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As a result of all this, enemies that are crotch-high or shorter are nearly impossible to hit due to an inability to shoot any lower. This can also apply to [[AirborneMook floating/flying enemies]] that soar just above your weapon's range and aim for your forehead. Due to the aforementioned fact that some games at least let you crouch for lower shots, the flying/floating variant of this trope is possibly even more common than the "crotch monster" variety. Adds a lot of frustration--not only because the enemy is unkillable, but also because it's annoying to see the hero bested by a foe which, for all intents and purposes, he ''should'' be able to kill easily if only he could ''slightly'' lower his rifle.

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As a result of all this, enemies that are crotch-high or shorter are nearly impossible to hit due to an inability to shoot any lower. This can also apply to [[AirborneMook floating/flying enemies]] that soar just above your weapon's range and aim for your forehead. Due to the aforementioned fact that some games at least let you crouch for lower shots, the flying/floating variant of this trope is possibly even more common than the "crotch monster" variety.variety (though the crotch monster version still tends to be more annoying when it does appear, since with flying enemies the player can still at least usually be able to jump to shoot at them). Adds a lot of frustration--not only because the enemy is unkillable, but also because it's annoying to see the hero bested by a foe which, for all intents and purposes, he ''should'' be able to kill easily if only he could ''slightly'' lower his rifle. \n

Ironically, a variant of the trope can still appear in games where diagonal attacks ''are'' allowed (such as simple eight-directional firing), if the angles of attack are still limited enough to leave large blind spots in the player's firing arc, which may render certain configurations of enemies unhittable.

Some games [[TropesAreTools account for the limitations of the controls and make it part of the gameplay and challenge]]. Others... [[FakeDifficulty are not quite so consciously designed]].
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* This is a problem in ''{{VideoGame/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target your attack at the opponent Pokemon on the far other side from you.

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* This is a problem in ''{{VideoGame/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target your attack at the opponent Pokemon on the far other side from you.you unless you are using certain attacks (most of which are flying).

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dewicking badassgrandpa. Also, we don't split up examples by aversion or whatever



!!Inversions:




!!Aversions:



** Fully averted once more by none other than [[BadassGrandpa Julius Belmont]] in ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony Of Despair]]'', where he can whip in all directions this time, and he has a variety of sub-weapons as well when that doesn't quite cut it.

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** Fully averted once more by none other than [[BadassGrandpa Julius Belmont]] Belmont in ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony Of Despair]]'', where he can whip in all directions this time, and he has a variety of sub-weapons as well when that doesn't quite cut it.
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* ''VideoGame/WarioWare'''s ''Pyoro'' minigame twists this trope forty-five degrees. Your tongue/seeds will ''only'' fire diagonally, while the beans you're trying to hit fall from above.


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* The [[VideoGame/{{Metroid1}} very first]] ''{{Franchise/Metroid}}'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''VideoGame/MetroidIIReturnOfSamus'' put a downplay on it by allowing you to duck and fire straight down if you're in midair, and also improving the Screw Attack so it can destroy small monsters at ground level. ''VideoGame/SuperMetroid'' and beyond averted this further by also allowing Samus to both shoot diagonally and combine collected beam power-ups instead of having them as mutually exclusive. The ''VideoGame/MetroidPrimeTrilogy'', being 3D {{First Person Shooter}}s, got rid of this problem entirely.

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* The [[VideoGame/{{Metroid1}} very first]] ''{{Franchise/Metroid}}'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''VideoGame/MetroidIIReturnOfSamus'' put a downplay on it by allowing you to duck and fire straight down if you're in midair, and also improving the Screw Attack so it can destroy small monsters at ground level. ''VideoGame/SuperMetroid'' and beyond averted this further by also allowing Samus to both shoot diagonally and combine collected beam power-ups instead of having them as mutually exclusive. The ''VideoGame/MetroidPrimeTrilogy'', being 3D {{First Person Shooter}}s, got rid of this problem entirely.entirely -- as did ''VideoGame/MetroidSamusReturns'', the first 2D game in the series to offer a complete free-aim mode.
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* ''VideoGame/{{Disgaea}}''[='=]s gun weapons can only shoot in the four cardinal directions, as a trade-off for having more range than any other weapon type; other weapons that can attack more than one panel away ''can'' hit diagonals. However, equipping a particular Evility will allow guns to fire diagonally, and even then this only affects their basic attack, not their special skills.
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* In the platform game ''VideoGame/Stinkoman20X6'' the projectiles you shoot are affected by gravity, however the tiny enemies known as "My Benj" require you to stand far enough away to hit them.
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* The titular heroine of the PC98 game ''VideoGame/{{Rusty}}'' has all of the aiming capabilities as Samus from the original NES ''Metroid''.

