History Main / GatelessGhetto

18th Jul '17 7:34:41 AM TroperNo9001
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* In most towns and villages in the various Monster Hunter games, you can only visit a single street or square, while you can see the rest of the town in the background but never visit it.

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* In most towns and villages in the various Monster Hunter ''VideoGame/MonsterHunter'' games, you can only visit a single street or square, while you can see the rest of the town in the background but never visit it.
11th Jun '17 12:52:00 AM Piterpicher
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* The ''Franchise/SilentHill'' games are an interesting example. In the [[SilentHill1 first]] [[SilentHill2 two]] games the town is fairly wide open, but parts of it are blocked off by large crevasses and, later, construction sites. While still a Gateless Ghetto, this gave the town a more open and organic feel than, say, the Raccoon City of the early ''Franchise/ResidentEvil'' titles.

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* The ''Franchise/SilentHill'' games are an interesting example. In the [[SilentHill1 [[VideoGame/SilentHill1 first]] [[SilentHill2 two]] games the town is fairly wide open, but parts of it are blocked off by large crevasses and, later, construction sites. While still a Gateless Ghetto, this gave the town a more open and organic feel than, say, the Raccoon City of the early ''Franchise/ResidentEvil'' titles.
19th May '17 11:42:14 PM HawkbitAlpha
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* Partially avoided in the ''VideoGame/GrandTheftAuto'' games, each of which features a vast and functional city, but normally the player begins the game restricted to a certain area of the city (due to [[BrokenBridge Closed Bridges]], BorderPatrol, etc.) and remains stuck there until certain missions have been completed. [[SolveTheSoupCans These missions rarely have anything to do with the reason for the obstruction]]. It is possible to [[SequenceBreaking find ways around the obstacles]], particularly after ''San Andreas'' introduced swimming, but this is generally discouraged. In the first two games, there was simply nothing but empty streets in the blocked off areas, whereas the later games would give you a high wanted rating. Also, most buildings, including public ones, are inaccessible.
** Often, there don't seem to be any roads leading into the city, blocked or not. However, there is a tunnel in Shoreside Vale in the third game that's permanently blocked by an InsurmountableWaistHeightFence. Apparently, this is the only road into the city. The later games each have their cities built on islands in the middle of the ocean.

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* Partially avoided in the ''VideoGame/GrandTheftAuto'' games, each of which features a vast and functional city, but normally the player begins the game restricted to a certain area of the city (due to [[BrokenBridge Closed Bridges]], BorderPatrol, etc.) and remains stuck there until certain missions have been completed. [[SolveTheSoupCans These missions rarely have anything to do with the reason for the obstruction]]. It is possible to [[SequenceBreaking find ways around the obstacles]], particularly after ''San Andreas'' ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' introduced swimming, but this is generally discouraged. In the first two games, there was simply nothing but empty streets in the blocked off areas, whereas the later games would give you a high wanted rating. Also, most buildings, including public ones, are inaccessible.
** Often, there don't seem to be any roads leading into the city, blocked or not. However, there is a tunnel in Shoreside Vale in [[VideoGame/GrandTheftAuto3 the third game game]] that's permanently blocked by an InsurmountableWaistHeightFence. Apparently, this is the only road into the city. The later games each have their cities built on islands in the middle of the ocean.
23rd Apr '17 2:53:28 PM nombretomado
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* Many ''Franchise/TalesSeries'' games, especially ''VideoGame/TalesOfVesperia'', allow you to see in the background unvisitable parts of the towns and cities.

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* Many ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' games, especially ''VideoGame/TalesOfVesperia'', allow you to see in the background unvisitable parts of the towns and cities.
11th Apr '17 10:46:52 AM Korodzik
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** Episodes 1 and 3, set in Los Angeles, follow this trope; the very first level ("Hollywood Holocaust"), for instance, is set around a movie theater whose both doors lead to the same walled-in street section, which has no exits or even doors to other buildings.
24th Dec '16 1:42:39 AM Kadorhal
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* Multiplayer maps in the ''VideoGame/CallOfDuty'' games are like this. Invisible walls block you from exiting the map via wide open spaces, whereas highly urban areas (like in ''VideoGame/ModernWarfare'' and ''VideoGame/ModernWarfare 2'''s "Karachi") have fences, brick walls, and railings that keep you from exiting the map space.

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* Multiplayer maps in the ''VideoGame/CallOfDuty'' games are like this. Invisible walls block you from exiting the map via wide open spaces, whereas highly urban areas (like in ''VideoGame/ModernWarfare'' and ''VideoGame/ModernWarfare 2'''s "Karachi") have fences, brick walls, and railings that keep you from exiting the map space.
18th Oct '16 4:59:22 AM Morgenthaler
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[[AC:Adventure Games]]

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[[AC:Adventure Games]][[foldercontrol]]

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[[AC:Driving Games]]

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[[AC:Shoot Em Ups]]

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[[AC:Survival Horror]]

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[[AC:Wide Open Sandbox]]

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28th May '16 12:15:45 PM nombretomado
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* While this is a non-issue in 8- and 16-bit ''Franchise/FinalFantasy'' games, where towns and cities were composed of a dozen buildings at most, it becomes noticeable to the point of frustration in PlayStation-era games. Most egregious of all:

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* While this is a non-issue in 8- and 16-bit ''Franchise/FinalFantasy'' games, where towns and cities were composed of a dozen buildings at most, it becomes noticeable to the point of frustration in PlayStation-era UsefulNotes/PlayStation-era games. Most egregious of all:
18th Apr '16 11:16:39 AM BeerBaron
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* ''VideoGame/TheElderScrollsIIIMorrowind's'' Tribunal expansion features the mainland city of Mournhold, in which levitation is disabled (Because the city is technically in an [[SkyBox enclosed cell]]), and the main gate is impassable (for no in-game reason). The only way to get from Vvardenfell to Mournhold and vice versa is via a teleport service.

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* ''VideoGame/TheElderScrollsIIIMorrowind's'' Tribunal expansion features the mainland city of Mournhold, in which levitation is disabled (Because the city is technically in an [[SkyBox enclosed cell]]), and the main gate is impassable (for no in-game reason).impassable. The only way to get from Vvardenfell to Mournhold and vice versa is via a teleport service.
22nd Dec '15 5:01:19 AM Hanz
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* ''VideoGame/RyuGaGotoku'' only lets you enter a restricted part of Tokyo or Okinawa. The rest is sealed off by invisible walls.

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* ''VideoGame/RyuGaGotoku'' ''Videogame/{{Yakuza}}'' only lets you enter a restricted part of Tokyo or Okinawa. The rest is sealed off by invisible walls.
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