History Main / InvisibleWall

18th Mar '17 8:29:42 AM Morgenthaler
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* Al of the StarWars ''RogueSquadron'' games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.

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* Al of the StarWars ''RogueSquadron'' ''VideoGame/RogueSquadron'' games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.



* Invisible walls are typically found at the edge of any outdoor area in ''GliderPRO''. (Ironically, ''visible'' walls had to have invisible rebounder objects placed over them if they were in the middle of the screen.)

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* Invisible walls are typically found at the edge of any outdoor area in ''GliderPRO''.''VideoGame/GliderPRO''. (Ironically, ''visible'' walls had to have invisible rebounder objects placed over them if they were in the middle of the screen.)
17th Jan '17 6:18:10 PM nombretomado
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* ''MagicalBattleArena'' marks the boundaries of the battlefield with a literal invisible wall: a pink grid-like magical barrier that only becomes visible when you touch it (or try to blow it up), and only that specific spot that you touch. It's visible on the HUD minimap, though.

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* ''MagicalBattleArena'' ''VideoGame/MagicalBattleArena'' marks the boundaries of the battlefield with a literal invisible wall: a pink grid-like magical barrier that only becomes visible when you touch it (or try to blow it up), and only that specific spot that you touch. It's visible on the HUD minimap, though.
30th Dec '16 9:21:40 PM DustSnitch
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** In ''VideoGame/TheLegendOfZeldaSkywardSword'' Nintendo did their best to hide them, but you can sometimes encounter them with the Beetle (which has a way of timing out faster than normal when you start to explore an area [[TheDevTeamThinksOfEverything the developers don't want you to]]).

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** In ''VideoGame/TheLegendOfZeldaSkywardSword'' Nintendo did their best to hide them, but you can sometimes encounter them with the Beetle (which has a way of timing out faster than normal when you start to explore an area [[TheDevTeamThinksOfEverything [[DevelopersForesight the developers don't want you to]]).
30th Dec '16 9:20:25 PM DustSnitch
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** The City Trail mode has an odd one, though. Though there are the normal invisible walls around the sides of the map, if you go at them from a high altitude you'll go through them. However, all you can do outside of the invisible walls is ride around on water, and if you continue going away from the city you'll reach another set of invisible walls which can't be bypassed. What's odd about the invisible wall system, though, is that in some places there are small ramps outside of the first invisible wall which will bring you back into the map instead of getting stuck at a wall, meaning the developers [[TheDevTeamThinksOfEverything anticipated]] people bypassing the walls.

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** The City Trail mode has an odd one, though. Though there are the normal invisible walls around the sides of the map, if you go at them from a high altitude you'll go through them. However, all you can do outside of the invisible walls is ride around on water, and if you continue going away from the city you'll reach another set of invisible walls which can't be bypassed. What's odd about the invisible wall system, though, is that in some places there are small ramps outside of the first invisible wall which will bring you back into the map instead of getting stuck at a wall, meaning the developers [[TheDevTeamThinksOfEverything [[DevelopersForesight anticipated]] people bypassing the walls.
25th Dec '16 10:33:46 AM AnonFangeekGirl
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* In ''VideoGame/HelloNeighbor'', these prevent you from exploring the background neighborhood. Interestingly enough, in Alpha at least they aren't insurmountable, since they are not infinitely high and there's a glitch that allows you to levitate via jumping in a trash can. Go high enough, and you can jump over the barrier and explore the rest of the map.
23rd Nov '16 8:04:55 PM DastardlyDemolition
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* ''VideoGame/{{Fallout 3}}'' has these in much the same way Assassin's creed does - try to walk off the map and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual InvisibleWall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago.

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* ''VideoGame/{{Fallout 3}}'' has these in much the same way Assassin's creed VideoGame/TheElderScrollsIVOblivion does - try to walk off the map and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual InvisibleWall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago.



** Infuriatingly, VideoGame/FalloutNewVegas does this egregiously. Several mountain ranges that look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking me.

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** Infuriatingly, VideoGame/FalloutNewVegas does this egregiously. Several mountain ranges that look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking me.the player. There are a few times these do make sense, such as the wire gate at the [=NCR=] Mojave Outpost which serves as a gateway in ''Lonesome Road'' after you choose to [[spoiler:'''nuke the NCR's only way into the Mojave''']].
9th Sep '16 4:12:42 PM Malady
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* ''VideoGame/Another'': There are more than one, and they keep you from exploring the city, or going onto the road.
7th Sep '16 8:28:40 AM JackG
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* Creator/HPLovecraft wrote a sci-fi horror tale about an alien maze built of these. A person trapped in the maze would die of thirst while looking at a nearby lake.
* In the short-lived ''The Cosby Mysteries'', Bill Cosby's character confronts the murderer with his evidence. Naturally she tries to shoot him, only to find there's a screen of bulletproof glass between them.
14th Aug '16 10:55:14 AM UmbrellasWereAwesome
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* In ''VideoGame/{{Halo 2}}'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on The Oracle), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg. some seemingly insurmountable hills can be climbed, leading to major SequenceBreaking.

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* ''Franchise/{{Halo}}'': In ''VideoGame/{{Halo 2}}'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on The Oracle), "The Oracle"), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg. some seemingly insurmountable hills can be climbed, leading to major SequenceBreaking. Subsequent games have these too, though the insta-kill barriers have been replaced by timed-kill ones.
8th Aug '16 10:26:33 AM N8han11
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** It's done for a reason though. Basically, the trigger for the cutscene is below, and if you get past the wall (easiest with lightning shield) the boss screws up and can't attack, and you can still damage him. Not to mention that killing off a machine before Robotnik has even went in is a bit silly.
*** It's possible to fly behind it with Tails while it's rising up, slip in behind him, and kill him there.
*** It's also possible to jump begind it with the Lightning Shield just after it's been triggered.



*** As has been pointed out on several fansites, the levels are actually one mass. They are then divided into "acts" with goal rings and invisible walls. Its possible to get beyond them in some areas and see parts of other acts or blank objects.



*** Maybe we can put it down to the Blood Elves being such chronic magic users and the Draenei's magitech...
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