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* ''{{Marathon}}'' had numerous gravity barriers, where the player would fall off a ledge and be unable to backtrack. Since the game took place on a space station, these barriers only impeded movement because the artificial gravity was turned ''on''.

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* ''{{Marathon}}'' ''VideoGame/{{Marathon}}'' had numerous gravity barriers, where the player would fall off a ledge and be unable to backtrack. Since the game took place on a space station, these barriers only impeded movement because the artificial gravity was turned ''on''.
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* ''{{Borderlands}}'' has this in many areas. Falling off a cliff results in instant death, even though you can survive the fall most likely. Jakkob's Cove also kills your character if you try to jump off a cliff to get down to the docks as a shortcut and going too far out in the water also kills you.

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* ''{{Borderlands}}'' ''VideoGame/{{Borderlands}}'' has this in many areas. Falling off a cliff results in instant death, even though you can survive the fall most likely. Jakkob's Cove also kills your character if you try to jump off a cliff to get down to the docks as a shortcut and going too far out in the water also kills you.
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* AlanWake does this, being set in the mountains of Washington State. There are plenty of areas where gravity barriers stop you from travelling off the beaten path, and yet it works really well. Good level design, thy name is Alan Wake...

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* AlanWake ''AlanWake'' does this, being set in the mountains of Washington State. There are plenty of areas where gravity barriers stop you from travelling off the beaten path, and yet it works really well. Good level design, thy name is Alan Wake...
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* AlanWake does this, being set in the mountains of Washington State. There are plenty of areas where gravity barriers stop you from travelling off the beaten path, and yet it works really well. Good level design, thy name is Alan Wake...
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* SlyCooper levels tend to be bounded by mountains and water.
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* In the ''[[LegoCrossoverGame 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 ''[[LegoCrossoverGame ''[[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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** Relatedly, ''{{Prototype}}'' has the same kind of water barrier. However, while the hero is ''far'' too dense to be able to swim, he can ''jump off the bottom'' just fine. The game has to artificially force the player to jump in the direction of the shore to prevent him from going out of bounds.
** And [[InFamous inFamous]], in which the protagonist accidentally electrocutes himself in water more than a couple of inches deep.

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** Relatedly, ''{{Prototype}}'' ''VideoGame/{{Prototype}}'' has the same kind of water barrier. However, while the hero is ''far'' too dense to be able to swim, he can ''jump off the bottom'' just fine. The game has to artificially force the player to jump in the direction of the shore to prevent him from going out of bounds.
** And [[InFamous inFamous]], VideoGame/{{inFamous}}'', in which the protagonist accidentally electrocutes himself in water more than a couple of inches deep.
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* The ''SyphonFilter'' series is somewhat inconsistent with these, a fall heigh that may be harmless in one situation or game will be fatal in another.
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* ''{{Borderlands}}'' has this in many areas. Falling off a cliff results in instant death, even though you can survive the fall most likely. Jakkob's Cove also kills your character if you try to jump off a cliff to get down to the docks as a shortcut and going too far out in the water also kills you.
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* Averted by virtue of sheer incompetence in ''BigRigsOverTheRoadRacing'' where it's entirely possible to drive right over the cliffs surrounding the track and head into the infinite grey void.
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Added Red Dead Redemption

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* ''RedDeadRedemption'' has insurmountable cliffs surrounding the map.
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* Some racing games (typically of the 'kart'-style) have these as part of the atmosphere, but it also does prevent turning around and driving back. And then there's the ones where the cliff version of the barrier is in effect, where if you leave the track you really leave the track; in ''MarioKart Wii'', do this on Rainbow Road and you get to watch yourself do a re-entry burn.

