Follow TV Tropes

Following

History Main / InsurmountableWaistHeightFence

Go To

OR

Changed: 31

Removed: 83

Is there an issue? Send a MessageReason:
None


** The same goes for ''MassEffect'', and generally most games where you can't jump.



* In ''MassEffect'', while driving the Mako on story worlds the ''Gentle Slope Of Unclimbability'' was made the more obvious, since on non-story worlds you could make it climb almost any mountain no matter how steep, while on story worlds you were confined to narrow valleys with walls much gentler and you still came rolling down from them. On time, there was even a Insurmountable Waist Height Fence in the form of a big boulder, that should have made you impossible to go further with the Mako, but with some good positioning you could jump over it, leading to a glitch.

to:

* In ''MassEffect'', ''VideoGame/MassEffect1'', while driving the Mako on story worlds the ''Gentle Slope Of Unclimbability'' was made the more obvious, since on non-story worlds you could make it climb almost any mountain no matter how steep, while on story worlds you were confined to narrow valleys with walls much gentler and you still came rolling down from them. On time, there was even a Insurmountable Waist Height Fence in the form of a big boulder, that should have made you impossible to go further with the Mako, but with some good positioning you could jump over it, leading to a glitch.



** In ''MassEffect2'' -- when you're recruiting Tali in Haestrom -- rubble blocks your way until you find nearby demolition charges; while it's as large as you, you've been shown performing athletic stunts before that should make simply climbing up a lot easier than fighting your way through all those geth. And naturally, you can't clear the blockage by shooting it, even with the nuke launcher.

to:

** In ''MassEffect2'' ''VideoGame/MassEffect2'' -- when you're recruiting Tali in Haestrom -- rubble blocks your way until you find nearby demolition charges; while it's as large as you, you've been shown performing athletic stunts before that should make simply climbing up a lot easier than fighting your way through all those geth. And naturally, you can't clear the blockage by shooting it, even with the nuke launcher.



** Same in ''MassEffect3'', particularly some fences on the Citadel. And some invisible walls on the Multiplayer maps preventing you from jumping to your death... but enemies can use jet-packs to jump up from somewhere below.

to:

** Same in ''MassEffect3'', ''VideoGame/MassEffect3'', particularly some fences on the Citadel. And some invisible walls on the Multiplayer maps preventing you from jumping to your death... but enemies can use jet-packs to jump up from somewhere below.

Added: 107

Changed: 352

Is there an issue? Send a MessageReason:
None


* To people confined to wheelchairs, their whole surroundings can seem like one of these, especially in places that lack handicapped-friendly architecture.

to:

* To people confined to wheelchairs, their whole surroundings Wheelchair users can seem like one of these, especially in often be stopped cold by something a person on foot might not even notice. Even places that lack handicapped-friendly architecture.were designed to be accessible might not have been maintained, while power wheelchairs have gotten bigger and all types have [[SuperWheelChair gotten more varied]] since the first accessibility standards were written in the 1970s.


Added DiffLines:

* It's not uncommon to find gaps in fences that a skinny kid can squeeze through but someone heavier can't.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''KirbyAirRide'''s City Trial mode, the [[InvisibleWall area boundary]] is marked by Insurmountable Waist-High ''Waves'' that can't be flown over even with the Dragoon. [[GoodBadBugs Mostly.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The first game featured flimsy wooden doors that can be chopped to pieces with an axe but not a crowbar and chains and locks that can be broken with a crowbar and not an axe, and other strangely specific ways to get past obstacles in a game that emphasized improving weapons...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In {{OFF}}, [[http://offgame.wikia.com/wiki/File:Batter_02.jpg knee-high blocks]] will keep you from entering new rooms.

Added: 178

Changed: 1

Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TheNightOfTheRabbit'' waist height fences are used literally to prevent you from getting into certain places (wood dwarves's, Hares family's garden and their birthday party). Instead, you have to solve some puzzle in order to get there. Talk about a hero who respect private property!

to:

* In ''VideoGame/TheNightOfTheRabbit'' waist height fences are used literally to prevent you from getting into certain places (wood dwarves's, Hares family's garden and their birthday party). Instead, you have to solve some puzzle in order to get there. Talk about a hero who respect respects private property!property!
* Played with in ''VideoGame/DarkSeed II'', wherein a good chunk of the plot is driven by Mike Dawson's inability to succeed at carnival games (including the infamous ring toss).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** ...implying that the PC is TooDumbToLive?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** There is a rather confusing case of this in Freeside, the first cell extends out into the second one but only going through the doors takes you to the actual cell. The Cerulean Robotics factory is in about the same area as the gate to the strip and the Ruined Store is around where the Atomic Wrangler is supposed to be. Following the pip boy makes you think you have to go into the second section to visit these places.
Is there an issue? Send a MessageReason:
None


