History Main / BenevolentArchitecture

10th Aug '16 11:55:22 PM CerotechOmega
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* Of all the places in Sanctuary, the nephalem city of Corvus in ''VideoGame/{{Diablo 3}}'' clearly fits this trope. It's one thing to have floors searing trespassers with holy energy, doorways that slow them down and totems that release spirits to ravage them, but these devices work on the demonically infused scarabs and spirits and Adria's blood golems... and ''only'' those creatures. The player character ([[spoiler:being nephalem themselves]]), their follower and Lorath Nahr can walk past the hazards just fine. There are also weapon caches that rise up out of the ground whenever the player character approaches them.
-->'''Lorath''': It appears even the stones acknowledge that a nephalem has returned.
2nd Jul '16 11:34:57 AM pyroluna
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* Lampshaded in Undertale, when the player is instructed to hide behind a "conveniently shaped lamp"


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* Lampshaded in Undertale, when the player is instructed to hide behind a "conveniently shaped lamp".
2nd Jul '16 11:33:42 AM pyroluna
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*Lampshaded in Undertale, when the player is instructed to hide behind a "conveniently shaped lamp"
16th Mar '16 4:26:08 PM ObsidianFire
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* In a rare RPG example, ''VideoGame/GoldenSun'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy enough to realize that they need an adept of each element and as many flavors of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.
** It gets so bad that ''VideoGame/GoldenSunDarkDawn'' provides a Psynergy power ''just'' to identify ''which items are affected by which powers'', because that stuff is ''everywhere''. And the characters in this one are not only GenreSavvy enough to recruit every kind of Adept they can, but also to [[LampshadeHanging comment repeatedly on the commonality of Psynergy-affected obstacles]].

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* In a rare RPG example, ''VideoGame/GoldenSun'' is quite shameless about it, to the point that most of the time the easy straight path is blocked one way or another and you have to look for a way around, fortunately there are always wooden stumps, water ponds, psynergy-sensitive plants, the characters are genre-savvy smart enough to realize that they need an adept of each element and as many flavors of psynergy as possible, then again, the main goal of the game is to prevent/enforce the lighthouses from being lit, and those where designed specifically so that only an adept of the matching element would be able to get in.
** It gets so bad that ''VideoGame/GoldenSunDarkDawn'' provides a Psynergy power ''just'' to identify ''which items are affected by which powers'', because that stuff is ''everywhere''. And the characters in this one are not only GenreSavvy smart enough to recruit every kind of Adept they can, but also to [[LampshadeHanging comment repeatedly on the commonality of Psynergy-affected obstacles]].
4th Mar '16 3:43:35 AM scottmada
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- ''Film/{{Gymkata}}'' Gymnast on a covert mission running thru a Eastern Eurpoean Town finds the town filled with Perfectly Powdered Gymnastic equipment just when he needs it.

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- * ''Film/{{Gymkata}}'' Gymnast on a covert mission running thru a Eastern Eurpoean Town finds the town filled with Perfectly Powdered Gymnastic equipment just when he needs it.
4th Mar '16 1:37:48 AM eroock
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->''The two opposing armies have both realized that chest-high walls are the key to victory: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!''

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->''The ->''"The two opposing armies have both realized that chest-high walls are the key to victory: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!''walls!"''
3rd Mar '16 9:52:54 PM Andrew
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* In the ''VideoGame/ArkhamSeries'', 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/ArkhamSeries'', ''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.
3rd Mar '16 9:51:39 PM Andrew
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* In the ''VideoGame/ArkhamSeries'', 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/ArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.

to:

* In the ''VideoGame/ArkhamSeries'', 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/ArkhamAsylum, VideoGame/BatmanArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.
3rd Mar '16 9:48:24 PM Andrew
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* In ''VideoGame/BatmanArkhamAsylum'', everyone's favorite [[BedlamHouse loony bin]] is revealed to have an endless number of human-sized air vents and, apparently, the masons had a near-fetishistic love of indoor stone gargoyles.
** Ironically, while the design of the asylum is beneficial to Batman when in the role of the [[StealthBasedGame "invisible predator"]], the mooks make it clear they find it [[MalevolentArchitecture doesn't make their jobs easier]]. Some even note that the person who designed the place [[LampshadeHanging must have been insane]]; and to be fair, Amadeus Arkham [[JustifiedTrope really was insane]].
** Wayne Industries contributed a lot to that place. It is not only believable, but ''expected'' that Bats would have the place built pretty conveniently for his way of doing things, in case of such a disaster.
*** He DID put an extra Batcave on/under the island.
** The sequel, ''Arkham City'', takes place in Gotham proper, and Bats can now grapple onto more than just gargoyles.
** In both games, Batman and the supporting cast can just push at a vent from the inside with their feet, and it'll just hang by its last screw instead of crashing to the floor. But only when it's necessary to do so.

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* In ''VideoGame/BatmanArkhamAsylum'', everyone's favorite the ''VideoGame/ArkhamSeries'', 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/ArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]] is revealed to have an endless number of human-sized air vents and, apparently, bin]], and there are gargoyles liberally spread throughout the masons had a near-fetishistic love of indoor stone gargoyles.
** Ironically, while the design of the asylum is beneficial to Batman when in the role of the [[StealthBasedGame "invisible predator"]], the mooks make it clear they find it [[MalevolentArchitecture doesn't make their jobs easier]]. Some even note that the person who designed the place [[LampshadeHanging must have been insane]]; and to be fair, Amadeus Arkham [[JustifiedTrope really was insane]].
** Wayne Industries contributed a lot to that place. It is not only believable, but ''expected'' that Bats would have the place built pretty conveniently for his way of doing things, in case of such a disaster.
*** He DID put an extra Batcave on/under the island.
** The sequel, ''Arkham City'', takes place in Gotham proper, and Bats can now grapple onto more than just gargoyles.
** In both games, Batman and the supporting cast can just push at a vent from the inside with their feet, and it'll just hang by its last screw instead of crashing to the floor. But only when it's necessary to do so.
complex.
3rd Mar '16 7:59:53 PM Norman728
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- ''Film/{{Gymkata}}'' Gymnast on a covert mission running thru a Eastern Eurpoean Town finds the town filled with Perfectly Powdered Gymnastic equipment just when he needs it.
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