History Main / BrokenBridge

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.
8th Apr '16 3:23:18 PM Reymma
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** The Stonewrought Pass in could be considered a subversion, as well as a variation on the BeefGate theme. It connects the Loch Modan zone to the much higher-level Searing Gorge, but the NPC guarding it refuses to give you the key until you get to the Searing Gorge by a different, roundabout path through the Badlands, with no Alliance settlements on the way, and kill a specific monster in a secluded location there. By the time you actually get into the zone by other means, you can just pick the flightpath at Thorium Point and forget about the passage entirely. Though it was a great timesaver in Yon Olden Days before Thorium Point was introduced to the game.
*** She now tends to parody the former situation in that she'll still insist that you can't get through the pass until you get the key, but the gate blocking you is gone. When you mention this to her, she just shrugs and wishes you a nice death at the fangs of the colossal glass spiders on the other side.
** A rather long term example existed with the path from the Eastern Plaguelands to Quel'Thalas; before the release of the first expansion it was completely blocked off by boulders. A similar situation exists at the time of this writing with the Greymane Wall gate to Gilneas which will be opened in the Cataclysm expansion.
** The areas that haven't been used in-game yet tend to be this. Pre-Cataclysm, Mount Hyjal was separated by a broken rope bridge. Although, most of these actually were accessible if the players were creative enough, there just wasn't anything to do there.
** Several dungeons are full of these. Grim Batol, for example, has at least four. While it sounds annoying, it's actually a very effective way to keep the dungeon linear and simple, without looking like {{Railroading}}.
** [[http://www.wowwiki.com/Kologarn Kologarn]] in Ulduar stands in a chasm, blocking the way from the first part of the dungeon to the second. Ironically, [[NiceJobFixingItVillain once he is broken, he becomes the bridge.]]

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** The Stonewrought Pass in could be considered a subversion, as well as a variation on the BeefGate theme. It connects the Loch Modan zone to the much higher-level Searing Gorge, but the NPC guarding it refuses to give you the key until you get to the barred off Searing Gorge from the much lower-level Loch Modan. Unusually, the quest for the key required you to enter the zone by a different, another path (a long roundabout path through Badlands or Burning Steppes, or picking the Badlands, with no Alliance settlements on the way, lock, or having another player open it) and kill a specific monster in a secluded location there. By the time you actually get into the zone by other means, you can just pick the flightpath at Thorium Point and forget about the passage entirely. Though it It was a great timesaver in Yon Olden Days before Thorium Point was introduced to the game.
early game, but became of little relevance once Searing Gorge had its own flightpoint.
*** She The gate is now tends to parody kept open, but the former situation in that she'll same NPC who (grudgingly) granted you the key still insist that you can't get through guards the pass until you get the key, and pretends she can stop players from passing. Old habits die hard.
** Areas that exist in canon
but the gate blocking you is gone. When you mention this to her, she just shrugs and wishes you are not used in-game are often given a nice death at the fangs long-term version of the colossal glass spiders on the other side.
** A rather long term example existed with the
this. The path from the Eastern Plaguelands to Quel'Thalas; before the release of the first expansion it Quel'Thalas was completely blocked off by boulders. boulders before Quel'Thalas was created in the Burning Crusade. A similar situation exists at the time of this writing existed with the Greymane Wall gate to barring Gilneas which will be opened in the Cataclysm expansion.
** The areas that haven't been used in-game yet tend to be this. Pre-Cataclysm, Mount Hyjal was separated by a broken rope bridge. Although, most
expansion. Most of these actually were accessible if the players were creative enough, there just wasn't anything to do there.
** Several dungeons are full of these. Grim Batol, for example, has at least four. While it sounds annoying, it's actually a very effective way to keep the dungeon linear and simple, without looking like {{Railroading}}.
allowing story events to play out as needed and stopping the group from dispersing and getting lost (a common problem in early dungeons, especially Blackrock Depths).
** [[http://www.wowwiki.[[http://wow.gamepedia.com/Kologarn Kologarn]] in Ulduar stands in a chasm, blocking the way from the first part of the dungeon to the second. Ironically, [[NiceJobFixingItVillain once he is broken, he becomes the bridge.]]
25th Mar '16 1:08:46 PM Morgenthaler
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* In ''CompanyOfHeroes'', several skirmish maps feature literal destroyed bridges, which can be renovated by engineers, sappers and pioneers. This process is somewhat lengthy and potentially expensive, but oftentimes the strategical advantages gained by this process can grant the player a more direct route to victory, so it's essential to start work on one side of the bridge before the enemy.

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* In ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', several skirmish maps feature literal destroyed bridges, which can be renovated by engineers, sappers and pioneers. This process is somewhat lengthy and potentially expensive, but oftentimes the strategical advantages gained by this process can grant the player a more direct route to victory, so it's essential to start work on one side of the bridge before the enemy.



* In the first Soviet mission in ''CommandAndConquerRedAlert 2'', you're in the midst of invading Washington D.C. when you come across a broken bridge. To get across, you need to train an Engineer to repair it. All in all, this broken bridge takes no more than a minute of your time to cross and isn't that big an obstacle, but it does teach the player the crucial gameplay mechanic of using engineers to repair structures and bridges.

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* In the first Soviet mission in ''CommandAndConquerRedAlert 2'', ''VideoGame/CommandAndConquerRedAlert2'', you're in the midst of invading Washington D.C. when you come across a broken bridge. To get across, you need to train an Engineer to repair it. All in all, this broken bridge takes no more than a minute of your time to cross and isn't that big an obstacle, but it does teach the player the crucial gameplay mechanic of using engineers to repair structures and bridges.



* ResonanceOfFate takes this trope UpToEleven. The game takes place in Basel, a tower big enough that it contains several cities, but pretty much all of the walkways are powered down so you'll have to restore them with energy hexes. Certain chokepoints or areas are blocked off with coloured hexes, required an appropriately-coloured energy hex, which of course won't be available until you're far enough into the plot.

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* ResonanceOfFate ''VideoGame/ResonanceOfFate'' takes this trope UpToEleven. The game takes place in Basel, a tower big enough that it contains several cities, but pretty much all of the walkways are powered down so you'll have to restore them with energy hexes. Certain chokepoints or areas are blocked off with coloured hexes, required an appropriately-coloured energy hex, which of course won't be available until you're far enough into the plot.



* ''BaldursGate'': The bridge into the eponymous city will only open once you've done some other quests.

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* ''BaldursGate'': ''VideoGame/BaldursGate'': The bridge into the eponymous city will only open once you've done some other quests.
21st Mar '16 10:32:36 AM eroock
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If a broken bridge or other obstacle prevents you from returning to earlier areas, it's a PointOfNoReturn.

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If a broken bridge or other obstacle prevents you from returning to earlier areas, it's a PointOfNoReturn.
PointOfNoReturn. Compare InescapableAmbush.
19th Mar '16 5:48:17 AM Hossmeister
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