History Main / TeleportingKeycardSquad

16th Jan '18 8:19:47 AM MarsJenkar
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* Crops up in the ''Franchise/SilentHill'' series. Things like three Hanged Scratchers dropping in suddenly when you grab the key in the sewers in the [[VideoGame/SilentHill1 first game.]] ''VideoGame/SilentHill3'' is fairly blatant about this, with fresh enemies filling the halls outside the room when you grab a key item. However, the games do have the sense to occasionally ''not'' do so when one ''is'' expecting it, [[NothingIsScarier which adds to the unsettling nature of the game]].

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* Crops up in the ''Franchise/SilentHill'' series. Things like three Hanged Scratchers dropping in suddenly when you grab the key in the sewers in the [[VideoGame/SilentHill1 first game.]] ''VideoGame/SilentHill3'' is fairly blatant about this, with fresh enemies filling the halls outside the room when you grab a key item. However, the games do have the sense to occasionally ''not'' do so when one ''is'' expecting it, or to put the keycard squad on a delay, [[NothingIsScarier which adds to the unsettling nature of the game]].
16th Jan '18 8:10:51 AM MarsJenkar
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* Crops up in the ''Franchise/SilentHill'' series. Things like three Hanged Scratchers dropping in suddenly when you grab the key in the sewers in the [[VideoGame/SilentHill1 first game.]] ''VideoGame/SilentHill3'' is fairly blatant about this, with fresh enemies filling the halls outside the room when you grab a key item.

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* Crops up in the ''Franchise/SilentHill'' series. Things like three Hanged Scratchers dropping in suddenly when you grab the key in the sewers in the [[VideoGame/SilentHill1 first game.]] ''VideoGame/SilentHill3'' is fairly blatant about this, with fresh enemies filling the halls outside the room when you grab a key item. However, the games do have the sense to occasionally ''not'' do so when one ''is'' expecting it, [[NothingIsScarier which adds to the unsettling nature of the game]].
29th Dec '17 12:07:28 AM Rarefoil
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->''"It's like [the monsters are] being summoned by the autosave function."''

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->''"It's ->''"..the game's habit of cheekily spawning [a monster] right around the room where you just solved a puzzle starts to get wearily predictable. It's like [the monsters are] they're being summoned by the autosave function."''
29th Dec '17 12:06:42 AM Rarefoil
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->''"It's like they're being summoned by the autosave function!"''

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->''"It's like they're [the monsters are] being summoned by the autosave function!"''function."''
28th Dec '17 6:20:08 PM nombretomado
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* In the original VideoGames/WildArms1 game, when you're trapsing around the DiscOneFinalDungeon, you will get stuck until a BlackCloak (TheDragon acting as TheStarscream) helps you get to the next stage. What triggers him appearing is taking a RareCandy from a treasure chest. Now, if you were using a GameGenie to have 99 of that item, the game doesn't trigger as you having taken the item and the BlackCloak doesn't appear. ''Possibly'' a NoFairCheating move.

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* In the original VideoGames/WildArms1 game, when you're trapsing around the DiscOneFinalDungeon, you will get stuck until a BlackCloak (TheDragon acting as TheStarscream) helps you get to the next stage. What triggers him appearing is taking a RareCandy from a treasure chest. Now, if you were using a GameGenie VideoGame/GameGenie to have 99 of that item, the game doesn't trigger as you having taken the item and the BlackCloak doesn't appear. ''Possibly'' a NoFairCheating move.
23rd Nov '17 7:12:32 PM wolftickets1969
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Added DiffLines:

* ''VideoGame/FarCry'' has this badly with certain enemy encampments, such as the one on "Pier", where some goons are visible and can be sniped from a distance, but others only spawn once you get closer.
21st Nov '17 4:21:57 PM EdwardGil
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Added DiffLines:

* In the original VideoGames/WildArms1 game, when you're trapsing around the DiscOneFinalDungeon, you will get stuck until a BlackCloak (TheDragon acting as TheStarscream) helps you get to the next stage. What triggers him appearing is taking a RareCandy from a treasure chest. Now, if you were using a GameGenie to have 99 of that item, the game doesn't trigger as you having taken the item and the BlackCloak doesn't appear. ''Possibly'' a NoFairCheating move.
21st Nov '17 4:18:41 PM EdwardGil
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...and immediately hear the footsteps of enemies running in to murder you. You could have sworn you cleared the area of [[NinjaPirateZombieRobot zombie chainsaw maniacs]] beforehand. And the area before that, too, and the only other entrance to this area is locked. So how the hell did these guys get here? They must have teleported in the moment you grabbed the keycard.

