
Dino Crisis is a Survival Horror game series by Capcom that debuted in 1999. The first game had a lot of similarities to the company's other survival horror series, and came bundled with a demo of Resident Evil 3: Nemesis. Capcom originally insisted it was a new genre they called "panic horror" because you fight dinosaurs. The game was created by Shinji Mikami, of Resident Evil fame, and written by Shu Takumi, who would go on to create the Ace Attorney series. The game was unique as it was the first fixed camera based Capcom Survival Horror game that has all the graphics, down to the backgrounds, rendered as polygons instead of relying on pre-rendered scenes.
Dino Crisis was popular enough to earn a sequel, Dino Crisis 2, in 2000. The sequel instead used pre-rendered static scenes common to Capcom Survival Horror at the time and made the gameplay much more action-oriented, but kept Regina as a main character, and received good reviews.
After that, the franchise received a Light Gun installment in 2002 called Dino Stalker. Capcom released Dino Crisis 3 in 2003 on the original Xbox, with a completely new cast and a space setting. Unfortunately, terrible camera controls, fan backlash, and the small audience for the game on the Xbox killed the franchise.
However, the main character of the original two games, Regina, does appear in the 2005 crossover game Namco × Capcom and as a costume in the DLC for 2013's Dead Rising 3, and the "Borginian Republic" the first game takes place in is reused in various parts of the Ace Attorney franchise (make of that what you will). Regina and several other characters & dinos from the series would also begin appearing in the Gung-Ho Entertainment developed mobile Collectible Card Game Teppen (2019), starting with the 17th card pack Jurassic Rampage, which itself is a retelling of the first Dino Crisis game's story with added crossover flair.
Please note that the series were made before many important paleontological breakthroughs were discovered (and also took a lot of inspiration from Jurassic Park), so the dinosaurs have a pretty dated design (the most glaring of which are the lack of feathers and pronated hands).
Now has a developing character page.
The series consists of (in order of release):
- Dino Crisis (1999, PlayStation)
- Later received a port on the Dreamcast and Windows PC in 2000; it was re-released on the PlayStation Network in 2011, and GOG in 2025.
- Dino Crisis 2 (2000, PlayStation)
- Received a port on PC in 2003; it was re-released on the PlayStation Network in 2011, and again on GOG in 2025.
- Dino Stalker,
a.k.a. Gun Survivor 3: Dino Crisis (2002, PlayStation 2) - Dino Crisis 3 (2003, Xbox)
List of tropes in Dino Crisis:
- Abandoned Laboratory: Most of the facility is an abandoned research outpost, with the rest being offices or living quarters for the staff. The B1, B2, and B3 levels are where the main laboratories are based.
- Advancing Boss of Doom: Battles against the Tyrannosaurus almost always take this form. As it cannot actually be killed, your weapons are useful only in slowing it down.
- After-Action Report: Regina delivers one at the debriefing, which resembles the You Have Mail cutscene at the start of the game.
- A.K.A.-47: Averted as all usable weapons have their real names attached in some way; the Glock 34, Glock 35, PA3, and SPAS-12 are all named as such, while the inventory description for the "Grenade Gun" correctly identifies it as an HK69A1.
- Always Check Behind the Chair: You never know where you'll find a helpful plug or Apocalyptic Log.
- Ambiguously Brown: Both Regina and Tom
can pass off as Asian Americans, though their ethnicities have not been confirmed (and may never be at this point). - American Kirby Is Hardcore: Regina's face was made to look somewhat tougher and less Animesque in the Western version.
- And Your Reward Is Clothes: You can unlock three alternate costumes for Regina. As a cameo, in Resident Evil 3: Nemesis, one of the outfits Jill gets is one that makes her look exactly like Regina, red hair and all.
- Artistic License – Paleontology:
- Every dinosaur has something wrong with it, or has been made unnaturally bullet-resistant for Rule of Scary. Apart from Raptor Attack and Terror-dactyl, there are also the Therizinosaurus. They look barely like the real ones; they have crested carnosaur-like heads, featherless bodies, shorter claws and necks, longer arms, and larger feet, with none of the pot bellies you would expect to see on a real Therizinosaurus. They eat meat, crush their victims underfoot, and are Made of Iron. Even worse in that the game was made after therizinosaurs were discovered to have the long neck and beaked snout we now know they had (although Therizinosaurus itself was still poorly understood at that time).
- All the animals are stated to be from the end of the Cretaceous and the same area, when some of them actually lived millions of years and thousands of miles apart (for example, the North American Tyrannosaurus coexisting with the Asian Velociraptor and Therizinosaurus, plus Velociraptor lived earlier in the Campanian while T. rex and Therizinosaurus lived later in the Maastrichtian). Most jarring is Compsognathus, which lived in Late Jurassic Europe!
- Awesome, but Impractical:
- The grenade launcher looks impressive, but its usefulness is limited until it gets upgraded to shorten the reload time.
- To an extent, the Resuscitation Boxes are this. As handy as it is to be revived after dying, you STILL have to face whatever killed you, which may wind up just killing you again. Most of the time, it's better to save your Resuscitation Boxes for mixing into poison darts.
- Awful Truth: One of the endings has this. If you get the ending where Gail dies, he reveals that the real reason he and the rest of the team were sent in to get Dr. Kirk was to get his research data on Third Energy and how it can be used as a weapon. The government never had any interest in "saving" the doctor since they only needed him for his research. When Regina asks why she and Rick were never told, Gail says that he feared that Rick and Regina would not agree to the mission or bail out in the middle of it, which could have caused problems then and possibly after the mission.
- Backtracking: You'll be doing this a lot as you fumble around for discs, keys, and plugs.
- Bag of Holding: A variant of Resident Evil's item boxes. Using colored plugs, you could unlock matching boxes where you could stash extra items, but you could only access other boxes of the same color.
- Big Damn Heroes: Gail in the Training Room will kill the raptor that got the jump on Regina, which is the first time we see him since he was attacked in the very beginning.
- Black Dude Dies First: Averted. Rick survives no matter what ending you get. Gail on the other hand...
- Bladder of Steel: Save Scumming is encouraged since there will be long gaps during which you can't save the game at all.
- Blasting It Out of Their Hands: Kirk's gun is shot out of his hand by Gail, who probably wouldn't have cared if Kirk lost a few fingers anyway.
- Block Puzzle: A nasty one needs to be solved before you can reach the Heliport (thank goodness for Puzzle Reset). There is also usually one for each crane room (why else would you need the cranes?).
- Bookends: The game opens with a cutscene depicting one of S.O.R.T.'s operatives receiving a message from Tom informing them of the activities on Ibis Island, and dispatching Regina and co. to investigate. The game ends with a similar message being depicted by Regina, debriefing the mission and what happened to herself and everyone else who was involved.
- Boring, but Practical:
- It's not as flashy and intricate as other games with crafting systems, but the Mix option will allow you to create many useful items, namely the Med Kit L++ and Poison Darts, allowing you to free up space overall by turning weaker items to these more powerful and infinitely more useful ones. There's also three items (An. Aid, Intensifier, Multiplier) whose sole purpose is this mechanic. In the Japanese version, it's also nearly the only way to get resuscitation items: there's two that can be collected, but you can make more by combining two Medpack L++ — given you need them for poison darts, you're going to want to make at least a few of those.
- The Laser Gates. Sure, the dino is still alive, but if you know what you're doing and time it right, you can switch a laser gate off right after a dino knocks itself down after running into it and book it to your destination while the beast tries to recover. Even better, if there's a laser gate on the other side as well, you can switch it on as you leave and prevent the dino from following you to another room. Done right in certain hallways, you'll never need to fire a shot or take any damage.
- The humble shotgun. Early on, it's a bit slow to use without upgrades, but over time, it becomes a faster, easy to use weapon with enough power to halt raptors in their tracks. It's also capable of firing darts, which is only mildly useful unless you have Poison Darts...
- Brains Versus Brawn: At numerous points, Rick and Gail will have heated arguments and Regina can choose whose plan to align with. Gail generally prioritizes brawn, and following him will result in the path that is more simple, but involves much more dinosaur fighting; by contrast, following Rick is safer, but involves solving a lot more puzzles.
- Bragging Rights Reward: The grenade launcher with infinite ammo is fun for a New Game Plus, but by this point you have already proven that you can complete the game without it.
- Broken Bridge: Inverted, as a bridge you've already crossed becomes irreversible around B3, as the T-rex pounces and kills three scientists riding the Large Size Elevator...and also destroys the elevator's control panel, rendering the Large Elevator unusable from that point onwards.
- But Thou Must!: In B3, there's a few doors that are security level A. By the time you get the card to open the doors, Regina refuses to go through them due to her task with finding and using the Initializer and Stabilizer. One of these doors leads to the underground heliport, which is an alternate escape route. Even if you know this in advance, Regina will not investigate it until you set the facility to self destruct, which also means you're forced to do it whether you want to or not.
