficulty. This also goes for other games, as well as in general, especially, where there is simply not enough ammo to kill everything.

Fortunately, the knife is actually useful. In Hard mode is noteworthy as well, where it is best to run from a fight if possible. The Body of the Many in may not actually be this to a well-prepared player, but it sure believes that it is, as at one point it taunts you about your dwindling resources.

The last route to the end boss in only has one save point before throwing you into a gauntlet of enemies especially when resources in the game were hard enough to come by already. The first half of is an example, mainly if playing with 4 players. Especially during the segment where you control Cole's team. Driver 2900.

Weapons are scarce, half the lambent don't use guns, everyone will be using the same ammo, and most enemies are rather durable. You will find yourself low on ammo a fair amount of the time. Once you start running into more standard enemies from the rest of the series, guns and ammo become much more common. In: Octo Expansion, several tests prevent you from refilling your ink tank by swimming into ink of your color as usual. There may be items you can collect to recharge your ink tank, but either way, if your ink runs out, the test will end in instant failure.

The Divide from: Lonesome Road. Enemies include Marked Men, Deathclaws, and Tunnelers, all of which scale their level with the player; ammo, food, and water supplies are few and far between; and the only shop is the Commissary, whose stock is also rather limited. Expect to return to the main Wasteland a few times to restock. The other DLC's are potentially worse, as you are locked in until you complete the main quest.