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* Some racing games (typically of the 'kart'-style) have these as part of the atmosphere, but it also does prevent turning around and driving back. And then there's the ones where the cliff version of the barrier is in effect, where if you leave the track you really leave the track; in ''MarioKart ''VideoGame/MarioKart Wii'', do this on Rainbow Road and you get to watch yourself do a re-entry burn.
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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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Gravity barriers can sometimes be temporary obstacles, until a character comes back with a power-up. For example, the ''SuperMarioBros'' and ''WarioLand'' platformers will often have secret items on high platforms unreachable unless the character comes back with the special feather, leaf, or other item that allows them to fly.

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Gravity barriers can sometimes be temporary obstacles, until a character comes back with a power-up. For example, the ''SuperMarioBros'' and ''WarioLand'' ''VideoGame/WarioLand'' platformers will often have secret items on high platforms unreachable unless the character comes back with the special feather, leaf, or other item that allows them to fly.
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Gravity barriers can sometimes be temporary obstacles, until a character comes back with a power-up. For example, the ''SuperMarioBros'' and ''WarioWorld'' platformers will often have secret items on high platforms unreachable unless the character comes back with the special feather, leaf, or other item that allows them to fly.

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Gravity barriers can sometimes be temporary obstacles, until a character comes back with a power-up. For example, the ''SuperMarioBros'' and ''WarioWorld'' ''WarioLand'' platformers will often have secret items on high platforms unreachable unless the character comes back with the special feather, leaf, or other item that allows them to fly.
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** In the "Versus" mode, you take turns playing as the boss monsters, and you can actually explore the unreachable areas to prepare better ambushes.

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** In the However, in "Versus" mode, you the players take turns playing as the boss monsters, Special Infected, and you they can actually explore these areas. There's not much to see, and the unreachable Infected-only areas to prepare better ambushes.are in turn blocked off by walls, sometimes of the invisible variety.
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* The ''{{Metroid}} Prime'' 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 ''{{Metroid}} Prime'' ''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.



** ''Metroid Fusion'' puts a twist on the water variant by making it ''horizontal'' as well: until you get the Gravity Suit, you can't use the SprintShoes you'll need to escape a flooded area late in the game.

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** ''Metroid Fusion'' ''MetroidFusion'' puts a twist on the water variant by making it ''horizontal'' as well: until you get the Gravity Suit, you can't use the SprintShoes you'll need to escape a flooded area late in the game.

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* This is what traps victims in the town of SilentHill. More specifically, the collosal, bottomless chasms that spontaneously appear and turn the town into a mist-shrouded plateau. And you can fall into the BottomlessPits in later games.

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* This is what traps victims in the town of SilentHill. More specifically, the collosal, colossal, bottomless chasms that spontaneously appear and turn the town into a mist-shrouded plateau. And you can fall into the BottomlessPits in later games.games.
** Though this one [[FridgeBrilliance actually makes a lot of sense]]. Since Silent Hill is a malevolent, [[GeniusLoci probably-sentient]] EldritchLocation, of ''course'' it'd go out of its way to trap people inside.
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* In Survivor: The Living Dead, you can't drop from the second floor to the ground as 'Jumping off will snap my skinny legs for sure'. You ''can'' throw bombs from the balcony, however, though there was a glitch in some versions taht caused them to ''bounce back up''.

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* In Survivor: The Living Dead, you can't drop from the second floor to the ground as 'Jumping off will snap my skinny legs for sure'. You ''can'' throw bombs from the balcony, however, though there was a glitch in some versions taht that caused them to ''bounce back up''.
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** ''San Andreas'' is an exception since there are no barriers to physically hold your character back. Although the longer you go away from the mainland, it will take just as long to go back. And if you go into other towns when you are not allowed yet, you get an unshakeable wanted rating, justified by the plot.

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** ''San Andreas'' is an exception since there are no barriers to physically hold your character back. Although back, although the longer you go away from the mainland, it will take just as long to go back.back - and realistically, if you just swim off the coast trying to reach the edge you'll run out of energy before long and drown. And if you go into other towns when you are not allowed yet, you get an unshakeable wanted rating, justified by the plot.
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->''"Steep Slope Barrier - You would know this was possible if you'd even actually been outside."''
-->--'''Comic Book Guy''', [[TheSimpsons The Simpsons]] [[TheSimpsonsGame Game]].
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** Relatedly, ''{{Prototype}}'' has the same kind of water barrier. Justified, in that the hero is ''far'' too dense to be able to swim.

