History Main / BorderPatrol

8th Sep '16 8:36:38 AM Lopiny
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* ''Videogame/SunlessSea'': Trying to go too far in any of the four cardinal directions will trigger a horribly damaging event that will sent you straight back to one of the nearest available ports. However, all four events have heavy ties with the story, and the "badges" you get (which are more like marks on your being) are necessary for the GoldenEnding.
** Try to go too far North, and you'll find out some horrendous AlienGeometries are in play; after endless days and a freezing journey that will wreak havoc in your crew, you will end up arriving at [[EldritchLocation either Avid Horizon or Frostfound]] ''anyways'', because [[ArcWords There is Only One Way North]].
** Try to go South, up Adam's Way, and you'll find out the Mountain of Light is bleeding into it, and that blood is horribly corrosive to metal ships, forcing you to turn back or sink. And no, the Elder Continent authorities will not sell you a ship that can survive that.
** Too far to the East, and after a bit of traveling you'll be forced to turn back, as some unknowable force threatens to crush your vessel if you try to keep going. [[spoiler:However, if you've made adequate preparations for this, the aforementioned Force will let you in, triggering the path to the above GoldenEnding]].
** Try to go West through Barnsmore's Gap, and [[MechanicalAbomination the Dawn Machine]] will MindRape you and your crew, forcing you to return.
2nd Sep '16 6:18:03 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 you don't have to deal with PlayerCharacters that can fly, you have dozens of options that would fit into a game world: an InsurmountableWaistHeightFence, BottomlessPits, minefields, or even just running out of dry land.

However, there are some combinations of environment and PlayerCharacter special abilities where none of the above are plausible options. For instance, how is the game supposed to stop a character from swimming out into the open sea if he lacks SuperDrowningSkills?

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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 you don't have to deal with the PlayerCharacters that can fly, can't [[VideoGameFlight fly]], you have dozens of options that would fit into a game world: an InsurmountableWaistHeightFence, BottomlessPits, minefields, or even just running out of dry land.

However, there are some combinations of environment and PlayerCharacter special abilities where none of the above are plausible options. For instance, how is the game supposed to stop a character from just swimming out into the open sea if he lacks SuperDrowningSkills?
16th Aug '16 12:08:56 PM MrMediaGuy2
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* The upcoming dinosaur game ''{{VideoGame/Saurian}}'' will feature mosasaurs in the Inland Sea that will devour your player dinosaur if you swim too far out. (WordOfGod says the role they play will be similar to the aforementioned [[VideoGame/BanjoKazooie Snacker the Shark]].) Though it's been implied via concept art that it's possible to lure them on land and beach them.
6th Aug '16 8:08:32 PM UmbrellasWereAwesome
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* Some of ''VideoGame/{{Halo 3}}'''s multiplayer maps had this. For example, Sandtrap takes place in a large desert map with no apparent barriers other than a few posts sticking up. You're more than welcome to cross past them, but once you do, explosions will start happening all around you, almost always resulting in instant death. However, if you are driving a fast enough vehicle, you can actually outrun the explosions, making for a quite entertaining race. Eventually, however, you will come across an InvisibleWall.
** The Mythic maps added some more instances of this trope in Sandbox. Much like Sandtrap, obelisks will gun you down once you cross the warning borders. The only real difference is that the walls at the end of the level are visible. However, [[spoiler:there's a hidden skull in the death zone. You can pick it up by going into Forge (the level editor) and building an explosion-proof tube. Alternatively, with practice, you can dodge the blasts while in monitor mode, allowing you to move a teleporter out to the skull for pickup after you die.]]
** [[TakeAThirdOption Or, you could just use a bug to place walls in the way of the obelisks]], [[GoodBadBugs effectively disabling them permanently and leaving you with an incredibly big blank canvas to build upon.]]
** There's also the turrets of Snowbound. While nowhere near as powerful as the ones in Sandbox, they are quite deadly. Again though, you'll come across an InvisibleWall if you manage to bypass it [[spoiler:Hint; put a bubble shield over it or yourself.]]
** Certain campaign levels, as well as multiplayer levels, have invisible instant-kill barriers that prevent you from going out of bounds or shortcutting. ''VideoGame/HaloReach'' also has an out-of-bounds timer that requires you to "Return to the Battlefield" in [[StalkedByTheBell 10 seconds]] or die.

