Video Game / No More Room In Hell - TV Tropes
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"When there's no more room in hell, the dead will walk the earth."— Tagline for Dawn of the Dead (1978), which is where this game got its title from.
No More Room In Hell is a Half-Life 2 co-op mod released in 2011 by Matt "Max" Kazan. It was eventually released as a standalone mod on 2013, available for free on Steam
.
You play as a survivor in several maps belonging to two gamemodes: completing objectives to be extracted by the military in "Objective", or holding out and surviving for a fixed amount of waves in Survival. Unlike many other zombie FPS survival games on the market, this one stands out in its realism: ammo has weight, there are no icons on the HUD except for ammo, and firearms use real ballistics such as bullet drop. Combine this with other server mods such as friendly fire and Nightmare mode, and you have a recipe for a very, very tense game of survival.
The sequel, No More Room In Hell 2, went into early access in 2021. A playable beta was scheduled to be available on October 31st, 2022 but was delayed. However after two years, an official announcement trailer
for the game was released in 2024's Summer Games Fest, also revealing that it was now under the development of Torn Banner Studios (of Chivalry 1 and 2 fame). With an announcement
on the game's Steam page providing elaboration on how this came to be. Early access became available on Halloween (October 31st) 2024.
This game provides examples of:
- Acquired Poison Immunity: Inverted; Phalanx pills delay the progress of the zombie infection, and were considered a solution to the infection during the initial stages of the outbreak. However, you have to continue taking the pills indefinitely, and the loading screens indicate that after a long period of usage they would eventually stop working for an infected person, causing them to go zombie even though they were still taking the pills.
- A.K.A.-47: Averted. All firearms are given their proper names, except for the Orion Flare Gun, which is simply titled "Flare Gun". Even the ammunition packaging are clearly branded with real life names, e.g. The .22lr ammo is packed in a Winchester Wildcat .22lr box, the .308 in a Federal PowerShok .308 box, the .45 ACP in a Wolf .45 ACP box...
- Anti-Trolling Features: Besides being grounded in realism, the limited ammo carry capacity mechanic of the game is also a very clever way of preventing a single player from gobbling up all the ammo on the level regardless of whether or not they even have the proper gun for it.
- Ate His Gun: There's a key binding that allows you to turn your gun on yourself. If you're infected, it prevents your corpse from reanimating and attacking your teammates. Just make sure you have a round chambered in your gun...
- Awesome, but Impractical: The MP5 and MAC-10 automatic weapons. On one hand, they boast the highest mag capacity at 30 rounds, are chambered in common pistol ammo and in the case of the MP5 can change its firing mode. On the other hand, they take up 1/3 of your inventory, lack the "focus" mechanic that allows you to headshot any zombie if you stand still for 3 seconds, and in the case of the MAC-10, cannot be toggled to semi-auto, which means you could fire off a large burst of ammo without intending to. It can still be useful against zombie hordes, children or Player Versus Player modes, where Death Is Cheap.
- Batter Up!: One of the fairly common two-handed melee weapons is a aluminum baseball bat, it's semi-lightweight weapon that uses a side swing or an overhead swing when charged, it also possibly has the highest knockback chance out of most melee weapons.
- Bayonet Ya: The SKS can spawn with a bayonet, which replaces the Pistol Whip animation with a quick stab with the bayonet. This essentially gives the player a fairly effective improvised spear with a good range and one-hit kill damage to the head.
- Boom, Headshot!: See Removing the Head or Destroying the Brain below. More pronounced in "Realism" mode: even the otherwise weak .22 Long Rifle and 9mm Parabellum will one-shot any zombie if it's a headshot.
- Boring, but Practical:
- Melee weapons, when compared to firearms. Considering the rarity of both firearms and ammunition, as well as the amount of inventory space both take, melee weapons are the best all-purpose weapons as they are more common and have infinite durability, while firearms are only useful for clearing out hordes when you're cornered/surrounded and for taking on multiple runners.
- The PSE Deer Hunter Compound Bow compared to other ranged weapons. Because arrows in this game are indestructible, provided that the arrow hits a zombie/surface that's not out of bounds, it can be retrieved, potentially meaning infinite ammunition. A good survivor can clear out an entire horde with a bow and a single arrow.
