History Main / BorderPatrol

20th Jan '17 6:11:30 PM Malady
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* ''VideoGame/CognitiveDissonance'': The [[NamesToRunAwayFromReallyFast Semi-Invincible Claws]] in Old Saturnae. They are always in deep water, to make you have to go the long way around. If you beat one, you get a literal BraggingRightsReward, the "Braggart's Coin" with its FlavorText being "For those who win battles they aren't supposed to."
14th Jan '17 9:04:44 AM nombretomado
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* The first ''{{Mercenaries}}'' game had Allied jetfighters and [[ShoutOut Naboo starfighters]] from ''Franchise/StarWars'' (LucasArts published the game) attack the player relentlessly if he/she tries to swim out of the game's boundaries.

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* The first ''{{Mercenaries}}'' game had Allied jetfighters and [[ShoutOut Naboo starfighters]] from ''Franchise/StarWars'' (LucasArts (Creator/LucasArts published the game) attack the player relentlessly if he/she tries to swim out of the game's boundaries.
29th Dec '16 11:16:18 PM Galacton
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Video game developers are responsible for producing ways to keep the player from wandering away from the game world. Now, assuming the PlayerCharacters can't [[VideoGameFlight fly]], you have dozens of options that would fit into a game world: InsurmountableWaistHeightFence, BottomlessPits, minefields, or even just running out of dry land.

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Video Regardless of how big they are, most game worlds can't go on forever. Allowed to roam freely, a player will eventually reach the end of the map. As such video game developers are responsible for producing ways to keep the player from wandering away from out of the game world. world and into an endless void. An InvisibleWall is one of these ways but it can be [[WillingSuspensionOfDisbelief immersion breaking]] especially if no in universe explanation is given for it. Now, assuming the PlayerCharacters can't [[VideoGameFlight fly]], you have dozens of options that would fit into a game game's world: InsurmountableWaistHeightFence, BottomlessPits, minefields, or even just running out of dry land.



The Border Patrol, is a monster or other hazard introduced specifically to prevent the player from wandering too far without resorting to an immersion-breaking InvisibleWall[[note]]There probably is an invisible wall, it's just too far out to reach before the Border Patrol stops you[[/note]]. This often takes the form of an InvincibleMinorMinion that you can't move past, a TheBrute style enemy that you have to run away from, or an obvious environmental hazard that you can't survive. In some games the Border Patrol monster can actually be killed, though it's likely to [[RespawningEnemies respawn]] if the game designers [[LordBritishPostulate anticipated your violent yearning to be free.]] When done well, the player is chased away by the dangerous thing and returns to the field of play. When done badly, the player character is unavoidably killed by the whatever, occasionally suffering from CutsceneIncompetence as a monster just [[DropInNemesis wanders over to the player and instantly kills him]]. A type of BrokenBridge. Can be NightmareFuel if unexpected (or even when it ''is'' expected). If it returns you to a particular location when it catches you, it's also a MookBouncer.

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The Border Patrol, is a monster or other hazard introduced specifically to prevent provide an in-universe reason for why the player from wandering isn't allowed to wander too far off the game map without resorting to an immersion-breaking InvisibleWall[[note]]There probably is an invisible wall, it's just too far out to reach before the Border Patrol stops you[[/note]]. This often takes the form of an InvincibleMinorMinion that you can't move past, a TheBrute style enemy that you have to run away from, or an obvious environmental hazard that you can't survive. In some games Sometimes the Border Patrol monster can actually be killed, though it's just as likely to [[RespawningEnemies respawn]] if the game designers [[LordBritishPostulate anticipated your violent yearning to be free.]] When done well, the player is chased away deterred by the dangerous thing and returns to the field of play. When done badly, the player character is unavoidably killed by the whatever, occasionally suffering from CutsceneIncompetence with no explanation as a monster to what they did wrong or why they were just [[DropInNemesis wanders over to the player and instantly kills him]]. A type of BrokenBridge. killed.

Can be NightmareFuel if unexpected (or even when it ''is'' expected). If it returns you to a particular location when it catches you, it's also a MookBouncer.
MookBouncer.

