History Main / WreakingHavok

5th Sep '17 12:57:27 PM REV6Pilot
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* ''VideoGame/HalfLife2'', which might be the TropeCodifier, contains heaps of physics puzzles, from piling cinder blocks on see-saws to placing buoyant barrels under an aquatic ramp to removing cinder blocks from a pulley system, right down to a carelessly dropped can in the opening. And these all occur ''before'' you get the Gravity Gun. One wonders whether every member of the Resistance fleeing from City 17 had to pass the same series of puzzles, or whether this was an elaborate obstacle course set up to determine whether Gordon Freeman was truly the Chosen One...
** Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit bought out by Havok]] before ''Half-Life 2'' came out. It was effective enough then that Valve was willing to pay Havok $50k per game until they made Rubikon for Source 2.
* ''VideoGame/{{Doom}} 3'' has the occasional corpse hanging from a ceiling, and they make very tempting piñatas. The Resurrection of Evil expansion pack introduces its own version of the gravity gun, and things got really interesting. In an interview, it's revealed that they used their version of the gravity gun to create the damaged areas in Doom 3. You're armed with a ''Developer weapon'' in the expansion.

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* ''VideoGame/HalfLife2'', which might be the TropeCodifier, contains heaps of physics puzzles, from piling cinder blocks on see-saws to placing buoyant barrels under an aquatic ramp to removing cinder blocks from a pulley system, right down to a carelessly dropped can in the opening. And these all occur ''before'' you get the Gravity Gun. One wonders whether every member of the Resistance fleeing from City 17 had to pass the same series of puzzles, or whether this was an elaborate obstacle course set up to determine whether Gordon Freeman was truly the Chosen One...
** Ironically,
One...[[note]]Ironically, the physics engine Valve chose wasn't even made by Havok. It was made by a German competitor named Ipion Virtual Physics who got [[StealingTheCredit got bought out by Havok]] before ''Half-Life 2'' came out. It was effective enough then that Valve was willing to pay Havok $50k per game until they made Rubikon for Source 2.
2.[[/note]]
* ''VideoGame/{{Doom}} 3'' 3''
** The game
has the occasional corpse hanging from a ceiling, and they make very tempting piñatas. Plinking with soda cans is a surprisingly fun pastime. And in one section of the Delta Labs, a lift can't be accessed because it's on the upper floor, and a box is blocking the door. You're meant to get there in another way and kick the box off, but if you throw a grenade up on the upper floor and manage to dislodge the box, you can use the lift early[[note]]although [[DevelopersForesight thanks to a locked door]], it doesn't work as a SequenceBreaking shortcut[[/note]].
**
The Resurrection ''Resurrection of Evil expansion pack Evil'' ExpansionPack introduces its own version of the gravity gun, the Grabber, and things got get really interesting. interesting when you employ it. In an interview, it's revealed that they used their version of the gravity gun Grabber to create the damaged areas in Doom 3. You're armed with a ''Developer weapon'' ''developer weapon''.
** The Sikkmod [[GameMod fanmade graphics and functionality overhaul]] allows you to pick up and toss small objects by hand like
in the expansion.''VideoGame/HalfLife2''.
17th Jul '17 2:34:23 PM bkitu
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These exercises in game physics conspicuously draw attention to themselves rather than meshing with the rest of the game. [[RuleOfFun Note that this isn't necessarily a bad thing]] -- in some cases, playing with the physics doesn't mesh well with the rest of the experience because ''[[SidetrackedByTheGoldSaucer it's more fun than the actual game.]]''

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These exercises in game physics conspicuously draw attention to themselves rather than meshing with the rest of the game. [[RuleOfFun [[TropesAreTools Note that this isn't necessarily a bad thing]] -- in some cases, playing with the physics doesn't mesh well with the rest of the experience because ''[[SidetrackedByTheGoldSaucer ''[[RuleOfFun it's more fun than the actual game.]]''
21st May '17 2:12:42 AM erforce
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* ''MaxPayne2'' does this early in the game when one of the first mooks you encounter runs into the room and past a freestanding shelf filled with little boxes and cans. Cue the gratuitous slo-mo shot of said mook being hit by your bullets, thrown back, colliding with the shelf, knocking it over, and collapsing on the floor in a shower of said boxes and cans.

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* ''MaxPayne2'' does this ''VideoGame/MaxPayne2TheFallOfMaxPayne''
** Done
early in the game when one of the first mooks you encounter runs into the room and past a freestanding shelf filled with little boxes and cans. Cue the gratuitous slo-mo shot of said mook being hit by your bullets, thrown back, colliding with the shelf, knocking it over, and collapsing on the floor in a shower of said boxes and cans.
15th May '17 6:33:43 PM TheKaizerreich
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* ''VideoGame/CommandAndConquerGenerals'': has quite a bit of this, one example being that the Aurora Alpha Bomber's Fuel Air Bomb is so explosive, it can ''flip'' the humongous Emperor Overlord Tank, the Overlord, being well, a Mammoth expy, tends to survive non-direct hits from the fuel air bomb, unless it gets flipped over, in which case it dies instantly. Further hilarity includes using explosives on infantry, watching the guy on the back of a Technical fly off, (if you used a big enough bomb, he flies ''into the screen'').

