History Main / BorderPatrol

2nd Jul '17 9:45:10 AM Drope
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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.

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

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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 reason, [[ThreateningShark sharks]] are really popular as this.
22nd May '17 2:00:34 PM RandomNumberReactor
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** The perimeter defense robot from ''II'' [[GoodBadBugs can be destroyed]] by well timed Dark Bomb, actually. However the water surface for longer distances isn't coded on neither location featuring open water, so any attempts to explore further from the land will be halted by the fall into the {{Bottomless Pit}}.
11th May '17 3:09:40 PM morenohijazo
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* The thing outside the front door in ''Videogame/AloneInTheDark1992'', and the Chthonian Worm that blocks the secret passage from the basement (which you need to unlock anyway to get back in later).

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* The ''Franchise/AloneInTheDark'':
** In the first game, the
thing outside the front door in ''Videogame/AloneInTheDark1992'', door, and the Chthonian Chtonian Worm that blocks the secret passage from the basement (which you need to unlock anyway to get back in later).
24th Mar '17 2:05:45 PM EspyPsyche
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** In an aversion of this trope, certain "fatigue" areas can actually be passed over with the highest level of flight speed. Examples include flying between Teldrassil and Darkshore, or between Vashj'ir and Stormwind.
19th Mar '17 10:19:46 AM ZuTheSkunk
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* Similar to the examples above, ''VideoGame/{{Gothic}} II'' has a friendly shark come a-calling when the hero tries to swim too far from the island chain he starts on.

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* Similar to the examples above, ''VideoGame/{{Gothic}} II'' has a friendly shark sea monster come a-calling when the hero tries to swim too far from the island chain he starts on.on. And if the player survives this somehow and keeps going forward, the game will also throw piranhas at them for good measure.
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.
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