History Main / GravityBarrier

5th Mar '16 10:56:54 AM WarriorsGate
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* ''MetalGearSolidVThePhantomPain'': The Afghanistan area of operations, which mostly consists of valleys surrounded by towering cliffs, uses gravity barriers quite extensively. However, it's usually not at all apparent which parts ''are'' barriers and which parts you're supposed to be able to hike up, thanks to the game's dynamic mounting system, which can sometimes impede your progress on a shin-high rock if the angle is too steep. [[ArtisticLicensePhysics Unless you're riding your horse, of course, in which case you can climb seventy or eighty degree slopes with no problem]].
30th Jan '16 11:20:43 AM Morgenthaler
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* ''{{Ironclaw}}'' included a GravityBarrier in a TabletopRPG. In the middle of the map are the Walls of Calabria: a v-shaped cliff formation leagues long and a mile and a half high. Of course, they're not as much of an obstacle for the flying races, and the second edition reveals that a Noble House of Bats claim the caves riddling it as their domain.

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* ''{{Ironclaw}}'' ''TabletopGame/{{Ironclaw}}'' included a GravityBarrier in a TabletopRPG. In the middle of the map are the Walls of Calabria: a v-shaped cliff formation leagues long and a mile and a half high. Of course, they're not as much of an obstacle for the flying races, and the second edition reveals that a Noble House of Bats claim the caves riddling it as their domain.
7th Dec '15 12:37:42 PM TARINunit9
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* ''VideoGame/{{Portal2}}'' has these towards the end. Normally, Chell takes no damage from falling, since she's wearing the long-fall boots (Chell even falls over 4 km and survives at one point.) However, the last set of puzzles has a bunch of pits which kill you if you fall in them. Oddly, earlier puzzles had similar pits that killed you with a plausible explanation (there's toxic waste in the pits), but the pits in chapter 8 onwards are empty.

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* ''VideoGame/{{Portal2}}'' has these towards the end. Normally, Chell takes no damage from falling, since she's wearing the long-fall boots (Chell even falls over 4 km and survives at one point.) However, the last set of puzzles has a bunch of pits which kill you if you fall in them. Oddly, earlier puzzles had similar pits that killed you you, but with a plausible and more immediate explanation (there's toxic waste in the pits), but the pits in chapter 8 onwards are empty.empty.
** The implication is actually that [[spoiler:Chell survives the later level pits too, but is then killed by the reactor meltdown. Obviously the developers aren't going to make you wait 20 minutes in a pit for that to happen.]]
25th Nov '15 8:05:35 AM HighCrate
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* In ''VideoGame/TheLegendOfZeldaALinkToThePast'', Hyrule is a landlocked valley surrounded on all sides by impassable mountains. [[FridgeLogic Makes you wonder]] where the ship Link was sailing in ''VideoGame/TheLegendOfZeldaLinksAwakening'' set out from.
10th Sep '15 5:53:33 PM WhosAsking
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* Recent ''Franchise/SpiderMan'' and ''IncredibleHulk'' games have featured these, especially the island-city-and-incidentally-your-hero-can't-swim variety.

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* Recent ''Franchise/SpiderMan'' and ''IncredibleHulk'' games have featured these, especially the island-city-and-incidentally-your-hero-can't-swim variety. ''The Incredible Hulk: Ultimate Destruction'' uses the ''Prototype'' solution in the city section. If Hulk falls into the water, he automatically jumps back towards shore. Unclimbable cliffs cordon off the desert section.
25th Jul '15 10:12:46 PM nombretomado
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* Subverted in ''{{Minecraft}}'': sheer face cliffs exist that are impossible to traverse...that is, until you mine some steps in them, or use a water bucket to make an impromptu elevator out of a waterfall.

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* Subverted in ''{{Minecraft}}'': ''VideoGame/{{Minecraft}}'': sheer face cliffs exist that are impossible to traverse...that is, until you mine some steps in them, or use a water bucket to make an impromptu elevator out of a waterfall.
22nd Jun '15 3:13:50 PM Truffle
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** Occasionally used in ''VideoGame/SonicAdventure2'', usually on the treasure hunting stages. Mad Space and Meteor Herd have these surrounding the level, forcing the player to turn back should they stray too far from the path. Barriers are also used in Chao World, preventing Chao and the player from stumbling over the edge of the cliffs.

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** Occasionally used in ''VideoGame/SonicAdventure2'', usually on the treasure hunting stages. Mad Space and Meteor Herd have these surrounding the level, forcing the player to turn back should they stray too far from the path. Barriers are also used in Chao World, preventing Chao and the player from stumbling over off the edge of the cliffs.cliff edge.
22nd Jun '15 3:10:15 PM Truffle
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** Occasionally used in ''VideoGame/SonicAdventure2'', usually on the treasure hunting stages. Mad Space and Meteor Herd have these surrounding the level, forcing the player to turn back should they stray too far from the path. Barriers are also used in Chao World, preventing Chao and the player from stumbling off the cliff.

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** Occasionally used in ''VideoGame/SonicAdventure2'', usually on the treasure hunting stages. Mad Space and Meteor Herd have these surrounding the level, forcing the player to turn back should they stray too far from the path. Barriers are also used in Chao World, preventing Chao and the player from stumbling off over the cliff.edge of the cliffs.
22nd Jun '15 3:09:11 PM Truffle
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* ''VideoGame/SpyroTheDragon'' uses [[InvisibleWall invisible walls]] to prevent the player from exploring the wide expanse of Greenland surrounding the levels. Charging into them will cause Spyro to stumble back.



* ''VideoGame/SonicTheHedgehog1'' had gravity barriers. There is a hill in the Marble Zone (part one) that you can run down but cannot run back up. It also had others that you could only go back up very slowly. So, gravity-impatience barriers. Now, the latest ''Franchise/SonicTheHedgehog'' games have entire levels SURROUNDED by these, which, due to the inexplicable insistence on extremely linear paths, winds up with long stretches of road over BottomlessPits. This hasn't been met with much applause.

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* ''Franchise/SonicTheHedgehog'':
**
''VideoGame/SonicTheHedgehog1'' had gravity barriers. There is a hill in the Marble Zone (part one) that you can run down but cannot run back up. It also had others that you could only go back up very slowly. So, gravity-impatience barriers. Now, the latest ''Franchise/SonicTheHedgehog'' games have entire levels SURROUNDED by these, which, due to the inexplicable insistence on extremely linear paths, winds up with long stretches of road over BottomlessPits. This hasn't been met with much applause.applause.
** Occasionally used in ''VideoGame/SonicAdventure2'', usually on the treasure hunting stages. Mad Space and Meteor Herd have these surrounding the level, forcing the player to turn back should they stray too far from the path. Barriers are also used in Chao World, preventing Chao and the player from stumbling off the cliff.
15th Jun '15 4:16:44 PM Prfnoff
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* In the ''VideoGame/{{Glider}}'' series, where VentPhysics substitutes for JumpPhysics, gravity barriers are usually just a matter of vents that don't rise quite high enough. Since helium in ''Glider PRO'' allows VideoGameFlight, outdoor areas have to use downward-blowing lift areas at the top to prevent players from flying out of bounds.

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* In the ''VideoGame/{{Glider}}'' series, where VentPhysics substitutes for JumpPhysics, gravity barriers are usually just a matter of vents that don't rise quite high enough. Since helium in ''Glider PRO'' allows VideoGameFlight, outdoor areas have to use downward-blowing lift areas at the top to prevent players from flying out of bounds. Regarding the opposite direction, since falling speed is constant, narrow vertical passages can be protected by floor vents that need to be switched off.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.GravityBarrier