History Main / VideogameSetPiece

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]].

to:

* ''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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Added DiffLines:

* ''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.]]
9th Apr '15 6:35:09 PM jormis29
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* ''{{Uncharted}} 2'' has some of the most amazing setpieces of any game. The most impressive of these is a level that takes place on a moving train, itself a giant setpiece, and having to battle enemies while pressing forward. Eventually your enemies call in a gunship, and you have to move forward quickly ''while it shoots missiles at the cars'', detaching them one by one. Eventually you get to take it down with an Anti-Aircraft gun. And that's only a small part of what makes the game so fantastic.

to:

* ''{{Uncharted}} 2'' ''VideoGame/Uncharted2AmongThieves'' has some of the most amazing setpieces of any game. The most impressive of these is a level that takes place on a moving train, itself a giant setpiece, and having to battle enemies while pressing forward. Eventually your enemies call in a gunship, and you have to move forward quickly ''while it shoots missiles at the cars'', detaching them one by one. Eventually you get to take it down with an Anti-Aircraft gun. And that's only a small part of what makes the game so fantastic.
19th Mar '15 8:42:19 PM nombretomado
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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 ''[[FirstEncounterAssaultRecon F.E.A.R.]]''.

to:

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 ''[[FirstEncounterAssaultRecon ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]''.



* ''[[FirstEncounterAssaultRecon F.E.A.R.]]'' alternated between standard {{FPS}} action sequences and creepy horror setpieces featuring weird hallucinations and creepy laughter.

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* ''[[FirstEncounterAssaultRecon ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' alternated between standard {{FPS}} action sequences and creepy horror setpieces featuring weird hallucinations and creepy laughter.
18th Mar '15 7:09:12 PM nombretomado
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* ''{{Freespace}}'' is a space-sim chockful of these, including one where the ship you were supposed to be escorting gets blown up (to prove how powerful the new alien enemies are.) but launches an escape pod and you're supposed to protect that. Gets dumb when the ship makes it into the jump portal and sits there for a few minutes waiting to die.

to:

* ''{{Freespace}}'' ''VideoGame/FreeSpace'' is a space-sim chockful of these, including one where the ship you were supposed to be escorting gets blown up (to prove how powerful the new alien enemies are.) but launches an escape pod and you're supposed to protect that. Gets dumb when the ship makes it into the jump portal and sits there for a few minutes waiting to die.



*** ''Freespace 2'' corrected this by giving capital ships gigantic {{Wave Motion Gun}}s they'd use against each other, providing yet another hazard to the player because said beams would vaporize fighters in an instant, no matter how much health they had. Capital ships were also given shrapnel-spewing flak cannons and pinpoint-accurate Anti-Fighter Beams, making them a serious threat to attacking fighters and bombers, [[PointDefenseless unlike the first game.]]

to:

*** ''Freespace 2'' ''VideoGame/FreeSpace2'' corrected this by giving capital ships gigantic {{Wave Motion Gun}}s they'd use against each other, providing yet another hazard to the player because said beams would vaporize fighters in an instant, no matter how much health they had. Capital ships were also given shrapnel-spewing flak cannons and pinpoint-accurate Anti-Fighter Beams, making them a serious threat to attacking fighters and bombers, [[PointDefenseless unlike the first game.]]
26th May '14 9:37:00 AM Folamh3
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* ''[[VideoGame/JustCause Just Cause 2]]'' has a very well done car chase scene early in the game that seems to be what the developers put the brunt of their scripting and programming into, as the rest of the game tends to get a bit bland in comparison.


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* ''[[VideoGame/JustCause Just Cause 2]]'' has a very well done car chase scene early in the game that seems to be what the developers put the brunt of their scripting and programming into, as the rest of the game tends to get a bit bland in comparison.
28th Oct '13 2:30:08 AM bohunk
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** "You're in a computer game, Max..." Another setpiece in the aforementioned level.
2nd Aug '13 7:07:51 AM Thebiguglyalien
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[[AC:VideoGames]]

to:

[[AC:VideoGames]][[foldercontrol]]

[[folder:Action Adventure]]
* ''VideoGame/GodOfWar'' has setpeices as minigames, such as in the opening to the second game, involving the homicidal magically-animated Colossus of Rhodes, or jumping from pillar to falling pillar.
* ''{{Uncharted}} 2'' has some of the most amazing setpieces of any game. The most impressive of these is a level that takes place on a moving train, itself a giant setpiece, and having to battle enemies while pressing forward. Eventually your enemies call in a gunship, and you have to move forward quickly ''while it shoots missiles at the cars'', detaching them one by one. Eventually you get to take it down with an Anti-Aircraft gun. And that's only a small part of what makes the game so fantastic.
* 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.
* The second lap of the podrace level in ''[[VideoGame/LegoAdaptationGame LEGO Star Wars]]'' has Sebulba and another racer ramming each other. Sebulba rams the other guy into a butte, which falls over and blocks the path you took on the first lap.
[[/folder]]

