History Main / MalevolentArchitecture

18th May '16 11:44:18 AM TheOneWhoTropes
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* In one episode of ''{{CSINY}}'', Mac and the team had to navigate a penthouse that was still deadly years after its architect had it built, plus hidden puzzles and switches comparable to those found in the early ''Franchise/ResidentEvil'' games. Step on a panel, get stabbed by a what looks like a saw folded in half that pops out from the ceiling; an AdvancingWallOfDoom that doubled as a very big broiler; and a room that'll drown you if you didn't bust open the correct wall.

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* In one episode of ''{{CSINY}}'', ''Series/{{CSINY}}'', Mac and the team had to navigate a penthouse that was still deadly years after its architect had it built, plus hidden puzzles and switches comparable to those found in the early ''Franchise/ResidentEvil'' games. Step on a panel, get stabbed by a what looks like a saw folded in half that pops out from the ceiling; an AdvancingWallOfDoom that doubled as a very big broiler; and a room that'll drown you if you didn't bust open the correct wall.
3rd May '16 8:56:58 AM Morgenthaler
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* ''RoseRed''. (Also based on the Winchester Mystery House.)

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* ''RoseRed''.''Series/RoseRed''. (Also based on the Winchester Mystery House.)
23rd Mar '16 2:06:14 PM LadyJaneGrey
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* ''Frachise/MortalKombat'' has Stage Fatalities, which are special Fatalities the winner of a match can use to kill his/her opponent using the rather hazardous nature of the specific arena. The first one was The Pit in the first game, which simply required the winner to uppercut the loser to drop him down into the spiked pit below. Several other games in the series had Stage Fatalities with spikes, but many were far more creative (some involved throwing your opponent into acid, crushing walls, lava, or even a laser grid that dices the victim. Some don't even use actual architecture; in the Living Forest, you throw your victim to carnivorous trees.) ''VideoGame/MortalKombatDeception'' also had a special version called Death Traps, which like Brutalities, could kill your opponent even if his Life Bar wasn't empty.

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* ''Frachise/MortalKombat'' has Stage Fatalities, which are special Fatalities the winner of a match can use to kill his/her opponent using the rather hazardous nature of the specific arena. The first one was The Pit in the first game, which simply required the winner to uppercut the loser to drop him down into the spiked pit below. Several other games in the series had Stage Fatalities with spikes, but many were far more creative (some involved throwing your opponent into acid, crushing walls, lava, or even a laser grid that dices the victim. Some don't even use actual architecture; in the Living Forest, you throw your victim to carnivorous trees.) ''VideoGame/MortalKombatDeception'' also had a special version called Death Traps, which like Brutalities, could kill your opponent (or you, if you don't look where you're going) even if his Life Bar wasn't empty. empty, sort of the Kombat version of a ring-out. There was even one arena, the Falling Cliffs, that with a Death Trap that could kill both Kombatant's at once. (If that happened, the player who had taken the least amount of damage won the match.)
23rd Mar '16 1:58:05 PM LadyJaneGrey
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Added DiffLines:

* ''Frachise/MortalKombat'' has Stage Fatalities, which are special Fatalities the winner of a match can use to kill his/her opponent using the rather hazardous nature of the specific arena. The first one was The Pit in the first game, which simply required the winner to uppercut the loser to drop him down into the spiked pit below. Several other games in the series had Stage Fatalities with spikes, but many were far more creative (some involved throwing your opponent into acid, crushing walls, lava, or even a laser grid that dices the victim. Some don't even use actual architecture; in the Living Forest, you throw your victim to carnivorous trees.) ''VideoGame/MortalKombatDeception'' also had a special version called Death Traps, which like Brutalities, could kill your opponent even if his Life Bar wasn't empty.
24th Feb '16 5:22:17 PM MegaMarioMan
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* Lampshaded in ''RatchetAndClankUpYourArsenal''. In one of the games within a game (which is one of the few points where this trope is played straight), the BigBad asks who designed his lava-filled base. His butler agrees it isn't very practical.

