Follow TV Tropes

Following

History Main / ForebodingArchitecture

Go To

OR

Is there an issue? Send a MessageReason:
None


* Monsters ''love'' to crash through windows in the ''ResidentEvil'' series. In RE 2, when you are forced to enter the suspect-side of a one-way mirrored interrogation room, everyone knew what was coming next. When Capcom released the Gamecube Remake of ''Resident Evil'', one of the more effective scares was triggering the zombie dogs to crash through the windows much later in the game, when people had become complacent.

to:

* Monsters ''love'' to crash through windows in the ''ResidentEvil'' ''Franchise/ResidentEvil'' series. In RE 2, when you are forced to enter the suspect-side of a one-way mirrored interrogation room, everyone knew what was coming next. When Capcom released the Gamecube Remake of ''Resident Evil'', one of the more effective scares was triggering the zombie dogs to crash through the windows much later in the game, when people had become complacent.
Is there an issue? Send a MessageReason:
None


* In ''CliveBarkersJericho'' You can bet your supernatural arse that that a monster is going to jump out of a pool of gibs as soon as you get near it. Every. Single. Time.

to:

* In ''CliveBarkersJericho'' ''VideoGame/CliveBarkersJericho'' You can bet your supernatural arse that that a monster is going to jump out of a pool of gibs as soon as you get near it. Every. Single. Time.



----

to:

----
Is there an issue? Send a MessageReason:
None


* The [[BonusDungeon Chrysler Building]] in ''ParasiteEve''. All of the building is made up of narrow hallways, but when you approach a large room and the music suddenly stops, you know a boss is right there.

to:

* The [[BonusDungeon Chrysler Building]] in ''ParasiteEve''.''VideoGame/ParasiteEve''. All of the building is made up of narrow hallways, but when you approach a large room and the music suddenly stops, you know a boss is right there.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [[LampshadeHanging Lampshaded]] at one point in EnslavedOdysseyToTheWest. The power cell the characters are looking for is in the middle of a big boss-type arena with health and ammo littered all around and they're rightly suspicious of it. Then the boss charges in.
Is there an issue? Send a MessageReason:
None


** Though it's subverted with the Collector Vessel mission. The ship is filled to the brim with conveniently-placed chest-high walls...but there are ''no enemies''. It's far creepier than it seems. [[spoiler:The enemies don't come out until after you try to leave.]]

to:

** Though it's subverted with the Collector Vessel mission. The ship is filled to the brim with conveniently-placed chest-high walls...but there are ''no enemies''. [[NothingIsScarier It's far creepier than it seems.sounds]]. [[spoiler:The enemies don't come out until after you try to leave.]]
Is there an issue? Send a MessageReason:
None


->"New architectural classification: Industrial Mysterioso."
-->--'''Most Excellent Superbat''', ''Final Crisis Aftermath: DANCE''

to:

->"New ->''"New architectural classification: Industrial Mysterioso."
-->--'''Most
"''
-->-- '''Most
Excellent Superbat''', ''Final Crisis Aftermath: DANCE''

Changed: 25

Removed: 21

Is there an issue? Send a MessageReason:
Changing Namespace of DOOM+


Compare DarknessEqualsDeath and MusicalSpoiler. See also BossRoom.

to:

Compare DarknessEqualsDeath and MusicalSpoiler. See also BossRoom.



** Well keep in mind that all games that give you a map tell you that THE BOSS IS HERE, usually with a skull on the 5th floor or basement.

to:

** Well keep in mind that all games that give you a map tell you that THE BOSS IS HERE, usually with a skull on the 5th floor or basement.



** Inverted in ''VideoGame/TheLegendOfZeldaMajorasMask'', where the area leading up to the final boss [[spoiler:is a peaceful green field with a large tree in the middle of it. Of course, to get there you had to be eaten by the Moon, which is possibly the most foreboding thing in the entire damn series.]]

to:

** Inverted in ''VideoGame/TheLegendOfZeldaMajorasMask'', where the area leading up to the final boss [[spoiler:is a peaceful green field with a large tree in the middle of it. Of course, to get there you had to be eaten by the Moon, which is possibly the most foreboding thing in the entire damn series.]] ]]



