History Main / PreExistingEncounters

25th Jul '16 6:37:10 AM Malady
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* ''VideoGame/PrayerOfTheFaithless'': You can see enemy encounters on the map, allowing you to avoid them if you want.
* ''VideoGame/WeirdAndUnfortunateThingsAreHappening'': Only in Vedim Space, and some are avoidable, while others are not.
* ''VideoGame/EpicBattleFantasy'': In the third and fourth games, most foes appear on the map, and you initiate battles by interacting with them. The enemy encounters that don't appear on the map trigger when you step on specific tiles.
10th Jul '16 5:43:13 PM nombretomado
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* ''VideoGame/ChronoTrigger'' (and its successor, ''VideoGame/ChronoCross'') often give the player the option to avoid fights if the player wishes. Sometimes, though, monsters jump out from out of nowhere and ambush the party in pre-determined locations, and other times they are visible but unavoidable. Interestingly, ''ChronoTrigger'' didn't transition to a separate screen for battles; instead, when enemies attack the {{Player Character}}s, the battle menu pops up on the same screen as when they are walking around (''VideoGame/ChronoCross'', however, does not do this).

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* ''VideoGame/ChronoTrigger'' (and its successor, ''VideoGame/ChronoCross'') often give the player the option to avoid fights if the player wishes. Sometimes, though, monsters jump out from out of nowhere and ambush the party in pre-determined locations, and other times they are visible but unavoidable. Interestingly, ''ChronoTrigger'' ''Chrono Trigger'' didn't transition to a separate screen for battles; instead, when enemies attack the {{Player Character}}s, the battle menu pops up on the same screen as when they are walking around (''VideoGame/ChronoCross'', however, does not do this).
5th May '16 4:16:34 AM SAMAS
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** The same is true for ''VideoGame/{{Xenoblade}}''. All enemy encounters are present in the world proper, helping to lend to the game's grand sense of scale. The player can choose to fight any of them at will (Or not. The first time you go through any given area, there will be enemies a good four or five times your level scattered about). While most enemies will mind their own business otherwise, other enemies will initiate the battle on their own; some will do so if they see you, some if they ''hear'' you, and still others if you use an Ether-based move in their vicinity. Likewise, even enemies that wouldn't pick a fight with you ordinarily ''might'' do so if they stumble upon you in the middle of a fight with another one of their species.
*** ''VideoGame/XenobladeChroniclesX'' continues this tradition, including a wider array of leveled enemies in each area (including many that are ''above'' the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get HumongousMecha.

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** The same is true for ''VideoGame/{{Xenoblade}}''. All enemy encounters are present in the world proper, helping to lend to the game's grand sense of scale. The player can choose to fight any of them at will (Or not. The first time you go through any given area, there will be enemies a good four or five times your level scattered about). While most enemies will mind their own business otherwise, other enemies will initiate the battle on their own; some will do so if they see you, some if they ''hear'' you, and still others if you use an Ether-based move in their vicinity. Likewise, even enemies that wouldn't pick a fight with you ordinarily ''might'' do so if they stumble upon you in the middle of a fight with another one of their species.
species. Also as an anti-frustration measure, even aggressive enemies will stop triggering if you're ten levels or more higher than them, allowing you to freely explore certain areas with impunity after a while.
*** ''VideoGame/XenobladeChroniclesX'' continues this tradition, including a wider array of leveled enemies in each area (including many that are ''above'' the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get HumongousMecha. Similarly, smaller creatures will decline to mess with giant robots (unless you step on them).
2nd Apr '16 2:07:30 PM SeaRover
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* ''VideoGame/ParasiteEve2'' has monsters either roaming the room/area or resting. Sometimes you can walk by without disturbing them to avoid a fight, but other monsters may spot you and become aggressive, which initiates a battle. Although the game does not have a preemptive strike per se, you can get the jump on enemies that don't notice your presence.
27th Mar '16 2:28:20 AM slain
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* All of the UsefulNotes/PlayStation3 ''Franchise/{{Atelier}}'' games (''[[VideoGame/AtelierRoronaTheAlchemistOfArland Rorona]]'', ''[[VideoGame/AtelierTotoriTheAdventurerOfArland Totori]]'', ''[[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]]'', ''[[VideoGame/AtelierAyeshaTheAlchemistOfDusk Ayesha]]'', ''[[VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky Escha & Logy]]'', and [[VideoGame/AtelierShallieAlchemistsOfTheDuskSea Shallie]]'') have enemy groups shown walking around on the dungeon map. Most are skippable, but there are also some that guard the exits to each level, and have to be defeated to proceed.