[[folder:First Person Shooter]]



* The ''Franchise/ResidentEvil'' games would frequently include setpieces such as enemies smashing through windows to eat the player.
** Remember the two way mirror setpiece in VideoGame/ResidentEvil2? Cause my dry cleaner does.
** ''VideoGame/ResidentEvil4'':
*** Very early on, there's a little shack along the road. When you go through the door and turn to the left, say hi to a guy with a pitchfork ready to kill you. This wasn't replicated again elsewhere.
*** Partway through the game, a set piece is used to introduce a brand new type of enemy. Upon entering some sewers, you hear what sounds like something breaking through a metal grating somewhere. Then you hear the sound of something in the distance rapidly scurrying toward you and stopping somewhere right by you, but nothing will be in sight. Although nothing will actually harm you in this scripted event, it's building up for your first encounter with the actual enemies, which as it turns out are humanoid insects with stealth camouflage powers.
*** Perhaps the most notorious set piece in ''RE4'' is the oven man. To put it simply, it involves a flaming Ganado hiding in a large oven.



* ''VideoGame/SonicAdventure'' featured setpieces when running through certain areas, such as killer whales leaping over the player.
** Since then, it has become increasingly common in Sonic games, though it supports the series' stylishness (which has always been the case) and the notion that Sonic lives for thrills. (It also establishes Dr. Eggman's modus operandi as surprise attacks.) It has even recently pervaded side games--''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', for instance, has something happening in nearly every course that changes the layout of the place, such as a police helicopter destroying the highway forcing the racers to take to the air for the final lap.
* The ''VideoGame/MaxPayne'' games featured a couple of setpieces, mostly involving collapsing scenery. Most notably, an entire level in which the player is chased through a collapsing building by a fire.
** "You're in a computer game, Max..." Another setpiece in the aforementioned level.



* ''VideoGame/GodOfWar'' has setpeices as minigames, such as in the opening to the second game, involving the homicidal magically-animated Colossus of Rhodes, or jumping from pillar to falling pillar.



* ''{{Freespace}}'' is a space-sim chockful of these, including one where the ship you were supposed to be escorting gets blown up (to prove how powerful the new alien enemies are.) but launches an escape pod and you're supposed to protect that. Gets dumb when the ship makes it into the jump portal and sits there for a few minutes waiting to die.
** Most space sims were prone to this sort of thing as a result of the unpredictability of 3D movement and AI limitations. If your objectives are supposed to change mid-flight, you can be sure that ''something'' stupid may very well happen to mess things up. If you're lucky, the set piece was just for show and you can finish the mission, [[UnWinnable otherwise]]...
** Using the level editor also reveals that there's two types of asteroid fields: Ones where the rocks just float around (great for dogfights) and those where the field actively hurls rocks towards ships ({{Escort Mission}}s). Also, all capital ships were internally treated as setpieces: they had little AI beyond shooting with anti-fighter weapons, and capital ship vs capital ship combat was usually choreographed by the level designer.
*** ''Freespace 2'' corrected this by giving capital ships gigantic {{Wave Motion Gun}}s they'd use against each other, providing yet another hazard to the player because said beams would vaporize fighters in an instant, no matter how much health they had. Capital ships were also given shrapnel-spewing flak cannons and pinpoint-accurate Anti-Fighter Beams, making them a serious threat to attacking fighters and bombers, [[PointDefenseless unlike the first game.]]
* ''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]].
* A number of these occur in VideoGame/DeadSpace, being as the game is a survival horror piece. One interesting one, however, occurs early in the game where the player will hear the cry of a necromorph as they go to open a door, and see its shadow run across the wall in front of them. Turning quick enough will show a glimpse, and pursuing the necromorph down the corridor will show you one more glimpse only to find the creature gone, likely into the vents. The interesting part is, this event refuses to be triggered deliberately, say by reloading to before it occurred and approaching the door again.
* ''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.
* ''VideoGame/{{Fallout 3}}'' has a couple of them. Perhaps more people will recall [[spoiler:Liberty Prime's march to the Jefferson Memorial]] as the most memorable moment of the game, but equally awesome (and far more terrifying) was [[spoiler:the arrival of the Vertibirds. You're traveling through an access tunnel, trying to get Project Purity up and running, when you come to a break in the pipeline. You look out, and watch as a fleet of black, insectoid helicopters descends from the sky.]]
** Also awesome: every Behemoth in the game. Hell, one of them is triggered by picking up a teddybear!
** Special mention goes to DLC Point Lookout's set pieces in Calvert Mansion. Groups of Tribals continually take advantage of the structurally-unsound estate by bursting through walls and then proceeding to savage you with whatever they happen to be carrying at the time. This quickly becomes predictable, and a few well placed mines outside a boarded up door or weak looking piece of ceiling can derail these events. Just as the novelty starts to wear off, you yourself fall victim to the mansions derelict state falling THREE FLOORS down through the mansion into a wine cellar and are then forced to fight your way out. Props to Bethesda for finding a way to show off their DLC's new character animations while stopping repetitiveness and maintaining the immersion.



