History Main / UnexpectedlyRealisticGameplay

15th Mar '16 4:29:20 PM Totema
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* In ''VideoGame/ClockTower'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so gives you the game's worst ending.

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* In ''VideoGame/ClockTower'', ''VideoGame/{{Clock Tower|1995}}'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so gives you the game's worst ending.
15th Mar '16 4:27:41 PM Totema
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* In ''VideoGame/ClockTower'', you can access the house's garage, climb into the car that's parked inside, and simply drive away from the murderous pursuer. But, doing so gives you the game's worst ending.
1st Mar '16 11:19:34 PM erforce
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* In a break from survival horror tradition, many locked doors and blocked passageways in ''VideoGame/{{Condemned}}'' are overcome not by hunting around for keys or solving puzzles but simply smashing through them using the game's melee weapons: using a fire axe to chop down a wooden door, for example. [[MisaimedRealism Irritatingly]], however, only certain melee weapons will work on certain kinds of doors.

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* In a break from survival horror tradition, many locked doors and blocked passageways in ''VideoGame/{{Condemned}}'' ''VideoGame/CondemnedCriminalOrigins'' are overcome not by hunting around for keys or solving puzzles but simply smashing through them using the game's melee weapons: using a fire axe to chop down a wooden door, for example. [[MisaimedRealism Irritatingly]], however, only certain melee weapons will work on certain kinds of doors.
25th Feb '16 8:43:19 PM YgothanEru
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Imagine playing a FirstPersonShooter and finding that [[SheatheYourSword NOT shooting the bloodthirsty enemies]] is the expected solution, and merely pointing your gun long enough without firing or firing some warning shots will scare them away with no body count. Since every shooter is designed to [[ExactlyWhatItSaysOnTheTin let you shoot enemies]], why would you think this time would be different? This can also be the result if a PhysicsEngine or gameplay effect is made to simulate reality (or what peoople generally accept as "real"[[note]]For example, a puzzle that involves a bull and a red cape. This is a myth proven untrue, but is still commonly accepted.[[/note]]) without the player knowing, and is suddenly called upon to solve a problem.

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Imagine playing a FirstPersonShooter and finding that [[SheatheYourSword NOT shooting the bloodthirsty enemies]] is the expected solution, and merely pointing your gun long enough without firing or firing some warning shots will scare them away with no body count. Since every shooter is designed to [[ExactlyWhatItSaysOnTheTin let you shoot enemies]], why would you think this time would be different? This can also be the result if a PhysicsEngine or gameplay effect is made to simulate reality (or what peoople people generally accept as "real"[[note]]For example, a puzzle that involves a bull and a red cape. This is a myth proven untrue, but is still commonly accepted.[[/note]]) without the player knowing, and is suddenly called upon to solve a problem.
27th Jan '16 8:08:33 AM MrDeath
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*** [[FakingTheDead The fake cyanide pill]] has several uses. Many enemies will reveal their positions, expose vulnerabilities or unlock doors to see what the hell happened if Snake just suddenly "dies" right in front of them. It's also the only way to pass one particular boss fight.

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*** [[FakingTheDead The fake cyanide pill]] has several uses. Many enemies will reveal their positions, expose vulnerabilities or unlock doors to see what the hell happened if Snake just suddenly "dies" right in front of them. It's also the only way to pass one particular boss fight.
10th Jan '16 10:30:03 AM KingZeal
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Imagine playing a FirstPersonShooter and finding that [[SheatheYourSword NOT shooting the bloodthirsty enemies]] is the expected solution, and merely pointing your gun long enough without firing or firing some warning shots will scare them away with no body count. Since every shooter is designed to [[ExactlyWhatItSaysOnTheTin let you shoot enemies]], why would you think this time would be different? This can also be the result if a PhysicsEngine or gameplay effect is made to simulate reality without the player knowing, and is suddenly called upon to solve a problem.

to:

Imagine playing a FirstPersonShooter and finding that [[SheatheYourSword NOT shooting the bloodthirsty enemies]] is the expected solution, and merely pointing your gun long enough without firing or firing some warning shots will scare them away with no body count. Since every shooter is designed to [[ExactlyWhatItSaysOnTheTin let you shoot enemies]], why would you think this time would be different? This can also be the result if a PhysicsEngine or gameplay effect is made to simulate reality (or what peoople generally accept as "real"[[note]]For example, a puzzle that involves a bull and a red cape. This is a myth proven untrue, but is still commonly accepted.[[/note]]) without the player knowing, and is suddenly called upon to solve a problem.
10th Jan '16 7:18:47 AM poi99
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*** Here's a [[SubvertedTrope subversion]] that can't even be done in normal gameplay! If you fall from a great enough height you'll die once you hit the ground. Fair enough. But the unexpectedly realistic thing about this is that it also happens if you hit the surface of water, just like in real life, even though that situation could never arise in normal play. The subversion comes with how unrealistically it's depicted: it simply plays Link's death animation as if he was standing on ground, except he falls off screen through the water.
26th Nov '15 12:48:02 PM erforce
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-->--'''[[WebVideo/ZeroPunctuation Yahtzee]]''', [[http://www.escapistmagazine.com/videos/view/zero-punctuation/9981-The-Talos-Principle reviewing]] ''Videogame/TheTalosPrinciple''