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* All of the UsefulNotes/PlayStation3 ''Franchise/{{Atelier}}'' games (''[[VideoGame/AtelierRoronaTheAlchemistOfArland Rorona]]'', ''[[VideoGame/AtelierTotoriTheAdventurerOfArland Totori]]'', ''[[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]]'', ''[[VideoGame/AtelierAyeshaTheAlchemistOfDusk Ayesha]]'', ''[[VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky Escha & Logy]]'', and [[VideoGame/AtelierShallieAlchemistsOfTheDuskSea ''[[VideoGame/AtelierShallieAlchemistsOfTheDuskSea Shallie]]'') have enemy groups shown walking around on the dungeon map. Most are skippable, but there are also some that guard the exits to each level, and have to be defeated to proceed.
27th Mar '16 2:26:45 AM slain
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* All of the UsefulNotes/PlayStation3 ''Franchise/{{Atelier}}'' games (''[[VideoGame/AtelierRoronaTheAlchemistOfArland Rorona]]'', ''[[VideoGame/AtelierTotoriTheAdventurerOfArland Totori]]'', ''[[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]]'', and possibly also ''Ayesha'') have enemy groups shown walking around on the dungeon map. Most are skippable, but there are also some that guard the exits to each level, and have to be defeated to proceed.

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* All of the UsefulNotes/PlayStation3 ''Franchise/{{Atelier}}'' games (''[[VideoGame/AtelierRoronaTheAlchemistOfArland Rorona]]'', ''[[VideoGame/AtelierTotoriTheAdventurerOfArland Totori]]'', ''[[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]]'', ''[[VideoGame/AtelierAyeshaTheAlchemistOfDusk Ayesha]]'', ''[[VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky Escha & Logy]]'', and possibly also ''Ayesha'') [[VideoGame/AtelierShallieAlchemistsOfTheDuskSea Shallie]]'') have enemy groups shown walking around on the dungeon map. Most are skippable, but there are also some that guard the exits to each level, and have to be defeated to proceed.
12th Jan '16 7:31:50 PM SAMAS
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Added DiffLines:

** An infamous area of Earth Cave, known as the "Giant's Arm", was a bending passageway where every single square was an automatic encounter against Giants and/or Green Ogres.
12th Jan '16 7:18:00 PM SAMAS
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** The same is true for ''VideoGame/{{Xenoblade}}''. All enemy encounters are present in the world proper, helping to lend to the game's grand sense of scale. The player can choose to fight any of them at will. While most enemies will mind their own business otherwise, other enemies will initiate the battle on their own; some will do so if they see you, some if they ''hear'' you, and still others if you use an Ether-based move in their vicinity. Likewise, even enemies that wouldn't pick a fight with you ordinarily ''might'' do so if they stumble upon you in the middle of a fight with another one of their species.

to:

** The same is true for ''VideoGame/{{Xenoblade}}''. All enemy encounters are present in the world proper, helping to lend to the game's grand sense of scale. The player can choose to fight any of them at will.will (Or not. The first time you go through any given area, there will be enemies a good four or five times your level scattered about). While most enemies will mind their own business otherwise, other enemies will initiate the battle on their own; some will do so if they see you, some if they ''hear'' you, and still others if you use an Ether-based move in their vicinity. Likewise, even enemies that wouldn't pick a fight with you ordinarily ''might'' do so if they stumble upon you in the middle of a fight with another one of their species.species.
*** ''VideoGame/XenobladeChroniclesX'' continues this tradition, including a wider array of leveled enemies in each area (including many that are ''above'' the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get HumongousMecha.
31st Dec '15 5:32:19 AM SuperSauce
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* ''Zoids Saga'' games for the UsefulNotes/GameboyAdvance and UsefulNotes/NintendoDS tended to switch between this and proper RandomEncounters. In the first game, all Zoids encounters were represented by wandering (and then ''persuing'') avatars on the screen. You can out-run them if they don't get side-by-side or block your path. The enemies are randomly determined but fixed -- that is, even if you flee and re-initiate the battle, the enemies remain the same in number and type. The second and third games used the more conventional RandomEncounters mechanic. The DS remake (story-wise) of the first game mixed the two -- you can see the avatars, the enemies are randomly generated and the avatars reappear after a short time so the map can never be cleared of them.

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* ''Zoids Saga'' games for the UsefulNotes/GameboyAdvance and UsefulNotes/NintendoDS tended to switch between this and proper RandomEncounters. In the first game, all Zoids encounters were represented by wandering (and then ''persuing'') ''pursuing'') avatars on the screen. You can out-run them if they don't get side-by-side or block your path. The enemies are randomly determined but fixed -- that is, even if you flee and re-initiate the battle, the enemies remain the same in number and type. The second and third games used the more conventional RandomEncounters mechanic. The DS remake (story-wise) of the first game mixed the two -- you can see the avatars, the enemies are randomly generated and the avatars reappear after a short time so the map can never be cleared of them.brought back PreexistingEncounters.
31st Dec '15 5:30:24 AM SuperSauce
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to:

* ''Zoids Saga'' games for the UsefulNotes/GameboyAdvance and UsefulNotes/NintendoDS tended to switch between this and proper RandomEncounters. In the first game, all Zoids encounters were represented by wandering (and then ''persuing'') avatars on the screen. You can out-run them if they don't get side-by-side or block your path. The enemies are randomly determined but fixed -- that is, even if you flee and re-initiate the battle, the enemies remain the same in number and type. The second and third games used the more conventional RandomEncounters mechanic. The DS remake (story-wise) of the first game mixed the two -- you can see the avatars, the enemies are randomly generated and the avatars reappear after a short time so the map can never be cleared of them.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PreExistingEncounters