- Casual Danger Dialogue: Regina sees a guy whose entrails are no longer inside him, and comments, "That's disgusting," like she's talking about the weather.
- Clown-Car Grave: Get used to raptors reemerging in hallways you had previously cleared.
- Container Maze: The Underground crane room, which fortunately is uninhabited. There is another crane room in the B3 Armory, though this one 'is' inhabited, and a third one can be found in the room on your way to the Heliport.
- Control Room Puzzle: The generator room puzzles require pushing buttons in the correct order. Fortunately, you get instant feedback on how they affect the battery configuration.
- Copy Protection: If you try to play this game on a modded PS1, you are likely to get a scare as the screen suddenly quick-switches to a prohibited sign with Japanese text that amounts to, "Software has been terminated. Console may have been modified."
- Deadly Gas: There is a puzzle Regina has to solve in order to access a sealed room where a researcher has barricaded himself. For some reason, the room he's in is filled with a fair amount of poisonous gas. By using the helpful hint left in the previous room, you can combine the gases in such a way as to neutralize them in order to gain entry. He'll give you an important key card before expiring. Near him is a small key you can use in the Medical Room in order to obtain extra goodies. However, if you mix the gases wrong, either accidentally or because you're feeling like a jerk, you'll end up killing him. You still get the important key card, but you don't find the small key. When you leave the room, a raptor appears. After you kick him off Regina, she leaves the room and you have the option of gassing the hapless raptor to death.
- Deadpan Snarker:
- Regina has her moments of this:Rick: So how do we get around this thing?
Regina: Either we find a way, or we both end up as dino droppings.
Rick: Not funny. - Rick is no slouch either, as earlier before the above exchange:Both Rick and Regina hear a radio transmission from someone who is chased by a freaking T. rex
Regina: Heh, sounds like we're not the only ones having problems.
Rick: I'm glad YOU'RE amused, but if that guy gets eaten, we're going to have to retrieve that key from the dinosaur's stomach. (Beat) You've got to save him!
- Regina has her moments of this:
- Death Course: Gail's options consist of tackling packs of dinosaurs head-on.
- Death Is Cheap: As long as you have a Resuscitation Pack in your inventory, that is. Then you can restart the room you were just in.
- Determinator: Regardless if he's being hunted after by dinosaurs or limping on death's door, Gail refuses to give up on his mission and continues hunting after Dr. Kirk. Depending on the player's choices, Regina and Rick will either come to respect his refusal to give up or think it's insane.
- Developer's Foresight:
- Apparently the developers considered the fact that the player may choose not to engage the first raptor and instead choose to hightail it outta Dodge immediately. Doing so will have said dino follow Regina into the next area. Fleeing there instead of fighting will feature a cutscene of the dino thrashing against the fencing before giving up and wandering off before Rick contacts Regina as he normally would.
- When Regina is airlifted by the Pteranodon at the helipad, if she is unarmed, then the brief shot of her dropping her gun is omitted.
- Difficulty by Region: Zigzagged
- Enemy damage output is semi-randomized, with the International release having a higher maximum than in Japan
- The Heliport area has more moveable crates blocking your path in the International release.
- The International release has more ammo to be picked up.
- The Japanese version has only 2 Resuscitation items and 30 Continues while the International version has 15 Resuscitations and 5 Continues.
- Dirty Coward: Dr. Kirk repeatedly escapes/abandons the S.O.R.T. team whenever they're in danger, including running off to take control of a secret helicopter in the ending where he flees the island, prioritizing saving his own skin.
- Disconnected Side Area: The Underground lab cannot be accessed from the B1 Level because there is a security shutter blocking the way. Regina has to head back to the ground level and use the elevator to get down.
- Do Not Run with a Gun: Zigzagged, but more than Resident Evil tried for the longest time. When holding a weapon, you can aim it and still continue to move at a slowed pace instead of stopping completely in place to aim it. Once you start shooting, however, Regina will cease movement to better support her aim.
- Downer Ending: Gail dies in one ending, and in another Dr. Kirk gets away, meaning the entire mission was All for Nothing.
- Dull Surprise: Regina reacts to seeing the trail of blood that could be Gail's, as well as her very first Velociraptor, by saying, "What is this?" and backing away maybe half a step very slowly.
- Dumb Dinos: A trope that carries over into the other games in the series. The dinosaur enemies are all portrayed as mindless beasts who will go out of their way to attack and kill any humans they see. The raptors are especially guilty of this, as they will attempt to attack Regina even if she's standing behind a laser gate—resulting in them charging into it paralyzing themselves over and over. The T. rex, too, relentlessly tries to kill the protagonists for no discernable reason.
- Early Game Hell: Early on, the game can be incredibly difficult as you try to figure out where to go, what to do, and your only weapon for combating the raptors is your pathetic handgun that leaves YOU wide open for a dino to start chowing down on your face, and that's without mentioning that a single raptor can take almost a whole clip to the face before going down. Ammo is scarce and you only have 10 spaces for lugging it around alongside your medkits. Needless to say, unless you know what you're doing, you're in for a rough start.
- Early-Installment Weirdness: While every future game in the series leans much more heavily on action, this game is very much a Survival Horror game, albeit with a much greater emphasis on avoiding and escaping enemies compared to Resident Evil.
- Easter Egg: The Umbrella Corporation logo [[Freeze-Frame Bonus can be found on crates at certain locations.
- Elaborate Underground Base: The B3 and B2 levels are where the action is.
- Elevator Action Sequence: Subverted; the Large Elevator found outside the facility looks like it is inviting one, and it is where the Pteranodons are first encountered, yet no action sequence occurs when it is actually used. That's not to say it doesn't come in useful later, or that it isn't relevant to the plot.
- Enter Solution Here: The DDK keys and some passwords require you sometimes to consult Apocalyptic Logs elsewhere in the facility.
- Equipment Upgrade: Regina can find parts to enhance all three of her available weapons. The Glock 34 can be improved via slides to use superior ammunition and a laser sight to make critical hits more likely; the Franchi PA 3 can be upgraded into a SPAS-12 to make it more powerful and given a stock to increase rate of fire; and the Grenade Gun can be given parts to let it shoot three times before reloading.
- Escape Sequence: The end of the game becomes this once Regina sets the Third Energy Generator to overload.
- Escort Mission: A convoluted one involves saving the undercover operative Tom, and getting him to a medical room to cure his wounds. Fortunately, Rick is there to take care of Tom, so your job is largely to remove the inanimate obstacles. Even better, they will sit and wait patiently until you have finished, and since Rick has a rifle with him, they're not helpless.
- Evil Brit: Dr. Edward Kirk, which is made apparent when Regina and Gail find him.
- Fetch Quest: Once or twice you have to fetch items, usually keys, for specific purposes (such as for restoring the power). Taken to an extreme with DDKs.
- Fixed Camera: You have no control over the camera, which varies from being perfectly still to following Regina down a corridor. Some reviews criticized the system, pointing out that it often meant taking a corner blind.
- Foreshadowing:
- In the opening scene, the person writing your team's objectives tells you to locate and apprehend Dr. Kirk. The writer is about to add more information, but the game immediately fades to black before you can see what else was being written. This ties in with the "Gail dies" ending where he reveals the real purpose behind the mission was to obtain Kirk's research data on Third Energy and research its capabilities as a weapon. It's very likely that Gail, being the team leader, was the one who saw the full message and kept Regina and Rick in the dark.
- Regina comes across a dying scientist who claims that Kirk is insane and his project has nothing to do with creating clean energy like he claimed. In truth, he is planning to turn Third Energy into an unstoppable weapon capable of destroying anything.
- Gail prioritizes completing the mission and capturing Dr. Kirk above all else. When he and Regina finally capture Kirk, he opts to lead him back alone and remarks that he has personal business to take care of. Turns out that he is trying to acquire Kirk's research notes on Third Energy, as the real purpose of the mission was to acquire the secrets of the energy source so it can be weaponized.
- Friend-or-Idol Decision: Regina must choose between assisting a severely wounded Gail, her commanding officer, in completing their mission objective of capturing renegade scientist Dr. Kirk, causing Gail to die in the process; or force Gail to give up to the chase and leave the island with her and Rick, allowing Dr. Kirk to escape, thus ending the mission in failure. However, Regina can also Take a Third Option by leaving Gail with Rick and going after Dr. Kirk by herself, allowing her to complete the mission without Gail dying. Or just by finding the heliport before following Gail to Kirk. Either works.
- For Science!: Dr. Kirk's motives for his experiments were only for the results it could produce, the lives of others be damned. The sequel didn't fare much better.
- Fun with Acronyms: Regina's unit is S.O.R.T. (Secret Operation Raid Team).
- Fur Bikini: One of Regina's bonus outfits.
- Gas Chamber: One of the rooms in the game which contains one of the researchers in it WITH the gas on.
