History Main / EdgeGravity

13th Feb '18 10:56:37 AM Piterpicher
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* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and drop to her death[[note]]the strength of it is dependent on the difficulty setting: in Easy it's almost impossible to fall off; on hard [[HarderThanHard or higher]], the edge of the floor might as well be coated in vaseline[[/note]]. Good way to skip the opening nightmare sequence if you're that kind of person.

to:

* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''SilentHill3'' ''VideoGame/SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and drop to her death[[note]]the strength of it is dependent on the difficulty setting: in Easy it's almost impossible to fall off; on hard [[HarderThanHard or higher]], the edge of the floor might as well be coated in vaseline[[/note]]. Good way to skip the opening nightmare sequence if you're that kind of person.
9th Jan '18 2:51:43 AM Cryoclaste
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* A very interesting version in the ''[[TonyHawkProSkater Tony Hawk]]'' games. When going vertical on your skateboard (or bike or what-have-you) you will frequently turn around corners, so that you come down perfectly - well, as long as there's ramp left to land on, anyway.

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* A very interesting version in the ''[[TonyHawkProSkater ''[[VideoGame/TonyHawksProSkater Tony Hawk]]'' games. When going vertical on your skateboard (or bike or what-have-you) you will frequently turn around corners, so that you come down perfectly - well, as long as there's ramp left to land on, anyway.
29th Nov '17 8:54:05 PM UNoWho
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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually ''no'' Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.

to:

** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually ''no'' Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a as they have holes near the edges which you can fall through when trying to jump off.
29th Nov '17 8:52:50 PM UNoWho
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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.

to:

** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no ''no'' Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
29th Nov '17 8:51:55 PM UNoWho
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* ''VideoGame/InFamous'' has many edges that are impossible to cross unless you jump. You can't just walk onto the street from the sidewalk, you must make a five foot leap.
* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.

to:

** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
* ''VideoGame/InFamous'' has many edges that are impossible to cross unless you jump. You can't just walk onto the street from the sidewalk, you must make a five foot leap.
* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
leap.
29th Nov '17 8:48:55 PM UNoWho
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Added DiffLines:

* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there's actually no Edge Gravity, which means even if you're walking slowly, you can still accidentally fall off a ledge. Especially frustrating when you're trying to jump off of a tower, a they have holes near the edges which you can fall through when trying to jump off.
7th Nov '17 11:16:01 PM GrammarNavi
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* Lampshaded in the tutorial of ''[[TwelveThirteen 1213]]'', when being instructed to jump over a pit. ''Don't worry! You can't fall off by walking over the edge. That would be very silly of you, wouldn't it.''

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* Lampshaded in the tutorial of ''[[TwelveThirteen ''[[VideoGame/TwelveThirteen 1213]]'', when being instructed to jump over a pit. ''Don't worry! You can't fall off by walking over the edge. That would be very silly of you, wouldn't it.''
19th Oct '17 6:19:56 AM CosmicFerret
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* In the first ''BrokenSword'', one location on a mountaintop has an inexplicable "walk off the edge" option. If you try it, George understandably refuses, so at first it looks like just another of the game's many joke options. However, not long afterwards, [[spoiler:you find yourself held at gunpoint by the same ledge, and the only way out is to distract the gunman (with a NotCompletelyUseless JokeItem, no less) and make a [[PressXToNotDie well-timed]] LeapOfFaith onto a [[CarCushion handy soft-topped Jeep]].]]

to:

* In the first ''BrokenSword'', ''VideoGame/BrokenSwordShadowOfTheTemplars'', one location on a mountaintop has an inexplicable "walk off the edge" option. If you try it, George understandably refuses, so at first it looks like just another of the game's many joke options. However, not long afterwards, [[spoiler:you find yourself held at gunpoint by the same ledge, and the only way out is to distract the gunman (with a NotCompletelyUseless JokeItem, no less) and make a [[PressXToNotDie well-timed]] LeapOfFaith onto a [[CarCushion handy soft-topped Jeep]].]]
12th Sep '17 10:40:25 AM REV6Pilot
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* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and stumble in. Good way to skip the opening nightmare sequence.
** In ''Silent Hill 3'' the strength of Edge Gravity is dependent on the difficulty setting. Set it to Easy and it's almost impossible to fall of. Crank it up to hard [[HarderThanHard or higher]] and she drops like a rock.

to:

* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and stumble in. drop to her death[[note]]the strength of it is dependent on the difficulty setting: in Easy it's almost impossible to fall off; on hard [[HarderThanHard or higher]], the edge of the floor might as well be coated in vaseline[[/note]]. Good way to skip the opening nightmare sequence.
** In ''Silent Hill 3'' the strength
sequence if you're that kind of Edge Gravity is dependent on the difficulty setting. Set it to Easy and it's almost impossible to fall of. Crank it up to hard [[HarderThanHard or higher]] and she drops like a rock.person.



* Contributes to ThatOneBoss in ''VideoGame/NoMoreHeroes''. Rank 6 fights you on a beach, which she has filled with pitfall traps. When you run over one the first time, Travis falls in (and has to climb out fast before a grenade the boss tossed in goes off). Once the pit is exposed, however, it has no edge gravity - running into it forces another climbing session, as does running ''too close to it''.

to:

* ''VideoGame/NoMoreHeroes''
**
Contributes to ThatOneBoss in ''VideoGame/NoMoreHeroes''. [[ThatOneBoss Rank 6 fights you boss]]. You two battle on a beach, which she has filled with pitfall traps. When you run over one the first time, Travis falls in (and and has to climb out fast before a grenade the boss tossed tosses in goes off).off. Once the pit is exposed, however, it has no edge gravity - running into it forces another climbing session, as does running ''too close to it''.



* A weird non-videogame example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide-though considering that the characters are pretty much immune to falls it wouldn't really matter.

to:

* A weird non-videogame non-video game example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide-though considering that the characters are pretty much immune to falls falls, it wouldn't really matter.
8th Jul '17 3:43:54 PM nombretomado
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* In the MarioAndLuigi series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
* VideoGame/DemonsSouls and the VideoGame/DarkSouls games avert this completely. There is no tell when you're at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.

to:

* In the MarioAndLuigi ''VideoGame/MarioAndLuigi'' series, platforms over bottomless pits (at least the ones that'd be 'out of bounds') simply have a convenient invisible wall to stop you falling off the edge. This is very, very noticeable in Somnom Woods in Dream Team, which mostly takes place on a cliff but has nowhere you can actually fall off except where there's land below.
* VideoGame/DemonsSouls ''VideoGame/DemonsSouls'' and the VideoGame/DarkSouls ''VideoGame/DarkSouls'' games avert this completely. There is no tell when you're at a ledge or not and your character drops like a brick the moment you walk off one. Makes dark areas and narrow areas where enemies are attacking you particularly annoying.
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