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* The titular heroine of the PC98 UsefulNotes/PC98 game ''VideoGame/{{Rusty}}'' has all of the aiming capabilities as Samus from the original NES ''Metroid''.
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** SpiritualSuccessor ''VideoGame/TwentyXX'' has something similar for Nina's basic N-Buster, although by cracking open a weapon crate you can get the Scatterblast, Forkalator or Wave Beam to bypass that.
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** You can fire a full 360° in vehicles, however. Later games also let you throw grenades diagonally if you play as Eri.

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** You can fire a full 360° in vehicles, however.however, albeit somewhat awkwardly since there's still only one stick and you generally can't lock the gun. Later games also let you throw grenades diagonally if you play as Eri.

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* ''VideoGame/MetalSlug'': You start with a pistol that can only shoot straight right, left, up, or down if you jump and fire. Crouching while shooting is possible (and a good strategy because it's slightly faster), but unless you get the [[MoreDakka Heavy Machine Gun]] power-up, you can't shoot diagonally.

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* ''VideoGame/MetalSlug'': You start with a pistol that can only shoot straight right, left, up, or down if you jump and fire. Crouching while shooting is possible (and a good strategy because it's slightly faster), but unless you get the [[MoreDakka Heavy Machine Gun]] power-up, power-up (or the laser gun in ''6'' and ''7''), you can't shoot diagonally.diagonally outside of a vehicle. Not as bad as most examples since grenades can generally take care of anybody in your blind spots.
** You can fire a full 360° in vehicles, however. Later games also let you throw grenades diagonally if you play as Eri.
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* The [[VideoGame/{{Metroid1}} very first]] ''{{Franchise/Metroid}}'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''VideoGame/MetroidIIReturnOfSamus'' put a downplay on it by allowing you to duck and fire straight down if you're in midair, and also improving the Screw Attack so it can destroy small monsters at ground level. ''VideoGame/SuperMetroid'' and beyond averted this further by also allowing Samus to both shoot diagonally and combine collected beam power-ups instead of having them as mutually exclusive. The ''VideoGame/MetroidPrime'' series, being 3D {{First Person Shooter}}s, got rid of this problem entirely.

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* The [[VideoGame/{{Metroid1}} very first]] ''{{Franchise/Metroid}}'' game only let you shoot horizontally and straight up, and you can't duck. The Wave Beam helped deal with this, but you inevitably needed to replace it with the Ice Beam to deal with the Metroids. The Screw Attack was awesome enough to possibly qualify for a partial aversion for flying enemies, but the only other way to deal with crotch monsters was with bombs. ''VideoGame/MetroidIIReturnOfSamus'' put a downplay on it by allowing you to duck and fire straight down if you're in midair, and also improving the Screw Attack so it can destroy small monsters at ground level. ''VideoGame/SuperMetroid'' and beyond averted this further by also allowing Samus to both shoot diagonally and combine collected beam power-ups instead of having them as mutually exclusive. The ''VideoGame/MetroidPrime'' series, ''VideoGame/MetroidPrimeTrilogy'', being 3D {{First Person Shooter}}s, got rid of this problem entirely.
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* In the original ''VideoGame/{{Doom}}'', although you can't aim the gun up or down yourself, if you fire at an enemy who is above or below your sights, the game aims the shot towards the enemy. Even if the game didn't do that, you'd still score a hit due to the enemies' [[HitboxDissonance cylinder-of-infinite-height hitboxes]]. This behavior can come back to bite you in the ass when dealing with monsters on a ledge high above but close to you, as ''your'' infinitely-high hitbox now becomes a liability.

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* In the original ''VideoGame/{{Doom}}'', although you can't aim the gun up or down yourself, if you fire at an enemy who is above or below your sights, the game aims the shot towards the enemy. Even if the game didn't do that, if you're above the enemy you'd still score a hit due to the enemies' [[HitboxDissonance cylinder-of-infinite-height hitboxes]]. This behavior can come back to bite you in the ass when dealing with monsters on a ledge high above but close to you, as ''your'' infinitely-high hitbox now becomes a liability.liability and lets them scratch you from twenty feet above.



