History Main / MalevolentArchitecture

7th Jan '17 9:51:08 AM nombretomado
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** Naturally, ''TheLastDaysOfFOXHOUND'' mocks this as with everything else with the series. First with the trap doors by that it had already killed several {{Mooks}} and nearly claimed Sniper Wolf, and later on, upon examining the Furnace Room/Freezing Warehouse (directly adjacent), Ocelot remarks that "whoever designed this place can go straight to Hell." Liquid had earlier criticized the trapdoors by asking if Dr. Doom was the architectural consultant?

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** Naturally, ''TheLastDaysOfFOXHOUND'' ''Webcomic/TheLastDaysOfFOXHOUND'' mocks this as with everything else with the series. First with the trap doors by that it had already killed several {{Mooks}} and nearly claimed Sniper Wolf, and later on, upon examining the Furnace Room/Freezing Warehouse (directly adjacent), Ocelot remarks that "whoever designed this place can go straight to Hell." Liquid had earlier criticized the trapdoors by asking if Dr. Doom was the architectural consultant?
4th Dec '16 10:00:40 AM Morgenthaler
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* ''WesternAnimation/ThunderCats2011'' episode "Journey to the Tower of Omens" has a video game-style TempleOfDoom and ''makes its existence make sense.'' A bunch of {{Warrior Monk}}s created it to guard a holy book that no-one else should have (hence the gratuitous sharp objects). ''They'' are extremely {{badass}} and know where all the traps are, so it would probably be easy for its makers to use. Anyone else would have a hard time not getting ground into hamburger.

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* ''WesternAnimation/ThunderCats2011'' episode "Journey to the Tower of Omens" has a video game-style TempleOfDoom and ''makes its existence make sense.'' A bunch of {{Warrior Monk}}s created it to guard a holy book that no-one else should have (hence the gratuitous sharp objects). ''They'' are extremely {{badass}} badass and know where all the traps are, so it would probably be easy for its makers to use. Anyone else would have a hard time not getting ground into hamburger.
3rd Dec '16 7:54:05 AM Sharlee
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Added DiffLines:

* The house in ''Film/Thir13enGhosts'' is actually one huge glass-and-metal machine, designed to trap victims and ghosts inside and then unleash the latter onto the former in a timed sequence. One victim is killed by the shifting glass directly, others attacked by the hostile spirits.
21st Nov '16 9:03:33 AM Morgenthaler
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[[folder:Films]]
* If we're looking for a pyramid-shaped building complete with [[ChaosArchitecture moving three-dimensional puzzle hallways and chambers]], where death can jump at you from every angle in the form of deadly monsters, look no further than the movie ''Film/AVPAlienVsPredator''. That pyramid was explicitly designed to be a maze where [[EverythingTryingToKillYou a lurking enemy]] ''[[EverythingTryingToKillYou is]]'' [[EverythingTryingToKillYou trying to kill you]] and the hunter can become the hunted.
** Not that the architecture in the games of the same franchise is much friendlier, though...
* The trap in the chilling movie ''Film/{{Cube}}'': another prime example of Malevolent Architecture, created no doubt as a sadistic experiment in human psychology. Every room is indeed a puzzle, and the slightest mistake will invite death. In short, everything is explicitly designed to be as lethal as possible, to force the unwilling participants to work together or perish.
* ''Film/CityOfEmber'' has an escape route (meant to eventually be followed by all the inhabitants, no less) that requires activating a complex machine that moves around small boats, destabilizes a power reactor, generates a powerful water current and finally blasts the hapless citizens in the aforementioned tiny boats through a waterslide course any entertainment company would pay millions for (replete with suspended structure). You'd think they could have built, I dunno, ''an elevator'' instead... It might have been justified if not for the waterslide, since the place was already past its expiration date anyway.

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[[folder:Films]]
* If we're looking for a pyramid-shaped building complete with [[ChaosArchitecture moving three-dimensional puzzle hallways and chambers]], where death can jump at you from every angle in the form of deadly monsters, look no further than the movie ''Film/AVPAlienVsPredator''. That pyramid was explicitly designed to be a maze where [[EverythingTryingToKillYou a lurking enemy]] ''[[EverythingTryingToKillYou is]]'' [[EverythingTryingToKillYou trying to kill you]] and the hunter can become the hunted.
** Not that the architecture in the games of the same franchise is much friendlier, though...
* The trap in the chilling movie ''Film/{{Cube}}'': another prime example of Malevolent Architecture, created no doubt as a sadistic experiment in human psychology. Every room is indeed a puzzle, and the slightest mistake will invite death. In short, everything is explicitly designed to be as lethal as possible, to force the unwilling participants to work together or perish.
* ''Film/CityOfEmber'' has an escape route (meant to eventually be followed by all the inhabitants, no less) that requires activating a complex machine that moves around small boats, destabilizes a power reactor, generates a powerful water current and finally blasts the hapless citizens in the aforementioned tiny boats through a waterslide course any entertainment company would pay millions for (replete with suspended structure). You'd think they could have built, I dunno, ''an elevator'' instead... It might have been justified if not for the waterslide, since the place was already past its expiration date anyway.
[[folder:Films -- Animated]]


