History Main / PreexistingEncounters

5th Dec '16 8:51:00 AM Prfnoff
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* In ''VideoGame/{{EarthBound}}'', not only are enemies shown clearly on screen, but the direction your character is facing when the encounter occurs makes a difference. If the enemy is facing away from you, you get an additional turn at the start; if you're facing away from it, the enemy gets the first turn. If an enemy is weak enough that you can kill it before it gets a chance to attack, it's defeated instantly. Getting an extra turn at the start of battle makes this much more likely.

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* In ''VideoGame/{{EarthBound}}'', ''VideoGame/EarthBound'', not only are enemies shown clearly on screen, screen (though the sprites tend to hide their type), but the direction your character is facing when the encounter occurs makes a difference. If the enemy is facing away from you, you get an additional turn at the start; if you're facing away from it, the enemy gets the first turn. If an enemy is weak enough that you can kill it before it gets a chance to attack, it's defeated instantly. Getting an extra turn at the start of battle makes this much more likely.
29th Nov '16 7:45:38 AM ashlay
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* In ''VideoGame/{{Persona 5}}'', enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's PhantomThief themes, you now sneak up and BackStab enemies to get an advantage in battle, instead of just hitting them.
24th Nov '16 7:45:50 PM wolftickets1969
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* ''VideoGame/DragonQuest'' has four mandatory preset battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness, and the Dragonlord himself.

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* ''VideoGame/DragonQuest'' has four mandatory preset predetermined battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell, cell in the tunnel to Rimuldar, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness, and the Dragonlord himself.
24th Nov '16 2:04:37 PM wolftickets1969
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* ''VideoGame/DragonQuest'' has four mandatory preset battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness, and the Dragonlord himself.
3rd Nov '16 8:56:19 PM spiritsunami
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*** ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'' take the version first found in ''Black and White'' UpToEleven with the [=DexNav=] Pokémon, which must be [[OptionalStealth snuck up on]] and often have moves they could normally only get from breeding, potentially also getting improved rates of top-tier stats.



* A siginificant number of street racing games such as ''VideoGame/TokyoXtremeRacer'' and ''VideoGame/RacingLagoon'' have rival cars that exist onscreen and engage you in a duel when you pass the headlights on them (or vise versa.)

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* A siginificant significant number of street racing games such as ''VideoGame/TokyoXtremeRacer'' and ''VideoGame/RacingLagoon'' have rival cars that exist onscreen and engage you in a duel when you pass the headlights on them (or vise vice versa.)
30th Oct '16 9:14:24 AM ShivaIndis
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* Whereas the original ''VideoGame/{{Lunar}}'' uses random encounters (with the occasional set encounter), the remake displays the enemies as monsters, making battles potentially avoidable.

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* Whereas Early games in the original ''VideoGame/{{Lunar}}'' uses ''Franichise/{{Lunar}}'' series use random encounters (with the occasional set encounter), while the remake displays remakes display the enemies as monsters, making battles potentially avoidable.
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.
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