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-->--'''[[WebVideo/ZeroPunctuation -->-- '''[[WebVideo/ZeroPunctuation Yahtzee]]''', [[http://www.escapistmagazine.com/videos/view/zero-punctuation/9981-The-Talos-Principle reviewing]] ''Videogame/TheTalosPrinciple''



* In ''VideoGame/GodOfWar 2'', there is a segment where the player has to climb up to a ledge to continue. There is a pushable block nearby, but standing on the block still leaves the ledge just out of reach. There is a switch the player can hit that causes a square part of the floor to raise up on a thin, round pillar, but it falls back down too quickly for the player to use it. The solution is to kick the block UNDER the raised floor before the pillar falls. Like many examples here, in real life this solution would be obvious, but most players would expect [[HitboxDissonance the entire floor-pillar object to act as a solid rectangle.]]

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* In ''VideoGame/GodOfWar 2'', ''VideoGame/GodOfWarII'', there is a segment where the player has to climb up to a ledge to continue. There is a pushable block nearby, but standing on the block still leaves the ledge just out of reach. There is a switch the player can hit that causes a square part of the floor to raise up on a thin, round pillar, but it falls back down too quickly for the player to use it. The solution is to kick the block UNDER the raised floor before the pillar falls. Like many examples here, in real life this solution would be obvious, but most players would expect [[HitboxDissonance the entire floor-pillar object to act as a solid rectangle.]]



* One locked door in ''ObsCure'' is opened not by rooting around for a key or [[SolveTheSoupCans figuring out some bizarre puzzle]], but rather by smashing through the door's glass panel, then reaching in and unlocking it.

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* One locked door in ''ObsCure'' ''VideoGame/ObsCure'' is opened not by rooting around for a key or [[SolveTheSoupCans figuring out some bizarre puzzle]], but rather by smashing through the door's glass panel, then reaching in and unlocking it.



** In GTA IV, it was possible to survive falls from any height into a body of water. In GTA V the result of falling from a great (or even moderate) height into a body of water is the same as in real life - fatal.

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** In GTA IV, ''VideoGame/GrandTheftAutoIV'', it was possible to survive falls from any height into a body of water. In GTA V the result of falling from a great (or even moderate) height into a body of water is the same as in real life - fatal.



* Remember how much of a pain it was to drive all the way back to failed missions in [[VideoGame/SaintsRow2 Saints Row 2?]] Well believe it or not, there's a fast-travel feature in this game. So how do you use it? Find a taxi, write down the phone number on the side, and then call that number on the in-game phone. A taxi will show up to drive you.

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* Remember how much of a pain it was to drive all the way back to failed missions in [[VideoGame/SaintsRow2 Saints Row 2?]] ''VideoGame/SaintsRow2''? Well believe it or not, there's a fast-travel feature in this game. So how do you use it? Find a taxi, write down the phone number on the side, and then call that number on the in-game phone. A taxi will show up to drive you.
26th Nov '15 11:27:06 AM REV6Pilot
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** The developers assumed that the portal gun operates at the speed of light. [[spoiler:It takes light 1.28 (approximately) seconds to travel between the earth and the moon. The flash of the portal opening on the moon appears at ''exactly'' double this time (since first the portal has to travel there, then the light from it opening has to travel back).]] They really did their homework.

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** The developers assumed that the portal gun operates at the speed of light. [[spoiler:It takes light 1.28 (approximately) seconds to travel between the earth and the moon. The flash of the portal opening on the moon appears at ''exactly'' double this time (since first the portal has to travel there, then the light from it opening has to travel back).]] [[ShownTheirWork They really did their homework.homework]].
26th Nov '15 9:06:57 AM REV6Pilot
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* In ''VideoGame/DontShitYourPants'', it turns out that [[spoiler: deciding to defecate with your pants still on]] or [[spoiler: defacating outside of the bathroom]] isn't such a good idea. The game is very precise, and often players get a bad ending on their first playthrough.

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* In ''VideoGame/DontShitYourPants'', it turns out that [[spoiler: deciding to defecate with your pants still on]] or [[spoiler: defacating [[spoiler:doing it outside of the bathroom]] isn't such a good idea. The game is very precise, and often players get a bad ending on their first playthrough.
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