* The titular hero of ''VideoGame/DynamiteHeaddy'' can fire his head in five directions while standing, in eight directions while in midair, and diagonally downward or low and to the side while ducking. If a target is within firing radius, it can be hit. The game even gives you overkill with Lotsa Heads, a three-head spread shot, War Head, which automatically fires projectiles in eight directions along with being able to be fired normally, and Pig Head, which cannot itself be fired but which allows you to fire two homing projectiles at a time.

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* The titular hero of ''VideoGame/DynamiteHeaddy'' can fire his head in five directions while standing, in eight directions while in midair, and diagonally downward or low and to the side while ducking. If a target is within firing radius, it can be hit. The game even gives you overkill with Lotsa Heads, a three-head spread shot, War Head, which automatically fires projectiles in all eight directions along with being able to be fired normally, and Pig Head, which cannot itself be fired but which allows you to fire two homing projectiles at a time.
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* ZigZagged in some older {{RPG}}s such as the ''Franchise/{{Ultima}}'' series, depending on which version it is. For example, it's played straight in most of the early ''Ultimas'', but some of the ports that natively supported mice allowed for diagonals, while the NES version of ''VideoGame/UltimaIV'' averted it entirely, allowing you to select a target and aim directly instead of picking a vector.

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* ZigZagged in some older {{RPG}}s such as the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series, depending on which version it is. For example, it's played straight in most of the early ''Ultimas'', but some of the ports that natively supported mice allowed for diagonals, while the NES version of ''VideoGame/UltimaIV'' averted it entirely, allowing you to select a target and aim directly instead of picking a vector.
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-->-- '''SomecallmeJohnny''' reviewing ''VideoGame/SuperMetroid''.

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-->-- '''SomecallmeJohnny''' '''WebVideo/SomecallmeJohnny''' reviewing ''VideoGame/SuperMetroid''.
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** Bass could fire in 7 directions and later [[VideoGame/MegaManX Axl]] could fire in 8, although they [[DoNotRunWithAGun could not run at the same time.]]

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** Bass could fire in 7 directions and later [[VideoGame/MegaManX Axl]] could fire in 8, ''X8'', although they [[DoNotRunWithAGun could not run at the same time.]]
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* The ''Film/DirtyHarry'' NES game both subverts and plays this trope straight at the same time. Harry ''can'' fire diagonally, but only upwards (unless he's standing up off the ground, when he can fire diagonally downward.) Combine this with the fact that he can't crouch, and crotch monsters are ''still'' a major problem.

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* The ''Film/DirtyHarry'' ''VideoGame/DirtyHarry'' NES game both subverts and plays this trope straight at the same time. Harry ''can'' fire diagonally, but only upwards (unless he's standing up off the ground, when he can fire diagonally downward.) Combine this with the fact that he can't crouch, and crotch monsters are ''still'' a major problem.
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* ''{{Abuse}}'' (sometimes called “''Doom'' the [[SideView side scroller]]”) lets you use the mouse for aiming and shooting while walking with the keyboard.

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* ''{{Abuse}}'' ''VideoGame/{{Abuse}}'' (sometimes called “''Doom'' the [[SideView side scroller]]”) lets you use the mouse for aiming and shooting while walking with the keyboard.



* The titular hero of ''DynamiteHeaddy'' can fire his head in five directions while standing, in eight directions while in midair, and diagonally downward or low and to the side while ducking. If a target is within firing radius, it can be hit. The game even gives you overkill with Lotsa Heads, a three-head spread shot, War Head, which automatically fires projectiles in eight directions along with being able to be fired normally, and Pig Head, which cannot itself be fired but which allows you to fire two homing projectiles at a time.

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* The titular hero of ''DynamiteHeaddy'' ''VideoGame/DynamiteHeaddy'' can fire his head in five directions while standing, in eight directions while in midair, and diagonally downward or low and to the side while ducking. If a target is within firing radius, it can be hit. The game even gives you overkill with Lotsa Heads, a three-head spread shot, War Head, which automatically fires projectiles in eight directions along with being able to be fired normally, and Pig Head, which cannot itself be fired but which allows you to fire two homing projectiles at a time.
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* In ''VideoGame/ElevatorAction'', enemies can shoot from a crouching position, while the player cannot.