*** Bonus points for most doors in the Fallout universe either being damaged and a couple of centuries old, or being jerry rigged out of a piece of scrap metal.

to:

*** Bonus points for most doors in the Fallout universe either being damaged and a couple of centuries old, and completely rusted or being jerry rigged out of a piece of scrap metal.rotten.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Bonus points for most doors in the Fallout universe either being damaged and a couple of centuries old, or being jerry rigged out of a piece of scrap metal.
Is there an issue? Send a MessageReason:
None


** Most of ''VideoGame/MetroidOtherM'' is in corridors and such, taking place in a large research ship and all. So for the most part the railroading and paths being blocked by reinforced doors is justified. But then there's this one missile tank, well, [[http://www.youtube.com/watch?v=o_nS1ADTJY0 see for yourself]].

to:

** Most of In ''VideoGame/MetroidOtherM'' is in corridors and such, taking place in a large research ship and all. So for the most part the railroading and paths being blocked by reinforced doors is justified. But then there's this one missile tank, well, [[http://www.youtube.com/watch?v=o_nS1ADTJY0 see for yourself]].

Changed: 129

Removed: 376

Is there an issue? Send a MessageReason:
justifying edits


** To be fair, beyond those little barbwire fences is a very quick and painful radiation death.



* In its defence, the fences are chest high and shootable in ''[[XCom UFO Enemy Unknown]]'', but it is odd that your troopers are tough enough to hardly notice stepping off the roof of a two storey building but need a flying suit to get over a dry stone wall. Also you remember those dragon's teeth concrete blocks they used to slow down tanks in World War 2? In the near future you will be able to get a similar effect using a picket fence or a box of tomatoes.

to:

* In its defence, [[XCom UFO Enemy Unknown]]'' features a downplayed example where the fences are chest high and shootable in ''[[XCom UFO Enemy Unknown]]'', ''are'' climbable, but it is odd that your troopers are tough enough to hardly notice stepping off the roof of a two storey building but need a flying suit to get over a dry stone wall. Also you remember those dragon's teeth concrete blocks they used to slow down tanks in World War 2? In the near future you will be able to get a similar effect using a picket fence or a box of tomatoes.



*** The texture and model of many of the metal doors (particularly those found in vaults) include a "emergency release switch." These switches are just cosmetic if the door is locked however, even though the switch is clearly meant to prevent the door from becoming and impedance.
Is there an issue? Send a MessageReason:
College Saga is mentioned twice in different categories. I kept the Web Original one since that seems the better fit.


* ''CollegeSaga'' parodies this (just like it parodies everything else). "A huge chair is blocking your path". Once Jesus joins your party, he averts the trope by simply blowing the chair up.
Is there an issue? Send a MessageReason:
Typo


* In ''VideoGame/TheNightOfTheRabbit'' waist height fence are used literally to prevent you from getting into certain places (wood dwarves's, Hares family's garden and their birthday party). Instead, you have to solve some puzzle in order to get there. Talk about a hero who respect private property!

to:

* In ''VideoGame/TheNightOfTheRabbit'' waist height fence fences are used literally to prevent you from getting into certain places (wood dwarves's, Hares family's garden and their birthday party). Instead, you have to solve some puzzle in order to get there. Talk about a hero who respect private property!
Is there an issue? Send a MessageReason:
None


*** ''Lonesome Road'' has dozens of these, but one of the most blatant is in the main part of the Divide, where a collapsing building creates an insurmountable wall to force a detour through a [[DemonicSpiders Tunneler]]-infested cave, frustrating the player even further with a pile of signs that looks like it could be used as a ramp.

to:

*** ''Lonesome Road'' has dozens of these, but one of the most blatant is in the main part of the Divide, where a collapsing building creates an insurmountable wall to force a detour through a [[DemonicSpiders Tunneler]]-infested cave, frustrating the player even further with unclimbable rocks and a pile of signs that looks like it could be used as a ramp.
Is there an issue? Send a MessageReason:
None


*** ''Lonesome Road'' has many of these, but one of the worst is in the main part of the Divide, where a collapsing building creates an insurmountable wall to force a detour through a [[DemonicSpiders Tunneler]]-infested cave, frustrating the player even further with a pile of signs that looks like it could be used as a ramp.

to:

*** ''Lonesome Road'' has many dozens of these, but one of the worst most blatant is in the main part of the Divide, where a collapsing building creates an insurmountable wall to force a detour through a [[DemonicSpiders Tunneler]]-infested cave, frustrating the player even further with a pile of signs that looks like it could be used as a ramp.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** ''Lonesome Road'' has many of these, but one of the worst is in the main part of the Divide, where a collapsing building creates an insurmountable wall to force a detour through a [[DemonicSpiders Tunneler]]-infested cave, frustrating the player even further with a pile of signs that looks like it could be used as a ramp.

