History Main / BrokenBridge

14th Mar '17 5:54:20 PM GoblinCipher
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* ''[[ComicStrip/{{Peanuts}} Snoopy's Street Fair]]'' for the iPad has two of these. The player has to get rid of a wasp nest before expanding his fair to the east, and then dispose of a fallen tree before expanding to the west. Each of these actions requires the player to reach a certain level, spend several thousand Snoopy Coins and either wait a few days or (for a faster expansion) spend a few Snoopy Dollars.

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* ''[[ComicStrip/{{Peanuts}} Snoopy's Street Fair]]'' for the iPad has two of these. The player has to get rid of a wasp nest before expanding his the fair to the east, and then dispose of a fallen tree before expanding to the west. Each of these actions requires the player to reach a certain level, spend several thousand Snoopy Coins and either wait a few days or (for a faster expansion) spend a few Snoopy Dollars.
5th Mar '17 5:01:02 PM nombretomado
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* ''[[ThePhantomMenace StarWars Episode I: The Phantom Menace]]'' has a literal one: In the fourth level, Qui-Gon, Obi-Wan and Jar Jar are only a bridge away from Theed Palace. It promptly gets blown by a Trade Federation Tank, and Obi-Wan is forced to find a way around through the Theed Gardens, where the droids are landing. The following level has this as well, when Obi-Wan and Amidala are immediately seperated from the others and are forced to take a longer route to the hanger.

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* ''[[ThePhantomMenace StarWars Star Wars Episode I: The Phantom Menace]]'' has a literal one: In the fourth level, Qui-Gon, Obi-Wan and Jar Jar are only a bridge away from Theed Palace. It promptly gets blown by a Trade Federation Tank, and Obi-Wan is forced to find a way around through the Theed Gardens, where the droids are landing. The following level has this as well, when Obi-Wan and Amidala are immediately seperated from the others and are forced to take a longer route to the hanger.



* ''DungeonSiege 2'' has several broken bridges (in some instances literal bridges) that either stay broken, forcing you to go the long way around, or send you on a quest to figure out how to repair the mechanism that extends them over the chasm.
* 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.

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* ''DungeonSiege 2'' ''VideoGame/DungeonSiegeII'' has several broken bridges (in some instances literal bridges) that either stay broken, forcing you to go the long way around, or send you on a quest to figure out how to repair the mechanism that extends them over the chasm.
* Villages in ''StarTropics'' ''VideoGame/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.
5th Mar '17 4:35:35 PM nombretomado
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* ''{{Crackdown}}'' and its sequel, unusually for sandbox games, subvert this. All three islands are accessible from the start and the player is free to complete any of the game's main objectives in any order they choose. The restriction comes from the fact that the enemies are tougher on the second island and even tougher on the third, and the player will not have the skills or the weapons to take them on. In addition, the buildings get higher on each island, so lower level players won't be able to climb them.

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' and its sequel, unusually for sandbox games, subvert this. All three islands are accessible from the start and the player is free to complete any of the game's main objectives in any order they choose. The restriction comes from the fact that the enemies are tougher on the second island and even tougher on the third, and the player will not have the skills or the weapons to take them on. In addition, the buildings get higher on each island, so lower level players won't be able to climb them.
13th Jan '17 9:32:01 PM skidoo23
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** ''VideoGame/GrandTheftAutoSanAndreas'' has a series of broken (or closed) bridges that block you from the rest of the state, initially from an earthquake warning. The in-game explanation is that the police told you to not leave town, you appararently becomes fugitives at that point. It is possible to cross over by swimming, but your wanted meter immediately shoots up to four stars, and won't go down until you're dead. Or, alternatively, get back to territory you can legitimately access, and lower your wanted rating normally; getting out is just as hard as getting in.

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** ''VideoGame/GrandTheftAutoSanAndreas'' has a series of broken (or closed) bridges that block you from the rest of the state, initially from an earthquake warning. The in-game explanation is that the police told you to not leave town, you appararently becomes fugitives at that point. It is possible to cross over by swimming, swimming (and in one case by executing a particularly spectacular stunt jump), but your wanted meter immediately shoots up to four stars, and won't go down until you're dead. Or, alternatively, get back to territory you can legitimately access, and lower your wanted rating normally; getting out is just as hard as getting in.



** ''VideoGame/GrandTheftAuto 4'' handles this very simply; at the beginning of the game, the Mayor has raised the terror alert to "Magenta", or some such colour, and the bridges are closed as a result. You ''can'' run the blockade, but you get an instant 6 star rating for your trouble. This is (slightly) {{handwave}}d in-story as Niko is an illegal immigrant. Johnny and Luis, the stars of the DLC, are Americans and are under no restriction even though Niko is at the same canonical point in time.

