History Main / InsurmountableWaistHeightFence

25th Jun '16 4:42:20 AM KBABZ
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* The ''Frictionless Ledge'', a particularly lazy method of boxing the player in by simply not allowing the character to jump up to and/or grab a ledge that they would normally be able to. Often results in the character making a poor attempt at climbing up it when, on the intended path, they'll throw all their energy into it. Is essentially the animation version of ICantReachIt for climbing characters.


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* ''[[{{Croc}} Croc: Legend of the Gobbos]]'' was obvious but logical with its outdoor level design by having the gameplay take place mostly in enclosed valleys for the grass and ice levels and at extreme heights for the castle levels. The desert levels however simply used steep sand slopes with absolutely no friction.


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* It would be easier to list which examples ''VideoGame/{{Uncharted}}'' ''doesn't'' use [[note]]Specifically, ''Endless One Story Staircase'', ''Impenetrable Darkness'' and ''Invisible Wall''[[/note]]. Sometimes these barriers are lifted after specific story events or QuickTimeEvents, but more often than not they remain there to keep the levels linear. ''Unclearable Debris'' and ''Adamantium Door'' are both the most common and most egregious due to the millennia-old and/or ruined environments Nate often explores and his general ability to climb up just about anything. ''Knee Deep Water of Uncrossability'' also combines with ''Ledge of Instant Death'' to give open bodies of water that look like Nate should be able to land in safely and swim as normal, only for him to die as soon as he hits it (especially weird when Nate uses this as an escape method multiple times in the story). ''Impassable Forest'' and ''Gentle Slope of Unclimbability'' are present in jungle and desert environments, respectively.
** Happily, ''[[InvisibleWall Invisible Walls]]'' are never used, as environmental obstacles are favored in every situation.
15th Jun '16 8:31:34 AM erforce
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* In ''VideoGame/DonkeyKongCountry 2'''s Krazy Kremland area, the heroes find themselves outside a CircusOfFear. They enter and pass through all obstacles, only to emerge in a swamp about twenty in-game feet from the entrance. Separating them is nothing but a grassy knoll.
* Modern era ''VideoGame/SonicTheHedgehog'' games seem to zig-zag this trope, depending on the stage. Some stages, Sonic can walk under water with no problems whatsoever with the only problem being lack of air. Other stages, once he goes past knee-deep, he encounters the ''Knee Deep Water of Uncrossibility'' and Sonic cries out "NO!" as he loses a life. Unless he's going [[WalkOnWater fast enough]], in some cases.

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* In ''VideoGame/DonkeyKongCountry 2'''s ''VideoGame/DonkeyKongCountry2DiddysKongQuest'''s Krazy Kremland area, the heroes find themselves outside a CircusOfFear. They enter and pass through all obstacles, only to emerge in a swamp about twenty in-game feet from the entrance. Separating them is nothing but a grassy knoll.
* Modern era ''VideoGame/SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' games seem to zig-zag this trope, depending on the stage. Some stages, Sonic can walk under water with no problems whatsoever with the only problem being lack of air. Other stages, once he goes past knee-deep, he encounters the ''Knee Deep Water of Uncrossibility'' and Sonic cries out "NO!" as he loses a life. Unless he's going [[WalkOnWater fast enough]], in some cases.
8th Jun '16 2:16:13 PM MidnightRambler
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Compare SolveTheSoupCans, BorderPatrol. Contrast CuttingTheKnot, AbsurdlyIneffectiveBarricade, and DungeonBypass. See also BrokenBridge and NPCRoadblock. Not to be confused with the [[NarutoTheAbridgedSeries one-foot-tall brick wall]].

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A form of GameplayAndStorySegregation. Compare SolveTheSoupCans, BorderPatrol. Contrast CuttingTheKnot, AbsurdlyIneffectiveBarricade, and DungeonBypass. See also BrokenBridge and NPCRoadblock. Not to be confused with the [[NarutoTheAbridgedSeries one-foot-tall brick wall]].
4th Jun '16 9:52:02 AM nombretomado
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* In the first ''The Lord of the Rings'' jump-and-run for the PS2-era consoles, insurmountable waist height fences would team up with invisible walls and insurmountable shrubbery and fallen trees to form a path as linear as the early Crash Bandicoot games.

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* In the first ''The Lord of the Rings'' jump-and-run for the PS2-era [=PS2=]-era consoles, insurmountable waist height fences would team up with invisible walls and insurmountable shrubbery and fallen trees to form a path as linear as the early Crash Bandicoot games.