* The ''Clock Tower'' games often rely on this extensively. In the opera house level on one of the games, you do nothing but interact with setpieces in attempts to escape from the killer. Hide in a pipe, wait for him to try to grab your legs. Hide in a closet, wait for the pillar to topple over on his head, etc.
* OlderThanTheyThink: ''VideoGame/AnotherWorld'' from 1991 used setpieces extensively.



* As the page quote indicates, this is pretty common in ''VideoGame/DinoCrisis''. Perhaps making the quote funnier is the fact that in some places, if you try to escape the raptors by going to another room, they ''will'' follow you through the door.
* ''{{Uncharted}} 2'' has some of the most amazing setpieces of any game. The most impressive of these is a level that takes place on a moving train, itself a giant setpiece, and having to battle enemies while pressing forward. Eventually your enemies call in a gunship, and you have to move forward quickly ''while it shoots missiles at the cars'', detaching them one by one. Eventually you get to take it down with an Anti-Aircraft gun. And that's only a small part of what makes the game so fantastic.
* 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.
* ''[[VideoGame/JustCause Just Cause 2]]'' has a very well done car chase scene early in the game that seems to be what the developers put the brunt of their scripting and programming into, as the rest of the game tends to get a bit bland in comparison.
* The second lap of the podrace level in ''[[VideoGame/LegoAdaptationGame LEGO Star Wars]]'' has Sebulba and another racer ramming each other. Sebulba rams the other guy into a butte, which falls over and blocks the path you took on the first lap.

to:

[[/folder]]

[[folder:Platform]]
* As ''VideoGame/SonicAdventure'' featured setpieces when running through certain areas, such as killer whales leaping over the page quote indicates, this is pretty player.
** Since then, it has become increasingly
common in ''VideoGame/DinoCrisis''. Sonic games, though it supports the series' stylishness (which has always been the case) and the notion that Sonic lives for thrills. (It also establishes Dr. Eggman's modus operandi as surprise attacks.) It has even recently pervaded side games--''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', for instance, has something happening in nearly every course that changes the layout of the place, such as a police helicopter destroying the highway forcing the racers to take to the air for the final lap.
* OlderThanTheyThink: ''VideoGame/AnotherWorld'' from 1991 used setpieces extensively.
[[/folder]]

[[folder:RPG]]
* ''VideoGame/{{Fallout 3}}'' has a couple of them.
Perhaps making more people will recall [[spoiler:Liberty Prime's march to the quote funnier is Jefferson Memorial]] as the fact that in some places, if most memorable moment of the game, but equally awesome (and far more terrifying) was [[spoiler:the arrival of the Vertibirds. You're traveling through an access tunnel, trying to get Project Purity up and running, when you try come to escape a break in the raptors pipeline. You look out, and watch as a fleet of black, insectoid helicopters descends from the sky.]]
** Also awesome: every Behemoth in the game. Hell, one of them is triggered
by going picking up a teddybear!
** Special mention goes
to another room, DLC Point Lookout's set pieces in Calvert Mansion. Groups of Tribals continually take advantage of the structurally-unsound estate by bursting through walls and then proceeding to savage you with whatever they ''will'' follow happen to be carrying at the time. This quickly becomes predictable, and a few well placed mines outside a boarded up door or weak looking piece of ceiling can derail these events. Just as the novelty starts to wear off, you yourself fall victim to the mansions derelict state falling THREE FLOORS down through the door.
* ''{{Uncharted}} 2'' has some of the most amazing setpieces of any game. The most impressive of these is a level that takes place on a moving train, itself a giant setpiece, and having to battle enemies while pressing forward. Eventually your enemies call in a gunship, and you have to move forward quickly ''while it shoots missiles at the cars'', detaching them one by one. Eventually you get to take it down with an Anti-Aircraft gun. And that's only a small part of what makes the game so fantastic.
* 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.
* ''[[VideoGame/JustCause Just Cause 2]]'' has a very well done car chase scene early in the game that seems to be what the developers put the brunt of their scripting and programming into, as the rest of the game tends to get a bit bland in comparison.
* The second lap of the podrace level in ''[[VideoGame/LegoAdaptationGame LEGO Star Wars]]'' has Sebulba and another racer ramming each other. Sebulba rams the other guy
mansion into a butte, which falls over wine cellar and blocks are then forced to fight your way out. Props to Bethesda for finding a way to show off their DLC's new character animations while stopping repetitiveness and maintaining the path you took on the first lap.immersion.


