1 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History Main / ScriptBreaking

11th May '16 3:52:44 PM HiddenWindshield
Is there an issue? Send a Message


* In ''VideoGame/HalfLife2'', at one point the player runs across a courtyard dodging fire from a huge disintegrator ray. When the player rushes into one of the buildings, they'll see a man behind prison bars get shot to death by some Combine. If the player is lucky/skilled enough and fast enough, they can kill the guards before they can kill the person behind bars. However, the NPC will crumple up and die anyway.
** If you do manage to kill the Combine in time, the man doesn't die right away. Looking through the door at the correct angle will reveal that he is still very much alive - until you walk through the door and trigger his scripted death. Instant ragdoll.
** Similarly in ''Half-Life 2'', at one point the player will come across two men, on a rock, one injured. A small little scene will take place and summon three Antlions at once. If the player is extremely lucky and skilled, they can kill the antlions when they pop up before they are able to do anything, but the injured man will die regardless. I guess one of "the greatest minds of our generation" can not be saved.

to:

* In ''VideoGame/HalfLife2'', at one point ''VideoGame/HalfLife2'':
** During the assault on the Overwatch Nexus,
the player runs will come across some resistance members in a courtyard dodging fire cell, and some Combine guards executing them to prevent them from a huge disintegrator ray. When the player rushes into one of the buildings, they'll see a man behind prison bars get shot to death by some Combine. being rescued. If the player is lucky/skilled enough and fast enough, they can you kill the guards before they can kill the person behind bars. finish, any survivors will join your squad. There will always be exactly enough resistance members to bring your current squad up to its max of four, so if you only have one squad member there will be three prisoners. However, the NPC if you already have a full squad, there will still be one prisoner, and he will still crumple up and die anyway.
** If
even if you do manage to kill the Combine in time, guards. Moreover, his death isn't triggered until you cross the man doesn't die right away. Looking threshold, so if you kill all the guards from outside, you can look through the door at the correct angle will reveal and see that he is still very much alive - until alive. Then you walk through the door door, and trigger his scripted death. Instant instant ragdoll.
** Similarly in ''Half-Life 2'', Similarly, at one point the player will come across two men, on a rock, one injured. A small little scene will take place and summon three Antlions at once. If the player is extremely lucky and skilled, they can kill the antlions when they pop up before they are able to do anything, but the injured man will die regardless. I guess one of "the greatest minds of our generation" can not be saved.
19th Feb '16 2:31:29 AM Sammettik
Is there an issue? Send a Message

Added DiffLines:

** Muffet becomes sparable after surviving 3 "waves" of her attacks or by using one of her "spider products". Doing the latter after the former causes the scene where she receives a telegram showing you aren't an enemy to spiders to play twice.
29th Jan '16 10:49:42 PM RecentIdiocy
Is there an issue? Send a Message


*** Funnily enough, they actually averted this in other cities: in particular, in Markarth, usually the first thing you see is an assassin stab a woman to death and then get taken down by the guards. If you're aware of this, you can kill the assassin before he kills the women, in which case she'll merely be flustered and the quest chain this event starts reacts to make the appropriate minor changes.

to:

*** Funnily enough, they actually averted this in other cities: in particular, in Markarth, usually the first thing you see is an assassin stab a woman to death and then get taken down by the guards. If you're aware of this, you can kill the assassin before he kills the women, woman, in which case she'll merely be flustered and the quest chain this event starts reacts to make the appropriate minor changes.
29th Dec '15 6:02:41 PM tealmage
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/AviaryAttorney'', a piece of evidence you can pick up is a poisoned chocolate wrapper. At one point, Sparrowson will demonstrate that the wrapper (and therefore also the chocolate that was in it) is poisoned [[spoiler: by eating it]]. It's possible to miss picking up the wrapper, but the scene will happen exactly the same way even if you don't have it, with [[spoiler: Sparrowson eating]] a chocolate wrapper that you never actually had.
16th Dec '15 10:17:30 PM DinoTurtle
Is there an issue? Send a Message


->''"You used your [[WarpWhistle escapipe]]! Normally a smart move, but now I'm afraid the game can't be continued. Please press the ResetButton and try again."''

to:

->''"You used your [[WarpWhistle [[EscapeRope escapipe]]! Normally a smart move, but now I'm afraid the game can't be continued. Please press the ResetButton and try again."''
12th Dec '15 12:27:49 AM sidestep
Is there an issue? Send a Message

Added DiffLines:

* A certain stealth mission in ''[[VideoGame/{{SyphonFilter}} Syphon Filter 2]]'' involves a mountain bridge, which is rigged with bombs, and guarded by a small army of mooks. Two minutes after level starts, their captain gives an order to blow these bombs; so you're expected to find a silent weapon, dispatch of him before that happens (without raising alarm, of course), and continue searching for bombs without any time limit. However, it's totally possible for Logan to [[{{Badass}} disarm all four bombs in these two minutes, without breaking stealth as well]]. For some reason, you still lose the mission when the timer reaches 00.
8th Dec '15 10:51:59 PM billybobfred
Is there an issue? Send a Message


* Due to some mistimed EventFlags in ''VideoGame/{{Undertale}}'', it's possible to get the PacifistRun GoldenEnding despite having killed monsters in the last area. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending plays out totally normally.

to:

* Due to some mistimed EventFlags in ''VideoGame/{{Undertale}}'', it's possible to get the PacifistRun GoldenEnding despite having killed monsters in the last area. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending just ignores this and plays out totally normally.
8th Dec '15 10:51:32 PM billybobfred
Is there an issue? Send a Message

