History Main / CrateExpectations

18th Jul '16 10:03:58 AM Prfnoff
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* ''VideoGame/NinjaFiveO'' has crates all over the place, but they're just obstacles to jump over.
3rd Jul '16 1:16:58 PM petersohn
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* ''VideoGame/TheLongDark'' features small crates that can be broken apart for a small amount of firewood.
8th Jun '16 9:03:32 PM Prfnoff
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* ''Thunder Fox'' is full of wooden crates, which can be destroyed for points, and metal crates, which are indestructible.
6th Apr '16 9:24:37 AM MegaMarioMan
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* All of the games in the ''Franchise/RatchetAndClank'' series had dozens of crates that were usually there to be broken for [[GlobalCurrency bolts]]. The game also featured red exploding crates, that counted down when Ratchet so much as touched them, and metal crates, which could only be broken by explosives. The third game introduced the multiplier crate, which for a short while doubled the amount of bolts Ratchet got from other crates, enemies, and the environment in general, and the Inferno crate, which turned Ratchet into an unstoppable dual-wrench-wielding engine of destruction.\\
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There's also the ammo crate, and in ''VideoGame/RatchetAndClankFutureACrackInTime'', the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers. This trope is given a huge lampshading in ''VideoGame/RatchetAndClankAll4One'', when the main characters come across a crate factory in their travels. As the MissionControl says, "They have to come from somewhere!"

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* All of the games in the ''Franchise/RatchetAndClank'' series had dozens of crates that were usually there to be broken for [[GlobalCurrency bolts]]. The game also featured red exploding crates, that counted down when Ratchet so much as touched them, ammo crates that were full of ammo, Nanotech crates that contained health, and metal crates, which could only be broken by explosives.explosives (or the Walloper). The third game introduced the multiplier crate, which for a short while doubled the amount of bolts Ratchet got from other crates, enemies, and the environment in general, and the Inferno crate, which turned Ratchet into an unstoppable dual-wrench-wielding engine of destruction.\\
\\
There's also the ammo crate, and in
In ''VideoGame/RatchetAndClankFutureACrackInTime'', there's the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers. This trope is given a huge lampshading in ''VideoGame/RatchetAndClankAll4One'', when the main characters come across a crate factory in their travels. As the MissionControl says, "They have to come from somewhere!"
3rd Mar '16 8:49:50 PM Prfnoff
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* In ''WesternAnimation/{{Animaniacs}}'' for the UsefulNotes/SegaGenesis, crates appear early and often as pushable and pullable stepping stones for the Warners.
14th Dec '15 10:44:01 AM Morgenthaler
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* Stacking and smashing crates is one of the main gameplay elements in ''TeamBuddies.''

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* Stacking and smashing crates is one of the main gameplay elements in ''TeamBuddies.''VideoGame/TeamBuddies.''
5th Dec '15 11:25:47 AM nombretomado
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* ''TheOnion'' has an article about the fictional video game ''[[http://www.theonion.com/articles/new-video-game-designed-to-have-no-influence-on-ki,1857/ Crate Stacker]]'', which is designed to have no impact whatsoever on kids' behavior. Gameplay is entirely limited to stacking crates in an otherwise featureless room.
* As discussed under the ''SeriousSam'' example, OldManMurray considered crates to be lazy game design, and created "[[http://www.oldmanmurray.com/features/39.html Start to Crate]]" as an unbiased review method. The longer one went before seeing the game's first crate meant the more ideas the designers actually had.

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* ''TheOnion'' ''Website/TheOnion'' has an article about the fictional video game ''[[http://www.theonion.com/articles/new-video-game-designed-to-have-no-influence-on-ki,1857/ Crate Stacker]]'', which is designed to have no impact whatsoever on kids' behavior. Gameplay is entirely limited to stacking crates in an otherwise featureless room.
* As discussed under the ''SeriousSam'' ''VideoGame/SeriousSam'' example, OldManMurray considered crates to be lazy game design, and created "[[http://www.oldmanmurray.com/features/39.html Start to Crate]]" as an unbiased review method. The longer one went before seeing the game's first crate meant the more ideas the designers actually had.
17th Nov '15 12:35:48 PM MegaMarioMan
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There's also the ammo crate, and in ''VideoGame/RatchetAndClankFutureACrackInTime'', the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers. This trope is given a huge lampshading in RatchetAndClankAll4One, when the main characters come across a crate factory in their travels. As the MissionControl says, "They have to come from somewhere!"

to:

There's also the ammo crate, and in ''VideoGame/RatchetAndClankFutureACrackInTime'', the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers. This trope is given a huge lampshading in RatchetAndClankAll4One, ''VideoGame/RatchetAndClankAll4One'', when the main characters come across a crate factory in their travels. As the MissionControl says, "They have to come from somewhere!"
7th Nov '15 9:07:19 PM Mhazard
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* "Crate Expectations" was the title of an episode of ''The Completely Mental Misadventures Of Ed Grimley'' (Hanna-Barbera, 1988). Ed accidentally gets crated up while searching for a birthday present for Miss Malone.

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* "Crate Expectations" "[[TropeNamer Crate Expectations]]" was the title of an episode of ''The Completely Mental Misadventures Of Ed Grimley'' (Hanna-Barbera, 1988). Ed accidentally gets crated up while searching for a birthday present for Miss Malone.
7th Nov '15 9:02:13 PM Mhazard
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* In ''VideoGame/LittleBigPlanet'', depending on how you built your crates in LevelEditor, what material it's made and what it's contained, you can play this straight, subvert or avert this trope.



** By the time of ''VideoGame/Bloodborne'', the Chameleon spell is replaced by Messenger's Gift, which only has one disguise as Messengers. Crate smashing is completely meaningless.

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** By the time of ''VideoGame/Bloodborne'', ''VideoGame/{{Bloodborne}}'', the Chameleon spell is replaced by Messenger's Gift, which only has one disguise as Messengers. Crate smashing is completely meaningless.
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