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* ''VideoGame/TheBathhouse'': Any/all items/areas you can interact with have a black circle with a white arrow pointing down in it hovering over the item/area in question.



* The Imperial Hereditary Seal glows in ''Fanfic/FarceOfTheThreeKingdoms'', just to make sure everyone realizes that it's a MacGuffin.



* The Imperial Hereditary Seal glows in ''Fanfic/FarceOfTheThreeKingdoms'', just to make sure everyone realizes that it's a MacGuffin.
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* ''VideoGame/SlideInTheWoods'': Objects meant to be picked up/interacted with have a light blue spotlight around them.
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* Making the [[PowerGlows item]] [[ShinySense glow]].

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* Making the [[PowerGlows item]] [[ShinySense glow]].glow]], or be illuminated by a beam of light in an otherwise dark room.
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* ''VideoGame/FinalFantasyXIV'' uses this during bossfights. The game has a standard set of "markers" that indicate what an attack will do, and it reuses them constantly so players dont have to relearn and memorize every single attack of every singe boss in the game. A small selection of these includes:
** Circle of arrows pointing inwards floating above a players head: Other players need to stack on the marked player as the damage that will be delt is divided evenly between all stacked players.
** Blue arrows pointing outwards floating above a players head: Get as far away from this player as possible.
** Giant glowing eye superimposed over the boss while attack is charging: Can be avoided if the players turns their character so they are facing directly away from the boss.
** Red and black "hazard stripes" circling around a character: Tank buster attack, deals massive damage that will kill most players in one hit and do a lot of damage to those designed to take it.
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* Commonly used with human-made items as well - this is, for example, why road construction workers wear bright orange vests with lots of reflectors.
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* The atolla jellyfish is bioluminescent, and uses this to deter predators. When attacked, it lets off pulses of bright blue light that attract the attention of every other predator in the area, many of whom will be larger than the thing attacking the jellyfish. In other words, its self-defense tactic is ''weaponizing'' AlwaysABiggerFish: predators are deterred from attacking the aptly-nicknamed "alarm jelly" since they know doing so means they'll have to deal with a predator attack as well.
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* ''VideoGame/BloodBreed'': Objects that you can interact with in the game are indicated by a little ball of light over them.
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** In the ''Videogame/BlackMesa'' FanRemake of [[VideoGame/HalfLife1 the first game]], red emergency lights are often used to guide the player's path and make them notice doors or hatches.

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** In the ''Videogame/BlackMesa'' ''VideoGame/BlackMesa'' FanRemake of [[VideoGame/HalfLife1 the first game]], red emergency lights are often used to guide the player's path and make them notice doors or hatches.



* ''Videogame/DeepRockGalactic:'' Since every mission takes place in natural caverns, the game is [[BlackoutBasement hella dark]]; thankfully, not only do all the valuable ores you might find have a slight glow and/or have colorful traces in the rock that contain them, but they all stand out much more than regular rock when illuminated in any way thanks to reflectiveness and colors. Even the plants you may need to grab are glowy, and the organic material surrounding alien eggs you might need to pick up has bioluminiscent nodules. And Aquarqs, the giant gems you need to find during Point Extraction missions (which are in a single huge cavern full of enemies) are ''absurdly'' glowy, so that even if you need to toss them before you get buried in angry insects you can easily find where they went.

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* ''Videogame/DeepRockGalactic:'' ''VideoGame/DeepRockGalactic:'' Since every mission takes place in natural caverns, the game is [[BlackoutBasement hella dark]]; thankfully, not only do all the valuable ores you might find have a slight glow and/or have colorful traces in the rock that contain them, but they all stand out much more than regular rock when illuminated in any way thanks to reflectiveness and colors. Even the plants you may need to grab are glowy, and the organic material surrounding alien eggs you might need to pick up has bioluminiscent nodules. And Aquarqs, the giant gems you need to find during Point Extraction missions (which are in a single huge cavern full of enemies) are ''absurdly'' glowy, so that even if you need to toss them before you get buried in angry insects you can easily find where they went.



* In the later ''VideoGame/RuneFactory'' games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground)

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* In the later ''VideoGame/RuneFactory'' games, any item, person or monster you can interact with will have an indicator hovering above it. Extremely useful when giving gifts, since the indicator shows who receives it (and none shows if you would drop the gift on the ground)ground).
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* ''VideoGame/TheRadioStation'': Objects that can be interacted with have yellow question marks above them.
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* This is the reason rabbits thump their feet when scared. One of course, is to warn other rabbits in the vicinity that a potential threat is nearby. The other is to let the predator know they know it is there: most predators of rabbits are ambush predators not actually capable of outrunning or outmaneuvering a rabbit, and if the predator knows its cover is blown it's not as likely to bother giving chase.
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** 2022's entry to the meta-franchise, ''VideoGame/EldenRing'', also adds a big shiny orange light that turns on to tell you where to stand in order to get a CriticalHit on a stance-broken opponent.

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* Items that can be picked up, and bodies that can be looted, in the ''VideoGame/DemonsSouls''[=/=]''Franchise/DarkSouls''[=/=]''VideoGame/{{Bloodborne}}'' meta-franchise have big glowing particles coming out of them that are visible even when they should be obscured by the item/body itself.