- The shove. It does no damage to the zombies, but can stop a zombie from biting or attacking and create some distance between the survivor and the zombie, allowing for a counterattack.
- Carry a Big Stick: Blunt weapons don't deal as much damage as bladed ones and tend to be heavier, but have a higher chance of staggering the target like a shove.
- Chainsaw Good: Chainsaws and abrasive saws are special melee weapons that require fuel, they have two attacks: a simple swing that doesn't consume fuel, and starting the engine then proceeding to shred through a horde of zombies.
- Charged Attack: Holding the fire key with a melee weapon charges up for a stronger whack, though it tires you up a lot faster than a quick swing. For handguns, standing still in iron sights for three or more seconds puts you into focus mode, which makes any headshot an instant kill, and has a greater chance of knocking back zombies. A similar mechanic also exists for the melee weapons, as charging a melee attack for long enough will let it reach the one-hit kill breakpoint.
- Chew Bubblegum: One of James' taunts, with a 'fucker' tacked on the end for extra emphasis.
- Colour-Coded for Your Convenience: Normal jerry cans, used to explosively set an area on fire when shot and burn zombies, are red. Mission-critical jerry cans, which are used to blow up certain walls/blockades, are yellow with two red stripes, have a note stuck on them which says "Notice this" with a smiley face, and, for good measure, are indestructible until brought to their designated walls/blockades.
- Deus Ax Machina: Some maps (such as "Anxiety" and "Cleopas") have fire axes in cabinets which have breakable glass to allow the player to acquire it. In a similar vein there are also cabinets that hold maglites which can have its glass broken to acquire them in "Anxiety" as well, and some cabinets also hold fire extinguishers which can come in handy when defusing the burning obstacles.
- Dramatic Gun Cock: Surprisingly Played Straight, despite all the other realistic elements. Whenever the Winchester Model 1892, Mossberg 500A, and Remington Model 870 are drawn, they all have their lever/pump worked far enough to eject the current round in the chamber. This is also done with the MAC-10, but that's more justifiable due to it being open-bolt.
- Dual Wielding: You can wield a one-handed melee weapon or pistol on your right hand and a Maglite on your left hand, allowing you to kill zombies and navigate through the dark at the same time. Unlike other games, there's no downside to this aside from the Maglite taking up space in your inventory.
- Dwindling Party: Almost bound to happen every round unless the team is full of professionals who really know what they're doing. If the respawn is toggled off, then this trope will most likely be played utterly straight (and sometimes it may end in a Total Party Kill).
- Flare Gun: Can be used to signal a helicopter to airdrop supplies in survival mode, or set zombies on fire, which after a few seconds, will burn a zombie to a crisp. There's a chance that a zombie on fire will start running, though.
- Guide Dang It!: This game does not hold your hand AT ALL. There's no tutorial, little to nothing is explained, and there are few to no accomodations made for player conveniencenote . You really do need to look up a guide to have the first clue of how to play. As the game is a realistic zombie survival horror experience,
this is entirely intentional. - HA HA HA—No: One of Captain Munky's 'No' lines.
- Hold the Line: Essentially the whole point of the survival maps, which task survivors to hold off waves of increasingly large zombies, occasionally receiving a supply drop from the national guard. Unlike most zombie survival scenarios in games however, survival maps are very much winnable; get to wave 9 or 10 and an escape will be made available to the survivors (or in the case of one map, rushing to shut off all the zombie access points).
- Improvised Weapon: Practically all of the melee weapons are this, from lead pipes, claw hammers, fire axes to even flare guns.
- Infinite Flashlight: The Maglite. It's way better than the lighter for combat and navigation and can be dual-wielded with a one-handed weapon of any sort. It will also never run out of power. But unlike the lighter, it has to be found and takes up inventory space (about the same as a small melee weapon).
- Interface Screw: The lower you are on health, the more black and white your screen gets. When you're bleeding, the borders of your screen will flash red. If you're infected, the borders of the screen will display red veins that slowly take over and then darken your screen the closer you are to succumbing. Gene therapy has a 12.5% chance of blinding you, but only for 30 seconds.
- Leaning on the Fourth Wall: One of Captain Munky's taunts is "No more room in hell is a documentary, and it's filmed in real time!", while one of Harry's taunts is "He he he, looks like my video game skills are gonna come in handy today!"