- Giant Flyer: The Pteranodons are Death from Above, swooping down on their victims to knock them over, before carrying them away in their talons. It is possible to struggle out of their grip, but the more devious ones do more than simply drop you from a great height.
- Gender-Blender Name: Downplayed. Gail is a unisex name, but more and more it's only women who are named with that spelling, as men tend to use Gale.
- Glass Cannon: Pteranodons have powerful attacks and are tough to hit, but can easily be felled by two well-aimed shotgun blasts.
- A God Am I: While speaking to his benefactors, Kirk promises them that the power of weaponized Third Energy will give them godlike power. Naturally, they cannot refuse.
- Gone Horribly Wrong: Dr. Kirk and his team attempted to create Third Energy as a source of clean, well, energy (though Kirk's real intentions were to create an unstoppable energy weapon to be sold to the government). However, the energy's power instead ended up creating space/time rifts that caused different points in time to overlap, bringing an army of dinosaurs that occupied Ibis island millions of years ago to the present day.
- Guide Dang It!:
- Unless you're fanatically checking out every nook and cranny in every room, you probably won't find all of the Med Packs, ammo, and other items, without a guide.
- The DDKs. You have to find two keys, the right door, and work out the code, and the code changes style as the game progresses, but you won't know how they've changed (or even that they've changed) unless you read the right manuals in the right rooms.
- Healing Potion: The Med Packs S, M, and L (small, medium, and large respectively) and the Hemostat, which prevents bleeding but does not restore health. Med Packs S heal "some" damage, Med Packs M completely heal Regina, and Med Packs L heal Regina completely and also cure bleeding. Funnily, even on Normal Difficulty, you won't find Med Packs S in the facility, and will instead have to mix them.
- Heroic Sacrifice: All of the main Dino Crisis games have one of these. In this game, it is Tom, which is a real Kick the Dog moment from the dinosaurs.
- Hopeless Boss Fight: The T. rex is Nigh-Invulnerable, and if it catches up with Regina, it will swallow her whole. Although it cannot be killed, it can be slowed down with gunfire.
- Hope Spot: About halfway through the game, Regina gets Ibis Island's communications working and calls for chopper backup to get the S.O.R.T. team and Kirk off the island. She, Rick and Kirk watch the chopper arrive... only for it to be easily taken down by the rampaging T. rex. Kirk then escapes during the chaos.
- Hotter and Sexier: Regina's character model in CG artwork was modified. In the Japanese version, she had small lips and big anime-style eyes. In the Western version, she was given smaller eyes and fuller lips.
- Hyperspace Arsenal: Regina has three guns; a handgun, a shotgun, and a larger grenade launcher for firing incendiary bullets. It's hard to see where she keeps the last two.
- Incredibly Durable Enemies: Even on Normal mode, the raptors are damage sponges when shot with handgun bullets, and they're the weakest enemies in the game besides the Compsognathus.
- Inescapable Ambush: The office room and rooftop battles with the T. rex.
- Infinity +1 Sword:
- The infinite ammo grenade launcher. Sadly, it's only for the New Game Plus.
- To a lesser extent, the poison darts for the shotgun. Sure, it costs Resuscitation Packs to make them, but seeing a Therizinosaur convulse in its death spasms from only one shot is an absolutely beautiful sight to behold.
- Instant 180-Degree Turn: Regina can do this to evade enemies. It was deliberately introduced to prevent the faster dinosaurs from having an advantage.
- Instant Sedation: The tranquilizer darts except for the "S" versions, which require multiple shots and don't tranquilize the enemy for long.
- Insufferable Genius: Dr. Kirk is a brilliant man who invented Third Energy, a theoretical source of near infinite power that actually turned out to be a way to time travel. He's also incredibly arrogant, boastful and self-centered, which is made clear both when you interact with him in the final portions of the game and in the many notes you find from researchers complaining about how much they dislike him for being an arrogant Jerkass.
- Inventory Management Puzzle: You'll have to ration between ammo stocks and medical items often, though the emergency supplies can be stored in green, red, and yellow boxes around the facility, and the boxes are interconnected according to colour code. So, for example, if you have opened two yellow boxes and a green box with the right plugs, with one yellow box on the ground floor and another in the Underground, you can access both boxes' contents whichever box you go to, but you cannot access the green box's contents from either of them.
- Item Crafting: You can combine items already procured into new, more powerful items, such as stronger tranquilizer darts or more efficient Med Packs. There are even customized components whose only purpose is to be combined in this way.
- It's Up to You: Regina is the only one who collects key items and kills (most of the) dinosaurs, despite having two teammates with her.
- Irony: When they first encounter Dr. Kirk, Gail says that he'll take him off the island even if he has to knock him out. Later into the game, when Gail prioritizes going after Kirk even when he's critically injured and the island is about to be destroyed, Regina can choose to stop him by knocking him out.
- Jerkass: Doctor Kirk. This is made very evident when Regina catches up with him in the B1 Warehouse, and his response is to act snotty and complain that he doesn't want to leave. Taken a step further when he holds Regina at gunpoint, then after Gail saves her, and the team point out how many of his scientists were killed by the dinosaurs he brought from the time continuum, he shamelessly admits that he couldn't care less...in fact, just before threatening Regina with the gun, he used it to murder one of his own (already dying) scientists.
- Jerkass Has a Point : In the second game ending, it's revealed that the government wanted the disk specifications for Third Energy, so that they can use it as a weapon. Kirk, who clearly hates the government and holds the "government agents" in contempt, rubs it in Regina's face when Gail reveals this secret.
- Jerk with a Heart of Gold: Gail might be a hardass who often thinks with his guns before his brains, but, as Regina points out, he is a professional first and foremost and can only operate while prioritizing his mission. His distant behavior is also implied to stem from his desire to protect Rick and Regina from knowing about the true nature of their mission.
- Jump Scare: Par for the course of the horror game, and one of the reasons why Capcom tried to have it branded as the first Panic Horror title. See for example, the head of the ''T. rex'' smashes through the window in the office on the second floor. Which by the way can be triggered by accident.
- Karma Houdini: Dr. Kirk in the ending where he gets away.
- Kick the Dog: Regina finds a female scientist who is unconscious and dying from her wounds. Later on, she hears a gun shot, and returns to find that the scientist has been shot in the head by Dr. Kirk. The fact that she was able to write out a code in her own blood before being killed makes it clear that she had regained consciousness just before she was executed.
- Kleptomaniac Hero: Not that anyone's in a position to complain as you rummage around the guard's locker rooms or the chief's office.
- Knight of Cerebus: Somewhat; the Therizinosaurs in the underground late in the game. They are much harder to kill than raptors. And don't comically fall over when they hit the laser gates, cutting the time they are stunned short. They are also more likely to burst through doors to chase after you, and can finish off a wounded Regina with what amounts to a Mesozoic curb stomp, arguably the most brutal way to die in the game.
- Knockback: Pteranodon attacks can knock Regina over, leaving her vulnerable if the pterosaurs then attempt to carry her away. Therizinosaurs can also knock Regina onto her back with a punch to the stomach.
- Last-Second Ending Choice: Towards the end, you'll have to make yet another choice between Gail and Rick's suggestions note one last time, which will determine what ending you'll get. See Multiple Endings below for details.
- Let's Split Up, Gang!: Regina is always working alone while Gail and Rick go off to do less dangerous work. Justified, however. Rick is the team's technical expert, and often spends his time trying to crack/fix the base's electronic security. Gail, meanwhile has his own secret mission, separate from the recovery mission. Poor Cooper got separated during the parachute jump of the infiltration and turned into a midnight snack for a T. rex. This leaves Regina the only one available who can do the more dangerous work the team needs to do to find Dr. Kirk/escape.
- Lightning Bruiser: The Raptors are not particularly good sprinters and can be outrun, but they're dangerously agile up close and can dish out a lot of pain when they've got you between their jaws. Justified as they're confined to rooms and hallways far too small to allow them to reach top speed, but no excuse in the second as there's plenty of open outdoor space.
- Lock and Key Puzzle: The DDKs are the most obvious examples, but smaller keys are sometimes needed. This often ends up leading into The Password Is Always "Swordfish", because the passwords on the DDK keys ended up to be painfully obvious and usually pertained to the room it was locking you out of. For example, the password to the passageway to the Training Room was "Newcomer". The password always begins with the letter of the lock e.g DDK D's password is DOCTORKIRK. It makes it easy to know which password to use without consulting the logs on subsequent playthroughs.
- Made of Iron: Shoot the T. rex all you want, none of your guns will kill it. The Therizinosaurs are also ridiculously tough, even taking shotgun blasts with ease.
- The Main Characters Do Everything: On this three-man team, Regina is responsible for exploring the facility while her companions stay in a room somewhere. Once both Regina and Rick reach the Disembarkation Immigration Office, he tells her to rescue survivors while he stays in this room, with Regina being visibly annoyed that she has to do it again.
