History Main / BorderPatrol

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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Added DiffLines:

* 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.
1st May '16 8:27:10 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'' ''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.
1st May '16 8:26:43 AM Drope
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Added DiffLines:

* ''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.
23rd Apr '16 1:28:58 PM Drope
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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 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. 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 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 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.unexpected (or even when it ''is'' expected). If it returns you to a particular location when it catches you, it's also a MookBouncer.
27th Feb '16 11:47:54 AM Saber15
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* The various ''MechWarrior'' titles have enforced a similar system, with two lines (orange and red) visible on your radar. Crossing the orange line triggers a warning; crossing the red one triggers explodey death.

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* The various ''MechWarrior'' ''Videogame/MechWarrior'' titles have enforced a similar system, with two lines (orange and red) visible on your radar. Crossing the orange line triggers a warning; crossing the red one triggers explodey death.death and often [[WhatTheHellPlayer a chewing-out]].
-->'''Battlemech computer''': Cowardice will not be tolerated.
14th Jan '16 1:57:12 AM Galacton
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Enter the Border Patrol, a monster or other hazard introduced specifically to prevent the player from wandering too far without resorting to the 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 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. If it returns you to a particular location when it catches you, it's also a MookBouncer.

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Enter the The Border Patrol, is a monster or other hazard introduced specifically to prevent the player from wandering too far without resorting to the 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 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. If it returns you to a particular location when it catches you, it's also a MookBouncer.
12th Jan '16 4:31:13 PM nombretomado
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* In ''FarCry 2'', if you wandered off the edge of the playing area, your character would faint from dehydration, and inexplicably wakes up back within the borders of the map. If you drove off the edge in a vehicle, you'd faint, then [[FridgeLogic wake up within the map's borders with the vehicle missing]].

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* In ''FarCry 2'', ''VideoGame/FarCry2'', if you wandered off the edge of the playing area, your character would faint from dehydration, and inexplicably wakes up back within the borders of the map. If you drove off the edge in a vehicle, you'd faint, then [[FridgeLogic wake up within the map's borders with the vehicle missing]].



* In ''RuneScape'', you can enter a dark area without a light source if you want to, but you won't be able to see shit, and you'll also be attacked by a horde of unseen tiny insects that rapidly take your health down.

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* In ''RuneScape'', ''VideoGame/RuneScape'', you can enter a dark area without a light source if you want to, but you won't be able to see shit, and you'll also be attacked by a horde of unseen tiny insects that rapidly take your health down.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BorderPatrol