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*** Somewhat justified after the Protoss mission;, the Overmind was temporarily killed after that mission, and might have respawned in a different spot without Khalis as a beacon.


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*** Well, it did come down as a meteor, perhaps the strike was powerful enough to reshape local geography.


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*** Both the Zerg taking over and the absence of a Protoss base in the old position can be justified by the coup which took place in the meantime.

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* Averted in ''VideoGame/MetalGearSolid4''. [[spoiler:Shadow Moses Island]] is largely the same as it was in [[spoiler:''VideoGame/MetalGearSolid'']], save for cosmetic makeovers to fit the new generation of consoles, some blocked paths, some expansions, and a couple new areas.
* In ''{{Creatures}} 2'', there has apparently been a massive volcanic eruption, accounting for the planetary facelift.
* The ''[[DotHack .hack//]]'' installments that occur after ''//tasogare no udewa densetsu'' make use of a second The World after the first crashed permanently -- with all new versions of old areas.

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* Averted in ''VideoGame/MetalGearSolid4''. ''VideoGame/MetalGearSolid4GunsOfThePatriots''. [[spoiler:Shadow Moses Island]] is largely the same as it was in [[spoiler:''VideoGame/MetalGearSolid'']], the first time, save for cosmetic makeovers to fit the new generation of consoles, some blocked paths, some expansions, and a couple new areas.
** [[spoiler:Outer Haven]] is explained to be the same class of ship as Arsenal Gear from the end of ''VideoGame/MetalGearSolid2SonsOfLiberty'', but the overall layout is not nearly as trippy and confusing as it was back then - then again, when we see profile shots of the ship, it also looks nothing like what we've been shown a normal Arsenal Gear looks like, so it could be differences between the prototype and production models.
* In ''{{Creatures}} ''VideoGame/{{Creatures}} 2'', there has apparently been a massive volcanic eruption, accounting for the planetary facelift.
* The ''[[DotHack .''[[Franchise/DotHack .hack//]]'' installments that occur after ''//tasogare no udewa densetsu'' make use of a second The World after the first crashed permanently -- with all new versions of old areas.



** For that matter, ''Vice City'' was also a level in the original GTA, it's ''nothing'' like in the [[VideoGame/GrandTheftAutoViceCity eponymous game]]. ''San Andreas'' appeared in the first GTA, too, but that one is obviously not referring to the same place as in ''[[VideoGame/GrandTheftAutoSanAndreas GTA: San Andreas]]'', as the former is a city and the latter is a state. Such naming conflicts are TruthInTelevision.

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** For that matter, ''Vice City'' was also a level in the original GTA, it's ''nothing'' like in the [[VideoGame/GrandTheftAutoViceCity eponymous game]]. ''San Andreas'' appeared in the first GTA, too, but that one is obviously not referring to the same place as in ''[[VideoGame/GrandTheftAutoSanAndreas GTA: San Andreas]]'', as the former is a city and the latter is a state. Such naming conflicts are TruthInTelevision. ''VideoGame/GrandTheftAutoV'' takes place in a new Los Santos that, while retaining a few locations from the ''GTA: SA'' version as {{Mythology Gag}}s, is otherwise completely different.
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** Cerulean Cave itself has had its layout changed in every single game it's appeared in (excluding the Gen I remakes, which reuse the layout from the original ''Red & Green'').

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** Cerulean Cave itself has had its layout changed in every single game it's appeared in (excluding the Gen I remakes, which reuse the layout from the original ''Red & Green'').Green'' - which still counts for non-Japanese players, since they never got those). The only consistent bits between them is that the cave has two floors and a basement, the second floor is a maze, and the basement has a Mewtwo at the end of it.
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** Cerulean Cave itself has had its layout changed in every single game it's appeared in (excluding the Gen I remakes, which reuse the layout from the original ''Red & Green'').

