History Main / TheGuardsMustBeCrazy

14th Feb '16 9:48:52 AM rjd1922
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** For all of their advanced technology and professional squad tactics, the soldiers in MetalGearSolidVThePhantomPain have some SERIOUS genre-blind perception issues. They will be suckered by:
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** For all of their advanced technology and professional squad tactics, the soldiers in MetalGearSolidVThePhantomPain ''VideoGame/MetalGearSolidVThePhantomPain'' have some SERIOUS genre-blind perception issues. They will be suckered by:
13th Feb '16 11:18:31 PM Driavatus
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Added Cantr
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* CantrII: What often can happen when sleepers (players who barely wake up, thus don't really know what's going on around them), new characters or [[AxCrazy new players]] get promoted to leadership roles. Special mention must go to the man who chased a boat ... [[WhatAnIdiot in a van]]. Needless to say, he didn't achieve very much, but became the butt of jokes for a long, long time.
10th Feb '16 4:32:00 AM RobTan
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* The prison in ''Series/MyNameIsEarl'' is staffed by incompetents from the ground up. On Earl's first morning in prison he discovers that his cellmate tunelled out of the cell and used a watermelon as a dummy in the bed, the common room has a display case full of shivs with a sign saying "Don't make these", and the Warden once contracted out inmate labour to a ladder company. Randy however proves to be a standout case, taking inmates out for ice cream after a scared straight talk to a middle school and letting them go into the parlour unsupervised while he stayed in the transport van.
21st Jan '16 9:56:55 AM Ohio9
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* The human and robotic guards in VideoGame/{{Crusader}} are so determined to kill you that they won't let anything divert them from the task. As a result, they will sometimes kill each other and unlucky civilians that happen to be anywhere near their line of fire. They will also ignore environmental hazards, resulting in them killing themselves by walking into open flames or falling off bridges by stepping on loose floor tiles.
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* The human and robotic guards in VideoGame/{{Crusader}} ''VideoGame/{{Crusader}}'' are so determined to kill you that they won't let anything divert them from the task. As a result, they will sometimes kill each other and unlucky civilians that happen to be anywhere near their line of fire. They will also ignore environmental hazards, resulting which can result in them killing themselves by walking right into open flames or falling off bridges by stepping on loose floor tiles.flames.
21st Jan '16 9:54:24 AM Ohio9
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Added DiffLines:
* The human and robotic guards in VideoGame/{{Crusader}} are so determined to kill you that they won't let anything divert them from the task. As a result, they will sometimes kill each other and unlucky civilians that happen to be anywhere near their line of fire. They will also ignore environmental hazards, resulting in them killing themselves by walking into open flames or falling off bridges by stepping on loose floor tiles.
11th Jan '16 5:20:35 PM livemike
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added justification to Avatar example.
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** Somewhat justified in that without having a miniture zeppelin they would never have gotten in. Indentity would only have to be checked at the entrance and exit. Even if someone did get a guard's uniform there is only one exit and presumably they DO check guards leaving.
11th Jan '16 9:18:14 AM Ohio9
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** The guards in the series are not the brightest folk in medieval Japan. While they will look around for you for a while if they spot your shadow or see you moving just out of clear sight, the fact that a dead guard causes no more than a few minutes searching, and no call for backup. Sometimes in the first game, guards would not react to the sight of dead bodies at all. It seems to indicate that broken necks and gaping sword wounds weren't considered too unusual in an average night's work. Although, to be fair, in the ''Tenchu'' universe, it's sort of implied that this happens ''all the time.''
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** The guards in the series are not the brightest folk in medieval Japan. While they will look around for you for a while if they spot your shadow or see you moving just out of clear sight, the fact that sight of a dead guard causes no more than a few minutes searching, and no call for backup. Sometimes in backup. Likewise, if you into combat with a guard, then run away and then go back into hiding, he will just return to his patrol and forget he ever saw you. In the first game, guards usually would not react to the sight of dead bodies at all. It seems to indicate that broken necks and gaping sword wounds weren't considered too unusual in an average night's work. Although, to be fair, in the ''Tenchu'' universe, it's sort of implied that this happens ''all the time.''
11th Jan '16 9:11:43 AM Ohio9
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* Played straight in ''VideoGame/MetalGearSolid'', where you can take out guards one by one and trigger alarms as often as you want, but after 90 seconds, everything is back to normal, with dead guards not being replaced.
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* Played straight in ''VideoGame/MetalGearSolid'', where you can take out guards one by one and trigger alarms as often as you want, but after 90 seconds, everything is back to normal, with dead guards not being replaced. Also, you can beat guards unconcious or even shoot them in the back without an alarm being sounded if you hide fast enough. If the guard doesn't see who shot/beat them, they will just resume patrolling as if nothing had happened.
11th Jan '16 9:08:11 AM Ohio9
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** The guards in the series are not the brightest folk in medieval Japan. While they will look around for you for a while if they spot your shadow or see you moving just out of clear sight, the fact that a dead guard causes no more than a few minutes searching, and no call for backup, seems to indicate that broken necks and gaping sword wounds weren't considered too unusual in an average night's work. Although, to be fair, in the ''Tenchu'' universe, it's sort of implied that this happens ''all the time.''
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** The guards in the series are not the brightest folk in medieval Japan. While they will look around for you for a while if they spot your shadow or see you moving just out of clear sight, the fact that a dead guard causes no more than a few minutes searching, and no call for backup, backup. Sometimes in the first game, guards would not react to the sight of dead bodies at all. It seems to indicate that broken necks and gaping sword wounds weren't considered too unusual in an average night's work. Although, to be fair, in the ''Tenchu'' universe, it's sort of implied that this happens ''all the time.''

* Guardia Prison security in ''VideoGame/ChronoTrigger''. They throw you into the dungeon... while letting you keep your sword. That doesn't turn out well for them.
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* Guardia Prison security in ''VideoGame/ChronoTrigger''. They throw you into the dungeon... while letting you keep your sword. That doesn't turn out well for them. Also the guard for your cell will open up your cell to fight you if you rattle on the bars enough. Apparently the guard for your cell is exceptionally over sensative.
9th Jan '16 3:00:59 AM Nanogon
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[[folder:Music]] * ''Music/{{Periphery}}'': Averted in the song title "The Gods Must Be Crazy". [[/folder]]
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