- Menu Time Lockout: Never mind that a raptor was about to pounce on you. Just crouch down reading that diary entry for as long as you want.
- Meaningful Name: In Latin, Regina is the female equivalent of Rex.
- Monster Closet: A raptor leaps out of an electronics zone in the wall during the Underground lab segment. It's hard to see what it was doing there.
- More Predators Than Prey: Given The Reveal at the end of Dino Crisis, doesn't it seem improbable that every dinosaur you encounter is a carnivore, and that almost all the carnivores are dromaeosaurids? Unless if there are actually plenty of herbivorous dinosaurs on the island and they're just not seen, what do they feed on?
- Multiple Endings: Depending on the choice you make in the last choice menu, the game can end one of three ways:
- If you follow Gail's suggestion and let him go after Doctor Kirk, Gail spills the beans of what the team's mission really was; find the doctor and get his disc containing data on the Third Energy, which could be used as a weapon. Gail ends up succumbing to his wounds afterward. Regina and Doctor Kirk then meet up with Rick and escape.
- If you choose Rick's suggestion and stop Gail and follow Rick to the boat, the three of you escape after a couple of run-ins with the T. rex. Gail survives and Doctor Kirk is presumed to have found another means of escape.
- However, if you choose Rick's option but then go after Kirk yourself will net you the best ending where Gail survives and Doctor Kirk is recaptured. Alternatively, let Gail go after Kirk, but take a detour to the heliport first. This will also secure the best ending.
- Never Found the Body: As part of the After-Action Report, Regina declares that she has no idea what happened to Cooper and so he is officially listed as "missing". Unlike Gail, who is listed as either "survived" or "killed" depending on the player's actions, and Tom, who always gets listed as "killed". Ironically, the player knows exactly what happened to Cooper out of universe, as they see him get Eaten Alive by the T-Rex in the game's opening cutscene.
- Never Speak Ill of the Dead: If Gail dies, Dr. Kirk mocks him for giving his life for a government that (presumably) didn't care about him. Regina punches Kirk in the face in response.
- New Game Plus: Starting a new game from the old one allows you to carry over costumes.
- No Party Given: The game avoids naming who sent our heroes by awkwardly using "your country" and "your government" everywhere.
- Nothing Is Scarier: One of the complaints fired at the game was that, when they finally appeared, the dinosaurs were nowhere near as terrifying as the zombies of Capcom's more famous horror title, Resident Evil. When they weren't around, however, the game could be terrifying enough.
- Oh, Crap!: There's no facial animation to go with it, but Regina staring directly into the camera when she's caught outside and hears the T. rex approaching is clearly meant to convey this reaction.
- Ominous Save Prompt: Why is there a save prompt when you leave the communications room?
- Only One Name: All the members of S.O.R.T. Justified however, as their mentioned names are actually codenames, albeit rather mundane sounding ones.
- Palette Swap: The super-raptors from the B2 level are normal raptors with different skins and a conspicuously Improbable Power Discrepancy as a result.
- Path of Most Resistance: At one point, you can choose to follow Gail and fight your way out of the lower level of the laboratory instead of letting Rick open an emergency passage for you.
- Personal Space Invader: "Get off my arm!" Every raptor ever will be trying to take a chunk out of Regina.
- Player Headquarters: The control room once Rick takes over the security systems. The save rooms also act as places where the player can find useful items.
- Poisoned Weapon: Well ammo in this case. Regina can create poison darts by combining a large anesthetic dart with the Resucitation medical item. Poison darts will One-Hit Kill anything other than the ''T. rex''.
- Pre-Mortem One-Liner: Regina, before she finally kills the T. rex at the end: "End of the line for you, handsome... You're extinct!"
- Pre-existing Encounters: There are many in each game, some of which would be iconic of the series (for instance, the aforementioned scene where the T. rex pokes its head through the office window).
- Press X to Not Die: The game has many of these scenarios, in which a raptor would pin Regina down and start to maul her. The player has to mash the buttons as quickly as possible to kick it off or else Regina gets mauled to death.
- Puzzle Boss: The T-Rex is "fought" four times over the course of the game, and for the first three, Regina doesn't have to fire a single shot at it. The player simply has to run past it and out the door in the chief's office, and avoid it until a timed cutscene unlocks an escape door after the antenna is raised and it attacks the escape chopper. Only in the fourth encounter does Regina have to actually shoot the T-Rex, and even then, she has to figure out by trial and error that a) only the Grenade Gun hurts it, and b) she needs to shoot it when it opens its mouth.
- The Radio Dies First: The radio man, Cooper, gets hunted down by the T. rex in the opening cutscene.
- Raptor Attack: The raptors that appear in the game are lifted straight out of Jurassic Park (1993): featherless, oversized and excessively aggressive, they seem to roam alone or in packs as the game demands and are apparently smart enough to work their way through elevator shafts.
- Red Shirt: Cooper, who does not even make it out of the opening FMV.
- The Reveal: A rather chilling one, once the action moves to the lowest underground. The government that Regina and co. work for want Dr. Kirk and his Third Energy research to use as a potential weapon, rather than the alternative energy source it was originally meant to be. Only Gail knew the truth before hand.
- Save Point: Certain rooms in the game let you save when you try to exit them. Contrasting Capcom's more famous Survival Horror series, Resident Evil, where you have limited possible saves based on ink ribbons that you find in game, you can save your game as many times as you want in Dino Crisis.
- Save the Villain: Almost all of possible the endings involve Regina saving Dr. Kirk in some way. In fairness, extracting Dr. Kirk alive is her explicit mission directive.
- Saved From Their Own Honor: Getting the Golden Ending in sees Regina knock out Gail and leave him with Rick instead of letting him pursue Dr. Kirk in his seriously injured state. Indeed, if you don't stop Gail from completing the mission on his own, he'll successfully recapture Kirk, but then succumb to his injuries shortly afterward. Regina has to resort to Percussive Prevention to save his life because there's no other way she and Rick were going to persuade a stubborn hardass like Gail into backing down.
- Send in the Search Team: Regina, Cooper, Gail and Rick are sent to Ibis Island to find Doctor Kirk.
- Set Piece Puzzle: A lot of these are found wherever there is a computer interface Regina can interact with, such as the ones in the Underground lab. One of them involves Regina trying to access a secret stash in the electronic library.
- "Shaggy Dog" Story: Tom dies even if you go to all that effort with Rick to save him, because a raptor was sleeping in the Medical Room. Also a Senseless Sacrifice, since he shoved aside the healthy and better-armed Rick to deal with the raptor himself.
- Short-Range Shotgun: The one drawback of the otherwise awesome shotgun, annoyingly enough.
- Shotguns Are Just Better: Of course! It's hard hitting, so it knocks down raptors, it'll kill groups of Compys no problem, it has decent supply of ammo, and it'll fire the darts you make too, so it's got multiple functions as well.
- Silliness Switch: The "Ancient" outfit changes all of Regina's weapons to silly cavemen themed ones. The pistol becomes a bone, which gains a frog attached if you equip the sights. The shotgun is a larger bone with a cheetah skin. The grenade launcher is a giant fish.
- Shout-Out:
- A small one in a bit of dialogue between Rick and Regina.Rick: So, you saw the beast, right?
Regina: Yeah. Pteranodon, wasn't it?
Rick: I meant, you saw that it was a real dinosaur? It's unbelievable.
Regina: Didn't I tell you?
Rick: (faintly) This is just like that movie. - And also when Regina calls Rick about Gail being attacked by a dinosaur, he quips "Oh-hooo! Now that's a good one! So, who was it? Barney?".
- Also slightly subtler, the shotgun is a Franchi SPAS-12 when fully upgraded, as was used in Jurassic Park.
- Rick calls Gail a G.I. Joe after Regina knocks the latter unconscious.
- During the climactic escape, Rick will say "Let's make like a tree and get out of here!"
- A small one in a bit of dialogue between Rick and Regina.
- Shown Their Work: For all their flaws (which is chalked up by the lack of information present at the game's time), the Therizinosaurus do have features they share with their real-life counterparts, namely being upright and rather slow-moving.
- Shows Damage: Regina will limp, clutch her arm, stoop and bleed when injured. The worse the injury, the more exaggerated this effect becomes.
- "Simon Says" Mini-Game: During the Underground lab fiasco, Rick will send you a code that enables you to escape. You have to re-enter the code into the computer as it is presented, from memory, and if you fail three times, the computer permanently shuts down. Oh, and there's three codes you have to use, in turn. A four-code computer with the same puzzle shows up in the Researcher Rest Room, where it guards one of the potential routes to the hidden heliport. Luckily, this one gives you unlimited retries.
- Skewed Priorities: Even when the island is surrounded by killer dinosaurs who are out to devour every living they see, Kirk throws a fit about leaving because he wants to finish his experiment with the Third Energy first.
