History Main / BrokenBridge

28th Jul '16 1:00:25 PM Malady
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* ''VideoGame/BraveHeroYuusha'': A whirlpool prevents entrance into the northern ice area with the Whale.
12th Jul '16 7:44:14 AM Malady
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* ''VideoGame/LuxarenAllure'':
** The bridge leading from Erdengard to Castle Darkloft gets destroyed by the BigBad after the prologue.
** Later the Ichor Bridge, leading from Parvian to Springsmouth, gets destroyed in a monster attack. Karuna [[LampshadeHanging lampshades]] it:
--> '''Karuna:''' Another bridge in ruins. I wonder if Aurelie has a thing against bridges or something.
12th Jul '16 6:44:32 AM Morgenthaler
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** Played for laughs and only explained after it's opened in ''DigimonWorldDS''. Almost all of the Digital World can be reached through a warp in front of the main building of the HubLevel. The only exception requires the player to pass through the [[NamesToRunAwayFromReallyFast Chaotic Gate]], which is [[spoiler:the inconspicuous piece of floor a plot-important NPC was standing on which you're unlikely to have realised by this point was a warp]].
** A less amusing variant is from ''DigimonWorld3''. The bridge to [[spoiler:Amaterasu City]] is guarded by a squad of Knightmon which can't be beaten by any attack unless you show them the relevant passes.
** ''[[DigimonWorldDawnDusk Dawn]]'' and ''[[DigimonWorldDawnDusk Dusk]]'' use these in the form of walls of data, used to prevent you going too far off the main path if the mission only requires you to explore part of a zone, or to make sure you don't gain access to parts of the game you shouldn't be able to access yet when using the warps.

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** Played for laughs and only explained after it's opened in ''DigimonWorldDS''.''VideoGame/DigimonWorldDS''. Almost all of the Digital World can be reached through a warp in front of the main building of the HubLevel. The only exception requires the player to pass through the [[NamesToRunAwayFromReallyFast Chaotic Gate]], which is [[spoiler:the inconspicuous piece of floor a plot-important NPC was standing on which you're unlikely to have realised by this point was a warp]].
** A less amusing variant is from ''DigimonWorld3''.''VideoGame/DigimonWorld3''. The bridge to [[spoiler:Amaterasu City]] is guarded by a squad of Knightmon which can't be beaten by any attack unless you show them the relevant passes.
** ''[[DigimonWorldDawnDusk ''[[VideoGame/DigimonWorldDawnDusk Dawn]]'' and ''[[DigimonWorldDawnDusk ''[[VideoGame/DigimonWorldDawnDusk Dusk]]'' use these in the form of walls of data, used to prevent you going too far off the main path if the mission only requires you to explore part of a zone, or to make sure you don't gain access to parts of the game you shouldn't be able to access yet when using the warps.
8th Jul '16 12:29:49 AM JeffSilvers
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* Villages in ''StarTropics'' will typically feature somebody guarding the exit so that you can't leave until some requirement is met. In the first village on C-Island, for example, the guard prevents you from entering the cave until you speak to everybody in town (even the ones who have nothing helpful to say), after which he suddenly recognizes you and allows you through.
9th Jun '16 6:52:38 AM StFan
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* ''VideoGame/{{La-Mulana}}'':

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* ''VideoGame/{{La-Mulana}}'':''VideoGame/LaMulana'':
4th Jun '16 2:37:42 PM DrFraud
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* ''Silvertale'' has a literal broken bridge which, just like every other obstacle, requires finding the necessary materials by playing match-3 levels.
1st Jun '16 9:29:12 AM Willbyr
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* The ''PhoenixWrightAceAttorney'' games use this in abundance during the investigation sequences. Advancing the story is typically a result of speaking with the right people. However, to ensure the game never becomes {{unwinnable}}, people tend not to appear until the player has obtained all the necessary evidence. Perhaps the most notable example is your client at the detention center, who will always initially be "away in questioning." Once you talk with the right people and gather the requisite information and evidence, however, he's finished and ready to let loose TheReveal. What a coincidence. In one case, there actually ''is'' a broken bridge that can't be crossed until the player does other things before it is fixed.

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* The ''PhoenixWrightAceAttorney'' ''Franchise/AceAttorney'' games use this in abundance during the investigation sequences. Advancing the story is typically a result of speaking with the right people. However, to ensure the game never becomes {{unwinnable}}, people tend not to appear until the player has obtained all the necessary evidence. Perhaps the most notable example is your client at the detention center, who will always initially be "away in questioning." Once you talk with the right people and gather the requisite information and evidence, however, he's finished and ready to let loose TheReveal. What a coincidence. In one case, there actually ''is'' a broken bridge that can't be crossed until the player does other things before it is fixed.
6th May '16 5:14:14 PM nombretomado
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* Occurs a few times in ''[[GaiaOnline zOMG]]''. For example, the entrance to the TheVeryDefinitelyFinalDungeon is sealed off for most of the game because [[spoiler:It's a whirlpool, and you'd drown without the Water-breathing blessing you get from the ruins]]. Most {{Broken Bridge}}s can be avoided by crewing with a player who already has completed the requirements to pass it.