And that's what this trope is all about. Whenever you take something important like a key (or sometimes a new gun or upgrade item), the game spawns in new enemies for you to deal with, regardless of whether or not there were any enemies left in the area. Sometimes they're teleported in, possibly [[OffscreenTeleportation around the corner where you can't see them]] so the game can pretend they were there already, and sometimes they come out of hidden rooms that open up and disgorge them (which is often called "MonsterCloset" gameplay).

Anything useful tends to be SchmuckBait, especially any PlotCoupon. You have to get it and the writers know it, so they might as well punish you for doing the only thing possible. This veers into StupidityIsTheOnlyOption if you get no chance for at least taking sensible precautions. Like planting proximity explosives that don't trigger because the enemies spawn with their jaws already sunken firmly into your buttcheeks.

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...and immediately hear the footsteps of enemies running in to murder you. You could have sworn you cleared the area of [[NinjaPirateZombieRobot zombie chainsaw maniacs]] beforehand. And the area before that, too, and the only other entrance to this area is locked. So how the hell did these guys get here? They must have teleported in [[EventFlag the moment you grabbed the keycard.

keycard.]]

And that's what this trope is all about. Whenever you [[EventFlag take something important important]] like a key (or sometimes a new gun or upgrade item), the game spawns in new enemies for you to deal with, regardless of whether or not there were any enemies left in the area. Sometimes they're teleported in, possibly [[OffscreenTeleportation around the corner where you can't see them]] so the game can pretend they were there already, and sometimes they come out of hidden rooms that open up and disgorge them (which is often called "MonsterCloset" gameplay).

Anything useful tends to be SchmuckBait, especially any PlotCoupon. You have to get it and the writers know it, so they might as well punish you for doing the only thing possible. This veers into StupidityIsTheOnlyOption if you get no chance for at least taking sensible precautions. Like planting proximity explosives that don't trigger because the enemies spawn with their jaws already sunken firmly into your buttcheeks.
buttcheeks. Even worse is if planting those explosives makes the game UnwinnableByMistake because the game is waiting for an EventFlag that will never happen ''because'' it was waiting for those monsters to bite you.
21st Nov '17 4:02:20 PM Ferot_Dreadnaught
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Non GenreSavvy players beware: If that thirty-foot-tall dragon doesn't appear immediately when you take the keycard, he's probably waiting behind the door you entered the room from. Or maybe he's waiting for you back at the local SavePoint. Or the dungeon's entrance. Or maybe he ''[[ChestMonster is]]'' the keycard. Or, sometimes you actually ''can'' grab the keycard without having to fight something over it. [[ParanoiaFuel Hope you don't lose any sleep over which one it is.]]

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Non GenreSavvy players Players beware: If that thirty-foot-tall dragon doesn't appear immediately when you take the keycard, he's probably waiting behind the door you entered the room from. Or maybe he's waiting for you back at the local SavePoint. Or the dungeon's entrance. Or maybe he ''[[ChestMonster is]]'' the keycard. Or, sometimes you actually ''can'' grab the keycard without having to fight something over it. [[ParanoiaFuel Hope you don't lose any sleep over which one it is.]]



--->'''Chris:''' ''[aligns the emitters]'' Well that was pretty easy, hopefully. ...I say that, [[GenreSavvy now my face is about to]] ''blow off''. ''[aliens start 'porting in all around exactly on cue]''

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--->'''Chris:''' ''[aligns the emitters]'' Well that was pretty easy, hopefully. ...I say that, [[GenreSavvy now my face is about to]] to ''blow off''. ''[aliens start 'porting in all around exactly on cue]''



* ''VideoGame/MegaManLegends'' averts this trope when retrieving the first large refractor. Mega Man is even confused at the lack of traps or enemies. [[spoiler: It's played straight after retrieving the second one, though.]] It should be noted that his confusion is not so much the result of being GenreSavvy, but because of the prior experience of having triggered a trap when he retrieves a large refractor during the prologue.

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* ''VideoGame/MegaManLegends'' averts this trope when retrieving the first large refractor. Mega Man is even confused at the lack of traps or enemies. [[spoiler: It's played straight after retrieving the second one, though.]] It should be noted that his confusion is not so much the result of being GenreSavvy, but because of the prior experience of having triggered a trap when he retrieves a large refractor during the prologue.
14th Sep '17 12:43:46 AM GrammarNavi
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* ''[[Area51FPS Area 51]]'' is very fond of this trope. Clear out an area entirely, go to next room, activate switch, return to previous area, find it with more enemies than it had the first time.

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* ''[[Area51FPS ''[[VideoGame/Area51FPS Area 51]]'' is very fond of this trope. Clear out an area entirely, go to next room, activate switch, return to previous area, find it with more enemies than it had the first time.
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