Added: 300

Changed: 1

Is there an issue? Send a MessageReason:
Added \'The Night of the Rabbit\' example.


* Hyper and quasispace in ''VideoGame/{{Star Control 2}}'' have an edge. This is pretty common to the genre, but somehow glaring here (possibly because the issue of an edge is [[WrapAround sidestepped]] in melee).

to:

* Hyper and quasispace in ''VideoGame/{{Star Control 2}}'' have an edge. This is pretty common to the genre, but somehow glaring here (possibly because the issue of an edge is [[WrapAround sidestepped]] in melee). melee).
* In ''VideoGame/TheNightOfTheRabbit'' waist height fence are used literally to prevent you from getting into certain places (wood dwarves's, Hares family's garden and their birthday party). Instead, you have to solve some puzzle in order to get there. Talk about a hero who respect private property!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The ''VideoGame/NancyDrew'' has this problem occasionally, but a real crowner occurred in the second game, ''Stay Tuned For Danger.'' At the beginning of the game, you are required to pick open a lock with a credit card. Fair enough, but later in the game, you have to open identical doors ''in the same hallway,'' but you absolutely '''have''' to find the keys for these.

Added: 237

Changed: 306

Is there an issue? Send a MessageReason:
None



to:

* On AtopTheFourthWall Linkara finally gets fed up with how during the Halloween "Silent Hill" Months, he's constantly blocked by things like stacks of cardboard boxes. He calmly tells the boxes he ''will'' set them on fire if they force his hand about blocking his path, and the stack quickly falls apart.
--> '''Linkara''': Thank you.
** He also mocks the "trapped in one area until X is done" trope, pointing out that the items he needs to unlock his front door ''are not available to him while he is trapped in his house''. The door unlocks.
Is there an issue? Send a MessageReason:
None


* Almost every level in the ''{{STALKER}}'' games (at least, the first two). Most of the exterior levels are bordered by flimsy barbwire fences. You can jump over higher things during the game, including climbing a stack of crates over a concrete wall (twice in quick succession) during one of the plot missions in Clear Sky, but the border fences are unjumpable. They do jingle when you bump them, though...

to:

* Almost every level in the ''{{STALKER}}'' ''VideoGame/{{STALKER}}'' games (at least, the first two). Most of the exterior levels are bordered by flimsy barbwire fences. You can jump over higher things during the game, including climbing a stack of crates over a concrete wall (twice in quick succession) during one of the plot missions in Clear Sky, but the border fences are unjumpable. They do jingle when you bump them, though...

Added: 151

Removed: 85

Is there an issue? Send a MessageReason:
None


*** Parodied in [[http://www.halolz.com/2013/05/15/who-needs-hms/ this]] comic strip.


Added DiffLines:

* The Cut-able trees in {{Pokemon}} are parodied in [[http://www.halolz.com/2013/05/15/who-needs-hms/ this]] comic strip. The trope is even referenced.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Parodied in [[http://www.halolz.com/2013/05/15/who-needs-hms/ this]] comic strip.
Is there an issue? Send a MessageReason:
None


!!Parodies, mentions, lampshade hangings

to:

!!Parodies, mentions, deconstructions, lampshade hangings

Added: 264

Changed: 270

Is there an issue? Send a MessageReason:
None


* This trope is '''[[{{Deconstruction}} deconstructed]]''' in ''VideoGame/YumeNikki''. If you explore the wasteland long enough you will stumble across some [[PettingZooPeople toriningen]] having a lively little picnic with the happiest song in the game playing in the background, but some small plants prevent you from joining them, so all you can do is watch from afar and feel left out. When you try to find another way in, you'll find that every possible way is blocked. What makes this [[TearJerker heartwrenching]] is that this event is taking place inside the protagonist's head and likely represents past experiences with social exclusion.

to:

* This trope is '''[[{{Deconstruction}} deconstructed]]''' in ''VideoGame/YumeNikki''. If you explore the wasteland long enough you will stumble across some [[PettingZooPeople toriningen]] having a lively little picnic with the happiest song in the game playing in the background, but background. However, some small plants prevent you from joining them, so all you can do is watch from afar and feel left out. out.
**
When you try to find another way in, you'll find that every ''every'' possible way is blocked. What makes this [[TearJerker heartwrenching]] is that this event is taking place inside the protagonist's head and likely represents past experiences with social exclusion.
Is there an issue? Send a MessageReason:
None