- Smug Snake: Doctor Kirk quickly proves himself to be one when you finally catch up with him. His arrogance, self-congratulatory nature and complete indifference to anyone else practically oozes from his every word.
- Sole Surviving Scientist: Dr. Kirk. And a horribly insufferable, egotistical scientist at that.
- Sorting Algorithm of Weapon Effectiveness: You only get three weapons (handgun, shotgun, and grenade launcher), but you can find a pair of upgrades for each gun scattered throughout the game.
- Status Effects: After an attack, Regina can end up bleeding which slowly saps her HP. Unless you use a Hemostat, she might end up bleeding to death if her health is low enough.
- Stock Video Game Puzzle: Regina will have to solve several puzzles to complete the mission, which draw heavily from the stockpile:
- Block Puzzle: Regina has to push several wooden crates out of her way to open a path through the hangar to reach the heliport. There's also a variant in that she twice has to use a crane to move crates out of the way to create a path, working with the very limited pre-programmed moves pool of the crane; the first time to open a clear path in the "carrying out room B1", and the second time to retrieve a necessary keycard in the general weapons storage.
- Control Room Puzzle: The Gas Experiment Room, where Regina needs to operate a control panel to figure out the correct mixture of gases to render the room's atmosphere inert, making it safe to enter.
- Enter Solution Here: There are multiple number-pad locks that you can only open by finding the correct code in a file somewhere. The DDK Locks are a variant, where once you have the "Code" and "Key" discs for a given lock, you have to work out the concealed passcode using the provided cipher, which is either telling you which letters to avoid using, hiding said "extraneous" letters via a letters-to-numbers sub-cipher, or telling you which columns of letters to avoid using.
- Lock and Key Puzzle: The Chief's Office has a particularly tricky one, in that you need to find the two distinct keys, enter them in the right order... and then enter a code, which you can only figure out by checking the two keys and realizing the three letter words on each become two halves of a 6-digit code when rotated... and then you have to figure out how they actually go together to form a code. note And this is after you find the two DDK discs to enter the office in the first place!
- Locked Door: The most common obstacle in Regina's path are security doors, requiring either DDK disks or key cards to access.
- "Simon Says" Mini-Game: Two computers in the game have passcodes where the player has to memorize which letters are revealed by a string of flipping cards, and then enter the passcodes once the flipping sequence is complete. If they get a total of three mistakes, the computer logs them out and they have to start again, and they have to enter multiple successful codes. Worse, the codes are randomized each time the computer is interacted with, meaning the player can't "brute force" their way to success through trial, error, and note taking. Mercifully, these two computers are both completely optional, but they are widely considered to be the hardest puzzles in the game.
- Tile-Flipping Puzzle: There are two computer puzzles where Regina needs to rotate three partial circuit diagrams and then reapply them in the correct order to unlock the computer.
- Toggling Setpiece Puzzle: There are several generators where Regina will need to swap the batteries into the correct order before hitting the switch to activate them.
- Two-Keyed Lock: The door to Doctor Kirk's secret lab in the computer room requires Regina to find the two keycards — one for the left and one for the right — and use the left keycard, at which point she'll call Gail to help her swipe them simultaneously.
- Super-Persistent Predator: The T. rex, to the point where you wonder if it has some personal vendetta against Regina. If the raptors are standing in for the zombies, the T. rex must be standing in for Nemesis of Resident Evil 3: Nemesis. It even swims after Regina and Co. at one point.
- Survival Horror: Dino Crisis 1 is brutal in order to try and convey the horror of Regina's situation. There are technically not that many enemies total throughout the game, but ammunition is even scarcer, and the enemies you do encounter both hit like a runaway train and can tank a lot of punishment — even on Normal difficulty, a standard raptor will happily eat at least five shotgun shells before going down for good. Worse, every enemy has a Status Infliction Attack, and can potentially give Regina the health-draining "bleeding" Status Effects. And if you run out of ammunition, you're screwed; unlike any of the characters in Resident Evil, Regina doesn't carry a melee weapon for emergencies. The closest she gets is the ability to mix up anesthetic darts for her shotgun, which will temporarily knock out enemies. The game gives you a fairly hefty supply of Video-Game Lives and the ability to make unlimited saves... and unless you're really good, you'll need them.
- Take a Third Option: At the end of the game, Regina must choose between helping a mortally wounded Gail (Regina's commanding officer) apprehend the renegade scientist Dr. Kirk, causing Gail to die in the process; or knock Gail out, forcing him to escape the island without capturing Dr. Kirk. The third option comes when the player chooses to knock out Gail, only to go after Dr. Kirk alone.
- Talk to the Fist: The ending where Gail dies, Kirk mockingly laughs about it, and continues to kick the dog as he mocks him for being a disposable tool. Regina has enough and decks him before dragging him back to Rick.
- Technicolor Toxin: All of the poisonous gasses in the Gas Experiment Room are bright primary colors (green, red, and blue). Their mixed versions, however, have a variety of different colors based on toxicity level; pale yellow, bright yellow, blue-green, pink, purple, and orange.
- Techno Wreckage: Areas of the facility have lost power, most likely because there's no longer a maintenance crew around to fix it, and some rooms have actually been attacked (in a B3 Armory, a military vehicle has been smashed against a shutter hard enough to dent it). Sometimes, the scenery is trashed as the game progresses. Regina often has to restore the power before she can proceed.
- Terrifying Tyrannosaur: Seriously, it wouldn't be a survival horror game about dinosaurs without the T. rex. There's only one T. rex and it's pretty much invincible, temporarily flinching from bullets but otherwise no worse for wear. Regina encounters that T. rex time and time again, culminating into the chase sequence finale where the T. rex tries to get one last bite out of the survivors before the island explodes.
- Thundering Footsteps: In the opening, Cooper is lost in the forest as he overhears large stomps coming towards him and tries to flee before he ends up caught and eaten by the T. rex.
- Time Travel: How did the dinosaurs get here? Kirk explains this near the end of the game: it is what happens when a Third Energy Reactor overloads while converting air into pure energy, the result coming about when two pockets of space-time are exchanged in the reaction. In other words, a fancy way of saying "Hand Wave", since by a happy coincidence, the Late Cretaceous seems to be the space-time era of choice. Hence we have the premise of the game.
- Time Traveler's Dinosaur: The dinosaurs in the original game came from Time Travel, which was caused by a Third Energy Reactor overloading.
- Took a Shortcut: Gail constantly manages to get around the lab without ever crossing paths with Regina outside of cutscenes.
- Two-Keyed Lock: How Gail and Regina access the secret lab. It isn't a puzzle the player has to coordinate directly, but you will need to find both keys and to answer a prompt to call Gail.
- Unblockable Attack: The Tyrannosaurus has attacks like these but only at the Heliport. Elsewhere, a shotgun blast will usually interrupt its strikes, though it gets notably tougher as the game progresses, and eventually only the Grenade Launcher will work against it.
- Universal Ammunition:
- Regina's starting handgun, a Glock 34 in 9mm, can be upgraded with a "Handgun Slides" option to turn it into a Glock 35 in .40 S&W. On the one hand, converting a Glock from 9mm to .40 would be as simple as swapping out the slide and barrel, since .40-cal Glocks, like most other early adopters of the cartridge, were already just .40-caliber barrels fitted onto the existing 9mm frames. Being able to fire 9mm and .40 interchangeably from the end result... not so much.
- Regina's shotgun can fire shells, "Slag Bullets" (which are at least implied to be solid-slugs vs. the scatter slugs of the default shells), or anesthetic darts.
- Video-Game Lives: Regina starts with a certain number of continues, which allows her to restart the game from the room just before the room where she died, instead of having to restart from the last save room. The player can also find a number of "Resuscitation Kits"note , which can be consumed with the effects of a Med Pack L, or which will function as a continue if she dies with one in her inventory... but they can also be mixed with Anesthetic Darts L to create the deadly Poison Darts, which will One-Hit Kill any foe in the game. Funnily, there are two different versions of the game, and they have different ratios of continues to Resuscitations; the original Japanese version has a whopping 30 continues, but only 2 Resuscitations in the whole game, hidden in the final stretch. The international version of the game, in comparison, dropped the continues down to only 5, but has 15 Resuscitations scattered throughout the facility.note
- Villain Protagonist: Regina and her team are effectively this, being sent to capture a scientist working on a new clean energy source so that it can be repurposed into a weapon by their country's military. Although only Gail is aware of the true purpose of their mission.
- Where the Hell Is Springfield?: Ibis Island's exact location isn't given beyond it being implied to be somewhere in The Caribbean. It's location relative to the fictional enemy country isn't specified either. The comic book adaptation posits the island somewhere in the North Atlantic, somewhere between Iceland and the Scandinavian region.