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* ''Franchise/{{Halo}}'':
**
Some of ''VideoGame/{{Halo 3}}'''s multiplayer maps had this. For example, Sandtrap "Sandtrap" takes place in a large desert map with no apparent barriers other than a few posts sticking up. You're more than welcome to cross past them, but once you do, explosions will start happening all around you, almost always resulting in instant death. However, if you are driving a fast enough vehicle, you can actually outrun the explosions, making for a quite entertaining race. Eventually, however, you will come across an InvisibleWall.
** *** The Mythic maps added some more instances of this trope in Sandbox. "Sandbox". Much like Sandtrap, "Sandtrap", obelisks will gun you down once you cross the warning borders. The only real difference is that the walls at the end of the level are visible. However, [[spoiler:there's a hidden skull in the death zone. You can pick it up by going into Forge (the level editor) and building an explosion-proof tube. Alternatively, with practice, you can dodge the blasts while in monitor mode, allowing you to move a teleporter out to the skull for pickup after you die.]] [[TakeAThirdOption Or, you could just use a bug to place walls in the way of the obelisks]], [[GoodBadBugs effectively disabling them permanently and leaving you with an incredibly big blank canvas to build upon.]]
** [[TakeAThirdOption Or, you could just use a bug to place walls in the way of the obelisks]], [[GoodBadBugs effectively disabling them permanently and leaving you with an incredibly big blank canvas to build upon.]]
**
*** There's also the turrets of Snowbound. "Snowbound". While nowhere near as powerful as the ones in Sandbox, "Sandbox", they are quite deadly. Again though, you'll come across an InvisibleWall if you manage to bypass it [[spoiler:Hint; (Hint: put a bubble shield over it or yourself.]]
yourself).
** Certain In ''3'', certain levels in both the campaign levels, as well as and multiplayer levels, have invisible instant-kill barriers that prevent you from going out of bounds or shortcutting. Games from ''VideoGame/HaloReach'' also has onward have an out-of-bounds timer that requires you to "Return to the Battlefield" in [[StalkedByTheBell 10 seconds]] or die.
8th Jul '16 10:16:41 AM Drope
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* ''VideoGame/ConkersBadFurDay'' has a minor example of this. Trying to get inside the Wasps' hive before you're required to will trigger a huge, [[JumpScare jump-scaring]] caterpillar-like monster to hurt Conker.

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* ''VideoGame/ConkersBadFurDay'' has a minor example of this. Trying to get inside the Wasps' hive in the Windy level before you're required to will trigger a huge, [[JumpScare jump-scaring]] caterpillar-like monster to hurt Conker.
30th Jun '16 10:32:41 PM wolftickets1969
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** A ShoutOut to this occurs in ''VideoGame/TheJourneymanProject'': If you walk up the pitch-black maintenance transport tunnel, the tram runs you over, and the HaveANiceDeath screen says "Well, at least you weren't eaten by a grue!" Also, if you wander anywhere you're not supposed to be, you will be spotted by humans and captured.

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** A ShoutOut to this occurs in ''VideoGame/TheJourneymanProject'': If you walk up the pitch-black maintenance transport tunnel, the tram runs you over, and the HaveANiceDeath screen says "Well, at least you weren't eaten by a grue!" Also, if you wander anywhere you're not supposed to be, enter the main Mars Colony or go out of bounds at the World Science Center, you will be spotted by humans and captured."Caught By Security".
10th Jun '16 5:48:27 AM MegaMarioMan
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** ''VideoGame/CallOfDutyBlackOps'' subverts the usual InsurmountableWaistHighFence or NonstandardGameOver method of keeping players inside the multiplayer or campaign map, respectively, with the "[[UsefulNotes/TheVietnamWar Jungle]]" multiplayer map. The map is surrounded by the aforementioned InsurmountableWaistHighFence, except for one open area (marked with a skull-and-crossbones sign) that leads into a rice paddy. [[TooDumbToLive Ignoring the sign]] and walking into said paddy, however, is a ''[[LandMineGoesClick very bad idea.]]'' To add insult to injury, your death is listed as "suicide".
** In ''VideoGame/CallOfDutyBlackOps3'', the wallrun and boost jump features make it rather easy to escape multiplayer maps, but being outside the bounds for more than 3 seconds will get you killed by... something.



* ''VideoGame/CallOfDutyBlackOps'' subverts the usual InsurmountableWaistHighFence or NonstandardGameOver method of keeping players inside the multiplayer or campaign map, respectively, with the "[[UsefulNotes/TheVietnamWar Jungle]]" multiplayer map. The map is surrounded by the aforementioned InsurmountableWaistHighFence, except for one open area (marked with a skull-and-crossbones sign) that leads into a rice paddy. [[TooDumbToLive Ignoring the sign]] and walking into said paddy, however, is a ''[[LandMineGoesClick very bad idea.]]'' To add insult to injury, your death is listed as "suicide".



