History Main / WelcomeToCorneria

17th Nov '17 6:34:04 PM Keeesquish
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** ''VideoGame/{{Persona 2}}'' averts this on a much wider scale. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.

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** ''VideoGame/{{Persona 2}}'' averts this on a much an even wider scale. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.
17th Nov '17 6:31:32 PM Keeesquish
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* Played fairly straight in most ''VideoGame/ShinMegamiTensei'' games, though often if you can revisit a place later dialogue will have changed at least a little to reflect the changing circumstances of the story. The ''VideoGame/{{Persona}}'' games do this extensively, especially in 3 and 4 where you spend almost a year in the same city or town and meet a lot of the same people every day. They might have the same dialogue for a week or two, but eventually it will change to reflect some personal event in their lives or plot development.
** ''VideoGame/{{Persona 2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.

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* Played fairly straight in most ''VideoGame/ShinMegamiTensei'' games, though often if you can revisit a place later dialogue will have changed at least a little to reflect the changing circumstances of the story. The ''VideoGame/{{Persona}}'' games do avert this extensively, fairly consistently, especially in 3 and 4 where you spend almost a year in the same city or town and meet a lot of the same people every day. They might have the same dialogue for a week or two, but eventually it will change to reflect some personal event in their lives or plot development.
** ''VideoGame/{{Persona 2}}'' impressively averts this for the most part.on a much wider scale. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.
17th Nov '17 6:28:48 PM Keeesquish
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** ''VideoGame/{{Persona 2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops (sans shopkeepers). Your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.

to:

** ''VideoGame/{{Persona 2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops (sans shopkeepers). Your shops, your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.
17th Nov '17 6:15:33 PM Keeesquish
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** ''VideoGame/{{Persona2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops (sans shopkeepers). Your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.

to:

** ''VideoGame/{{Persona2}}'' ''VideoGame/{{Persona 2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at ''every location'' in the hub world and all individual shops (sans shopkeepers). Your party members included. The game also subverts this in that some NPC's dialog and even circumstances can be manipulated through the game's rumor system.
17th Nov '17 6:14:39 PM Keeesquish
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** ''VideoGame/{{Persona2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at [i]every location[/i] in the hub world and all individual shops (sans shopkeepers). Your party members included. The game also subverts this in that some NPCs' dialog and even circumstances can be manipulated through the game's rumor system.

to:

** ''VideoGame/{{Persona2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at [i]every location[/i] ''every location'' in the hub world and all individual shops (sans shopkeepers). Your party members included. The game also subverts this in that some NPCs' NPC's dialog and even circumstances can be manipulated through the game's rumor system.
17th Nov '17 6:10:25 PM Keeesquish
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** ''VideoGame/{{Persona2}}'' impressively averts this for the most part. Completing a dungeon or even mildly progressing the plot affects the dialog of nearly every single NPC in the game, and this happens at [i]every location[/i] in the hub world and all individual shops (sans shopkeepers). Your party members included. The game also subverts this in that some NPCs' dialog and even circumstances can be manipulated through the game's rumor system.
3rd Nov '17 10:50:54 AM Mhazard
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* The trope name comes from ''Webcomic/EightBitTheater'', [[http://www.nuklearpower.com/2001/04/12/episode-015-a-little-intellectual-conversation/ parodying said games]]. (Note: in the first English release of ''VideoGame/FinalFantasyI'', [[BeamMeUpScotty the actual line]] is "This is Coneria, the dream city." Later remakes translated the name properly as Cornelia (so no, it's not a VideoGame/StarFox ShoutOut, but the "the dream city" was in either way)

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* The trope name comes from [[TropeNamers Trope Namer]] is ''Webcomic/EightBitTheater'', [[http://www.nuklearpower.com/2001/04/12/episode-015-a-little-intellectual-conversation/ parodying said games]]. (Note: in the first English release of ''VideoGame/FinalFantasyI'', [[BeamMeUpScotty the actual line]] is "This is Coneria, the dream city." Later remakes translated the name properly as Cornelia (so no, it's not a VideoGame/StarFox ShoutOut, but the "the dream city" was in either way)
7th Oct '17 6:42:00 AM ApeAccount
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* ''VideoGame/ThetaVsPi7'' lampshades this with the characters in Theta Tavern. The bartender warns you they may repeat themselves as they've all had a bit to drink.
23rd Sep '17 2:26:13 PM VutherA
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''Very'' common for MemeticMutation - even if a video game really does have quite a lot of variation in its reactionary dialogue throughout the game, any serious fan of the game is going to play it enough to hear some lines very repeatedly, making them an easily-understood in-joke between fans.
19th Sep '17 12:58:56 PM Tacitus
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* In ''WebVideo/SwordArtOnlineAbridged'', only two members of the Moonlit Black Cats guild are human players, the rest are [=NPCs=] from quests the guild leader Keita started but never completed, so they hang around indefinitely. And repeat themselves every four seconds.

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* In ''WebVideo/SwordArtOnlineAbridged'', only two members of the Moonlit Black Cats guild are human players, the rest are [=NPCs=] from quests the guild leader Keita started but never completed, completed (including the game's ''tutorial''), so they hang around indefinitely. And repeat themselves every four seconds.



'''Charlie:''' The bandits are coming!\\
'''Tutorial Guy:''' Always remember, to jump... [[ShapedLikeItself jump!]]

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'''Larry:''' The bandits are coming!\\
'''Charlie:''' The bandits are coming!\\
'''Tutorial Guy:'''
Always remember, to jump... [[ShapedLikeItself jump!]]
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