- Little Useless Gun: Played with. In normal gameplay, it takes more than one headshot from a 9mm or .22 gun to kill an adult zombie, but such weapons tend to have a large magazine capacity, the ammunition is more lightweight than most, and focusing (aiming down the sights without moving for 3 seconds or more) makes them able to one-shot a zombie. Averted in "Realism" mode, where a headshot with any gun is a kill.
- Machete Mayhem: One of the best melee weapons in the game, and arguably the best one-handed melee weapon. It deals less damage than the sledgehammer, but drains stamina less quickly and can be used in conjunction with a Maglite, making it useful for dark maps — which is to say, every single official objective map.
- Molotov Cocktail: One of the game's three explosives. Using it creates a flaming puddle that gives damage over time towards zombies, however burning zombies have a chance to start turning into runners so use molotovs wisely.
- Nuclear Option: Happens on nmo_cleopas if you don't get to the extraction helicopter quick enough.
- One Bullet Clips: Much like with the Dramatic Gun Cock, this is Played Straight, despite the other bits of realism in the game (though this one is more obviously for the sake of gameplay). Unlike other examples, the game tracks the rounds inside the chamber, and each weapon has a different reload animation depending on whether or not said weapon has one in the chamber. If the gun is completely dry, your character will load the gun with a fresh mag, and cock it normally (in the case of shotguns, a round will be placed in the chamber, and then the ammo will be loaded in the tube mag); otherwise, you will replace the mag with a fresh one, or top off the mag for tube fed weapons, and the extra shot counts. In an addition, holding "reload" makes your character check how much ammo is in the mag and there's a separate key binding to unload the gun.
- Pipe Pain: One of the one-handed melee weapons is a lead pipe with a L-shape joint, it deals medium damage and is one of the most common melee weapons. Certain maps even allow the player to rip off a lead pipe from a wall if they're lacking a melee weapon.
- Pistol-Whipping: Quick Melee with firearms will have the player character strike their enemy with their equipped firearm. Unlike the melee weapons, this actually deals damage even if it's negligible.
- Powerful Pick: The pickaxe is one of the lighter two-handed melee weapons and also deals pretty good damage at that. The E-tool has secondary "pick form" where it collapses down the shovel head and attacks with overhead swing that deals damage comparable to a machete or fire axe.
- Press X to Not Die: When a zombie is close to you, you have only about a second to shove them away or kill them before they latch on you and go for a bite.
- Quick Melee: Pressing V will have the player do a quick attack*. It deals no damage, but it can cause a zombie to get stunned and stagger a little distance back for some breathing room, stop them from retaliating in melee, or break grabs. However when done with a firearm it will be able to deal a small amount of damage which makes it useful when zombies get to close or when faced with a breakable lock.
- Rapid-Fire "No!": One of James' 'No' lines.
- Real-Place Background: The Cleopas and Toxteth districts really do exist in the city of Liverpool. In case of the latter, the players have to cross the Toxteth Park Cemetery to reach the ASDA store, which are located closely together in real life.
- Removing the Head or Destroying the Brain: The absolute best way to wreck a zombie is by blasting its head to bits, either with a strong melee attack or a bullet. Weaker calibers may need more than one application, though it's not much a problem when shooting in focus mode or playing on the Nightmare difficulty It's even the name of an achievement for getting 500 kills to the head.
- Respawning Enemies: On Objective maps, zombies will continuously respawn in certain areas, typically the large open areas which are occupied by hordes. This makes attempting to clear out such areas pointless, instead you need to focus on clearing a temporary path to push through. On many of the more difficult maps enemies continuously respawn even in enclosed areas where there is no realistic way for new zombies to get there without you noticing, sometimes within less than 30 feet of you. Although the respawning zombies can be turned off with a mutator.
- Shout-Out: Quite a large amount of them.
- As mentioned above, the name of the game is a reference to Dawn of the Dead (1978).
- The whole survival map nms_notld is a reference to, you guessed it, Night of the Living Dead (1968). Additionally, the national guard will occasionally exclaim "They're coming to get you, Barbara!", which is coincidentally also the name of the achievement obtained by surviving the aforementioned survival map. (The achievement image doesn't even attempt to hide it, consisting only the words "NIGHT OF THE LIVING DEAD".)