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** Relatedly, ''{{Prototype}}'' has the same kind of water barrier. Justified, in that However, while the hero is ''far'' too dense to be able to swim.swim, he can ''jump off the bottom'' just fine. The game has to artificially force the player to jump in the direction of the shore to prevent him from going out of bounds.
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added \"ghost\" as another situation in World of Warcraft which will not prevent you dying to fatigue


* ''WorldOfWarcraft'' used mountains as gravity barriers when it was released. Unfortunately, they underestimated player ingenuity and it was possible to climb over most of them and reach empty lands with unfinished graphics. This was later fixed. It also uses water barriers, in the form of "fatigue" which quickly kills you when you're above sufficiently deep water, regardless of your situation (swimming, walking on water with magic, flying above the water, etc).

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* ''WorldOfWarcraft'' used mountains as gravity barriers when it was released. Unfortunately, they underestimated player ingenuity and it was possible to climb over most of them and reach empty lands with unfinished graphics. This was later fixed. It also uses water barriers, in the form of "fatigue" which quickly kills you when you're above sufficiently deep water, regardless of your situation (swimming, walking on water with magic, flying above the water, etc).even as a ghost).
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* The {{Tomb Raider}} series uses these alot, both to define the outer edges of outdoor levels and occasionally to prevent backtracking.

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* The {{Tomb Raider}} series uses these alot, both to define the outer edges of outdoor levels (unclimbable cliffs) and occasionally to prevent backtracking.backtracking (slides down really steep slopes).
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* The {{Tomb Raider}} series uses these alot, both to define the outer edges of outdoor levels and occasionally to prevent backtracking.
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** They're adding flying to the original maps in the new expansion. Again, no HandWave for why you couldn't before, but at least it got fixed.

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** They're adding flying to the original maps in the new expansion. Again, no HandWave for why This time providing a HandWave: You have to purchase a "flight master's license" - presumably the same one that the griffon/etc handlers already have in order to sell you couldn't before, but at least it got fixed.flights.
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* In Survivor: The Living Dead, you can't drop from the second floor to the ground as 'Jumping off will snap my skinny legs for sure'. But taken to a whole new level of absurity when you try to lob a bomb outside at the zombies and it BOUNCES back at you. [[http://www.youtube.com/watch?v=DbcyEoOGWnY Much to the confusion of at least one reviewer.]]

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* In Survivor: The Living Dead, you can't drop from the second floor to the ground as 'Jumping off will snap my skinny legs for sure'. But taken to a whole new level of absurity when you try to lob a bomb outside at You ''can'' throw bombs from the zombies and it BOUNCES balcony, however, though there was a glitch in some versions taht caused them to ''bounce back at you. [[http://www.youtube.com/watch?v=DbcyEoOGWnY Much to the confusion of at least one reviewer.]]up''.
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** ''San Andreas'' is an exception since there are no barriers to physically hold your character back. Although the longer you go away from the mainland, it will take just as long to go back.

to:

** ''San Andreas'' is an exception since there are no barriers to physically hold your character back. Although the longer you go away from the mainland, it will take just as long to go back. And if you go into other towns when you are not allowed yet, you get an unshakeable wanted rating, justified by the plot.
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** And [[InFamous inFamous]], in which the protagonist accidentally electrocutes himself in water more than a couple of inches deep.
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* In Survivor: The Living Dead, you can't drop from the second floor to the ground as 'Jumping off will snap my skinny legs for sure'. But taken to a whole new level of absurity when you try to lob a bomb outside at the zombies and it BOUNCES back at you. [[http://www.youtube.com/watch?v=DbcyEoOGWnY Much to the confusion of at least one reviewer.]]

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