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** ''VideoGame/GrandTheftAuto 4'' handles this very simply; at the beginning of the game, the Mayor has raised the terror alert to "Magenta", or some such colour, and the bridges are closed as a result. You ''can'' run the blockade, blockade (or simply walk across one bridge that remains open to pedestrians), but you get an instant 6 star rating for your trouble. This is (slightly) {{handwave}}d in-story as Niko is an illegal immigrant. Johnny and Luis, the stars of the DLC, are Americans and are under no restriction even though Niko is at the same canonical point in time.



** Thankfully avoided in ''VideoGame/GrandTheftAutoChinatownWars'' - you can cross any bridge to any island at any time. (Though the cops are still called if you pass without paying a toll bridge.)
** Averted in ''VideoGame/GrandTheftAutoV'', the entire map is open from the start. [[spoiler:However Los Santos closes off for a period of time for Michael and Trevor after Trevor goes rogue and takes Martin Madrazo's wife, and Martin responds by having his underlings target both characters with heavy gunfire the moment either character enters Los Santos city limits until his wife is returned to him.]]

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** Thankfully avoided in ''VideoGame/GrandTheftAutoChinatownWars'' - you can cross any bridge to any island at any time. (Though the cops are still called if you pass without paying a toll bridge.bridge; this is the only GTA game in which there are tolls charged.)
** Averted in ''VideoGame/GrandTheftAutoV'', the entire map is open from the start. [[spoiler:However Los Santos closes off for a period of time for Michael and Trevor after Trevor goes rogue and takes Martin Madrazo's wife, and Martin responds by having his underlings target both characters with heavy gunfire the moment either character enters Los Santos city limits until his wife is returned to him.]]]] A few locations still trigger wanted levels if entered before certain parts of the game, however.
26th Dec '16 2:54:17 PM DrakeClawfang
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* ''Franchise/TheLegendOfZelda'' games are quite fond of this:

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* ''Franchise/TheLegendOfZelda'' games are quite fond of this:this. You will very often find paths blocked by boulders, pits, etc., that usually require a specific dungeon treasure to get past.
23rd Dec '16 1:54:15 PM Gosicrystal
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** In ''VideoGame/ResidentEvilCodeVeronica'', there is one room protected by a metal detector, and to enter you must place your metal items in a box that is not connected to any of the normal item boxes. Don't leave anything behind, such as the fire extinguisher, which is required to fix another (semi-optional) broken bridge later, or they will be LostForever when you pass the PointOfNoReturn. Same with any items you are carrying when you play as Claire for the last time.

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** In ''VideoGame/ResidentEvilCodeVeronica'', there is one room protected by a metal detector, and to enter you must place your metal items in a box that is not connected to any of the normal item boxes. Don't leave anything behind, such as the fire extinguisher, which is required to fix another (semi-optional) broken bridge later, or they will be LostForever [[PermanentlyMissableContent lost forever]] when you pass the PointOfNoReturn. Same with any items you are carrying when you play as Claire for the last time.
12th Dec '16 8:30:27 AM erforce
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* ''VideoGame/ClockTower 3'' uses what is possibly the most flimsy broken bridge of all. This [[http://lparchive.org/LetsPlay/ClockTower3/Update%205/index.html LetsPlay]] describes it quite well. Alyssa is a girl who was violently pulled through time by magic, and ends up in London during UsefulNotes/WorldWarII in the middle of a bombing run. She then runs towards a concert hall, but can't enter because a flyer on the door says "Entry by invitation only. The Management." Let me reiterate. Bombs are going off in the streets. She has seen no one besides ghosts. There is no magic seal or anything on the door. And she ''still'' won't enter because she doesn't have an invitation.

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* ''VideoGame/ClockTower 3'' ''VideoGame/ClockTower3'' uses what is possibly the most flimsy broken bridge of all. This [[http://lparchive.org/LetsPlay/ClockTower3/Update%205/index.html LetsPlay]] describes it quite well. Alyssa is a girl who was violently pulled through time by magic, and ends up in London during UsefulNotes/WorldWarII in the middle of a bombing run. She then runs towards a concert hall, but can't enter because a flyer on the door says "Entry by invitation only. The Management." Let me reiterate. Bombs are going off in the streets. She has seen no one besides ghosts. There is no magic seal or anything on the door. And she ''still'' won't enter because she doesn't have an invitation.
25th Nov '16 10:35:39 PM rjd1922
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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.

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** Additional FFVII ''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/FortuneSummoners has the literal broken bridge as a connection between two cities. You can't access it until the plot demands.

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* ''VideoGame/FortuneSummoners ''VideoGame/FortuneSummoners'' has the literal broken bridge as a connection between two cities. You can't access it until the plot demands.



* ''[[Franchise/{{Pokemon}} Pokémon]]'' is a prime abuser of this trope, using it quite often and in quite ludicrous fashion at times.

