History Main / VideogameSetPiece

17th Apr '18 1:34:02 AM SoItBegins
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* ''VideoGame/Owlboy'' has a setpiece right before the climax of the game, where Otus and company are in Mesos, trying to stop [[spoiler: Solus]]. As this is Mesos, the air is too thin for Otus to fly, leading to some painful platforming challenges. Midway through their climb up to [[spoiler: Solus]]'s lair, the leftover effects of [[spoiler:the Hex]] kick in, and the world begins to end, sending the broken platforms Otus is standing on floating into spaceó where he discovers he can fly again, due to the lack of gravity. The music truly sells it, setting things up for the game's final battle.

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* ''VideoGame/Owlboy'' ''VideoGame/{{Owlboy}}'' has a setpiece right before the climax of the game, where Otus and company are in Mesos, trying to stop [[spoiler: Solus]]. As this is Mesos, the air is too thin for Otus to fly, leading to some painful platforming challenges. Midway through their climb up to [[spoiler: Solus]]'s lair, the leftover effects of [[spoiler:the Hex]] kick in, and the world begins to end, sending the broken platforms Otus is standing on floating into spaceó where he discovers he can fly again, due to the lack of gravity. The music truly sells it, setting things up for the game's final battle.
17th Apr '18 1:32:29 AM SoItBegins
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* ''VideoGame/Owlboy'' has a setpiece right before the climax of the game, where Otus and company are in Mesos, trying to stop [[spoiler: Solus]]. As this is Mesos, the air is too thin for Otus to fly, leading to some painful platforming challenges. Midway through their climb up to [[spoiler: Solus]]'s lair, the leftover effects of [[spoiler:the Hex]] kick in, and the world begins to end, sending the broken platforms Otus is standing on floating into spaceó where he discovers he can fly again, due to the lack of gravity. The music truly sells it, setting things up for the game's final battle.
5th Mar '18 5:12:02 PM nombretomado
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* ''TheSuffering'' and to a lesser extent, its sequel tries to spice up the set pieces. For example: Checking on security camera video feeds provides vital information on threats up ahead. Or just imagery. But check on the same cameras two seconds later and... fun... things might happen.

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* ''TheSuffering'' ''VideoGame/TheSuffering'' and to a lesser extent, its sequel tries to spice up the set pieces. For example: Checking on security camera video feeds provides vital information on threats up ahead. Or just imagery. But check on the same cameras two seconds later and... fun... things might happen.
16th Feb '18 12:00:07 AM nombretomado
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--> --''PennyArcade'', in discussion of set pieces used by Capcom's SurvivalHorror series, namely ''VideoGame/DinoCrisis''.

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--> --''PennyArcade'', --''Webcomic/PennyArcade'', in discussion of set pieces used by Capcom's SurvivalHorror series, namely ''VideoGame/DinoCrisis''.
27th Jan '18 4:52:16 PM FearlessSon
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There is a skill to making setpieces, though - particularly those that directly affect gameplay, such as the ''Half Life 2'' example above. There must be a balance between spectacle and difficulty. If a player keeps dying due to a setpiece then the artificiality of the game becomes even more exposed than normal and it quickly gets boring. The trick is to make the player ''look'' like he or she has achieved something impressive while setting them a relatively easy task. Done well, a gameplay-affecting setpiece can make a player feel like they're taking part in a movie without interrupting the flow of the game. A ChaseScene will often be littered with setpieces, forcing the player to either adapt to them on the fly (good) or memorize the safe route through (bad).

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There is a skill to making setpieces, though - particularly those that directly affect gameplay, such as the ''Half Life 2'' example above. There must be a balance between spectacle and difficulty. If a player keeps dying due to a setpiece then the artificiality of the game becomes even more exposed than normal and it quickly gets boring. The trick is to make the player ''look'' like he or she has achieved something impressive while setting them a relatively easy task. Done well, a gameplay-affecting setpiece can make a player feel like they're taking part in a movie without interrupting the flow of the game. A ChaseScene will often be littered with setpieces, forcing the player to either adapt to them on the fly (good) or [[TrialAndErrorGameplay memorize the safe route through through]] (bad).
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.
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