For some reason [[ThreateningShark sharks]] are really popular as this.



See also BeefGate, where you are expected to be able to bypass the monster, but not right away. {{Metroidvania}} games measure your progress by what sorts of environmental hazards you can bypass.

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See also BeefGate, BeefGate and BrokenBridge where you are expected to be able to bypass the monster, monster or obstacle, but not right away. {{Metroidvania}} games measure your progress by what sorts of environmental hazards you can bypass.
Related to DropInNemesis.
24th Dec '16 7:43:36 AM TheMysteriousTroper
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* In ''{{VideoGame/Infamous}}'' and ''VideoGame/Infamous2'', Cole MacGrath has a weakness to water; any amount greater than a puddle will cause him to electrocute himself. Since Empire City is an island and New Marais is in the middle of a swamp, leaving either city becomes impossible.

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* In ''{{VideoGame/Infamous}}'' and ''VideoGame/Infamous2'', Cole MacGrath [=MacGrath=] has a weakness to water; any amount greater than a puddle will cause him to electrocute himself. Since Empire City is an island and New Marais is in the middle of a swamp, leaving either city becomes impossible.
27th Nov '16 9:13:02 PM Baluar
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* ''VideoGame/{{Risen}}'' has a sea monster appear, grab, and presumably eat the protagonist (though all you get to see is a GoryDiscretionShot in the form of a fade to black). Immediately afterwards, the protagonist [[DeathIsASlapOnTheWrist respawns in the beach with no ill effects]]. In fact, there's even an achievement for getting caught enough times by the sea monster.
27th Nov '16 8:55:57 PM CrutchCricket
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*In ''VideoGame/TheDarkness'', attempting to go into the subway tunnels on foot eventually results in a train running you over. The Darkness warns you once and if you ignore it and keep going, splat.
17th Nov '16 11:22:55 AM LuciaMoore
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* In the second ''RealmsOfArkania'' game, ''Star Trail'', you come to a large city besieged by orcs. At first, they let you approach, but will then insist on confiscating your equipment before letting you in. If you resist and choose auto-battle, the game will chastise you for thinking your small party could defeat an entire army of orcs and kill you. If you try manual combat, you'll face a huge force of wave after wave of orcs, but even if you somehow win (such as by cheating), the game will ''still'' state that you're overwhelmed and your only option is to comply or be killed.
1st Nov '16 12:02:37 AM Kuruni
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Naturally, savvy (and glitch-happy) gamers just ''[[SincerityMode love]]'' [[ScriptBreaking figuring out how]] [[LordBritishPostulate to get around these.]]

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Naturally, savvy (and glitch-happy) gamers just ''[[SincerityMode love]]'' [[ScriptBreaking figuring out how]] [[LordBritishPostulate love figuring out how to get around these.]]
23rd Oct '16 3:33:26 PM Gingerkitteh
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** This rears quite an ugly head in Armored Core 4, in which most of its map boundaries are too restrictive, cf., "A Swarm of Red Eyes" mission, where you have to kill mini drones by the boatload before it reaches a launch station. Not only your room to maneuver is too small, you cannot chase it all the way back to the launch station. Frustration ensues. TO make matters worse, the standard double line markings are replaced by a single line, with two types of alarms. Failure to head back means instant failure, even if you edge just that slightly too far.

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** This rears quite an ugly head in Armored Core 4, in which most of its map boundaries are too restrictive, cf., "A Swarm of Red Eyes" mission, where you have to kill mini drones by the boatload before it reaches a launch station. Not only your room to maneuver is too small, you cannot chase it all the way back to the launch station. Frustration ensues. TO To make matters worse, the standard double line markings are replaced by a single line, with two types of alarms. Failure to head back means instant failure, even if you edge just that slightly too far.
15th Oct '16 6:39:33 AM Brickman
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** It also played with the trope a bit, with several quests which require you to grab an item placed just out-of-bounds. So you need to quickly grab it and retreat inbounds before you are instantly killed by the border turret.
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