History Main / VideogameSetPiece

13th Nov '17 9:12:25 AM SeptimusHeap
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This involves [[ScriptedEvent an occurrence]] (triggered by an internal clock or the player reaching a certain checkpoint) that is not part of the game's typical gameplay/engine mechanics. For example, there is a moment in ''VideoGame/{{Half-Life 2}}'' in which the player is racing down a river on a motorboat, only for a massive chimney on a nearby factory to be struck by a missile, causing it to fall over, directly in the path of the player. If he or she has quick enough reactions, the player can then steer towards the middle of the chimney where there is a big enough gap to squeeze through. Alternatively, a setpiece can be something small and non-game-changing, such as seeing a monster scuttle past a window in ''VideoGame/ResidentEvil2'', or having a fan loudly slam shut without warning in ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]''.

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This involves [[ScriptedEvent an occurrence]] (triggered by an internal clock or the player reaching a certain checkpoint) that is not part of the game's typical gameplay/engine mechanics. For example, there is a moment in ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' in which the player is racing down a river on a motorboat, only for a massive chimney on a nearby factory to be struck by a missile, causing it to fall over, directly in the path of the player. If he or she has quick enough reactions, the player can then steer towards the middle of the chimney where there is a big enough gap to squeeze through. Alternatively, a setpiece can be something small and non-game-changing, such as seeing a monster scuttle past a window in ''VideoGame/ResidentEvil2'', or having a fan loudly slam shut without warning in ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]''.
15th Oct '17 3:14:47 PM KamenRiderOokalf
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* There are numerous instances within the SilentHill games where one-time events happen. Some of them are relatively easy to miss, such as in 3 after climbing up the ladder in the Dark Hospital and turn right, you would see [[spoiler:Valtiel dragging away a nurse.]] Even if you exit the hallway and go right back in, it will never trigger unless you start over. Then there is the infamous Mirror Room.

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* There are numerous instances within the SilentHill ''Franchise/SilentHill'' games where one-time events happen. Some of them are relatively easy to miss, such as in 3 ''VideoGame/SilentHill3'' after climbing up the ladder in the Dark Hospital and turn right, you would see [[spoiler:Valtiel dragging away a nurse.]] Even if you exit the hallway and go right back in, it will never trigger unless you start over. Then there is the infamous Mirror Room.
7th Sep '17 8:34:57 AM SeptimusHeap
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* The ''VideoGame/{{Half-Life}}'' games and expansion packs made heavy use of setpieces - everything from monsters breaking down doors to automated tours of labyrinthine factories.

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* The ''VideoGame/{{Half-Life}}'' ''VideoGame/HalfLife'' games and expansion packs made heavy use of setpieces - everything from monsters breaking down doors to automated tours of labyrinthine factories.
27th Jun '17 3:01:19 PM DirtyHarry44Magnum
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* ''VideoGame/MedalOfHonorVanguard'' has sections where tanks blow holes in walls, which is something that cannot happen normally as the game's engine does not feature destructible walls.
5th Sep '16 9:37:10 AM nombretomado
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* ''AlienVsPredator 2'' used several of these, the most impressive being a [[CatScare false scare]] wherein a ceiling panel pops out, causing a curved pipe and length of cable -which look ''exactly'' like an Alien's head and tail- to come swinging out in front of the player.

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* ''AlienVsPredator ''VideoGame/AliensVsPredator 2'' used several of these, the most impressive being a [[CatScare false scare]] wherein a ceiling panel pops out, causing a curved pipe and length of cable -which look ''exactly'' like an Alien's head and tail- to come swinging out in front of the player.
1st May '16 8:49:31 PM rjd1922
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** Valve once said that they use so many because Half-Life without set pieces is boring: Valve themselves learned this lesson while brainstorming on Half-Life's level design, sticking every single character, object and set piece they'd come up with so far into a single level and noticing how fun said level was to play. Such is the quality of their set pieces.

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** Valve once said that they use so many because Half-Life ''Half-Life'' without set pieces is boring: Valve themselves learned this lesson while brainstorming on Half-Life's ''Half-Life'''s level design, sticking every single character, object and set piece they'd come up with so far into a single level and noticing how fun said level was to play. Such is the quality of their set pieces.
31st Jan '16 3:22:46 PM nombretomado
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* ''SystemShock 2'' does this in spades. It's the little things, like [[spoiler: when you turn a corner to come upon the ghosts of two of the crew -- one of whom is about to turn the other into one of the cybernetic monsters you've ''been fighting for the last hour'']] -- and it is ''also'' the ''big'' things, like [[spoiler:when you finally get to the person you've been trying to reach throughout the entire game to date, only to find that she committed suicide a while ago -- but apparently that didn't stop her sending you voice messages. At which point, you're treated to a nine-minute in-game cutscene which ''completely'' changes what's going on. For the worse.]]. These (generally very well-done and believable) twists make what would already be a nerve-wrackingly scary game absolutely ''terrifying'', and [[NightmareFuel deeply affecting as well]].

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* ''SystemShock 2'' ''VideoGame/SystemShock2'' does this in spades. It's the little things, like [[spoiler: when you turn a corner to come upon the ghosts of two of the crew -- one of whom is about to turn the other into one of the cybernetic monsters you've ''been fighting for the last hour'']] -- and it is ''also'' the ''big'' things, like [[spoiler:when you finally get to the person you've been trying to reach throughout the entire game to date, only to find that she committed suicide a while ago -- but apparently that didn't stop her sending you voice messages. At which point, you're treated to a nine-minute in-game cutscene which ''completely'' changes what's going on. For the worse.]]. These (generally very well-done and believable) twists make what would already be a nerve-wrackingly scary game absolutely ''terrifying'', and [[NightmareFuel deeply affecting as well]].
11th Oct '15 12:35:35 AM Ghostninja109
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* ''VideoGame/FinalFantasyXIII'' has some of these, mostly in the Hanging Edge and Eden where flying objects will crash and explode on the path. One example that affects gameplay is a large rolling object in the Vile Peaks collapsing an improvised bridge and keeping Sazh and Vanille from following Lightning and Hope.
21st Jun '15 4:50:00 PM nombretomado
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* {{Killzone}} 2 has a moment were a boarding party smashes through the side of your ship's hull meters away from you in a massive explosion. You then face a Hellghast-style ZergRush, a mere second after the level being relatively calm.

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* {{Killzone}} 2 ''VideoGame/{{Killzone}} 2'' has a moment were a boarding party smashes through the side of your ship's hull meters away from you in a massive explosion. You then face a Hellghast-style ZergRush, a mere second after the level being relatively calm.
2nd May '15 6:14:42 PM nombretomado
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* The Infinity Ward-created titles in the ''CallOfDuty'' series are famous for some of their incredible scripted sequences. These range from crossing the Volga River in ''Call of Duty'' to the first few seconds of the Normandy landing in ''Call of Duty 2'' to a chilling scene in ''Call of Duty 4'' where [[spoiler:you live through the last few minutes of a player character's life as he limps hopelessly through a nuclear wasteland.]]

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* The Infinity Ward-created titles in the ''CallOfDuty'' ''VideoGame/CallOfDuty'' series are famous for some of their incredible scripted sequences. These range from crossing the Volga River in ''Call of Duty'' to the first few seconds of the Normandy landing in ''Call of Duty 2'' to a chilling scene in ''Call ''[[VideoGame/ModernWarfare Call of Duty 4'' 4]]'' where [[spoiler:you live through the last few minutes of a player character's life as he limps hopelessly through a nuclear wasteland.]]
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