- With This Herring: Dino Crisis begins with cutscenes and an introductory area featuring Regina and her fellow soldiers. The others have large automatic rifles, but Regina is carrying only a pistol. Some cheat codes actually allowed you to begin the game with different weapons, so you could give her a riot gun just so she'd look suitably badass in those scenes.
- Would Hit a Girl: Kirk, which is made evident when he shoots and kills a dying female researcher and later threatens to kill Regina.
List of tropes in Dino Crisis 2:
- 100% Completion: This game keeps a tally of how many Dino Files you find.
- Abandoned Laboratory: Also Abandoned City and Military Institution. Edward City was a closed city established to house Third Energy researchers and their families. Documents in the game indicate there were plans to move the survivors to an outpost some distance from the city ruins, but this never happened as Regina and Dylan reach the outskirts of the city just in time to witness the last remaining survivors under attack by raptors. By the time they reach the city proper, everyone is dead.
- Action Horror: DC2 is an Actionized Sequel of the Survival Horror first game, and it shows. Regina and new protagonist Dylan have access to much better weaponry, ammo and recovery items are no longer scarce as you could simply buy it from a shop whose terminals are relatively commonplace, the environment is generally far less claustrophic (thus making it easier to spot enemies early and react in time... usually, that is), and puzzle-solving has been de-emphasized; to compensate, instead of non-boss enemies being usually encountered solo or in pairs at a time, most areas now casually throw 3-4 dinos at you all at once over and over until you've killed about a dozen or two, and the newly introduced Allosaurus serves as a mini-boss of sorts in several areas that can tank a lot of damage and deal a whole lot of it in turn, especially when it goes berserk.
- Actionized Sequel: The first game was very much focused on bare-bones survival, giving you very limited ammo to carry around, and relatively weak weapons.note This game tosses all this out the window: You build up combos by slaughtering dinos by the dozen, they respawn infinitely (except in designated safe areas) and you can buy ever larger weapons and ammo to kill them with.
- Aim for the Horn: Despite being the only herbivore in the game, Triceratops happens to be nigh-invulnerable during its boss fight. Fortunately, it can be stunned and eventually brought down by shooting its face (the Dino File points out that the nasal horn is the animal's most sensitive part). Given its size and steadfastness, it takes a few minutes to finish it off, though.
- A.K.A.-47: Unlike the first game, all of the weapons have generic names.
- All for Nothing: Regina and Dylan arrive too late to save the citizens of Edward City and the research base.
- All There in the Manual:
- David's last name isn't mentioned in-game. Strangely, some sources (including the PSX manual) list his last name as "Fork" while others list it as "Falk".
- A reasonably competent player is unlikely to ever need Resuscitation Packs for their advertised purpose and now they can't be used to make Poison Darts, either, so you might assume they're not worth wasting your inventory space to tote around. Don't skip picking them up, though, because they also can be used just like a Large Medikit to fully restore health and stop bleeding. This feature is not mentioned anywhere in the game itself and only listed in the instruction manual.
- Always a Bigger Fish: Towards the end of the game, the T. rex that has been chasing the player characters since literally the opening cutscene gets curbstomped by a Giganotosaurus about thrice its size. Prepare for a boss fight... two of them.
- Artistic License – Paleontology:
- The Allosaurus, which looks like a downsized version of the Tyrannosaurus, and the Giganotosaurus that was much larger than it was in real life. Also, Allosaurus, Giganotosaurus and Tyrannosaurus didn't live in the same time period, and Giganotosaurus lived in a completely different region. Then again, given the absurd resilience they display, that's the least of the heroes' problems.
- The venom-spitting, featherless ninja Oviraptors. A data file implies they're some kind of "super-raptor" for the default Velociraptor, when they're two different species.
- Plesiosaurs can't bend their necks. Said plesiosaurs are also listed as 17 meters long (the real thing was only 3 meters long).
- The Mosasaurus look more like crocodiles with fins and are about a third the size of the real thing (which was 17 meters long, ironically the size of the game's Plesiosaurus), as if they are misidentified thalattosuchians or marine crocodyliforms.
- Inostrancevia, a therapsid from the late Permian, which predates Tyrannosaurus by almost 200 million years! Plus it is portrayed with reptilian scales and armor, despite being a mammal-ancestor.
- Backtracking: Like with Resident Evil, much of the game has you go back to earlier areas, either to having retrieved some key, or one character having a default gadget that can open an area the other character couldn't, like Regina's baton opening security doors and Dylan's machete cutting off vines locking gates.
- Big Damn Heroes: David gets one such moment when he shows up in an attack helicopter right as Dylan and Regina are surrounded by and about to be killed by a pack of raptors. Averted with the residents of Edward City who are all massacred by raptors not long before their would-be rescuers reach the city.
- Combos: String together kill chains to be awarded bonus points, from the second game onward.
- Convection, Schmonvection: Dylan takes a trip through the center of an active volcano without so much as getting heatstroke.
- Damn You, Muscle Memory!: The PC port of Dino Crisis 2 uses a completely different control scheme compared to the first game (which used the same controls as the original Resident Evil PS1 trilogy.)
- Deadly Gas: There's a sequence where you have to pass through a few areas populated by fungi emitting poisonous spores. The first two are dealt with by incinerating the fungi using a flamethrower. The last one can only be navigated by obtaining a gas mask.
- Do Not Run with a Gun: Unlike the first game, you can run full tilt with normal weapons on the ready and even firing, averting this besides when using very specific heavy firearms that reasonably would force the character to slow down.
- Downer Ending: Paula ends up trapped in a building about to explode, with Dylan staying behind and sending Regina home so she can save them at an earlier time with the Third Energy data. The ending heavily implies they both perish - at least, in that timeline - in a massive explosion.
- Early-Bird Cameo: If you listen closely when you first enter the area where you have to burn the poisonous plants, you can hear the Oviraptors in the background before they make their first appearance later.
- Emergency Temporal Shift: The game ends with Dylan and Regina managing to find a working Timegate that can send them home - and with only minutes to go before the facility's self-destruct sequence concludes. Unfortunately, Paula ends up getting pinned beneath a falling bank of equipment; Dylan opts to remain behind with his future daughter even if means dying with her, telling Regina to head back to their home time period and find a way of rescuing them there. Regina reluctantly agrees and departs - but not before reminding Dylan that he still owes her one...
- Escort Mission: Dylan has to protect Paula from being killed by dinosaurs while they make their way to the complex from the future.
- Every Car Is a Pinto: In true GTA fashion, a jeep Regina and Dylan use to escape from the Triceratops rolls over with little damage at one point in the game and then blows up immediately after with no explanation.
- Eye Scream: In the opening cutscene, David fires a missile at the attacking T. rex, hitting it in the eye. However, instead of killing it (as it would in real life), this just pisses it off even more.
- Failed a Spot Check: Despite plainly seeing them massacred by Raptors, once the opening FMV ends, one of the first things Dylan tells Regina is that he's sure his team is okay.
- Fish out of Temporal Water: Edward City and the dinosaurs. As it turns out, it goes even deeper than that: to try and fix a Time Paradox, the experiment that sent Edward City into dinosaurland was the result of an attempt to send back dinosaurs to the correct time period... which backfired and stranded everyone and everything three million years in the future.
- Fun with Acronyms: In addition to Regina of SORT (Secret Operation Raid Team), we also have Dylan and David's more conventional unit, TRAT (Tactical Reconnoitering and Acquisition Team). There's also WAPP, the international organization behind the Noah's Ark Project, although what it actually stands for is never revealed.
- Giant Space Flea from Nowhere: The Giganotosaurus, who is only foreshadowed in a file that you may or may not even pick up due to how well it's hidden.
- Giant Flyer: The Pteranodons make a comeback.
- Glass Cannon: One of the rewards for beating the game on Hard Mode is unlocking the Compsognathus for use in Extra Crisis. It deals significant damage but can be killed in one hit.
- Guide Dang It!: Unless you're fanatically checking out every nook and cranny in every room, you probably won't find all of the Dino Files without a guide.
- Guns Akimbo: Regina gets a pair of sub-machine guns which can each target separate enemies.
- Healing Potion: Like Dino Crisis, you can choose from Medpacks S, M, or L. Hemostats are also available to stop bleeding. To make up for not being able to craft Poison Darts, your Resuscitation Packs can now also function as a Medpack L, but you'd only know that by checking the instruction manual.
- Humanity's Wake: When it's revealed that Dylan and Regina are, in fact, 3 million years in the future, the only signs of a human presence are the time-displaced Edward City, its adjacent facilities, and Habitat Support Facility. No signs of modern human civilization. Truth in Television, yes, because if abandoned, almost every modern human construct will last only a few hundred years at most, but the fate of the human race 3 million years in the future is never addressed or even brought up.
- Hyperspace Arsenal: While the amount of items they can carry is limited, neither Regina nor Dylan appear to have any sort of pack that would accommodate the amount of weapons, healing items, and ammo they carry.
