History Main / GravityBarrier

26th Mar '18 8:44:40 PM nombretomado
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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.

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* Recent ''Franchise/SpiderMan'' and ''IncredibleHulk'' ''ComicBook/IncredibleHulk'' games in the 2000s 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.
13th Mar '18 3:57:49 PM Prfnoff
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* ''VideoGame/AxiomVerge'' has one otherwise unremarkable part of Xi that, for no obvious [[PlotTunnel plot-related]] reason, is impossible to backtrack across from right to left before you get High Jump and Grapple.

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* ''VideoGame/AxiomVerge'' has one otherwise unremarkable part of Xi Zi that, for no obvious [[PlotTunnel plot-related]] reason, is impossible to backtrack across from right to left before you get High Jump and Grapple.
13th Mar '18 3:57:30 PM Prfnoff
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* ''VideoGame/AxiomVerge'' has one otherwise unremarkable part of Xi that, for no obvious [[PlotTunnel plot-related]] reason, is impossible to backtrack across from right to left before you get High Jump and Grapple.
14th Feb '18 11:22:18 PM Abodos
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* The ''VideoGame/{{Metroid Prime|Trilogy}} 3D'' games used this extensively: either there was an impassable ridge looming high above, insurmountable even by Samus' legendary jumping skills, or a precipice. There was some subtle manipulation as well, in ''Prime 2: Echoes'' and ''Prime 3: Corruption'', where attempting to cross a boundary chasm using the Screw Attack would suddenly eliminate the technique's momentum and drop Samus like a stone. Of course, this is absent in the 2D games, where the Wall Jump and the infinite Space Jump allow Samus to leap over any vertical obstacle.

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* The ''VideoGame/{{Metroid Prime|Trilogy}} 3D'' games used this extensively: either there was an impassable ridge looming high above, insurmountable even by Samus' legendary jumping skills, or a precipice. There was some subtle manipulation as well, in ''Prime 2: Echoes'' ''VideoGame/MetroidPrime2Echoes'' and ''Prime 3: Corruption'', ''VideoGame/MetroidPrime3Corruption'', where attempting to cross a boundary chasm using the Screw Attack would suddenly eliminate the technique's momentum and drop Samus like a stone. Of course, this is absent in the 2D games, where the Wall Jump and the infinite Space Jump allow Samus to leap over any vertical obstacle.
6th Jan '18 6:12:24 PM nombretomado
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* On that note, the ''JetMoto'' games for the Playstation would often prevent backtracking with huge one-way jumps and large drops off unscalable cliffs. And, of course, half of each game's tracks were loaded with {{Bottomless Pit}}s.

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* On that note, the ''JetMoto'' ''VideoGame/JetMoto'' games for the Playstation would often prevent backtracking with huge one-way jumps and large drops off unscalable cliffs. And, of course, half of each game's tracks were loaded with {{Bottomless Pit}}s.
6th Dec '17 3:59:51 AM Cryoclaste
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* The ''MetroidPrime 3D'' games used this extensively: either there was an impassable ridge looming high above, insurmountable even by Samus' legendary jumping skills, or a precipice. There was some subtle manipulation as well, in ''Prime 2: Echoes'' and ''Prime 3: Corruption'', where attempting to cross a boundary chasm using the Screw Attack would suddenly eliminate the technique's momentum and drop Samus like a stone. Of course, this is absent in the 2D games, where the Wall Jump and the infinite Space Jump allow Samus to leap over any vertical obstacle.

to:

* The ''MetroidPrime ''VideoGame/{{Metroid Prime|Trilogy}} 3D'' games used this extensively: either there was an impassable ridge looming high above, insurmountable even by Samus' legendary jumping skills, or a precipice. There was some subtle manipulation as well, in ''Prime 2: Echoes'' and ''Prime 3: Corruption'', where attempting to cross a boundary chasm using the Screw Attack would suddenly eliminate the technique's momentum and drop Samus like a stone. Of course, this is absent in the 2D games, where the Wall Jump and the infinite Space Jump allow Samus to leap over any vertical obstacle.
16th Nov '17 8:28:38 AM BeerBaron
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** The developers of ''VideoGame/TheElderScrollsIVOblivion'' ''attempted'' this: the many mountains surrounding the land were (mostly) intended to be insurmountable (there are even a few glitched areas that are covered by a perfectly flat ground). Just in case the player does make it to the end of the line, the game pops in with an InvisibleWall for good measure.
** Several player-created mods remove the invisible walls and make whole provinces like Elsweyr and part of Morrowind reachable, with player-made but roughly in-canon places to visit.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' likewise attempted this by bracketing many paths with tall hills you couldn't climb. But apparently the guy who designed the terrain never consulted the guy who wrote the Levitation spell or vice-versa.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' makes it [[RuleOfThree a hat trick]]. The super-tall mountains can be scaled fairly easily with a [[AutomatonHorse horse]], leading to the [[http://i.imgur.com/Xaoka.jpg "Physics? B***, I'm a horse"]] {{meme|ticMutation}}.

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** The developers of ''VideoGame/TheElderScrollsIVOblivion'' ''attempted'' this: the series first attempted this in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', bracketing many paths with tall hills that cannot be climbed. However, the Levitation spell gets you right over, which is a big reason why that spell was dropped from future installments. In addition, the game's setting is an island surrounded by infinite ocean. (Though, canonically, there is only a narrow strip of sea on three of the sides.)
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
*** Once again attempted with the use of
mountains surrounding the land were (mostly) playable area which are intended to be insurmountable (there are even a few glitched areas that are covered by a perfectly flat ground).insurmountable. Just in case the player does make it to the end of the line, the game pops in with an InvisibleWall for good measure.
** *** Several player-created mods {{Game Mod}}s remove the invisible walls and make whole provinces like Elsweyr and part of Morrowind reachable, with player-made but roughly in-canon canon-friendly places to visit.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' likewise attempted this by bracketing many paths with tall hills you couldn't climb. But apparently the guy who designed the terrain never consulted the guy who wrote the Levitation spell or vice-versa.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' makes it [[RuleOfThree a hat trick]]. The trick]] for the series. However, the super-tall mountains can be scaled fairly easily with a [[AutomatonHorse horse]], leading to the [[http://i.imgur.com/Xaoka.jpg "Physics? B***, I'm a horse"]] {{meme|ticMutation}}.
22nd Apr '17 1:13:45 PM CosmicFerret
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* In the ''[[LegoAdaptationGame Lego Star Wars]]'' games, the only way of knowing you've encountered one of these, especially when there appears to be a ledge on the other side, is attempting to cross with an astromech droid.

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* In the ''[[LegoAdaptationGame Lego Star Wars]]'' ''VideoGame/LegoStarWars'' games, the only way of knowing you've encountered one of these, especially when there appears to be a ledge on the other side, is attempting to cross with an astromech droid.
11th Mar '17 11:50:42 AM nombretomado
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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]].

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* ''MetalGearSolidVThePhantomPain'': ''VideoGame/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]].
10th Mar '17 8:02:36 PM Steven
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' uses a variety of barriers. Right in the start of the game, you're on a high plateau with the rest of Hyrule right below you. Even if you tried to climb down, the game still treats it as a bottomless pit and dumps you back on high ground. Once you get the paraglider, the land below is accessible. While the world map is ''massive'', you can't go beyond the boundaries of the map due to really tall cliffsides that you can't climb no matter how much stamina you have. Trying to go in the ocean beyond or past the desert to the west just has an InvisibleWall with the game telling you that you can't go any further.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.GravityBarrier