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[[/folder]]

[[folder:Films -- Live-Action]]
* If we're looking for a pyramid-shaped building complete with [[ChaosArchitecture moving three-dimensional puzzle hallways and chambers]], where death can jump at you from every angle in the form of deadly monsters, look no further than the movie ''Film/AVPAlienVsPredator''. That pyramid was explicitly designed to be a maze where [[EverythingTryingToKillYou a lurking enemy]] ''[[EverythingTryingToKillYou is]]'' [[EverythingTryingToKillYou trying to kill you]] and the hunter can become the hunted.
** Not that the architecture in the games of the same franchise is much friendlier, though...
* The trap in the chilling movie ''Film/{{Cube}}'': another prime example of Malevolent Architecture, created no doubt as a sadistic experiment in human psychology. Every room is indeed a puzzle, and the slightest mistake will invite death. In short, everything is explicitly designed to be as lethal as possible, to force the unwilling participants to work together or perish.
* ''Film/CityOfEmber'' has an escape route (meant to eventually be followed by all the inhabitants, no less) that requires activating a complex machine that moves around small boats, destabilizes a power reactor, generates a powerful water current and finally blasts the hapless citizens in the aforementioned tiny boats through a waterslide course any entertainment company would pay millions for (replete with suspended structure). You'd think they could have built, I dunno, ''an elevator'' instead... It might have been justified if not for the waterslide, since the place was already past its expiration date anyway.
21st Nov '16 8:59:17 AM Morgenthaler
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* The prevalence of the traps in ancient temples is lampshaded in ''CrimsonSkies: High Road To Revenge.''

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* The prevalence of the traps in ancient temples is lampshaded in ''CrimsonSkies: ''VideoGame/CrimsonSkies: High Road To Revenge.''



* Used for fun in ''Tecmo's {{Deception}}''. In the sequels, even the buildings inhabited by the heroes are filled with [[AddedAlliterativeAppeal death-dealing devices]] which never shut off.

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* Used for fun in ''Tecmo's {{Deception}}''.VideoGame/{{Deception}}''. In the sequels, even the buildings inhabited by the heroes are filled with [[AddedAlliterativeAppeal death-dealing devices]] which never shut off.
15th Oct '16 9:09:58 PM nombretomado
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* The Empty City in ''TheFearMythos'' is a [[GeniusLoci sentient city]] that likes to...play with its food. Its food being people who enter one of its Doors and then proceed to wander the City until they die. However, if you piss off the City (like interfering with one of its meals), it will find...creative ways of [[AndIMustScream keeping you alive]].

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* The Empty City in ''TheFearMythos'' ''Franchise/TheFearMythos'' is a [[GeniusLoci sentient city]] that likes to...play with its food. Its food being people who enter one of its Doors and then proceed to wander the City until they die. However, if you piss off the City (like interfering with one of its meals), it will find...creative ways of [[AndIMustScream keeping you alive]].
28th Aug '16 11:17:16 AM Medinoc
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* Webcomic/BrawlInTheFamily: [[http://www.brawlinthefamily.com/?p=978 "Who designed]] [[NoOSHACompliance this castle?!"]]

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* Webcomic/BrawlInTheFamily: [[http://www.brawlinthefamily.com/?p=978 [[http://brawlinthefamily.keenspot.com/comic/mkc7/ "Who designed]] [[NoOSHACompliance this castle?!"]]
28th Aug '16 11:03:53 AM Medinoc
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Added DiffLines:

** Autochton is a more neutral example: Another living city that's also an EternalEngine, and doesn't get the concept of railings because machines can't hurt it.
18th Aug '16 1:48:48 PM Tre
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* This trope was the entire premise of the [[Creator/{{Syfy}} Sci Fi Channel]] game show ''Estate Of Panic''.



* The premise of the SyFy series ''Series/EstateOfPanic'' and ''Series/{{Exit}}'' - the former has contestants searching for cash in rooms full of various traps; the latter has contestants answering questions to escape from similar rooms.

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* The premise of the SyFy Creator/{{Syfy}} series ''Series/EstateOfPanic'' and ''Series/{{Exit}}'' - the former has contestants searching for cash in rooms full of various traps; the latter has contestants answering questions to escape from similar rooms.
18th Aug '16 1:48:00 PM Tre
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* This trope was the entire premise of the SciFiChannel game show ''Estate Of Panic''.

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* This trope was the entire premise of the SciFiChannel [[Creator/{{Syfy}} Sci Fi Channel]] game show ''Estate Of Panic''.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MalevolentArchitecture