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Part of opening quote was irrelevant to trope


->'''Maria:''' So, we meet again, Alucard.\\
'''Alucard:''' It seems so.\\
'''Maria:''' As friendly as ever I see. It's strange... this castle is different than I remember it.\\

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->'''Maria:''' So, we meet again, Alucard.\\
'''Alucard:''' It seems so.\\
'''Maria:''' As friendly as ever I see.
It's strange... this castle is different than I remember it.\\
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*''WebAnimation/MadnessCombat'':
** Where do we even start? There is random BUILDINGS falling out of the sky,(on command of a zombie clown no less) fortresses that can be summoned from the ground. Absurd amounts of perfectly square buildings, rave rooms, department stores and hot dog stands. The entirety of Madness Combat can be summed up as this trope really.
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* The sets for ''TheOddCouple'' and ''HappyDays'' were completely changed when they went from a SingleCamera setup to Filmed Before A StudioAudience, without the characters moving to a different apartment/house (also Arnold's Drive-In on ''HappyDays'' - the other permanent set). Oh, and one time {{Justified|Trope}} when Arnold's burned to the ground and they built a new Arnold's.

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* The sets for ''TheOddCouple'' ''Theatre/TheOddCouple'' and ''HappyDays'' were completely changed when they went from a SingleCamera setup to Filmed Before A StudioAudience, without the characters moving to a different apartment/house (also Arnold's Drive-In on ''HappyDays'' - the other permanent set). Oh, and one time {{Justified|Trope}} when Arnold's burned to the ground and they built a new Arnold's.
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** This is possibly {{justified||Trope}} by the fact that with the exception of direct sequels (which, excepting the first two games, never have an overlap in the game map), all Zelda games are centuries apart, allowing the kingdom's borders to shift, settlements to change, and rivers to change course.

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** This is possibly {{justified||Trope}} by the fact that with the exception of direct sequels (which, excepting the first two games, never have an overlap take place in the game map), same country or even world), all Zelda games are centuries apart, allowing the kingdom's borders to shift, settlements to change, and rivers to change course.
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* ''VideoGame/{{Borderlands 2}}'' averts this at the very end: one of the final areas of the game (Arid Nexus: Badlands) is actually the first area of the original ''VideoGame/{{Borderlands}}, with any changes justified by the fact that the local MegaCorp took over the area.
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** Thev game re-used many of the same "worlds" as the original, but with radically different layouts. Even specific locations within the worlds, such as the Bazaar in Agrabah, are redesigned.

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** Thev The game re-used many of the same "worlds" as the original, but with radically different layouts. Even specific locations within the worlds, such as the Bazaar in Agrabah, are redesigned.
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** The DragonBorn expansion did this with Solstheim in a number of respects. There are significant differences in the architecture of the Barrows (which were largely simple stone caves with exteriors composed of megaliths in Bloodmoon), the terrain has become much different, in ways that can't simply be explained by the eruption of red mountain and glaciers, and the Thirsk mead hall has completely lost its second floor. The Skaal village has also moved in between Skyrim and Bloodmoon, and there are now Dwemer ruins on Solstheim when there weren't any before. (which is especially strange in the case of Nchardak, which is at sea and could not have reasonably been hidden underground)
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* When a new director took over on TheFilmOfTheBook of ''Film/HarryPotter and the Prisoner of Azkaban'', [[TheyJustDidntCare he completely and totally disregarded]] everything shown in the first two movies, and Hogwarts' architecture and layout was suddenly wildly changed. While Hogwarts has a mild bit of ChaosArchitecture going for it in-universe, one would think someone might remark on things like the fact that Hagrid's hut is in a ridiculously different location than previously shown. Though the majority of the fandom agreed with the changes and considered the new, more visually-interesting architecture an indicator of the series GrowingTheBeard.

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* When a new director took over on TheFilmOfTheBook of ''Film/HarryPotter and the Prisoner of Azkaban'', [[TheyJustDidntCare he completely and totally disregarded]] everything shown in the first two movies, and Hogwarts' architecture and layout was suddenly wildly changed. While Hogwarts has a mild bit of ChaosArchitecture going for it in-universe, one would think someone might remark on things like the fact that Hagrid's hut is in a ridiculously different location than previously shown. Though the majority of the fandom agreed with the changes and considered the new, more visually-interesting architecture an indicator of the series GrowingTheBeard. Also, since the rest of the films kept that layout, the architecture of the first two films ended up looking like [[EarlyInstallmentWeirdness early installment blandness]].
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* When a new director took over on TheFilmOfTheBook of ''Film/HarryPotter and the Prisoner of Azkaban'', [[TheyJustDidntCare he completely and totally disregarded]] everything shown in the first two movies, and Hogwarts' architecture and layout was suddenly wildly changed. While Hogwarts has a mild bit of ChaosArchitecture going for it in-universe, one would think someone might remark on things like the fact that Hagrid's hut is in a ridiculously different location than previously shown.

