History Main / WreakingHavok

16th Jul '16 10:53:11 PM Zennistrad
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* Rather overbearing (no pun intended) in 'VideoGame/BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.

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* Rather overbearing (no pun intended) in 'VideoGame/BanjoKazooie ''VideoGame/BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.
3rd Jun '16 12:57:41 AM TheOneWhoTropes
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* ''VideoGame/BoomBlox'' almost qualifies as an inversion; whereas most applications of WreakingHavok involve the physics engine intruding upon the game's atmosphere, the story mode in ''Boom Blox'' tacks a completely unnecessary plot onto the abstract, physics-based gameplay. It's as though they came up with a story mode for ''VideoGame/{{Tetris}}.''[[labelnote:*]][[TetrisWorlds Which they did.]] [[NotMakingThisUpDisclaimer Seriously.]][[/labelnote]]

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* ''VideoGame/BoomBlox'' almost qualifies as an inversion; whereas most applications of WreakingHavok involve the physics engine intruding upon the game's atmosphere, the story mode in ''Boom Blox'' tacks a completely unnecessary plot onto the abstract, physics-based gameplay. It's as though they came up with a story mode for ''VideoGame/{{Tetris}}.''[[labelnote:*]][[TetrisWorlds ''[[labelnote:*]][[VideoGame/TetrisWorlds Which they did.]] [[NotMakingThisUpDisclaimer Seriously.]][[/labelnote]]
30th May '16 8:52:59 AM PixelKnight
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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and [[DestructiveSavior ''destroy the scenery around you in real-time'']] . Not just context-specific bits of scenery; ''all of it.''

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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and [[DestructiveSavior ''destroy destroy the scenery around you in real-time'']] .real-time]] . Not just context-specific bits of scenery; ''all of it.''
30th May '16 8:52:05 AM PixelKnight
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* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and ''destroy the scenery around you in real-time'' . Not just context-specific bits of scenery; ''all of it.''

to:

* ''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and [[DestructiveSavior ''destroy the scenery around you in real-time'' .real-time'']] . Not just context-specific bits of scenery; ''all of it.''
25th May '16 2:03:00 AM erforce
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* ''{{Burnout}}.'' Each wreck is punctuated by a super-slo-mo sequence designed to showcase the awesome crash physics. Crash Mode takes it a step farther, requiring that the player make clever use of crash physics to destroy a freeway full of vehicles.

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* ''{{Burnout}}.''VideoGame/{{Burnout}}.'' Each wreck is punctuated by a super-slo-mo sequence designed to showcase the awesome crash physics. Crash Mode takes it a step farther, requiring that the player make clever use of crash physics to destroy a freeway full of vehicles.



** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (they were behind Burnout as well): Sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.

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** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (they were behind Burnout ''Burnout'' as well): Sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.
19th May '16 5:15:58 PM erforce
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-->--''[[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''

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-->--''[[http://www.-->-- ''[[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''



* ''Film/{{Ghostbusters}}''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and ''destroy the scenery around you in real-time'' . Not just context-specific bits of scenery; ''all of it.''

to:

* ''Film/{{Ghostbusters}}''.''VideoGame/GhostbustersTheVideoGame''. ''Ghostbusters'', ''Ghostbusters'', ''GHOSTBUSTERS''. The game whose state-of-the-art engine allows you to ''draw capture streams'' around ghosts (in past games, the ghosts would just get "stuck" in your streams) and ''destroy the scenery around you in real-time'' . Not just context-specific bits of scenery; ''all of it.''



* ''SilentStorm'' was possibly one of the first of it's genre to utilize modern FPS-levels of physics. Shooting a wall at a shallow angle will make the bullet ricochet off while shooting it head-on make rifle bullets go clean through the wall and hit whoever is standing behind it, just like in the real world. In fact, every single weapon other than explosives and pistols are capable of over-penetrating whatever happens to be in the way: doors, fences, corpses... Speaking of which, it's not rare at all to see someone's ragdoll be knocked a few meters backwards by a kill shot from a rifle.\\

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* ''SilentStorm'' ''VideoGame/SilentStorm'' was possibly one of the first of it's genre to utilize modern FPS-levels of physics. Shooting a wall at a shallow angle will make the bullet ricochet off while shooting it head-on make rifle bullets go clean through the wall and hit whoever is standing behind it, just like in the real world. In fact, every single weapon other than explosives and pistols are capable of over-penetrating whatever happens to be in the way: doors, fences, corpses... Speaking of which, it's not rare at all to see someone's ragdoll be knocked a few meters backwards by a kill shot from a rifle.\\
1st May '16 1:10:54 PM roothorick
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* ''VideoGame/ScrapMechanic'' made the rather uncommon choice of using the Bullet physics engine, resulting in the game's physics behaving quite differently around the edge cases than players are used to. In particular, collision tunneling [[note]]A physics body phasing through another solid object when it should not be able to[[/note]] happens much more easily, and tends to result in the affected object collapsing into a relatively static (though still dangerously unstable) state instead of going into seizure mode. If you manage to tunnel your character through the ground, you get a [[TheDevTeamThinksOfEverything special]] [[EasterEgg message]]: "[[StopHavingFunGuys You're playing the game wrong. Stop that!]]"
25th Apr '16 5:40:58 PM Gingerkitteh
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** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (Which they were behind Burnout), sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.

to:

** ''VideoGame/NeedForSpeed: Hot Pursuit'' would count since it's made by Criterion (Which they (they were behind Burnout), sometimes Burnout as well): Sometimes during the crash scene, your car can be sent flying by another racer or cop as it careens into it.



* ''Fatal Inertia'' stands out from the crowd of TwentyMinutesIntoTheFuture flying car racers by having everything modelled by the physics engine. Even basic steering is achieved with control surfaces, and banging up the car's wings will reduce handling. The is especially noticeable with the weapons: the most common, magnets, are quite heavy and will appropriately skew the center of mass of whatever they stick too; and instead of activating a rocket boost for themselves, racers can launch it like a projectile, adhering to whichever surface its magnetic side lands on and apply its boost like that, likely sending the victim corkscrewing through the air.

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* ''Fatal Inertia'' stands out from the crowd of TwentyMinutesIntoTheFuture flying car racers by having everything modelled by the physics engine. Even basic steering is achieved with control surfaces, and banging up the car's wings will reduce handling. The is especially noticeable with the weapons: the most common, magnets, are quite heavy and will appropriately skew the center of mass of whatever they stick too; to; and instead of activating a rocket boost for themselves, racers can launch it like a projectile, adhering to whichever surface its magnetic side lands on and apply its boost like that, likely sending the victim corkscrewing through the air.
17th Mar '16 2:47:12 PM Hossmeister
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* Rather overbearing (no pun intended) in ''BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.

to:

* Rather overbearing (no pun intended) in ''BanjoKazooie 'VideoGame/BanjoKazooie Nuts and Bolts'' where the player's vehicle will often tumble uncontrollably when attempting to drive over anything that isn't a flat surface.
25th Feb '16 12:11:35 PM CountDorku
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** Justified in ''VideoGame/SaintsRowIV''. Since all of the Fraud missions are taking place within the Matrix, you're not just doing them to put the Havok engine through its paces out-of-universe, you're testing the in-simulation physics for bugs. Presumably the one where you can bounce 100 feet in the air and frisbee yourself halfway across Fake Steelport is one that wasn't caught in Zin playtesting because none of the Zin were stupid enough to try it.
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