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* Items that can be picked up, and bodies that can be looted, in the ''VideoGame/DemonsSouls''[=/=]''Franchise/DarkSouls''[=/=]''VideoGame/{{Bloodborne}}'' ''VideoGame/DemonsSouls''[=/=]''VideoGame/DarkSouls''[=/=]''VideoGame/{{Bloodborne}}'' meta-franchise have big glowing particles coming out of them that are visible even when they should be obscured by the item/body itself.itself.
* ''VideoGame/TheLordOfTheRingsTheThirdAge'' makes the screen faintly glow when hero Berethor approaches a treasure chest. If you play the Xbox version on an Xbox 360, the effect is glitched and ''floods'' the screen with light.


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* ''VideoGame/ResidentEvilOutbreak'' has Jim Chapman possessing the ability to see any items available on a current screen by checking the map; they'll be unidentified until he goes to pick one up, but he'll know they exist before anyone else.


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* Items in ''VideoGame/EternalDarkness'' faintly glow, and your character will turn their head to look at them when they stand/walk nearby.
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* ''VideoGame/WorldOfWarcraft'' uses sparkles to indicate slain enemies that still have items on them. The same sparkles were added to many quest item pickups to make them easier to see, aswell as herbs and veins if you are able to gather these. In addition, all characters are able to track most vital [=NPCs=], seeing them indicated on the minimap. In some cases with larger view distances, large red arrows are also used.

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* ''VideoGame/WorldOfWarcraft'' uses sparkles to indicate slain enemies that still have items on them. The same sparkles were added to many quest item pickups to make them easier to see, aswell as well as herbs and veins if you are able to gather these. In addition, all characters are able to track most vital [=NPCs=], seeing them indicated on the minimap. In some cases with larger view distances, large red arrows are also used.
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** All items that can be picked up have an indicator rising up about three feet from its point of origin, all ColorCodedForYourConvenience: health items are red, money is yellow, ammunition is a lightly pulsing gray, and equipment ranges from [[VendorTrash white]] to [[RareRandomDrop orange]].

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** All items that can be picked up have an indicator rising up about three feet from its point of origin, all ColorCodedForYourConvenience: health items are red, money is yellow, ammunition is a lightly pulsing gray, and equipment ranges from [[VendorTrash [[ShopFodder white]] to [[RareRandomDrop orange]].
Willbyr MOD

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* ''VideoGame/HarryPotterPuzzlesAndSpells'': If you let the game sit long enough, gems that make a playable move will highlight themselves and move slightly. Items will also do this if they are the only available move.

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** ''VideoGame/TombRaider2013'' uses white paint to highlight grabbable ledges, similar to how the ''Franchise/{{Uncharted}}'' series uses yellow.



* In ''VideoGame/{{BioShock|1}}'', items like ammo and medkits are noticeably shinier than the environment around them. Particularly important items are highlighted in sparkly gold. The player can turn the shininess off for added difficulty and immersion.

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* In ''VideoGame/{{BioShock|1}}'', items like ammo and medkits are noticeably shinier than the environment around them. Particularly important items are highlighted in sparkly gold.glowing gold, with a "sparkly" tinkle-bell sound when the player gets close. The player can turn the shininess off for added difficulty and immersion.



** The Gamecube titles have small items you might find on the ground (key cards, TM disks, etc.) sparkle repeatedly so that you are sure to see them. They also block your path as an [[InvisibleWall Invisible Wall]], so you can find them based on not being able to walk through them.

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** The Gamecube [=GameCube=] titles have small items you might find on the ground (key cards, TM disks, etc.) sparkle repeatedly so that you are sure to see them. They also block your path as an [[InvisibleWall Invisible Wall]], so you can find them based on not being able to walk through them.


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* Items that can be picked up, and bodies that can be looted, in the ''VideoGame/DemonsSouls''[=/=]''Franchise/DarkSouls''[=/=]''VideoGame/{{Bloodborne}}'' meta-franchise have big glowing particles coming out of them that are visible even when they should be obscured by the item/body itself.


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* In ''VideoGame/EnterTheGungeon'', objects and characters that can be interacted with take on a white outline when close enough to interact with.
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* Venomous/poisonous animals are often brightly colored to warn off predators (something that otherwise harmless animals take advantage of).
* Some insects have false eyespots that look like predators or are simply located in a part of their body that wouldn't kill them if attacked.
* Male animals often put on ostentatious displays to attract a mate; females might use a WoundedGazelleGambit to draw predators away from their babies.
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* ''VideoGame/MassEffectAndromeda:'' Plot-relevant systems and planets give off a small pulse on the Galaxy Map, which can be helpful if the names don't pop up (which has been known to happen).
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Added a section in Action Games for Hotline Miami.

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* In ''VideoGame/HotlineMiami'', wearing the [[TheOwlKnowingOne "Rasmus"]] mask will add a faint twinkling effect to hidden items across the map.
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* In the ''VideoGame/PuyoPuyo'' series, Nomi, a three pixel wide minor character, requires this in order to be noticed, being a flea and all. At least in Madou Monogatari ARS: “R” side (Rulue’s story) a magnifier was placed on Nomi to show the clearer appearance while encountering it.