*** Even worse was the 'Separate Ways' bonus chapters present in the PS2 and subsequent versions of the game, in which you get to play as Ada Wong. The girl with the Zelda-style hookshot that can attach to anything, even hundreds of yards away. Since the device was entirely governed by action commands, the game just dictated when you could zip over obstacles, and when you had to run off on a 16-room detour.

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*** Even worse was the 'Separate Ways' bonus chapters present in the PS2 [=PS2=] and subsequent versions of the game, in which you get to play as Ada Wong. The girl with the Zelda-style hookshot that can attach to anything, even hundreds of yards away. Since the device was entirely governed by action commands, the game just dictated when you could zip over obstacles, and when you had to run off on a 16-room detour.
2nd Jun '16 9:27:36 AM catmuto
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* ''[[Franchise/FatalFrame Fatal Frame III]]'' has [[PlayerCharacter Rei]] being prevented to head into certain areas because of these. Because only a [[GenderRestrictedAbility man]] would have the [[ValuesDissonance to move this dresser]] out of the way. Or jump a gap between roofs. When playing as Kei, the player can proceed there.

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* ''[[Franchise/FatalFrame Fatal Frame III]]'' has [[PlayerCharacter Rei]] being prevented to head into certain areas because of these. Because only a [[GenderRestrictedAbility man]] would have the [[ValuesDissonance strength to move this dresser]] out of the way. Or jump a gap between roofs. When playing as Kei, the player can proceed there.
2nd Jun '16 9:27:03 AM catmuto
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* ''[[Franchise/FatalFrame Fatal Frame III]]'' has [[PlayerCharacter Rei]] being prevented to head into certain areas because of these. Because only a [[GenderRestrictedAbility man]] would have the [[ValuesDissonance to move this dresser]] out of the way. Or jump a gap between roofs. When playing as Kei, the player can proceed there.
22nd May '16 1:35:58 AM Naanite
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** The insurmountable objects (fences, bushes, plant, etc) even apply when the Sim is above them i.e. put a bush next to the bed while the sim is sleeping and they will be unable to get out of the bed when they wake up, even if the bed is taller than the unpassable object. And since the Sims can't die in bed this leads to an endless loop of them trying and failing to get out of bed even after they should have starved to death.

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** The insurmountable objects (fences, bushes, plant, etc) even apply when the Sim is above them i.e. put a bush next to the bed while the sim is sleeping and they will be unable to get out of the bed when they wake up, even if the bed is taller than the unpassable object. [[AndIMustScream And since the Sims can't die in bed this leads to an endless loop of them trying and failing to get out of bed even after they should have starved to death.]]
21st May '16 8:01:08 PM billybobfred
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* Lampshaded in ''VideoGame/{{Undertale}}'': a certain bird in Waterfall acts as a DoorToBefore, by ferrying you across a river a few tiles wide. While the bird does this, its own special {{Leitmotif}} plays, titled, "Bird That Carries You Over A Disproportionately Small Gap".
12th May '16 11:31:07 PM wolftickets1969
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* In ''VideoGame/{{Fallout 4}}', you may have superhuman strength or be packing enough explosive firepower to personally re-enact the Great War, but you aren't getting through an intact chain link fence. Nor will maxed out Strength and Agility enable you to climb it. Boarded-up doors are equally unpassable.

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* In ''VideoGame/{{Fallout 4}}', you may have superhuman strength or be packing enough explosive firepower to personally re-enact the Great War, but you aren't getting through an intact chain link fence. Nor will maxed out Strength and Agility enable you to climb it. Boarded-up doors are equally unpassable. Notably, one house in Natick Banks has an attic level with a loot crate, but unless you have a jetpack, you can't reach it because of an Impassable Head High Beam blocking the stairs.
6th May '16 5:36:40 PM nombretomado
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* ''[[GaiaOnline ZOMG]]'' features several Insurmountable Waist High Fences. The stairs out of the Train Station are chained off, forcing you to fight your way through the Sewers (which also serves as the game's tutorial). Of course, the doors out of the station are locked too, and jumping the gate would mean missing out getting the rings you need to get any farther than Barton Town. Though when you can't step over a 2 inch ledge in the Zen Gardens, you start to suspect something...

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* ''[[GaiaOnline ''[[Website/GaiaOnline ZOMG]]'' features several Insurmountable Waist High Fences. The stairs out of the Train Station are chained off, forcing you to fight your way through the Sewers (which also serves as the game's tutorial). Of course, the doors out of the station are locked too, and jumping the gate would mean missing out getting the rings you need to get any farther than Barton Town. Though when you can't step over a 2 inch ledge in the Zen Gardens, you start to suspect something...
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http://tvtropes.org/pmwiki/article_history.php?article=Main.InsurmountableWaistHeightFence