History Main / BrokenBridge

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.
29th Oct '16 1:34:49 PM nombretomado
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* ''GuildWars'' has a lot of these in the factions and Nightfall campaign. Factions uses doors to stop people entering mission outposts before they have completed the primary quest leading to that outpost. Nightfall will block players from entering regions ahead of their point in the story. Both games also use doors during missions, to keep the mission area smaller than the explorable area it takes place in.
** These techinques were not used in the original campaign, leading to a thriving economy of high level players getting payed by low level players for their SequenceBreaking services, such as the Droknar run which made use of a long, dangerous path which nevertheless led straight from a low level to a high level area with no story missions in the way.

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* ''GuildWars'' ''VideoGame/GuildWars'' has a lot of these in the factions and Nightfall campaign. Factions uses doors to stop people entering mission outposts before they have completed the primary quest leading to that outpost. Nightfall will block players from entering regions ahead of their point in the story. Both games also use doors during missions, to keep the mission area smaller than the explorable area it takes place in.
** These techinques techniques were not used in the original campaign, leading to a thriving economy of high level players getting payed by low level players for their SequenceBreaking services, such as the Droknar run which made use of a long, dangerous path which nevertheless led straight from a low level to a high level area with no story missions in the way.
25th Oct '16 7:41:44 PM SoloMael
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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.



* ''Silvertale'' has a literal broken bridge which, just like every other obstacle, requires finding the necessary materials by playing match-3 levels.

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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.
16th Oct '16 1:44:10 PM nombretomado
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* ''FinalFantasyTacticsA2'' opens up new areas as you progress through the story missions. While the mission in question is fair deal (for instance dealing with the bandits blocking the way), you can only get the mission after you got far enough in the story. Additionally, most regions also contain hidden subzones that only become accessible after you do the right mission, often also spawning a sudden surge of new quests that involve the area. Oh, and there is a literal BrokenBridge, too, but it's just a shortcut and not mandatory.

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* ''FinalFantasyTacticsA2'' ''VideoGame/FinalFantasyTacticsA2'' opens up new areas as you progress through the story missions. While the mission in question is fair deal (for instance dealing with the bandits blocking the way), you can only get the mission after you got far enough in the story. Additionally, most regions also contain hidden subzones that only become accessible after you do the right mission, often also spawning a sudden surge of new quests that involve the area. Oh, and there is a literal BrokenBridge, too, but it's just a shortcut and not mandatory.
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