History Main / BenevolentArchitecture

28th Oct '17 12:51:10 PM SeptimusHeap
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* Almost any video game vehicle sequence that isn't actually set on a track has these, but the example that springs to mind are the ''VideoGame/{{Half-Life 2}}'' vehicles. Oh Grandma, what conveniently angled logs you have!

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* Almost any video game vehicle sequence that isn't actually set on a track has these, but the example that springs to mind are the ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' vehicles. Oh Grandma, what conveniently angled logs you have!
5th Oct '17 11:03:50 AM Abodos
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*** The games (at least the ''Prime'' series, typically via scans) usually try to provide explanations for why certain obstacles are present (some are natural, serve certain functions, and some are a result of environmental or structural damage). Samus can just be seen as improvising. It's strange, though, that many of the tunnels she goes through seem just big enough to fit through with the Morph Ball and why there are a bunch of places that require a spherical object that just so happens to be the same size as the Morph Ball to receive kinetic energy or fire said object.

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*** The games (at least the ''Prime'' series, ''VideoGame/MetroidPrimeTrilogy'', typically via scans) usually try to provide explanations for why certain obstacles are present (some are natural, serve certain functions, and some are a result of environmental or structural damage). Samus can just be seen as improvising. It's strange, though, that many of the tunnels she goes through seem just big enough to fit through with the Morph Ball and why there are a bunch of places that require a spherical object that just so happens to be the same size as the Morph Ball to receive kinetic energy or fire said object.
5th Oct '17 11:03:02 AM Abodos
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*** Somewhat believably {{hand wave}}d for the most part by explaining that much of the games' environments were either directly built by the Chozo or, as was the case with ''VideoGame/MetroidPrime 2: Echoes'', built by people with whom the Chozo shared their technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...
*** ''Prime 3'' kind of does this offscreen, as the Space Pirates seems to use them to transport Crawltanks, and most civilizations have either insects that burrow or maintenance drones.

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*** Somewhat believably {{hand wave}}d for the most part by explaining that much of the games' environments were either directly built by the Chozo or, as was the case with ''VideoGame/MetroidPrime 2: Echoes'', ''VideoGame/MetroidPrime2Echoes'', built by people with whom the Chozo shared their technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...
*** ''Prime 3'' ''VideoGame/MetroidPrime3Corruption'' kind of does this offscreen, as the Space Pirates seems to use them to transport Crawltanks, and most civilizations have either insects that burrow or maintenance drones.
15th Sep '17 3:24:25 PM WillKeaton
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* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image) [[http://drmcninja.com/page.php?pageNum=23&issue=15 here,]] where a foreman yells about people leaving rampable wooden pallets around.

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* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image) [[http://drmcninja.com/page.php?pageNum=23&issue=15 com/archives/comic/15p23/ here,]] where a foreman yells about people leaving rampable wooden pallets around.
15th Sep '17 3:23:06 PM WillKeaton
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* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image)[[http://drmcninja.com/page.php?pageNum=23&issue=15 here]], where a foreman yells about people leaving rampable wooden pallets around.

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* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image)[[http://drmcninja.image) [[http://drmcninja.com/page.php?pageNum=23&issue=15 here]], here,]] where a foreman yells about people leaving rampable wooden pallets around.
15th Sep '17 3:22:24 PM WillKeaton
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* In the ''VideoGame/BatmanArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/BatmanArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.

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* In the ''VideoGame/BatmanArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/BatmanArkhamAsylum, ''VideoGame/BatmanArkhamAsylum'', takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.
6th Aug '17 8:33:10 AM Xemylixa
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* In the second game of VideoGame/{{Portal}}, there are ruins that are conveniently just ruined enough to give you a path out. Granted, [[GuideDangIt you have to really search for some]], but they're still there. And one has to wonder about the convenient placement of the paints.

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* In the second game of VideoGame/{{Portal}}, ''VideoGame/Portal2'', there are ruins that are conveniently just ruined enough to give you a path out. Granted, [[GuideDangIt you have to really search for some]], but they're still there. And one has to wonder about the convenient placement of the paints.
17th Jul '17 3:57:58 PM Fallingwater
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Added DiffLines:

* Much in the same vein, the {{Carmageddon}} series has always featured environments that are suspiciously apt for the insane sort of racing that goes on in those games. Ridiculously steep country roads that no actual car could hope to climb, industrial machinery with just-large-enough passages, buildings with unfeasibly wide windows and corridors and cities whose layout makes very little sense in the context of traffic. But then, ''Carmageddon'' takes a very lax approach to realism even compared to ''Grand Theft Auto''...
3rd Jun '17 3:13:25 PM nombretomado
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* WiiWare game ''VideoGame/{{LIT}}'', ostensibly set in a darkened school, has windows that once shattered spill outside light into the room, providing a path to safely walk to the exit (or next light source). These windows are on almost every wall of each room, even the ones facing [[{{Bizarrchitecture}} further into the school]], where there should be no light from outside.

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* WiiWare UsefulNotes/WiiWare game ''VideoGame/{{LIT}}'', ostensibly set in a darkened school, has windows that once shattered spill outside light into the room, providing a path to safely walk to the exit (or next light source). These windows are on almost every wall of each room, even the ones facing [[{{Bizarrchitecture}} further into the school]], where there should be no light from outside.
22nd Feb '17 5:17:54 PM ZombieAladdin
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* Many stages in the ''Franchise/SonicTheHedgehog'' series.

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* Many stages in the ''Franchise/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.



** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''.
*** The highways in Skyscraper Scamper stage can be this.

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** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''.
wall''. Earlier in that stage is a ledge the Werehog can grab onto in the form of a rooftop. When he climbs onto the rooftop, the gradually turns into a small local park with no change in elevation.
*** The highways in Skyscraper Scamper stage can be this. Some of them lead directly into the sides of buildings. One of them, in particular, shows traffic traveling on it. If you watch the cars and trucks when they reach the buildingside, they travel right through the building. Some of the skyscrapers themselves are also so unusually shaped as to make no sense. One such building in a Werehog stage has so little area per floor that there's not enough space for stairs and barely enough for an elevator (without a counterweight). And then there's the area's counterpart to the Manhattan Bridge, which for no in-universe reason, leads to a flat island, then continues 90 degrees to the left.
** City Escape Act 2 in ''VideoGame/SonicGenerations'' has one section set in a public park. The only exit to this park leads to a wide halfpipe, then down the side of a building.
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