History Main / PreExistingEncounters

12th Jan '16 7:31:50 PM SAMAS
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** 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.
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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.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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* ''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.
9th Dec '15 6:28:00 PM billybobfred
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* ''VideoGame/{{Undertale}}'' has a handful of these. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time.
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* ''VideoGame/{{Undertale}}'' has a handful of these. handful. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time. time. The [[spoiler:Amalgamates in the True Lab]] don't pretend to be random encounters, but do disguise themselves. [[spoiler:As water, or a fridge, or your speech bubbles... or a save point.]]
9th Dec '15 6:25:53 PM billybobfred
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asdklj i should check for example sorting BEFORE skipping to see if my relatively new example is here already
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* ''VideoGame/{{Undertale}}'' has a handful of these. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time.

* ''VideoGame/{{Undertale}}'' has a handful of these. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time. It also has some plainly visible Vegetoid encounters in the Ruins.
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* ''VideoGame/{{Undertale}}'' mostly has a handful of these. The game carefully fails to distinguish them from the invisible RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time. It also has some Vegetoids in the Ruins are plainly visible Vegetoid encounters in the Ruins. and won't attack until interacted with.
9th Dec '15 6:22:16 PM billybobfred
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* ''VideoGame/{{Undertale}}'' has a handful of these. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time.
to:
* ''VideoGame/{{Undertale}}'' has a handful of these. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time. time. It also has some plainly visible Vegetoid encounters in the Ruins.
9th Dec '15 6:21:20 PM billybobfred
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* ''VideoGame/{{Undertale}}'' has a handful of these. The game carefully fails to distinguish them from the RandomEncounters, but you'll notice on replays that the {{Unique Enem|y}}ies are all encountered just once, in roughly the same area of the same screen every time.
7th Dec '15 3:30:24 PM Galacton
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* Enemies which are visible on the overworld, and the battle doesn't begin unless (or until) you come into close contact or proximity to them. You may or may not be able to go around them and avoid a battle entirely, but you at least have the advantage of spotting them from a distance and having time to prepare for battle. Often an entire party of enemies will be [[ActuallyFourMooks represented by a single creature]].
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* Enemies which spawn and are visible on the overworld, and the battle doesn't begin unless (or until) you come into close contact or proximity to them. You may or may not be able to go around them and avoid a battle entirely, but you at least have the advantage of spotting them from a distance and having time to prepare for battle. Often an entire party of enemies will be [[ActuallyFourMooks represented by a single creature]].
7th Dec '15 3:26:22 PM Galacton
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* Enemies which are visible on the overworld, and the battle doesn't begin unless (or until) you come into close contact or proximity to them. You may or may not be able to go around them and avoid a battle entirely, but you at least have the advantage of spotting them from a distance and having time to prepare for battle.
to:
* Enemies which are visible on the overworld, and the battle doesn't begin unless (or until) you come into close contact or proximity to them. You may or may not be able to go around them and avoid a battle entirely, but you at least have the advantage of spotting them from a distance and having time to prepare for battle. battle. Often an entire party of enemies will be [[ActuallyFourMooks represented by a single creature]].
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