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* Occurs a few times in ''[[GaiaOnline ''[[Website/GaiaOnline zOMG]]''. For example, the entrance to the TheVeryDefinitelyFinalDungeon is sealed off for most of the game because [[spoiler:It's a whirlpool, and you'd drown without the Water-breathing blessing you get from the ruins]]. Most {{Broken Bridge}}s can be avoided by crewing with a player who already has completed the requirements to pass it.
16th Apr '16 2:19:56 AM Morgenthaler
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** ''GrandTheftAutoLibertyCityStories'' handles this a bit better; as a prequel to ''GTA 3'', it's set when the bridge and tunnel are under construction, and the ferry workers -- about to be put out of a job -- are on strike. It's still essentially the same trope, but the issue is worked into the plot, with the Mafia manipulating the union throughout the strike. Also, the timing isn't quite as nicely convenient as usual; there are still several feet missing from the bridge when you first cross it, forcing you to make a [[SloMoBigAir daring stunt jump]] to lose the police.

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** ''GrandTheftAutoLibertyCityStories'' ''VideoGame/GrandTheftAutoLibertyCityStories'' handles this a bit better; as a prequel to ''GTA 3'', it's set when the bridge and tunnel are under construction, and the ferry workers -- about to be put out of a job -- are on strike. It's still essentially the same trope, but the issue is worked into the plot, with the Mafia manipulating the union throughout the strike. Also, the timing isn't quite as nicely convenient as usual; there are still several feet missing from the bridge when you first cross it, forcing you to make a [[SloMoBigAir daring stunt jump]] to lose the police.
11th Apr '16 6:12:55 PM ProfN
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* ''VideoGame/FinalFantasyXII'', which allows the player to explore a much larger and interconnected world than most previous Final Fantasies, employs this trope nearly everywhere to keep players from getting ''too'' far away from the plot. The route is blocked by tree, a "roiling mist" is too thick to pass, an Imperial edict prevents you from entering the further deserts, a ferry has mysteriously stopped working, boulders blocking, and so on. Largely averts SolveTheSoupCans, however, in that the opening up of the areas figures in neatly (if oh-so-conveniently) with the story.

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**Additional FFVII broken bridges include the typical "you can ride the ferry from A to B, but not until after beating the boss and the plot sequence in this town (Junon boat)"; this is then reversed with the tactic of having the ship out of commission and unable to return, forcing the player to explore the western continent rather than immediately high-tailing it back to safer areas. Once sufficient plot is completed, the ship is again available. This process is repeated with other vehicles and methods of travel in the game.
* ''VideoGame/FinalFantasyX'' uses this contrivance also, whether it is plot-limited ferry rides, transportation between areas that cannot be backtracked, or simply having characters standing in locations and preventing further progress (such as in various areas on the Mi'ihen Highroad and Mushroom Rock Road, at least until specific plot points have been concluded.
* ''VideoGame/FinalFantasyXII'', which allows the player to explore a much larger and interconnected world than most previous Final Fantasies, employs this trope nearly everywhere to keep players from getting ''too'' far away from the plot. The route is blocked by tree, a "roiling mist" is too thick to pass, an Imperial edict prevents you from entering the further deserts, a ferry has mysteriously stopped working, boulders blocking, and so on. Largely averts SolveTheSoupCans, however, in that the opening up of the areas figures in neatly (if oh-so-conveniently) with the story. However, in some instances extremely dangerous areas, such as the Garamsythe Waterways (the stronger area with Malboro Overkings) or the Zertinan Caverns, are accessible at points when the player might not be sufficiently leveled to survive them.



* ''VideoGame/FinalFantasyXIII'' features Taejin's Tower, a literal Broken Bridge connecting Gran Pulse to the highland areas of Oerba and beyond. It is some sort of space elevator/Tower of Babel thing, only the elevator cars are out of alignment and the power is cut, and there's a BeefGate PhysicalGod roaming around inside for players to deal with.

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* ''VideoGame/FinalFantasyXIII'' features Taejin's Tower, a literal Broken Bridge connecting Gran Pulse to the highland areas of Oerba and beyond. It is some sort of space elevator/Tower of Babel thing, only the elevator cars are out of alignment and the power is cut, and there's a BeefGate PhysicalGod roaming around inside for players to deal with. There are also several earlier instances of this (the game is notorious for the linearity of the first half of its plot), including more literal broken bridges in the first area ("The Hanging Edge"), only these bridges are flying bridges that the party boards, rides while fighting bosses, and then jumps off of when reaching their destination.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BrokenBridge