History Main / InsurmountableWaistHeightFence

19th Aug '16 2:16:40 PM le_mirage
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* A particulary colorful example is given in ''VideoGame/CliveBarkersUndying'', where the protagonist, when confronted by an ancient monastery door, decide quite abruptly that the easiest way to deal with it is NOT to use the dynamite he's carrying at the moment, but rather to travel back to a time when the monastery was inhabited and get the key from the residents.



* A particulary fine example is given in ''VideoGame/CliveBarkersUndying'', where the protagonist, when confronted by quite an ancient monastery door, decide quite abruptly that the easiest way to deal with it is NOT to use the dynamite he's actually carrying, but to travel back to a time when the monastery was inhabited and get the key from the residents.
13th Aug '16 2:06:54 PM nombretomado
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* ''DirgeOfCerberus'''s favorite encounter in the world is "you must fight a bunch of mooks and pick up a keycard to drop the random energy fence that just sprang up from completely unmodified ground." The international release of the game added a double-jump, in a very small concession to the fact that [[CutscenePowerToTheMax Vincent could jump fifty feet in the air from a standing position in most cutscenes]]. However, they didn't appropriately adjust the height of the fences (which were already dangerously close to this). Cue thousands of players [[http://lparchive.org/Final-Fantasy-VII-Dirge-of-Cerberus/Update%2004/39-kalm36.jpg cartwheeling futilely]] [[InvisibleWall more than two feet above the top of the fence.]]

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* ''DirgeOfCerberus'''s ''VideoGame/DirgeOfCerberus'''s favorite encounter in the world is "you must fight a bunch of mooks and pick up a keycard to drop the random energy fence that just sprang up from completely unmodified ground." The international release of the game added a double-jump, in a very small concession to the fact that [[CutscenePowerToTheMax Vincent could jump fifty feet in the air from a standing position in most cutscenes]]. However, they didn't appropriately adjust the height of the fences (which were already dangerously close to this). Cue thousands of players [[http://lparchive.org/Final-Fantasy-VII-Dirge-of-Cerberus/Update%2004/39-kalm36.jpg cartwheeling futilely]] [[InvisibleWall more than two feet above the top of the fence.]]
6th Aug '16 8:03:24 PM UmbrellasWereAwesome
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* In the ''{{Franchise/Halo}}'' series, our hero does not normally have SuperDrowningSkills, but some bodies of water, especially in the third game, are "instant-death water of uncrossability". Even in the games that lack falling damage for normal falls, falling in the wrong place kills you, preventing SequenceBreaking. There's also Frictionless Hills and {{Invisible Wall}}s, some of which are lethal. And BorderPatrol in multiplayer maps.

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* In the ''{{Franchise/Halo}}'' series, our hero does not normally have SuperDrowningSkills, but some bodies of water, especially in the third game, ''VideoGame/{{Halo 3}}'', are "instant-death water of uncrossability". Even in the games that lack falling damage for normal falls, falling in the wrong place kills you, preventing SequenceBreaking. There's also Frictionless Hills and {{Invisible Wall}}s, some of which are lethal. And BorderPatrol in multiplayer maps.
10th Jul '16 6:56:06 AM Epicazeroth
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* An odd example in VideoGame/RWBYGrimmEclipse. While most fences in the game ''appear'' to be much larger than the characters, all the characters in ''Grimm Eclipse'' are inexplicably [[UnitsNotToScale smaller than flowers]], so if the characters were normal-sized the fences ''would'' be waist-high.
9th Jul '16 3:05:22 AM Morgenthaler
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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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* ''[[{{Croc}} ''[[VideoGame/{{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.
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.
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