* In ''{{Doom}}'', dark areas usually mean that the Spectre demon will show up, as it is hard to see. Large open spaces practically mean arenas with humongous demonic armies teleporting in. Long hallways mean quickly opening monster compartments behind the walls. Large lifts (preferably with a pillar in the center) mean it's going to be a slow/long and ''painful'' way down as monsters shoot you from alcoves, or get up close and personal by teleporting in. And these are but a few...
* In ''TimeStalkers'' if there's a wide open room on the map you'd better believe that it's the last dungeon level boss fight.

to:

* In ''{{Doom}}'', ''VideoGame/{{Doom}}'', dark areas usually mean that the Spectre demon will show up, as it is hard to see. Large open spaces practically mean arenas with humongous demonic armies teleporting in. Long hallways mean quickly opening monster compartments behind the walls. Large lifts (preferably with a pillar in the center) mean it's going to be a slow/long and ''painful'' way down as monsters shoot you from alcoves, or get up close and personal by teleporting in. And these are but a few...
few...
* In ''TimeStalkers'' if there's a wide open room on the map you'd better believe that it's the last dungeon level boss fight.



* In ''{{The Dark Spire}}'', the appearance of the surrounding area will drastically change a few steps before the Final Boss assuming you're using the Modern display mode.

to:

* In ''{{The Dark Spire}}'', ''TheDarkSpire'', the appearance of the surrounding area will drastically change a few steps before the Final Boss assuming you're using the Modern display mode.



* ''VideoGame/YoungMerlin'' on the SNES. In the final portion of the game, you will arrive at certain rooms containing bosses connected by a ridiculous [[{{GameWithinAGame}} minecart...boarding section]]. Not only do the doors ''look'' different, but the some of the rooms themselves contain large black flags with red bleeding eye symbols painted on them. Not foreboding in the slightest!

to:

* ''VideoGame/YoungMerlin'' on the SNES. In the final portion of the game, you will arrive at certain rooms containing bosses connected by a ridiculous [[{{GameWithinAGame}} [[GameWithinAGame minecart...boarding section]]. Not only do the doors ''look'' different, but the some of the rooms themselves contain large black flags with red bleeding eye symbols painted on them. Not foreboding in the slightest!



<<|VideoGameTropes|>>
Is there an issue? Send a MessageReason:
None


* ''TheLegendOfZelda'' games can be a weird case of this. Check the map. You're standing in front of a door leading to a round room with no other exits. Yes, the door is going to slam shut behind you and you are going to have to face a BossBattle. On the one hand, the door slamming shut won't surprise you, but on the other hand, if you're the squeamish type, you'll be shaking in anticipation of the unknown boss fight.

to:

* ''TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' games can be a weird case of this. Check the map. You're standing in front of a door leading to a round room with no other exits. Yes, the door is going to slam shut behind you and you are going to have to face a BossBattle. On the one hand, the door slamming shut won't surprise you, but on the other hand, if you're the squeamish type, you'll be shaking in anticipation of the unknown boss fight.



** Well keep in mind that all [=LoZ=] games that give you a map tell you that THE BOSS IS HERE, usually with a skull on the 5th floor or basement.

to:

** Well keep in mind that all [=LoZ=] games that give you a map tell you that THE BOSS IS HERE, usually with a skull on the 5th floor or basement.



** Also keep in mind that in ''TP'' the boss doors are maybe 15 feet high, with a lock the size of Link.
** Inverted in Majora's Mask, where the area leading up to the final boss [[spoiler:is a peaceful green field with a large tree in the middle of it. Of course, to get there you had to be eaten by the Moon, which is possibly the most foreboding thing in the entire damn series.]]

to:

** Also keep in mind that in ''TP'' ''VideoGame/TheLegendOfZeldaTwilightPrincess'' the boss doors are maybe 15 feet high, with a lock the size of Link.
** Inverted in Majora's Mask, ''VideoGame/TheLegendOfZeldaMajorasMask'', where the area leading up to the final boss [[spoiler:is a peaceful green field with a large tree in the middle of it. Of course, to get there you had to be eaten by the Moon, which is possibly the most foreboding thing in the entire damn series.]]

Changed: 86

Removed: 248

Is there an issue? Send a MessageReason:
Sorbetti isn\'t foreboding, and the Life Shrooms/etc. are Suspicious Video Game Generosity.