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* Lampshaded in ''RatchetAndClankUpYourArsenal''.''VideoGame/RatchetAndClankUpYourArsenal''. In one of the games within a game (which is one of the few points where this trope is played straight), the BigBad asks who designed his lava-filled base. His butler agrees it isn't very practical.



** To be fair, a lot of the weird puzzles are intended to keep the place hard to access on purpose (for example, the Aztec sacrifice puzzle in Chief Iron's office, which lets a person access the sewers and which is not supposed to be there) -- these are ''secret'' passages/chambers for a reason. Also, you do tend to show up at these places after the initial chaos of a ZombieApocalypse is over; in several cases, it's quite plausible that the items were scattered by people panicking or trying to avoid being attacked or security details just getting things screwed up. And there are some cases where items are where they should sensibly be -- VideoGame/ResidentEvil2 has a spare fuse in the superconductor room, where you need to fill it in order to create a replacement main fuse.

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** To be fair, a lot of the weird puzzles are intended to keep the place hard to access on purpose (for example, the Aztec sacrifice puzzle in Chief Iron's office, which lets a person access the sewers and which is not supposed to be there) -- these are ''secret'' passages/chambers for a reason. Also, you do tend to show up at these places after the initial chaos of a ZombieApocalypse is over; in several cases, it's quite plausible that the items were scattered by people panicking or trying to avoid being attacked or security details just getting things screwed up. And there are some cases where items are where they should sensibly be -- VideoGame/ResidentEvil2 ''VideoGame/ResidentEvil2'' has a spare fuse in the superconductor room, where you need to fill it in order to create a replacement main fuse.
17th Feb '16 3:04:26 PM KamenRiderOokalf
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* Two words: ''VideoGame/SilentHill''. A town forged of ChaosArchitecture and designed by the subconscious guilt of the main character, that leads to such things as the entire city being transformed into a maze of rubble, [[InsurmountableWaistHeightFence uncrossable police tape]], and fissures; doors held closed with keys being convoluted puzzles involving unnerving poems, and coins scattered around the building.

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* Two words: ''VideoGame/SilentHill''.''Franchise/SilentHill''. A town forged of ChaosArchitecture and designed by the subconscious guilt of the main character, that leads to such things as the entire city being transformed into a maze of rubble, [[InsurmountableWaistHeightFence uncrossable police tape]], and fissures; doors held closed with keys being convoluted puzzles involving unnerving poems, and coins scattered around the building.
29th Jan '16 4:52:33 PM nombretomado
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* The Subspace Emissary in ''[[SuperSmashBrothers Super Smash Brothers Brawl]]'' commonly features this in several locations.

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* The Subspace Emissary in ''[[SuperSmashBrothers Super Smash Brothers Brawl]]'' ''VideoGame/SuperSmashBrosBrawl'' commonly features this in several locations.
1st Jan '16 7:16:18 PM jormis29
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** Also justified in the second game, the isle of fates is trying to protect something similar to Pandora's box; The sisters of fate, who call the shots for even gods.

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** Also justified in the second game, the isle of fates is trying to protect something similar to Pandora's box; PandorasBox; The sisters of fate, who call the shots for even gods.
17th Dec '15 12:41:08 PM erforce
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* 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/AlienVsPredator''. 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.

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* 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/AlienVsPredator''.''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.
28th Oct '15 12:24:34 PM FF32
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* The finale location in HeavyRain. Conveyor Belts which lead into meat grinders, a pit filled with water that can be used to drown kids, Pipes lying around for no reason...''Almost'' justified when you discover it's a scrap reprocessing plant. [[FridgeLogic But then it just raises more questions!]]

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* The finale location in HeavyRain.VideoGame/HeavyRain. Conveyor Belts which lead into meat grinders, a pit filled with water that can be used to drown kids, Pipes lying around for no reason...''Almost'' justified when you discover it's a scrap reprocessing plant. [[FridgeLogic But then it just raises more questions!]]
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