* Some levels of the first ''VideoGame/SeriousSam'' game have the player receive sunburn damage when wandering too far into the desert. In ''Serious Sam 3'', open stages are patrolled by a sand whale who eventually comes in handy.



* In ''VideoGame/SpongebobSquarepantsBattleForBikiniBottom'', if you go outside of the dotted line in any level or the HubWorld and stay there for too long, Hans the Live-Action Hand will come and take your character off the screen, respawning them at the start of the level or the nearest checkpoint, depending on where you were beforehand.

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* In ''VideoGame/SpongebobSquarepantsBattleForBikiniBottom'', if you go outside of the dotted line in any level or the HubWorld and stay there for too long, Hans the Live-Action Hand (the one from the theme song) will come and take your character off the screen, respawning them at the start of the level or the nearest checkpoint, depending on where you were beforehand.



* The ''Franchise/AssassinsCreed'' series has the Animus acting as the Border Patrol;

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* The ''Franchise/AssassinsCreed'' series has the Animus acting as the Border Patrol;Patrol:



* In ''VideoGame/SeriousSam 3'', walking too far into the Egyptian desert attracts a SandWorm that will eat Sam. In the original ''Serious Sam'', Sam would take damage over time from "dehydration" from straying into the desert.

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* Some levels of the first ''VideoGame/SeriousSam'' game have the player receive sunburn damage when wandering too far into the desert. In ''VideoGame/SeriousSam ''Serious Sam 3'', walking too far into the Egyptian desert attracts a SandWorm that will eat Sam. In the original ''Serious Sam'', Sam would take damage over time from "dehydration" from straying into the desert.Sam.
10th Jun '16 5:40:42 AM MegaMarioMan
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[[quoteright:350:[[VideoGame/JakAndDaxter http://static.tvtropes.org/pmwiki/pub/images/jak_n_daxter_lurker_fish.jpg]]]]

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[[quoteright:350:[[VideoGame/JakAndDaxter [[quoteright:350:[[VideoGame/JakAndDaxterThePrecursorLegacy http://static.tvtropes.org/pmwiki/pub/images/jak_n_daxter_lurker_fish.jpg]]]]



* Each of the ''VideoGame/JakAndDaxter'' games featured one: a lurker shark, a perimeter defense robot, and a purple tentacle respectively.
* ''VideoGame/RatchetAndClank'' also uses hungry fish in areas with water you're ''not'' supposed to be in.

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* Each of the ''VideoGame/JakAndDaxter'' ''Franchise/JakAndDaxter'' games featured one: a lurker shark, a perimeter defense robot, and a purple tentacle respectively.
* ''VideoGame/RatchetAndClank'' The ''Franchise/RatchetAndClank'' series also uses hungry fish in areas with water you're ''not'' supposed to be in.



* In ''Videogame/SeriousSam 3'', walking to far into the Egyptian desert attracts a SandWorm that will eat Sam. In the original ''Serious Sam'', Sam would take damage over time from 'dehydration' from straying into the desert.
* In ''Videogame/TheTalosPrinciple'', approaching the end of the world (usually in the ocean) causes the display to [[InterfaceScrew start to fragment]] [[OminousVisualGlitch and glitch]], with Elohim speaking a continuous BrokenRecord increasing in volume until the player gets too far out and is reset to the shore.

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* In ''Videogame/SeriousSam ''VideoGame/SeriousSam 3'', walking to too far into the Egyptian desert attracts a SandWorm that will eat Sam. In the original ''Serious Sam'', Sam would take damage over time from 'dehydration' "dehydration" from straying into the desert.
* In ''Videogame/TheTalosPrinciple'', ''VideoGame/TheTalosPrinciple'', approaching the end of the world (usually in the ocean) causes the display to [[InterfaceScrew start to fragment]] [[OminousVisualGlitch and glitch]], with Elohim speaking a continuous BrokenRecord increasing in volume until the player gets too far out and is reset to the shore.
22nd May '16 3:50:28 AM smalltime
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* In ''Seymour Goes to Hollywood'', a spiritual successor to the ''VideoGame/{{Dizzy}}'' games, at the start Seymour can either go right toward the studio or left into a busy road. The road is impossible to cross.

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* In ''Seymour Goes to Hollywood'', a spiritual successor to the ''VideoGame/{{Dizzy}}'' games, at the start Seymour can either go right toward the studio or left into a busy road. The road is impossible to cross.cross, until you get the lollipop item and use it to stop the traffic.
22nd May '16 3:32:02 AM smalltime
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* In ''Seymour Goes to Hollywood'', a spiritual successor to the ''VideoGame/{{Dizzy}}'' games, at the start Seymour can either go right toward the studio or left into a busy road. The road is impossible to cross.
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