* YoungMerlin on the snes. In the final portion of the game, you will arrive at certain rooms containing bosses connected by a ridiculous [[{{GameWithinAGame}} minecart...boarding section]]. Not only do the doors ''look'' different, but the some of the rooms themselves contain large black flags with red bleeding eye symbols painted on them. Not foreboding in the slightest!
* Played with in ''Left4Dead''. The enemies are randomized, so you're basically hoping and praying that a Tank doesn't show up when you're in a tight area.

to:

* YoungMerlin ''VideoGame/YoungMerlin'' on the snes.SNES. In the final portion of the game, you will arrive at certain rooms containing bosses connected by a ridiculous [[{{GameWithinAGame}} minecart...boarding section]]. Not only do the doors ''look'' different, but the some of the rooms themselves contain large black flags with red bleeding eye symbols painted on them. Not foreboding in the slightest!
* Played with in ''Left4Dead''. The enemies are randomized, so you're basically hoping and praying that a Tank doesn't show up when you're in a tight area.area, or a Charger when you're on a high area with no guard railings.



** Back to ''Galaxy'', in [[SuperMarioGalaxy2 the sequel]], we have [[ThatsNoMoon Sorbetti]] first appearing disguised as one of the planets in [[SlippySlideyIceWorld Freezy Flake Galaxy]] before fighting him.
** Also, Life Mushrooms and Luma Shops.
Is there an issue? Send a MessageReason:
None


* The original "Wolfenstein3D" is the GRANDDADDY of of Foreboding Architecture... Between Hitler and other Nazi themed wall panels there was always a hideout or treasure trove nearby, or behind.

to:

* The original "Wolfenstein3D" ''VideoGame/Wolfenstein3D'' is the GRANDDADDY of of Foreboding Architecture... Between Hitler and other Nazi themed wall panels there was always a hideout or treasure trove nearby, or behind.



<<|VideoGameTropes|>>

to:

<<|VideoGameTropes|>>
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also, Life Mushrooms and Luma Shops.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Back to ''Galaxy'', in [[SuperMarioGalaxy2 the sequel]], we have [[ThatsNoMoon Sorbetti]] first appearing disguised as one of the planets in [[SlippySlideyIceWorld Freezy Flake Galaxy]] before fighting him.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* All of the Bowser levels from ''SuperMarioGalaxy'' end with green checkered stairs that get smashed away by meteorites before the boss battle against [[BigBad Bowser]].
** The original ''VideoGame/SuperMarioBros'' has Bowser's fire flying past you to show that you are almost near a (fake, or in the final level's case, real) Bowser at the end.
Is there an issue? Send a MessageReason:
None


* In ''CaveStory'', all of the sand pits in the Outer Wall contain Sand Crocs. So, don't step in the sand.

to:

* In ''CaveStory'', ''VideoGame/CaveStory'', all of the sand pits in the Outer Wall contain Sand Crocs. So, don't step in the sand.

Changed: 208

Removed: 149

Is there an issue? Send a MessageReason:
None


* ''UnchartedDrakesFortune''. You know there're going to be baddies up ahead if you encounter conveniently placed objects that serve as cover, usually low stone walls or crates. As a particularly jumpy and suspicious gamer, I took forever to get through the ''training level'' because I kept expecting to need to use the cover I kept passing (you actually use it on your way back out).
** In ''Among Thieves'', I did the same thing in the part in the first temple next to where you fall into the deathtrap. Also used it on the way out.

to:

* ''UnchartedDrakesFortune''. You know there're going to be baddies up ahead if you encounter conveniently placed objects that serve as cover, usually low stone walls or crates. As a particularly jumpy and suspicious gamer, I took forever to get through the ''training level'' because I kept expecting to need to use the cover I kept passing (you actually use it on your way back out).\n** In ''Among Thieves'', I did the same thing in the part in the first temple next to where you fall into the deathtrap. Also used it on the way out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In general, after the Sand Zone, players are a lot more cautious about sand.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

***From ZeroPunctuation: "Another thing that characterizes the Gears of War universe is chest-high walls. The two opposing armies have both realized that chest-high walls are the key to victory. Every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locusts have developed technology to make chest-high walls rise out of the ground, and if all else fails Mother Nature herself will step in and make rocks fall from the ceiling forming chest-high walls!"
Is there an issue? Send a MessageReason:


* In ''{{Halo}}'' in [[ScrappyLevel the Library series of levels]], there were holes in the walls from which enemies would jump out almost every time you rounded a corner. This troper always kept a nervous eye on those. A small part in its sequel was known for players cautiously advancing out of fear when they encountered the same architecture even though there was no threat to the player.