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* ''[[Franchise/{{Pokemon}} Pokémon]]'' ''Franchise/{{Pokemon}}'' is a prime abuser of this trope, using it quite often and in quite ludicrous fashion at times.



** ''[[VideoGame/PokemonRedAndBlue Pokémon Red, Blue and Yellow/Fire Red and Leaf Green]]''

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** ''[[VideoGame/PokemonRedAndBlue Pokémon Red, Blue and Yellow/Fire Red Yellow/FireRed and Leaf Green]]''LeafGreen]]''



*** In order to reach the top floor of the Pokemon Tower, you must have the Silph Scope, otherwise the Marowak there will remain as a spirit that your Pokemon will be too scared to attack.

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*** In order to reach the top floor of the Pokemon Pokémon Tower, you must have the Silph Scope, otherwise the Marowak there will remain as a spirit that your Pokemon Pokémon will be too scared to attack.



*** Speaking of Saffron City, the entrance to Silph Co. will be blocked by a Team Rocket Grunt until you have defeated the grunts in the Pokemon Tower in Lavender Town, which will cause the grunt in front of Silph Co. to conveniently fall asleep. The other grunts blocking the other buildings (most importantly the one blocking the real Gym) won't go away until you defeat Team Rocket in Silph Co.

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*** Speaking of Saffron City, the entrance to Silph Co. will be blocked by a Team Rocket Grunt until you have defeated the grunts in the Pokemon Pokémon Tower in Lavender Town, which will cause the grunt in front of Silph Co. to conveniently fall asleep. The other grunts blocking the other buildings (most importantly the one blocking the real Gym) won't go away until you defeat Team Rocket in Silph Co.



** ''[[VideoGame/PokemonRubyAndSapphire Pokemon Ruby, Sapphire and Emerald/Omega Ruby and Alpha Sapphire]]''

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** ''[[VideoGame/PokemonRubyAndSapphire Pokemon Pokémon Ruby, Sapphire and Emerald/Omega Ruby and Alpha Sapphire]]''



** ''[[VideoGame/PokemonBlackAndWhite Pokémon Black and White]]'' hilariously don't even ''try'' coming up with good reasons anymore.

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** ''[[VideoGame/PokemonBlackAndWhite Pokémon Black and White]]'' ''VideoGame/PokemonBlackAndWhite'' hilariously don't even ''try'' coming up with good reasons anymore.



*** The roadblocks do feel particularly egregious in Gen V. In earlier games much of the limit on your progression was due to terrain obstacles that required an HM, so a Pokemon could get you past them, but in ''Black and White'' there's only one point early in the game where you need an HM. Instead there's a ragtag of random reasons to limit your progress. Oh, and some of the earlier games gave you a fair bit of choice in the order you tackled things in, for example in ''Gold and Silver'' you can choose which of Mahogany Town or Olivine City to visit first. Black and White keep you strictly and obviously on-rails, due to the map itself being more linear than previous games.

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*** The roadblocks do feel particularly egregious in Gen V. In earlier games much of the limit on your progression was due to terrain obstacles that required an HM, so a Pokemon Pokémon could get you past them, but in ''Black and White'' there's only one point early in the game where you need an HM. Instead there's a ragtag of random reasons to limit your progress. Oh, and some of the earlier games gave you a fair bit of choice in the order you tackled things in, for example in ''Gold and Silver'' you can choose which of Mahogany Town or Olivine City to visit first. Black and White keep you strictly and obviously on-rails, due to the map itself being more linear than previous games.



** ''[[VideoGame/PokemonXandY Pokémon X and Y]]''

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** ''[[VideoGame/PokemonXandY Pokémon X and Y]]''''VideoGame/PokemonXandY''
25th Nov '16 10:31:12 PM rjd1922
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[[folder:MMORPGs]]

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[[folder:MMORPGs]][[folder:[=MMORPGs=]]]
15th Nov '16 9:17:56 AM Sar-Chasm
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An interesting example is the broken staircase that leads to Orochi's lair. Amaterasu must travel through a set of caves as an alternate way to reach Orochi. The interesting part is that, much later on, Amaterasu [[spoiler: winds up traveling back in time to before the staircase was destroyed and uses it to confront Orochi again, this time without getting sidetracked.]]
* Also, there is the held-up bridge at the City Checkpoint and the closed bridge in between the Commoners and Aristocratic Quarters. Funnily enough, they were invented by the same person.

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An interesting example is the broken staircase that leads to Orochi's lair. Amaterasu must travel through a set of caves as an alternate way to reach Orochi. The interesting part is that, much later on, Amaterasu [[spoiler: winds up traveling back in time to before the staircase was destroyed and uses it to confront Orochi again, this time without getting sidetracked.]]
*
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Also, there is the held-up bridge at the City Checkpoint and the closed bridge in between the Commoners and Aristocratic Quarters. Funnily enough, they were invented by the same person.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BrokenBridge