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* When a new director took over on TheFilmOfTheBook of ''Film/HarryPotter and the Prisoner of Azkaban'', [[TheyJustDidntCare he completely and totally disregarded]] everything shown in the first two movies, and Hogwarts' architecture and layout was suddenly wildly changed. While Hogwarts has a mild bit of ChaosArchitecture going for it in-universe, one would think someone might remark on things like the fact that Hagrid's hut is in a ridiculously different location than previously shown. Though the majority of the fandom agreed with the changes and considered the new, more visually-interesting architecture an indicator of the series GrowingTheBeard.
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Futurama example

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* The interior of the protagonists' rocket ship in Futurama seems to change from episode to episode.

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** The disappearance of at least one of the continents, the Lands of Danger and Despair, is explained [[spoiler:when you visit it in ''[[VideoGame/UltimaVIIPartII]] - Serpent's Isle''.]]

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** The disappearance of at least one of the continents, the Lands of Danger and Despair, is explained [[spoiler:when you visit it in ''[[VideoGame/UltimaVIIPartII]] ''VideoGame/UltimaVIIPartII - Serpent's Isle''.]]



* ''VideoGame/KnightsOfTheOldRepublic II'' averted the trope by revisiting Dantooine, a key planet in the original game, and leaving the area almost identical to the way it was in the original game, though the Jedi Academy is now in ruins, and the colony's other buildings were repurposed by new colonists. The player's ship, the ''Ebon Hawk'', was also identical to its original appearance. Players complained about Creator/BioWare reusing maps (even though the sequel was made by Obsidian).
** The re-purposed buildings are, however, much closer together then they were in the first game.
** Korriban
*** It was also the same, with the Sith Academy in ruins. The grounds outside Korriban, however, were very much smaller then they were in the first game.
*** The Valley of the Dark Lords on Korriban changed between game series, too. In ''JediAcademy'', chronologically much later, it was in ruins, but that could not explain the changes of layout, especially inside the tomb of Marka Ragnos. Of course, these games were otherwise unrelated, of different genres, and not made by the same people.
*** A good comparison is on [[http://lparchive.org/Knights-of-the-Old-Republic-II/Update%2036/ this page]].

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* ''VideoGame/KnightsOfTheOldRepublic II'' averted the trope by revisiting Dantooine, a key planet in the original game, and leaving the area almost identical to the way it was in the original game, though the Jedi Academy is now in ruins, and the colony's other buildings were repurposed by new colonists. The player's ship, the ''Ebon Hawk'', was also identical to its original appearance. Players complained about Creator/BioWare reusing maps (even maps, [[MisBlamed even though the sequel was made by Obsidian).
by]] Creator/ObsidianEntertainment, [[FanDumb and it made perfect sense for them to do so]].
** The re-purposed buildings are, however, much closer together then than they were in the first game.
** Korriban
*** It
Korriban was also the same, with the Sith Academy in ruins. The grounds outside Korriban, however, were very much smaller then they were in the first game.
*** The Valley of the Dark Lords on Korriban changed between game series, too. In ''JediAcademy'', ''[[VideoGame/DarkForcesSaga Jedi Academy]]'', chronologically much later, it was in ruins, but that could not explain the changes of layout, especially inside the tomb of Marka Ragnos. Ragnos or that the other tombs around it are not visible. Of course, these games were otherwise unrelated, set thousands of years apart, of different genres, and not made by the same people.
***
people. A good comparison is on [[http://lparchive.org/Knights-of-the-Old-Republic-II/Update%2036/ this page]].page]] of a ''Knights of the Old Republic II'' LetsPlay.
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* The spacial distortion encountered in ''Series/StarTrekVoyager'' episode ''"Twisted"'' does this to the ship. The spacial distortion itself is possibly an example on its own.
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* The spacial distortion encountered in ''Series/StarTrekVoyager'' episode ''"Twisted"'' does this to the ship. The spacial distortion itself is possibly an example on its own.
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Hottip Cleanup


* The hospital in ''Series/{{Scrubs}}'' looked completely different between the pilot and second episode. Interestingly, the same building is used in a number of other shows, notably ''ChildrensHospital'' [[hottip:*:Yes, the punctuation is deliberately wrong.]] at the moment. They've remodeled the inside and avoid shooting rooms in the same way ''Scrubs'' did to avoid it feeling too similar.