* ''DeadSpace'' "Air Vents", that is all.
** "Dead Space 2" An Elementary school. No words can justify the fear and foreboding this troper experienced simply standing outside the front door.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**"Dead Space 2" An Elementary school. No words can justify the fear and foreboding this troper experienced simply standing outside the front door.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

->"New architectural classification: Industrial Mysterioso."
-->--'''Most Excellent Superbat''', ''Final Crisis Aftermath: DANCE''
Is there an issue? Send a MessageReason:
None


* Although Thief: Deadly Shadows is pretty much completely filled with foreboding architecture (and music) I think we all knew, as soon as we started Robbing the Cradle, that this was going to be unpleasant. (Though we could not have anticipated how scary it really was.)

to:

* Although Thief: ''{{Thief}}: Deadly Shadows Shadows'' is pretty much completely filled with foreboding architecture (and music) I think we all knew, as soon as we started Robbing the Cradle, that this was going to be unpleasant. (Though we could not have anticipated how scary it really was.)
Is there an issue? Send a MessageReason:
None


A good (though subjective) way to tell that you're playing a videogame with Foreboding Architecture is when you enter a room or passageway, and find yourself preparing to fight off enemies that somehow fail to spawn - because there aren't any of them actually placed there. If the only sign is a load of good stuff, that's SuspiciousVideogameGenerosity, though.

to:

A good (though subjective) way to tell that you're playing a videogame with Foreboding Architecture is when you enter a room or passageway, and find yourself preparing to fight off enemies that somehow fail to spawn - because [[EmptyRoomPsych there aren't any of them actually placed there.there]]. If the only sign is a load of good stuff, that's SuspiciousVideogameGenerosity, though.
Is there an issue? Send a MessageReason:
None


* In ''[[InCaseYouForgotWhoWroteIt Clive Barker's Jericho]]'' You can bet your supernatural arse that that a monster is going to jump out of a pool of gibs as soon as you get near it. Every. Single. Time.

to:

* In ''[[InCaseYouForgotWhoWroteIt Clive Barker's Jericho]]'' ''CliveBarkersJericho'' You can bet your supernatural arse that that a monster is going to jump out of a pool of gibs as soon as you get near it. Every. Single. Time.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Played with in ''Left4Dead''. The enemies are randomized, so you're basically hoping and praying that a Tank doesn't show up when you're in a tight area.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* YoungMerlin on the snes. In the final portion of the game, you will arrive at certain rooms containing bosses connected by a ridiculous [[{{GameWithinAGame}} minecart...boarding section]]. Not only do the doors ''look'' different, but the some of the rooms themselves contain large black flags with red bleeding eye symbols painted on them. Not foreboding in the slightest!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Metroid Games love putting giant eyes over boss doors, complete with EyeBeams. Basically, if you see an eye ontop of a door shooting lasers at you, there's a boss in that room.

Added: 144

Removed: 207

Is there an issue? Send a MessageReason:
None


** In the sequel, with such a focus on their physics engine, big fights can be pre-empted by masses of saws, exploding barrels and cinderblocks.



*** Who did they hire, [[TheNostalgiaCritic Fuckup McDumbass?]]
** In the sequel, with such a focus on their physics engine, big fights can be pre-empted by masses of saws, exploding barrels and cinderblocks.
Is there an issue? Send a MessageReason:
None


* The original "Wolfenstien3D" is the GRANDDADDY of of Foreboding Architecture... Between Hitler and other Nazi themed wall panels there was always a hideout or treasure trove nearby, or behind.

to:

* The original "Wolfenstien3D" "Wolfenstein3D" is the GRANDDADDY of of Foreboding Architecture... Between Hitler and other Nazi themed wall panels there was always a hideout or treasure trove nearby, or behind.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The original "Wolfenstien3D" is the GRANDDADDY of of Foreboding Architecture... Between Hitler and other Nazi themed wall panels there was always a hideout or treasure trove nearby, or behind.
Is there an issue? Send a MessageReason:
None


*** Who did they hire, [[ThatGuyWithTheGlasses Fuckup McDumbass?]]

to:

*** Who did they hire, [[ThatGuyWithTheGlasses [[TheNostalgiaCritic Fuckup McDumbass?]]

Top