- One of the character models is basically Walter Sobchak from The Big Lebowski. Additionally, the achievement for getting 500 kills with the Colt M1911A1 is called 'Mark It Zero'.
- Another character model is basically Patrick Bateman from American Psycho, complete with longcoat and gloves. Promotional art even depicts him with a fire axe. In the achievement "Hey, Paul!", which is obtained by getting 250 kills with the fireaxe, it depicts Bateman holding an axe.
- Yet another character, callsed Molotov, is based on Jim from 28 Days Later.
- The image for the achievement 'Social Responsibility', obtained by killing yourself with a gun when infected, depicts Private Steel with a gun to his head moments before he shoots himself. Additionally, nmo_fema is a dead ringer for the underground bunker from that film as well. There sure are a lot of references to George A. Romero, aren't there?
- The image for the achievement 'Heroics', obtained by earning a respawn token while infected, depicts C.J. about to blow himself up while surrounded by zombies.
- The achievement names and icons themselves contain lots of references:
- It's Always Sunny in Liverpool.
- Band of Brothers.
- Chainsaw Massacre, obtained by getting 250 kills with the chainsaw. The achievement image even depicts Leatherface waving a chainsaw around.
- Lethal Weapon, earned by getting 500 kills with the Beretta
- One Free Man, obtained by getting 250 kills with the crowbar.
- Saturday the 14th, earned by completing Camp Blood and complete with a picture of a hockey mask. The level itself is based on said franchise, complete with a image of a hockey mask jumpscaring the player if they go inside one specific house.
- First Blood, a reference to the Rambo franchise, with a picture of Rambo holding a bow.
- Katniss. The achievement image depicts, well, Katniss.
- White Death, which, in reference to the real White Death's achievements, requires you to get 500 kills with the only wooden stocked bolt-action rifle in the game.
- Hell's Kitchen, a reference to the TV reality series starring Gordon Ramsay. Requires you to get 250 kills with the very weak kitchen knife.
- A New Day, an achievement that is obtained by completing the survival map "Drugstore" which is based directly on a location from the Walking Dead Telltale series of games.
- Come Get Some: kill 30 zombies in 15 seconds with one chainsaw. The icon even depicts Ash raising a chainsaw just like one of the Evil Dead posters.
- Three of Bingo Bango's taunts are taken straight from snatch.:Bingo Bango: I'll cut your fucking Jacob's off!Bingo Bango: You're on thin fucking ice, my pedigree chum!Bingo Bango: Pull your tongue out of my arsehole!
- The Captain Munky voice set has a taunt which references Fist of the North StarCaptain Munky: HWAATAAA! You Are Already Dead.
- On the map nms_camilla, the National Guard radioman refers to the 'Redeker Initiative' from World War Z, where survivors were supplied and instructed to hold out in fortified locations against the zombie hordes by the government.
- Shovel Strike: There are two types of shovel weapons in the game: the spade and the E-tool. Both are two-handed weapons with medium speed and deal medium damage.
- Sprint Meter: Unsurprising for a relatively realistic zombie game, there's a stamina bar. Sprinting, jumping, shoving, and melee attacks will use stamina. Unlike most examples, it's invisible, and drains very quickly, moreso if your inventory is mostly full. The only way to gauge how close to empty you are is that when you're nearly empty, your heart starts audibly pounding and your character starts exhaling loudly, and if you're completely exhausted you are rendered unable to attack with melee weapons, jump, or sprint.
- Ten-Second Flashlight: You always spawn with a lighter that goes out exactly 60 seconds after being lit (which may take a few strikes), has a very limited illumination radius and can't be held alongside a weapon. Holding the fire key makes your character push it forward, presumably a function for igniting things, but it has no gameplay value (unless you go to the workshop).
- Throwing Your Sword Always Works: Holding down the 'drop' button will make you throw what you're holding, which can actually be thrown with enough velocity to kill the undead or detonate a propane tank, provided that you actually hit your target.
- Undead Child: There are zombie children. They're tiny and fast and can flank you while you're dealing with a horde, but they're flimsier (one bullet or good melee hit cracks their skulls apart messily), their attacks are weaker and they can't grab a player.