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* The hospital in ''Series/{{Scrubs}}'' looked completely different between the pilot and second episode. Interestingly, the same building is used in a number of other shows, notably ''ChildrensHospital'' [[hottip:*:Yes, [[note]]Yes, the punctuation is deliberately wrong.]] [[/note]] at the moment. They've remodeled the inside and avoid shooting rooms in the same way ''Scrubs'' did to avoid it feeling too similar.
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* [[VideoGame/HarryPotter The video games of each Harry Potter movie]] - as the technology has gotten better and the games have changed to follow the respective storylines, things in the sandbox style Hogwarts of ''Literature/ChamberOfSecrets'', ''Literature/PrisonerOfAzkaban'' and ''Literature/OrderOfThePhoenix'' are very different (''Philosopher's Stone'' and ''Goblet of Fire'' were more level based games).

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* [[VideoGame/HarryPotter The video games of each Harry Potter movie]] - as the technology has gotten better and the games have changed to follow the respective storylines, things in the sandbox style Hogwarts of ''Literature/ChamberOfSecrets'', ''Literature/PrisonerOfAzkaban'' ''[[Literature/HarryPotterAndTheChamberOfSecrets Chamber of Secrets]]'', ''[[Literature/HarryPotterAndThePrisonerOfAzkaban Prisoner of Azkaban]]'' and ''Literature/OrderOfThePhoenix'' ''[[Literature/HarryPotterAndTheOrderOfThePhoenix Order of the Phoenix]]'' are very different (''Philosopher's Stone'' and ''Goblet of Fire'' were more level based games).

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* The TropeNamer is ''{{Castlevania}}'', where it was explained that the castle itself was a "Creature of Chaos", constantly changing for different people. This also explained how {{NPC}}s [[TookAShortcut got to areas]] it took the player special abilities to get to. Heck, that's how the castle changes every ''game''.

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* The TropeNamer is ''{{Castlevania}}'', where it was explained that the castle Dracula's Castle itself was a "Creature of Chaos", constantly changing for different people. This also explained how {{NPC}}s [[TookAShortcut got to areas]] it took the player special abilities to get to. Heck, that's how the castle changes every ''game''.''game''.
** One odd result of this pops up in the [[VideoGame/CastlevaniaChroniclesOfSorrow Chronicles of Sorrow]] duology. As a result of the events of ''Aria of Sorrow'', the Castle is permanently sealed away. In ''Dawn of Sorrow'', the place you explore is stated to be an "exact replica" of Dracula's Castle. How can you build an "exact replica" of something that has no constant, definitive shape?
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* Mostly averted in ''[[BanjoTooie Banjo-Tooie]]''. ''Spiral Mountain'' and ''Gruntilda's Lair'' from [[BanjoKazooie the first game]] are accessible and remain mostly the same. The only difference is that an earthquake, caused by Gruntilda's sisters plowing through a wall in the Hag 1, has added a lot of debris and caused a cave-in in the lair, making sure the game-designers didn't have to recreate the entire overworld from the first game.

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* Mostly averted in ''[[BanjoTooie Banjo-Tooie]]''. ''Spiral Mountain'' Spiral Mountain and ''Gruntilda's Lair'' Gruntilda's Lair from [[BanjoKazooie the first game]] are accessible and remain mostly the same. The only difference is that an earthquake, earthquake caused by Gruntilda's sisters plowing through a wall in the Hag 1, has 1 and also their troops ravaging the area have added a lot of debris and caused a cave-in in the lair, making sure the game-designers didn't have to recreate the entire overworld from the first game.
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** ''LuigisMansion: Dark Moon'' actually subverts this trope - the house shown in the opening cut scene is the D Rank new mansion from the first game, though the paint's starting to peel.

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oh and adjusting the zelda example


** One exception: ''VideoGame/ZeldaIITheAdventureOfLink'' had the "original" Hyrule of the first game recreated at the far southern end of the map, though it looks a lot smaller than in the first game; each tile represents a bigger area in II compared to ''VideoGame/TheLegendOfZeldaI''. ''VideoGame/TheLegendOfZeldaALinkToThePast'' also has this "original" Hyrule recreated at the northern end of the map, again at a much smaller scale.