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* In ''VideoGame/ElevatorAction'', enemies can shoot from a crouching prone position, while the player cannot.cannot. In fact the player cannot even drop prone, being limited to crouching only.
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* It's not until late in ''VideoGame/BionicCommando Rearmed'' that you get a weapon that fired diagonally, and even it it clumsy. You can fire while crouched to deal with low threats, but you [[ScrappyMechanic cannot jump at all]], so enemies attacking from above remain a major annoyance for the entire game. Oh, and the enemy AI knows that you cannot fire diagonally up, and will take advantage of this fact to remain safe from your attacks.

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* It's not until late in ''VideoGame/BionicCommando Rearmed'' that you get a weapon that fired diagonally, and even it it then it's clumsy. You can fire while crouched to deal with low threats, but you [[ScrappyMechanic cannot jump at all]], so enemies attacking from above remain a major annoyance for the entire game. Oh, and the enemy AI knows that you cannot fire diagonally up, and will take advantage of this fact to remain safe from your attacks.



* This is a problem in ''{{VideoGame/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target you attack at the opponent Pokemon on the far other side from you.

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* This is a problem in ''{{VideoGame/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target you your attack at the opponent Pokemon on the far other side from you.
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** ''VideoGame/Rockman4MinusInfinity'' has the [[SpreadShot Pharaoh Shotgun]] and the Water Cutter, an ''even more broken'' Metal Blade.
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** ''VideoGame/StreetfighterXMegaMan'' has Yoga Inferno which can be aimed up and down.

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** [[VideoGame/MegaMan3 Shadow Blade]] can be aimed in any non-down direction.
** [[VideoGame/MegaMan4 Pharaoh Shot]] is another aversion.



** Ditto for ''VideoGame/MegaMan7'''s Freeze Cracker.

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** Ditto for ''VideoGame/MegaMan7'''s Freeze Cracker.Cracker, and Danger Wrap can float up.
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** In ''VideoGame/MegaMan6'', Knight Crush can be aimed up and down.
** Ditto for ''VideoGame/MegaMan7'''s Freeze Cracker.
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** ''X2'' has the Magnet Mine which can be guided up and down.
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* ''Space Zap'' only lets the player's immobile fortress shoot in a direct horizontal or vertical line; fortunately, most enemies happen to attack along these very lines.
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* The ''VideoGame/DonkeyKongCountry'' series as a whole averts this trope by providing the characters with full body attacks, as well as by giving projectiles an effective range of coverage, as well as allowing you to launch the projectiles at an angle from ''[[DonkeyKongCountry2DiddysKongQuest DKC2]]'' onwards (strangely enough, this ability was absent in ''Returns'').

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* The ''VideoGame/DonkeyKongCountry'' series as a whole averts this trope by providing the characters with full body attacks, as well as by giving projectiles an effective range of coverage, as well as allowing you to launch the projectiles at an angle from ''[[DonkeyKongCountry2DiddysKongQuest ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest DKC2]]'' onwards (strangely enough, this ability was absent in ''Returns'').
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* In ''VideoGame/DwarfFortress'', not only can you attack in all 8 direction (and projectiles can be fire toward any square on the screen), the game currently has 3 dimensions [[GoodBadBugs but altitude has no effect on ability to attack]]: a fish in a river and a dwarf on the surrounding cliff face are perfectly capable of exchanging blows so long as they are horizontally adjacent. In adventure mode, you can even attack units ''underground'' if you happen to be directly above the 3x3 tile square that unit in is the center of and have at least one visible target in range.

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* In ''VideoGame/DwarfFortress'', not only can you attack in all 8 direction eight directions (and projectiles can be fire fired toward any square on the screen), the game currently has 3 three dimensions [[GoodBadBugs but altitude has no effect on ability to attack]]: a fish in a river and a dwarf on the surrounding cliff face are perfectly capable of exchanging blows so long as they are horizontally adjacent. In adventure mode, you can even attack units ''underground'' if you happen to be directly above the 3x3 tile square that unit in is the center of and have at least one visible target in range.
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* This is a problem in ''VideoGame/Pokemon'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target you attack at the opponent Pokemon on the far other side from you.

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* This is a problem in ''VideoGame/Pokemon'' ''{{VideoGame/Pokemon}}'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target you attack at the opponent Pokemon on the far other side from you.
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* This is a problem in ''VideoGame/Pokemon'' triple battles in Gen V and beyond. If you're on one of the sides, you won't be able to target you attack at the opponent Pokemon on the far other side from you.

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