- Unexpectedly Realistic Gameplay:
- Unless you find a Maglite, your only source of light in the darkness will be a simple zippo lighter. In addition to the light radius being mediocre, it has several other problems. Sometimes, you will need try several times in order to turn it on to begin with, and when you finally do that, the fire will be put out when you try to run with it. Finally, the fire itself will last for only a minute before going out and requiring the whole procedure to be done again.
- Using a medikit or a bandage does not mean that your bleeding will be gone in an instant - there will be an animation of your character actually bandaging themself (or in case of a medikit, going through a full self-patch up which takes several seconds), and not only will they still be vulnerable to zombies while doing so, but the bleeding damage will also persist until the healing animation is over. Sometimes it may still kill you in the process of patching up if the timing is very bad.
- Zombie Infectee: If you're bitten (or happen to walk into a contaminated body of water on some maps), there's a chance that your vision will start getting a nerve-like red effect on the borders. That means you're infected, and it's a matter of time before you turn, but it's not automatically a Game Over: Phalanx pills reset the timer to 0, and the rare Gene Therapy item not only removes it completely, but also makes you immune to further infection.
- Zombie Apocalypse: The game focuses on a more realistic approach to one of these. There are no Elite Zombie mutants (the most dangerous enemies are running zombies who are still "fresh" and child zombies who are likewise able to run). Also, the backstory of the game indicates that the zombie virus started out as a swine-flu like pandemic that put millions of people into comas, and only mutated into a lethal, zombie-creating virus later. Said coma patients all died and reanimated as runners en mass, which provides a more plausible explanation for how zombies could wipe out half of civilization, rather than a handful of shamblers managing to somehow spread and take over multiple countries including one of the most heavily armed nations on Earth.
- Zombie Gait: Depends. Most of the undead will shamble, stagger or limp after players, but a select few can runnote and zombie children always run. A zombie set on fire has a chance of getting a drastic increase in movement speed.
The sequel contains the following examples:
- Abandoned Hospital: A hospital that has been overrun by the zombies is one of the potential mission locations. It's generally one of the easier maps, as the map is large enough to give you space to run away from large groups of zombies, but small enough that all players are relatively close to each other and can benefit each other. It also has a large number of healing supplies, which makes sense given that it's a hospital, although the flip side of that is that ammo is slightly less common than on some other maps.
- Acceptable Breaks from Reality: Despite the game's otherwise extensive dedication to brutal realism in its game mechanics, you can noticeably fall a significant distance before you actually take any damage, including jumping off a one story roof and landing perfectly fine on the ground. Having realistic fall damage would make the already hard game even more frustrating, especially since making such jumps is often required by the level design or to escape from hordes.
- Action Survivor: The Responders are civillians who survived the initial stages of the outbreak and are volunteering to go back to infested zones for critical objectives such as infrastructure repair.
- Anti-Frustration Features:
- If your team of randoms gets wiped out insanely quickly, or you only spawned into a map with a couple other players because there weren't enough people online, the game will let you perform an early extraction via one of a few underground bunkers around the map. Early extractions give you effectively zero experience for the match, but allow you to extract your high level character to fight another day instead of forcing you to throw them away on an impossible battle.
- Unlike the first game, your flashlight does not take up inventory space, and if you run out of batteries for it, it will still provide a small amount of intermittent light. This is pretty important as some areas of the game are completely pitch black and effectively impossible to navigate without any light. This small mercy is removed on Nightmare mode, where flashlights will shut off completely once they run out of power.
- Anti-Trolling Features: Whenever a key item or items is required for an objective, there will always be more of it laying around than is required. This prevents one or two trolls from just rushing the key item, grabbing it, and just sitting on it while everyone else gets eaten by zombies, which was a big problem in the original game.
- Apocalypse How: Regional Scale but not to the point of total collapse for the world and the country. And it's the responder's job to ensure that won't happen by not only assisting with evacuating trapped survivors but also repairing failing infrastructures such as the one in the Power Plant map and securing critical data from infested zones.
- Boom, Headshot!: Like the first game, headshots are the most effective way of killing zombies, but are not always a guaranteed One-Hit Kill with lower-caliber rounds. Even .357 magnum out of a revolver doesn't always kill in one headshot, although it does so more reliably than 9mm, which is more reliable than .22 lr. One of the perks your character can acquire increases the damage of your headshots from certain weapons, increasing the likelihood of a one shot kill.