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* In the ''VideoGame/PuyoPuyo'' series, Nomi, a three pixel wide minor character, requires this in order to be noticed, being a flea and all. At least in Madou Monogatari ARS: ''VideoGame/MadouMonogatari ARS'''s “R” side (Rulue’s story) story), a magnifier was placed on Nomi to show the clearer appearance while encountering it.
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* ''VideoGame/TheNightWayHome'': Objects that can be interacted with have a yellow question mark over them.
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* ''VideoGame/SkinwalkerHunt'': Mysterious items have a question mark inside a circle pointing down at them.
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* ''VideoGame/LivestreamEscapeFromHotelIzanami'': If you're close to something that can be interacted with, a question mark will appear above the PlayerCharacter's head. The object to be interacted with is indicated by a floating diamond.

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* Played for laugh in ''VideoGame/Deadpool'', where at some point the mooks will basically explain that you need to pull that very noticeable lever and do this and that, all with a parodistic voice tone.

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* Played for laugh laughs in ''VideoGame/Deadpool'', ''VideoGame/{{Deadpool}}'' in a case of TheGuardsMustBeCrazy, where at some point the mooks will basically explain that what you need to pull that very noticeable lever and do this and that, all with a blatantly parodistic voice tone.tone.
-->'''Mook 1:''' Alright the cart is ready, pull that lever to open the gate!
-->'''Mook 2:''' Ok! I'm pulling this lever, RIGHT HERE, to open the gate!
-->'''Mook 1:''' Which lever? (camera pans to Mook 2)
-->'''Mook 2:''' ''(gestures to lever)'' THIS lever!
-->'''Mook 1:''' ''(camera pans to gate as it opens)'' That's fine work with that lever, son!
-->'''Mook 2:''' Yes. The gate is now open because I pulled this lever!
-->'''Deadpool:''' Dude! We get it High Moon. Thanks.
-->'''Mook 1 ([[BrickJoke later on]]):''' WE FORGOT TO PULL THE LEVER!
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* Played for laugh in ''VideoGame/Deadpool'', where at some point the mooks will basically explain that you need to pull that very noticeable lever and do this and that, all with a parodistic voice tone.
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Crosswicking.

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* ''VideoGame/{{Flow}}'': The creatures that send you up and down a level if you eat them radiate a pulse of blue and red if they're off the screen, so you know where they are.
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typo


* In ''VideoGame/ObsCure'', items do nost stand out from regular pre-rendered graphics. Instead you rely on character Josh's special ability, which allows him to tell the player if there're any items left to pick up in the room you're currently in.

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* In ''VideoGame/ObsCure'', items do nost not stand out from regular pre-rendered graphics. Instead you rely on character Josh's special ability, which allows him to tell the player if there're any items left to pick up in the room you're currently in.
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[[folder:Idle Game]]
* ''VideoGame/DiscoZoo'': When searching your zoo for a lost animal or hat, a ticking noise will play if you're within a screen of it, and the lost thing will emit a big "!" particle to draw visual attention.
[[/folder]]
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grammar


** The Witch glows bright red in the dark -- which is ''definitely'' a good thing, as shining a flashlight on her... well, let's just say it's a bad idea, to the point that most players will turn their lights off if they hear so much as a sob. Valve discussed this in the commentary. Every boss zombie and each survivor is designed to have a very distinct shape and sound so they can be identified quickly. Picking off priority targets first is half the challenge of ''Left 4 Dead''. The Witch was designed be noticed, but not always easy to spot, since you're supposed to shut off your light. Valve wanted to add in a change of pace stealth element with the Witch.

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** The Witch glows bright red in the dark -- which is ''definitely'' a good thing, as shining a flashlight on her... well, let's just say it's a bad idea, to the point that most players will turn their lights off if they hear so much as a sob. Valve discussed this in the commentary. Every boss zombie and each survivor is designed to have a very distinct shape and sound so they can be identified quickly. Picking off priority targets first is half the challenge of ''Left 4 Dead''. The Witch was designed to be noticed, but not always easy to spot, since you're supposed to shut off your light. Valve wanted to add in a change of pace stealth element with the Witch.

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fix


* In ''VideoGame/LifeIsStrange'' things you can interact with are outlined in a messy doodle-like texture and have an arrow pointing to them, even from a distance, allowing the player to easily see what can be fiddled with in a given scene. [[VideoGame/LifeIsStrangeBeforeTheStorm t
The prequel]] and [[VideoGame/LifeIsStrange2 the sequel]] also use similar effects.

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* In ''VideoGame/LifeIsStrange'' things you can interact with are outlined in a messy doodle-like texture and have an arrow pointing to them, even from a distance, allowing the player to easily see what can be fiddled with in a given scene. [[VideoGame/LifeIsStrangeBeforeTheStorm t
The prequel]] and [[VideoGame/LifeIsStrange2 the sequel]] also use similar effects.

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