History Main / InvisibleWall

17th Jan '16 3:01:50 PM nombretomado
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* ''StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
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* ''StarControlII'' ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.away.

7th Jan '16 6:25:53 PM nombretomado
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* In ''SpaceQuest I'', the town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
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* In ''SpaceQuest I'', ''VideoGame/SpaceQuestITheSarienEncounter'', the town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
25th Nov '15 7:38:28 AM HighCrate
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* In ''VideoGame/StarFox64'', during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
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* * ''VideoGame/StarFox'': ** In the SNES original, all stages consist of a linear corridor. Approaching the edge will display a triple arrow guiding you back where you're supposed to be, and your ship will drift back in to the corridor unless you continue to push against the edge of the screen. ** In addition to the corridor levels in ''VideoGame/StarFox64'', during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
29th Aug '15 5:33:04 PM ScorpiusOB1
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* ''StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
21st Aug '15 11:52:30 PM nombretomado
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* The ''VideoGame/GundamVsSeries'' added these in ''GundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series had the outer limits of the stage be a line that, if crossed, forced your HumongousMecha to auto-pilot itself back into the stage, which was time-consuming, left you open to attack, and lead to a MostAnnoyingSound ("You've left the mission area, please return!"). The use of [[InvisibleWall Invisible Walls]] speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
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* The ''VideoGame/GundamVsSeries'' added these in ''GundamSEED: ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series had the outer limits of the stage be a line that, if crossed, forced your HumongousMecha to auto-pilot itself back into the stage, which was time-consuming, left you open to attack, and lead to a MostAnnoyingSound ("You've left the mission area, please return!"). The use of [[InvisibleWall Invisible Walls]] speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
20th Aug '15 10:12:48 AM Superfield
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** It later plays it straight with an [[http://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
5th Jul '15 5:46:11 AM Prfnoff
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Namespaces
* Justified in ''SpaceStationSiliconValley'', as the invisible walls are the glass walls of the station.
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* Justified in ''SpaceStationSiliconValley'', ''VideoGame/SpaceStationSiliconValley'', as the invisible walls are the glass walls of the station.

* In ''{{Action52}}'', the fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent invisible wall (or collision detection glitch) at the beginning of the level. * In the early ''SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''3''.
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* In ''{{Action52}}'', ''VideoGame/{{Action52}}'', the fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent invisible wall (or collision detection glitch) at the beginning of the level. * In the early ''SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''3''.''VideoGame/SilentHill3''.

* One of the most egregious examples was ''Vampire Rain'' for the X-Box 360. You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!" So annoying.
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* One of the most egregious examples was ''Vampire Rain'' for the X-Box 360.''VideoGame/VampireRain''. You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!" So annoying.

* Quite gratuitously used in ''{{Painkiller}}'', though for the most part they're in context. * Averted in BigRigsOverTheRoadRacing, one can climb over the slopes (no matter how steep) where the walls would be and continue to drive into the white void. * ''AnUntitledStory'' has these on the edges of game world, [[{{Metroidvania}} in a genre]] where world borders are usually closed with walls. They also appear during several boss fights as well as in the form of invisible ceiling in [=ButtRun and MountSide=].
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* Quite gratuitously used in ''{{Painkiller}}'', ''VideoGame/{{Painkiller}}'', though for the most part they're in context. * Averted in BigRigsOverTheRoadRacing, ''VideoGame/BigRigsOverTheRoadRacing'', one can climb over the slopes (no matter how steep) where the walls would be and continue to drive into the white void. * ''AnUntitledStory'' ''VideoGame/AnUntitledStory'' has these on the edges of game world, [[{{Metroidvania}} in a genre]] where world borders are usually closed with walls. They also appear during several boss fights as well as in the form of invisible ceiling in [=ButtRun and MountSide=].
1st Jul '15 5:56:59 PM BrendanRizzo
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* Creator/GregEgan uses this in a rare non-video game example in ''Permutation City''. The simulated city introduced right at the beginning contains a 3D model of a single apartment and enough of the rest of the city to accurately reproduce what you can see out of the window. However, get out of the apartment and the many limitations of the simulation become apparent very quickly, including that a couple of blocks out an invisible wall prevents you from proceeding further. Egan even wrote this specifically as an "edge of the universe" where any attempt to move outward is simply cancelled, rather than mere wall with a surface.
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* Creator/GregEgan uses this in a rare non-video game example in ''Permutation City''.''Literature/PermutationCity''. The simulated city introduced right at the beginning contains a 3D model of a single apartment and enough of the rest of the city to accurately reproduce what you can see out of the window. However, get out of the apartment and the many limitations of the simulation become apparent very quickly, including that a couple of blocks out an invisible wall prevents you from proceeding further. Egan even wrote this specifically as an "edge of the universe" where any attempt to move outward is simply cancelled, rather than mere wall with a surface.
24th Jun '15 7:00:10 PM nombretomado
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* ''{{Kirby}} Air Ride'' has one around every course, a well as the city in City Trial mode.
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* ''{{Kirby}} ''Franchise/{{Kirby}} Air Ride'' has one around every course, a well as the city in City Trial mode.
2nd Jun '15 11:41:09 AM R1ck1
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Noit really an example, in-universe justification
* The central premise of the StephenKing novel ''Literature/UnderTheDome'' and [[Series/UnderTheDome its TV adaptation]] involves a small town being completely enclosed by one of these.
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