- Cannon Fodder: The loading screens note that the Responders are considered the very bottom tier of agencies addressing the outbreak, and are not even considered part of the government or military response. This accounts for why they get sent into high-risk situations with nothing more than a lead pipe and a simple revolver with no extra bullets.
- Crowbar Combatant: A crowbar is one of the strongest one-handed blunt melee weapons, but it's a relatively rare find on missions and can't be purchased as a starting weapon.
- Earn Your Fun: The game seems to have a similar design philosophy as the early Overkill Software games, as you're expected to do several dozens hours of grinding before your player level is high enough to adequately equip your character to actually survive a mission. Until then you're pretty much reliant on being carried by higher level other players (which, due to the game's low player count, typically requires playing during peak hours). If you're playing solo or with a couple other low level randoms, expect to shoot yourself in the head hundreds of times before you actually manage to finish a level.
- Elite Zombie: While the sequel still focuses more on the realistic approach for a zombie apocalypse, zombies here have different variants similar to the first game:
- Runners are freshly reanimated infected who are fragile but can sprint and attack faster with a flurry of strikes if not interrupted.
- Walkers: Slow moving but come in large numbers that can overwhelm an unprepared team.
- Shamblers are the final stage for an infected person. Highly decrepit and decayed to the point of being easy to dispatch, nonetheless, this doesn't reduce their threat because of the scream they emit that can attract hordes when spotting responders, not to mention the rotting miasma they emit on themselves that can spread to other zombies and can infect responders who are exposed to it.
- Heavily Armored Mook: Military or riot police zombies still wear their body armor, including thick helmets which can deflect multiple hits (including bullet hits) before being knocked off and making their head vulnerable. Even worse, they can potentially be Runners.
- The Immune: When leveling up your characters can potentially acquire a perk that decreases the chance of getting infected from zombie attacks. The extremely rare gene therapy item will render your character outright immune to infection for the duration of the mission, but takes a significant amount of time to activate and has a chance of blinding you for a while.
- Machete Mayhem: A machete is the strongest one-handed bladed weapon, but it's a relatively rare find on missions and can't be purchased as a starting weapon.
- Permadeath: Losing your character during a mission means you lose them permanently, along with any purchased starting items you bought for them. You can have up to 3 characters at a time, and it only takes about 4-7 fully completed missions on Classic difficulty to get one to level 50, depending on how many supply items (character xp items) your team picked up during the missions.
- Pipe Pain: A lead pipe is always the default starting weapon for each responder, while not powerful enough, it can still be useful until the player gets ahold of more powerful melee weapons.
- Press X to Not Die: Zombies can still grapple but the player only needs to mash the "F" button to knock them off or otherwise get bit. Averted, if a zombie manages to get a hold of a player who has no stamina.
- Random Number God: What difficulty level the match you get sent into is partially random. You can choose what difficulty you'd prefer, but the game will often take this as just a suggestion, especially if player numbers are low (which, given how low the game's player count usually is, is quite often). It's not uncommon to lose a high level character because you were dropped into a Nightmare difficulty mission with a handful of similarly unprepared players without warning.
- Sealed Evil in a Can: The loading screens indicate that the swine flu-like virus that would eventually mutate into the zombie virus was originally extracted from a Neanderthal dug up from the arctic permafrost.
- Sequel Escalation: While the first game had relatively linear levels of average size, fairly typical of First-Person Shooter games of the time, the sequel has a number of much larger maps which are more open-world and non-linear, with players spawning separated from each other and tasked with finding resources before heading to key locations to accomplish objectives.
- With This Herring: Responders are sent into zombie-infested hot zones with only basic weapons and not even any spare mags for their guns. This made sense in the original game, where you were playing as desperate survivors emerging from their bunkers once food and water began to dwindle, but it seems strange that CEDA is sending in its agents to known high risk locations on important missions with such limited supplies. The implication may be that even with the reduced human population, warm bodies to throw at the problem are still cheaper than guns and bullets. One of the loading screen tips outright states the Responders are considered the lowest priority response to the outbreak and are not actually backed by the military or government.
- Zombie Apocalypse: The game takes place after the events of the first game where the outbreak is still at large but the country and the world hasn't fallen yet.
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