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** One exception: ''VideoGame/ZeldaIITheAdventureOfLink'' had the "original" Hyrule of the first game recreated at the far southern end of the map, though it looks a lot smaller than in the first game; each tile represents a bigger area in II compared to ''VideoGame/TheLegendOfZeldaI''. ''VideoGame/TheLegendOfZeldaALinkToThePast'' also has this "original" Hyrule recreated at ''VideoGame/TheLegendOfZeldaI''.
** This is possibly {{justified||Trope}} by
the northern end of fact that with the map, again at a much smaller scale.exception of direct sequels (which, excepting the first two games, never have an overlap in the game map), all Zelda games are centuries apart, allowing the kingdom's borders to shift, settlements to change, and rivers to change course.
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adjusting the spoilers to give some clarity to the MGS 4 example


* [[spoiler:Shadow Moses Island]] is largely the same in ''VideoGame/MetalGearSolid4'' [[spoiler:as it was in the original ''VideoGame/MetalGearSolid'', save for some cosmetic makeovers to fit the two-generation leap, some blocked paths, some expansions (the snowfield), and whole new areas (the casting facility and the shipping docks).]]

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* Averted in ''VideoGame/MetalGearSolid4''. [[spoiler:Shadow Moses Island]] is largely the same in ''VideoGame/MetalGearSolid4'' [[spoiler:as as it was in the original ''VideoGame/MetalGearSolid'', [[spoiler:''VideoGame/MetalGearSolid'']], save for some cosmetic makeovers to fit the two-generation leap, new generation of consoles, some blocked paths, some expansions (the snowfield), expansions, and whole a couple new areas (the casting facility and the shipping docks).]]areas.

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* Both the model house and Lucille's place in ''Series/ArrestedDevelopment'' have different layouts in the pilot.

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* Both the model house and Lucille's place apartment in ''Series/ArrestedDevelopment'' have different layouts in the pilot.pilot.
** In seasons 1-3, the corridor outside Lucille's apartment is an L-shape, with Lucille's door at the corner and Lucille 2's slightly down one corridor. In season 4, the corner has disappeared and the two Lucilles are now at the end of the hall.
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* In ''TwoThousandTenTheYearWeMakeContact'', the Discovery is completely different from that in ''TwoThousandOneASpaceOdyssey'', since the original set pieces were destroyed to prevent them from being used in other movies.
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* Fort Schmerzen in ''MedalOfHonor: Allied Assault'' is very different from its incarnation in the original game, mainly due to the much more advanced engine.
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* In the first three ''PoliceQuest'' games, the layout of the Lytton police headquarters (and the city itself) changed considerably between each game.

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* In the first three ''PoliceQuest'' games, the layout of the Lytton police headquarters (and the city itself) changed considerably between each game. The VGA remake of the first game is based on the third game's layout.
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* In the ''MetamorKeep'' story-verse, the universe's namesake is ''just'' this. The keep itself was hard to map, because it's ''always changing''. It's often played for laughs, too, since some of the more humorous sections of the verse joke that giving directions to one's room in the keep is worthless since they'd always be invalid by the end of the week.

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* In the ''MetamorKeep'' story-verse, the universe's namesake is ''just'' this. The keep itself was hard to map, because it's ''always changing''.always changing. It's often played for laughs, too, since some of the more humorous sections of the verse joke that giving directions to one's room in the keep is worthless since they'd always be invalid by the end of the week.
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** One exception: ''VideoGame/ZeldaIITheAdventureOfLink'' had the "original" Hyrule of the first game recreated at the far southern end of the map, though it looks a lot smaller than in the first game; each tile represents a bigger area in II compared to ''VideoGame/TheLegendOfZelda''. ''VideoGame/TheLegendOfZeldaALinkToThePast'' also has this "original" Hyrule recreated at the northern end of the map, again at a much smaller scale.

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** One exception: ''VideoGame/ZeldaIITheAdventureOfLink'' had the "original" Hyrule of the first game recreated at the far southern end of the map, though it looks a lot smaller than in the first game; each tile represents a bigger area in II compared to ''VideoGame/TheLegendOfZelda''.''VideoGame/TheLegendOfZeldaI''. ''VideoGame/TheLegendOfZeldaALinkToThePast'' also has this "original" Hyrule recreated at the northern end of the map, again at a much smaller scale.

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