* This trope is ''[[{{Deconstruction}} deconstructed]]'' in ''VideoGame/YumeNikki''. If you explore the wasteland long enough you will stumble across some [[PettingZooPeople toriningen]] having a lively little picnic, but some small plants prevent you from joining them, so all you can do is watch from afar and feel left out. What makes this [[TearJerker heartwrenching]] is that this event is taking place inside the protagonist's head and likely represents past experiences with social exclusion.

to:

* This trope is ''[[{{Deconstruction}} deconstructed]]'' '''[[{{Deconstruction}} deconstructed]]''' in ''VideoGame/YumeNikki''. If you explore the wasteland long enough you will stumble across some [[PettingZooPeople toriningen]] having a lively little picnic, picnic with the happiest song in the game playing in the background, but some small plants prevent you from joining them, so all you can do is watch from afar and feel left out.out. When you try to find another way in, you'll find that every possible way is blocked. What makes this [[TearJerker heartwrenching]] is that this event is taking place inside the protagonist's head and likely represents past experiences with social exclusion.

Changed: 95

Removed: 214

Is there an issue? Send a MessageReason:
None


* Deconstructed in VideoGame/YumeNikki. Madotsuki being unable to get through really small shrubbery to participate in a picnic being held by some Toriningen represents social exclusion, and can be very depressing.



* This trope is deconstructed in ''VideoGame/YumeNikki''. If you explore the wasteland long enough you will stumble across some [[PettingZooPeople toriningen]] having a lively little picnic. This could've been a happy moment in an otherwise unsettling game, but some small plants prevent you from joining them so all you can do is watch from afar and feel left out. What makes this [[TearJerker heartwrenching]] is that this event is taking place inside the protagonist's head and likely represents past experiences with social exclusion.

to:

* This trope is deconstructed ''[[{{Deconstruction}} deconstructed]]'' in ''VideoGame/YumeNikki''. If you explore the wasteland long enough you will stumble across some [[PettingZooPeople toriningen]] having a lively little picnic. This could've been a happy moment in an otherwise unsettling game, picnic, but some small plants prevent you from joining them them, so all you can do is watch from afar and feel left out. What makes this [[TearJerker heartwrenching]] is that this event is taking place inside the protagonist's head and likely represents past experiences with social exclusion.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Vette}}'', large sections of San Francisco are blocked off by insurmountable fences, some waist height (No, you can't jump over them with low gravity, either). {{Handwaved}} in the manual as being due to "earthquake damage". And if you try to jump over Lombard Street, you hit an InvisibleWall.

to:

* In ''VideoGame/{{Vette}}'', large sections of San Francisco are blocked off by insurmountable fences, some waist height (No, you can't jump over them with low gravity, either). {{Handwaved}} in the manual as being due to "earthquake damage". And if you try It was also probably done [[DynamicLoading to jump over Lombard Street, you hit an InvisibleWall.reduce memory usage]], since the city is divided into boroughs/districts connected only by sparsely-detailed freeways.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/FalloutNewVegas'' has some particularly lazy examples of this; the overworld is cut into cells to ease loading times, and one can only transit between cells at passes. Unfortunately, someone forgot to tell this to the designers who made the visual landscapes, meaning the Courier is often unable to climb two-degree slopes at the edges of cells. In particularly buggy areas such as the area around Nelson, the Courier can end up several dozen feet off the ground by skimming a cell edge. Some of the indoor areas, e.g. Vault 34 are also divided into sub-areas.

to:

** ''VideoGame/FalloutNewVegas'' has some particularly lazy examples of this; the overworld is cut into cells to ease loading times, and one can only transit between cells at passes. A few of these passes also house {{beef gate}}s to force the player to {{follow the plotted line}}. Unfortunately, someone forgot to tell this to the designers who made the visual landscapes, meaning the Courier is often unable to climb two-degree slopes at the edges of cells. In particularly buggy areas such as the area around Nelson, the Courier can end up several dozen feet off the ground by skimming a cell edge. Some of the indoor areas, e.g. Vault 34 are also divided into sub-areas.
Is there an issue? Send a MessageReason:
None


*** Similarly, one of the {{MacGuffin}}s for the Still in the Dark quest is on the Oxygen Recycling level of Vault 22, but there's an overturned desk (Unslideable Passageway) blocking direct access, forcing you to find a keycard in the Common Areas to unlock the back door to the room from the Food Production level.

to:

*** Similarly, one of the {{MacGuffin}}s for the Still in the Dark quest is on the Oxygen Recycling level of Vault 22, but there's an overturned desk (Unslideable Passageway) impassible barricade blocking direct access, forcing you to find a keycard in the Common Areas to unlock the back door to the room from the Food Production level.

Top