- I Know Mortal Kombat: After the rail shooter segment where Dylan fended off Pteranodons and Plesiosaurus from attacking the boat, Regina will comment on Dylan frequently hanging out at video game arcades.
- Infinity +1 Sword:
- Dylan can buy the Solid Cannon, a weapon that fires plasma balls directly in front of him that deals silly amounts of damage and automatically Counters any dinosaurs pouncing at you, netting you easy bonus points. It is one of the best weapons, if not the best, available for Dylan throughout the game.
- If you find all of the Dino Files in a playthrough and beat the game, you unlock the Infinite Ammo option which pretty much makes any high-powered gun this.
- Killed Off for Real: David is presumed dead after the intro cut but he dies for real later trying to save Dylan from an Allosaurus. He gets eaten.
- Knockback:
- The Pteranodons like to knock Dylan and Regina onto their asses.
- The raptors and Allosaurs can also accomplish this via headbutting, among their other attacks.
- Late to the Tragedy: Regina and Dylan arrive too late to save the citizens of Edward City and the research base.
- Left Hanging: The next sequel not only did nothing to resolve that little Cliffhanger, it also ensured that it never would be resolved.
- Let's Split Up, Gang!: Regina (and later Dylan). Partially justified in that Dylan and Regina are cut off from any surviving members of their team for the first part of the game. It later turns out that only David survived. Everyone else got eaten.
- Literal Metaphor: The Fire Wall, a defensive weapon, deploys... a wall of fire.
- Load-Bearing Boss: After defeating the Giganotosaurus and stopping the missile countdown, said dinosaur gets back up and knocks over the missile, causing a massive explosion that all but destroys the missile complex. It comes back as the final boss.
- Made of Iron: Both the Tyrannosaurus and the Gigonotosaurus shrug off nearly everything thrown at them: the rex survives a missile to the face, several tank rounds, and helicopter weaponry. The latter survives a ICBM detonation and requires an enormous Kill Sat to vaporise it.
- Mama Bear and Papa Wolf: The two Triceratops in the Jeep Rail Shooter, as them mistakenly thinking Dylan and Regina killed one of their babies is what kicks off this sequence.
- Mass Teleportation: Edward City when its Third Energy reactor overloads. What the Noah's Ark Plan is purposefully trying to do.
- Mini-Game: Several in-game, such as a Rail Shooter fighting off the Triceratops and defending David from raptors with a turret as he opens a valve. After beating the game once, there's also "Dino Colosseum" and "Dino Duel."
- Mook Promotion: Plesiosaurs are something of a pushover when Regina fights them from on land, as they are unable to give chase very far and are easily taken out with her twin submachine guns because the only things visible are their vulnerable heads and necks. When Regina goes underwater, however, she faces a plesiosaurus in its natural element, while her diving suit is equipped with much less effective weaponry than what she usually carries. This plesiosaur is an actual boss battle, with the appropriate challenge factor.
- More Predators Than Prey: This is particularly egregious in this game, in which thousands of dinosaurs, plesiosaurs, pterosaurs, therapsids and mosasaurs infest the place and there are only three dinosaurs which are not carnivores, with only one being a herbivore.
- New Game Plus: Starting a new game from the old one allows you to carry over nifty unlockables.
- Nigh-Invulnerable: The Tyrannosaurus. No matter how matter how much you shoot it, it will never die, even with the arsenal you acquire over the course of the game. Same deal with the Giganotosaurus, the most you can do is momentarily stun it, which in a cutscene also shrugs off the Tyrannosaurus biting it in the leg. Getting caught in an exploding missile silo doesn't scratch it.
- Perilous Prehistoric Seas: Dino Crisis 2 is set in a world where a portion of the Cretaceous Period is displaced into the future due to tampering and overestimated research on 3rd Energy. As a result, an underwater facility became the swarming spot of packs of Mosasaurus and Plesiosaurus who proceed to kill off any divers and researchers they come across. Dylan and Regina also end up battling against a pack of Plesiosaurs and Pteranodon on their way to the facility via their boat. Regina herself discovers that the underwater section of the facility has been taken over by Mosasaurs who have killed all of the facility's workers there as well as a Plesiosaurus who thrives in the 3rd Energy Reactor as its territory. As usual in the franchise, both creatures act akin to Prehistoric Monsters.
- Point of No Return: The end of the missile silo battle leaves you with no other direction to go but forward.
- Prolonged Video Game Sequel: Inverted. Even if you know where to go, what to do and how to solve all the puzzles from previous playthroughs, it would still take you between five to six hours to finish the first game. This game, though? It can be easily finished in less than two hours.
- Ragnarok Proof: Following the teleportation of the military research base and Edward City to the past. The community managed to hold on for several years. It's never clear, however, what is powering their facilities or how they maintain fuel, food, or ammo. But their buildings remain fairly intact, if in the process of being claimed by nature.
- When he reaches the Outside of City/Highway area of Edward City, Dylan makes not of "many factories," so it seems the city has some form of manufacturing capability. Not that it makes much sense, mind you, since far more than the 1,300 survivors TRAT is there to rescue would be needed to maintain such an operation.
- Rail Shooter: Two of them. The first is when the ship Dylan and Regina are on is attacked by Pteranodons and Plesiosaurs. The second is when they're chased in jeep by two angry Triceratops.
- Redshirt Army: All the heavily armed TRAT soldiers sent to save the civilians are killed in about thirty seconds once the raptors show up.
- Respawning Enemies:
- Running so that the camera angle changes allows for continuously respawning enemies. If you have enough ammo and are able to avoid getting hit, racking up Combos is a good way to earn tons of Extinction Points in order to buy better guns.
- You can rack up massive amounts of points by doing this with the plesiosaurs at the 3rd Energy Facility. They are easy to kill quickly with Regina's submachine guns, which makes possible for massive combo kills. It's great for saving up points to buy the Missile Pod, if you don't have it yet. After you kill enough of them, though, they'll stop showing up in that room for a while.
- The Reveal: Dino Crisis 2 has a rather convoluted one: After the events of the first game, some scientists got together and decided it would be a good idea to study the dinosaurs. After several groups brought dinosaurs into our time, this somehow caused a new timeline where humans never existed. To fix this, the military got a team (which Dylan's older self was a part of) together and decided to send the dinosaurs home, fixing the past. However, the "Timegates" (powered by Third Energy) were defective so the military sent all of the dinosaurs 3 million years into the future until the Timegates could be perfected at which point the dinosaurs were to be brought back to their proper time in a plan called "The Noah's Ark Plan". When they brought the dinosaurs into the future, their Timegate overloaded, stranding the military teams along with the dinosaurs. Before all of the survivors were killed by the dinosaurs, their children were put into life-support pods to protect them as they grew. While they were in the pods, they were taught through some Applied Phlebotinum how to live with the dinosaurs, with one side-effect being that they would also protect the dinosaurs. Paula was one of those children and since she's Dylan's daughter, she cooperates with him. It's hinted that the Third Energy experiments Edward City was conducting caused a synchronicity between the two groups, causing both overloads, and pulling Edward City into the future.
- Roaring Rampage of Revenge: The Triceratops battle is caused by this. Regina and Dylan find a dead baby Triceratops, but then one of the adults shows up, and immediately thinks that they killed the baby. Cue rail shooter sequence in which you defend your jeep from two understandably pissed Triceratops.
- Run, Don't Walk: Since the game is more Shoot 'em Up than Survival Horror, there's no walk button.
- Save Point: You have to find a Save Panel to save your game and buy equipment.
- Sequel Escalation: The first game had you control one character that could use up to three weapons, and made you traverse a single facility infested by a very small pool of dinosaurs. The sequel has two playable characters, each with a large array of weaponry to chose from, trekking through a wide variety of environments and fighting a much larger selection of dinosaurs and prehistoric reptiles, including several boss battles which the first game noticeably lacked other than the Final Boss. And while the first game used a T. rex as the biggest threat and Final Boss, here you'll have to deal with (what the game calls) a Giganotosaurus, aka if the aforementioned T. rex were a Kaiju.
- Set Right What Once Went Wrong: The military eventually realizes that dinosaurs and humans weren't meant to co-exist so they enact a plan that would eventually get the dinosaurs back to their proper time. At least, that was the plan before their Timegate overloaded...
- Shown Their Work: The data file for Oviraptor mentions that its name meaning "Egg Thief" was based on misconception, only to turn out it does eat eggs anyways. This is a reference to the fact that Oviraptor got its name because the holotype specimen was found near a nest of eggs, as if it was trying to steal them, but it later turned out to be looking after its own eggs; though being an omnivore with a powerful, shell-cracking beak, it most likely would have eaten eggs if it got the chance.
- Shows Damage: Regina and Dylan will limp, clutch their shoulders, and bleed depending on how much damage they take. The worse the damage, the slower they move.