Added DiffLines:

* Due to some mistimed EventFlags in ''VideoGame/{{Undertale}}'', it's possible to get the PacifistRun GoldenEnding despite having killed monsters in the last area. This causes a PlotHole because [[spoiler:the BigBad ostensibly needs to steal the SOUL of ''literally'' every monster in the Underground to complete ThePlan on this route]], but the actual ending plays out totally normally.
8th Dec '15 12:48:41 PM Morgenthaler
Is there an issue? Send a Message


* In Chapter 2 of ''TheMagicOfScheherazade'' for the NES, you're supposed to fight through the Chapter, bouncing back and forth between the present and the past, going through caves with invisible pits, with the goal being to ultimately acquire a character who can guide you through the Maze Desert, a Lost Woods sort of area, to the Palace of the boss of the Chapter. Problem: The sequence through the Maze Desert is always the same, and the game doesn't bother to check to make sure you actually ''acquired'' said guide character, making it possible to skip most of the Chapter and go directly through the Maze Desert to the Palace. It's clear Culture brain never bothered testing this scenario, as the characters you skip by doing this show up in any post-Chapter cutscenes (But, oddly enough, not in the RPG battle sequences. In fact, you can't even select individual characters you acquire later in those sequences--you have to select their Formations; the game won't scroll past the "holes" created by the missing characters). Given the game is pretty good about checking for other breaks (The funniest "You can't do that!" message is probably "You don't have enough friends to defeat Troll"), this specific one is rather surprising.

to:

* In Chapter 2 of ''TheMagicOfScheherazade'' ''VideoGame/TheMagicOfScheherazade'' for the NES, you're supposed to fight through the Chapter, bouncing back and forth between the present and the past, going through caves with invisible pits, with the goal being to ultimately acquire a character who can guide you through the Maze Desert, a Lost Woods sort of area, to the Palace of the boss of the Chapter. Problem: The sequence through the Maze Desert is always the same, and the game doesn't bother to check to make sure you actually ''acquired'' said guide character, making it possible to skip most of the Chapter and go directly through the Maze Desert to the Palace. It's clear Culture brain never bothered testing this scenario, as the characters you skip by doing this show up in any post-Chapter cutscenes (But, oddly enough, not in the RPG battle sequences. In fact, you can't even select individual characters you acquire later in those sequences--you have to select their Formations; the game won't scroll past the "holes" created by the missing characters). Given the game is pretty good about checking for other breaks (The funniest "You can't do that!" message is probably "You don't have enough friends to defeat Troll"), this specific one is rather surprising.



* In ''KnightsOfTheOldRepublic'', on a Light Side run through the Star Forge you encounter Bastilla a second time, which is supposed to be your opportunity to save her. You can choose instead to kill her, and the game will confirm her death in the usual manner... though it won't change the fact that she somehow shows up alive and well in the ending sequence.

to:

* In ''KnightsOfTheOldRepublic'', ''VideoGame/KnightsOfTheOldRepublic'', on a Light Side run through the Star Forge you encounter Bastilla a second time, which is supposed to be your opportunity to save her. You can choose instead to kill her, and the game will confirm her death in the usual manner... though it won't change the fact that she somehow shows up alive and well in the ending sequence.
7th Nov '15 5:38:53 PM nombretomado
Is there an issue? Send a Message


* In ''RedDeadRedemption'', you can get into Nuevo Paraiso and West Elizabeth well before you should be able to. The initial methods, which have since been patched, were camping on the New Austin side of the middle bridge to Nuevo Paraiso and camping on a very specific spot on the New Austin side of the river dividing New Austin and West Elizabeth to get into West Elizabeth. After they were patched, people found you could still get to West Elizabeth by getting arrested by the police in a spot that the game considered part of West Elizabeth but was actually in New Austin. After THAT was patched, people found out yet another way of getting into West Elizabeth; by riding a stagecoach down the hill near the broken bridge leading into West Elizabeth and aiming for the river, you could sail across to the other side. And people found out that it was then still possible to get over to Nuevo Paraiso by standing on the very edge of the aforementioned bridge to Nuevo Paraiso, shooting anyone you could see in Nuevo Parasio to rack up a bounty in Nuevo Parasio and then racking up enough for the police to get close enough to arrest you and take you into Mexico. There's not much to do besides buying properties and doing challenges, though.

to:

* In ''RedDeadRedemption'', ''VideoGame/RedDeadRedemption'', you can get into Nuevo Paraiso and West Elizabeth well before you should be able to. The initial methods, which have since been patched, were camping on the New Austin side of the middle bridge to Nuevo Paraiso and camping on a very specific spot on the New Austin side of the river dividing New Austin and West Elizabeth to get into West Elizabeth. After they were patched, people found you could still get to West Elizabeth by getting arrested by the police in a spot that the game considered part of West Elizabeth but was actually in New Austin. After THAT was patched, people found out yet another way of getting into West Elizabeth; by riding a stagecoach down the hill near the broken bridge leading into West Elizabeth and aiming for the river, you could sail across to the other side. And people found out that it was then still possible to get over to Nuevo Paraiso by standing on the very edge of the aforementioned bridge to Nuevo Paraiso, shooting anyone you could see in Nuevo Parasio to rack up a bounty in Nuevo Parasio and then racking up enough for the police to get close enough to arrest you and take you into Mexico. There's not much to do besides buying properties and doing challenges, though.
This list shows the last 10 events of 58. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.ScriptBreaking