Added DiffLines:

[[/folder]]

[[folder:Simulator]]
* ''{{Freespace}}'' is a space-sim chockful of these, including one where the ship you were supposed to be escorting gets blown up (to prove how powerful the new alien enemies are.) but launches an escape pod and you're supposed to protect that. Gets dumb when the ship makes it into the jump portal and sits there for a few minutes waiting to die.
** Most space sims were prone to this sort of thing as a result of the unpredictability of 3D movement and AI limitations. If your objectives are supposed to change mid-flight, you can be sure that ''something'' stupid may very well happen to mess things up. If you're lucky, the set piece was just for show and you can finish the mission, [[UnWinnable otherwise]]...
** Using the level editor also reveals that there's two types of asteroid fields: Ones where the rocks just float around (great for dogfights) and those where the field actively hurls rocks towards ships ({{Escort Mission}}s). Also, all capital ships were internally treated as setpieces: they had little AI beyond shooting with anti-fighter weapons, and capital ship vs capital ship combat was usually choreographed by the level designer.
*** ''Freespace 2'' corrected this by giving capital ships gigantic {{Wave Motion Gun}}s they'd use against each other, providing yet another hazard to the player because said beams would vaporize fighters in an instant, no matter how much health they had. Capital ships were also given shrapnel-spewing flak cannons and pinpoint-accurate Anti-Fighter Beams, making them a serious threat to attacking fighters and bombers, [[PointDefenseless unlike the first game.]]
[[/folder]]

[[folder:Survival Horror]]
* The ''Franchise/ResidentEvil'' games would frequently include setpieces such as enemies smashing through windows to eat the player.
** Remember the two way mirror setpiece in VideoGame/ResidentEvil2? Cause my dry cleaner does.
** ''VideoGame/ResidentEvil4'':
*** Very early on, there's a little shack along the road. When you go through the door and turn to the left, say hi to a guy with a pitchfork ready to kill you. This wasn't replicated again elsewhere.
*** Partway through the game, a set piece is used to introduce a brand new type of enemy. Upon entering some sewers, you hear what sounds like something breaking through a metal grating somewhere. Then you hear the sound of something in the distance rapidly scurrying toward you and stopping somewhere right by you, but nothing will be in sight. Although nothing will actually harm you in this scripted event, it's building up for your first encounter with the actual enemies, which as it turns out are humanoid insects with stealth camouflage powers.
*** Perhaps the most notorious set piece in ''RE4'' is the oven man. To put it simply, it involves a flaming Ganado hiding in a large oven.
* ''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]].
* A number of these occur in VideoGame/DeadSpace, being as the game is a survival horror piece. One interesting one, however, occurs early in the game where the player will hear the cry of a necromorph as they go to open a door, and see its shadow run across the wall in front of them. Turning quick enough will show a glimpse, and pursuing the necromorph down the corridor will show you one more glimpse only to find the creature gone, likely into the vents. The interesting part is, this event refuses to be triggered deliberately, say by reloading to before it occurred and approaching the door again.
* ''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.
* The ''Clock Tower'' games often rely on this extensively. In the opera house level on one of the games, you do nothing but interact with setpieces in attempts to escape from the killer. Hide in a pipe, wait for him to try to grab your legs. Hide in a closet, wait for the pillar to topple over on his head, etc.
* As the page quote indicates, this is pretty common in ''VideoGame/DinoCrisis''. Perhaps making the quote funnier is the fact that in some places, if you try to escape the raptors by going to another room, they ''will'' follow you through the door.
* ''[[VideoGame/JustCause Just Cause 2]]'' has a very well done car chase scene early in the game that seems to be what the developers put the brunt of their scripting and programming into, as the rest of the game tends to get a bit bland in comparison.
[[/folder]]

[[folder:Third Person Shooter]]
* The ''VideoGame/MaxPayne'' games featured a couple of setpieces, mostly involving collapsing scenery. Most notably, an entire level in which the player is chased through a collapsing building by a fire.
** "You're in a computer game, Max..." Another setpiece in the aforementioned level.
[[/folder]]
This list shows the last 10 events of 13. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.VideogameSetPiece