- Sorting Algorithm of Weapon Effectiveness: Certain weapons become available after progressing to a certain point in the game, with each weapon being more powerful than the previous weapons.
- Status Effects: Like its predecessor, some attacks can leave Dylan and Regina bleeding which gradually drains health. Using a Hemostat will fix that problem.
- Super-Persistent Predator: The T. rex again. At one point, Regina quips "You again? Persistent thing, aren't you?"
- Temper-Ceratops: Triceratops is the first herbivore introduced in the series, and it's proven to be just as violent as the carnivores. Namely, two of them attack Regina and Dylan due to mistakenly thinking they killed an infant Triceratops.
- Terror-dactyl: The Pteranodon are portrayed as vicious Giant Flyers that attack Dylan and Regina.
- Timed Mission: Bring down the Giganotosaurus and deactivate the missile in 10 minutes or you're toast. That said, at least you'd be taking the giant bastard with you.
- Time Travel: Naturally. Not only does Edward City have an overload which causes it to warp to another point in time, but the ship that Regina and TRAT are on has a "Timegate", a device that utilizes Third Energy to travel in time.
- Toxic Dinosaur: Oviraptors are one of the most common dinosaur enemies in the game. They are also the only enemy to possess a ranged attack, namely that they can spit out a splash of poison toward the Player Character.
- Underwater Level: In order to get into Edward City and rescue the townsfolk, Regina has to restart the 3rd Energy Reactor... which unfortunately turns out to have materialized underwater thanks to all the time travel shenanigans, forcing Regina to don a diving suit and descend via elevator into the depths. She's almost immediately pitted against hungry mosasaurs — and given that Regina is moving a lot slower than usual and can only use a close-range needle gun while wearing the diving suit (at first), the level is a lot more stressful. Worse still, upon reaching the reactor itself, Regina finds that it's now home to a huge plesiosaurus...
- Underwater Ruins: After reaching Edward City proper, Regina has to don a diving suit and go down into an underwater reactor cooling system, complete with the suit-clad bodies of the unfortunate workers and the mosasaurs who killed them.
- Video-Game Lives: The Resuscitation Packs bring you back to life if you die.
- The Worf Effect: The Giganotosaurus introduces himself by crashing through a wall, grabbing the T. rex in its jaws, holding it in the air, throwing it against a wall and then eating it.
List of tropes in Dino Stalker:
- All There in the Manual: The original Japanese translation of the manual states that the more standard green raptors are Velociraptor, the larger and stronger brown ones are Utahraptor, and the giant black ones are Megaraptor.
- American Kirby Is Hardcore: Inverted
, where the American cover has Mike and Paula standing calmly and smiling, with the dinosaurs are mere backgrounds, while in the Japanese version Mike and Paula are distressed, surrounded by dinosaurs. - Bittersweet Ending: The time stream returns to normal, sending Mike and Paula back to their respective times. During their adventure, they develop feelings for each other. When Mike is sent back to his death, Paula manipulates time to erase the very bullets that would kill him, disrupting the time stream once again. And while both are still alive, they must live knowing they can't see each other ever again.
- Combos: String together kill chains to be awarded bonus points
- Easter Egg: More Easter Eggs to Resident Evil: in Stage 5, both the "Woman Drawing Water" statue from the Spencer Mansion's exhibition room and a ruined Umbrella building can be seen during your drive through the city.
- Light Gun Game: Made to be played with a Namco GunCon, like the rest of the Gun Survivors.
- Made of Iron: Averted for the regular dinosaur enemies, who die after only a few shots from even the least powerful weapon. Played straight by the boss dinosaurs like the Carnotaurus and the T. rex, however, as they can absorb a lot of punishment before finally being defeated.
- Noodle Incident: This game indirectly resolves the cliffhanger from Dino Crisis 2 by revealing that Dylan and Paula are still alive, but no mention is made of how Regina managed to save them from their absolute certain death.
- Our Hero Is Dead: The reason Mike was selected by Paula to restore the unstable time stream; only someone about to perish in real life can do it without causing a paradox, since they'll be restored to the point in time they left after being returned. But as a reward for going through the whole ordeal, Mike Wired was spared from his fate by Paula and probably because he is, after all, just a fighter pilot of a great war, his death or survival doesn't matter to the timestream as a whole.
- Perilous Prehistoric Seas: The third level has Mike Wired travel on a boat to reach his designated spot of reaching a 3rd Energy Facility. Along the way, he has to battle against swarms of Plesiosaurs and Kronosaurs.
- Raptor Attack: This time they come in three kinds: the standard Velociraptor, the larger Utahraptor, and the much larger Megaraptor.
- Terror-dactyl: The Pteranodon are back and vicious as ever. This time they are joined by the yellow Pteranodon sternbergi (now Geosternbergia) and a much stronger black-and-red variant.
- Unexplained Recovery: Both Paula and Dylan are Mike Wired's guide — despite seemingly dying in the last game. The only plausible explanation is that Regina found a way to prevent their fates similar to what Paula does for Mike at the end of this game.
Taking place in the Twenty-Sixth Century, players take the role of Patrick Tyler as he investigates the U.N. Ozymandias, a spaceship that had disappeared centuries earlier. Along with Sonya Hart and Jacob Ranshaw, he fights mutants based on Dinosaur genetic codes.
List of Tropes in Dino Crisis 3:
- A.I. Is a Crapshoot: After the crew of the U.N. Ozymandias dies from radiation poisoning, MTHR goes insane from loneliness and creates the dinosaur-like monsters. She's quite protective of them and considers them her children.
- Artistic License – Biology: The monsters were made by combining human and dinosaur genetic codes.
- Batman Can Breathe in Space: It's stated on terminals that the Australis is a failed attempt at making a creature that can survive in a vacuum but the Cebalrai is the successful product as the fight takes place on the outside of a spaceship.
- Body Horror: The enemies of Dino Crisis 3 aren't pretty... For example, the T. rex looks like
◊ a dinosaur version of Freddy Krueger. - Escape Sequence: Towards the end of the game when you're escaping from the self-destructing U.N. Ozymandias.
- Eyeless Face: Every dinosaur mutant (with the exception of the Australis) is completely devoid of eyes.
- Fantastic Racism: Patrick gets a moment of this when he discovers the dinosaur infused embryos, he says the dino DNA makes the monsters no matter how human they look and doesn't even bat an eye when they are destroyed.
- Fly Don't Walk: Patrick wears a jetpack at all times and the use of it is justified due to the U.N. Ozymandias being a fairly large ship.
- Fun with Acronyms: Patrick, McCoy, Sonya and Jacob's unit, SOAR (Special Operations And Reconnaissance).
- Making a Splash: The Miaplacidus (a mutant Spinosaurus) can spit high-pressure water as a (very damaging) long ranged attack.
- Mama Bear: MTHR is very protective of her "children."
- Metamorphosis: Terminals reveal the colossal, multi-headed, lightning spewing Cebalrai is actually the adult form of the (relatively) small and snake-like
Rigel. - More Predators Than Prey: Probably justified due to the fact that they were created artificially by mixing human and dinosaur genetic codes by an insane A.I..
- Non-Linear Sequel: Dino Crisis 3 takes place in the year 2548 A.D.
- Pre-Mortem One-Liner: Said to the Cebalrai (a.k.a. the final boss) towards the end of the game.Patrick: "Hey, genetic freak! You're not on the boarding list so get off the boat!"
- Recurring Boss: The Australis is of the more-than-one variety as you fight three different ones over the course of the game (you also encounter one at the beginning of the game but that one doesn't count).
- Recycled IN SPACE: This game is a literal example of this, and whether it was due to this or to other problems, reviewers scored it significantly lower than its predecessors. In fact, the only thing Dino Crisis 3 had in common with the previous two games was the fact that they shared a name.
- Redshirt: McCoy, the fourth person to survive the destruction of the Seyfert, gets killed by an Australis during the first few minutes of the game.
- Redshirt Army: The probe ship Seyfert, containing the other members of the SOAR team sent to the U.N. Ozymandias is destroyed by cannon in the opening scene.
- Send in the Search Team: The reason why SOAR is sent to the U.N. Ozymandias. is because it reappears near Jupiter nearly 300 years after contact with it was lost.
- Senseless Sacrifice: Jacob dies in an attempt to use a grenade explosion to kill the Regulus. It survives and attacks the others mere minutes after his death.
- Shout-Out: MTHR may or may not be a reference to Mother from Alien.
- Shock and Awe: Several of the mutant dinosaur types (the Algol, the Australis and the Cebalrai) use electricity as a ranged weapon.
- Space Is Noisy: The opening scene with the cannons and the final boss fight which takes place on the hull of the escape shuttle.. The whole game is rife with this, as even the parts that take place on the outside of ships sound the same as the parts that take place in areas with atmosphere.
- Theme Naming: All the dinosaur mutants are named after stars and constellations.