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* ''VideoGame/CommandAndConquerGenerals'': has quite a bit of this, one example being that the Aurora Alpha Bomber's Fuel Air Bomb is so explosive, it can ''flip'' the humongous Emperor Overlord Tank, the Overlord, being well, a Mammoth expy, tends to survive non-direct hits from the fuel air bomb, unless it gets flipped over, in which case it dies instantly. Further hilarity includes using explosives on infantry, watching the guy on the back of a Technical fly off, (if you used a big enough bomb, he flies ''into the screen'').screen''), as well as Chinese Supply Trucks, since they have the smallest mass of all vehicles and thus will appropriately fly into space if hit by a Stealth Bomber equipped with bunker busters. Rocket Buggies are also rigged to always shoot up into the air and explode into their parts spectacularly.
12th May '17 12:50:02 PM Gosicrystal
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[[folder:Sports]]
* ''VideoGame/SumotoriDreams''

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[[folder:Sports]]
%%[[folder:Sports]]
%%* ''VideoGame/SumotoriDreams''
%%[[/folder]]

[[folder:Stealth]]
* ''VideoGame/SumotoriDreams''''VideoGame/MetalGearSolid2SonsOfLiberty'' had a completely superfluous display of realism in the Tanker chapter. Snake can enter an elaborate bar aboard the ship early on, replete with several bottles and glasses to be shot and shattered, but also an ice bucket sitting on the countertop. Shoot that and it will tumble over, spilling its ice around, which will then proceed to ''realistically melt away to nothing''.



[[folder:Stealth]]
* ''VideoGame/MetalGearSolid2SonsOfLiberty'' had a completely superfluous display of realism in the Tanker chapter. Snake can enter an elaborate bar aboard the ship early on, replete with several bottles and glasses to be shot and shattered, but also an ice bucket sitting on the countertop. Shoot that and it will tumble over, spilling its ice around, which will then proceed to ''realistically melt away to nothing''.
[[/folder]]
12th May '17 12:49:33 PM Gosicrystal
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* ''VideoGame/DestroyAllHumans'' Just '''screams''' havok.

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* ''VideoGame/DestroyAllHumans'' Just '''screams''' havok.%%* ''VideoGame/DestroyAllHumans''.
28th Apr '17 7:04:37 AM Cryoclaste
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* ''[[LegoAdaptationGame Lego Harry Potter]]'' lets you kick Lego bits around the room, levitate them, etc.

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* ''[[LegoAdaptationGame Lego Harry Potter]]'' ''VideoGame/LEGOHarryPotter'' lets you kick Lego bits around the room, levitate them, etc.
27th Mar '17 10:30:14 AM crazysamaritan
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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!]]"

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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 [[DevelopersForesight through the ground, ground]], you get a [[TheDevTeamThinksOfEverything special]] [[EasterEgg special message]]: "[[StopHavingFunGuys You're playing the game wrong. Stop that!]]"
16th Feb '17 5:32:36 PM maddthesane
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* ''VideoGame/{{Lugaru}}'''s physics modeling is goofy but fun. Kicking enemies into each other nets you a "Nice Aim!" bonus, downed enemies struck with a bo staff will sometimes launch hundreds of feet straight up into the air, and ragdolling yourself with the Leg Cannon attack and tumbling down hills never gets old. ''{{Overgrowth}}'' looks to continue the tradition, but with more complex ragdolls and objects.

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* ''VideoGame/{{Lugaru}}'''s physics modeling is goofy but fun. Kicking enemies into each other nets you a "Nice Aim!" bonus, downed enemies struck with a bo staff will sometimes launch hundreds of feet straight up into the air, and ragdolling yourself with the Leg Cannon attack and tumbling down hills never gets old. ''{{Overgrowth}}'' ''VideoGame/{{Overgrowth}}'' looks to continue the tradition, but with more complex ragdolls and objects.
16th Jan '17 1:38:16 PM GhostOfAGeek
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-->-- ''[[http://www.screencuisine.net/hlcomic/index.php?date=2005-05-10 Concerned #7]]''

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



* ''DemolitionCompany'' has physics as a major part of the game since it obviously involves demolishing parts of/entire structures. The tutorials show off collapsing a structure by you destroying some of the supports and getting out of the way before it does so.
* Like Octodad, in recent years just about '''every''' game with ''Simulator'' in the title (Surgeon, Snowcat, Goat, Tabletop...) is a physics-based game where most of the entertainment (or insanely frustrating challenge) comes from performing actions using the physics engine.

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* ''DemolitionCompany'' ''VideoGame/DemolitionCompany'' has physics as a major part of the game since it obviously involves demolishing parts of/entire structures. The tutorials show off collapsing a structure by you destroying some of the supports and getting out of the way before it does so.
* Like Octodad, ''Octodad'', in recent years just about '''every''' game with ''Simulator'' in the title (Surgeon, Snowcat, Goat, Tabletop...) is a physics-based game where most of the entertainment (or insanely frustrating challenge) comes from performing actions using the physics engine.



* ''SecondLife'' pre-dates ''Vindictus'' by about six and a half years. Its WideOpenSandbox nature and physics engine permit players to create all sorts of interesting situations, although some exercises, such as a ten-link chain, have been known to wreck havoc upon the server's CPU. (The chain in question did sway quite convincingly, at about a frame every five seconds.)

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* ''SecondLife'' ''VideoGame/SecondLife'' pre-dates ''Vindictus'' by about six and a half years. Its WideOpenSandbox nature and physics engine permit players to create all sorts of interesting situations, although some exercises, such as a ten-link chain, have been known to wreck havoc upon the server's CPU. (The chain in question did sway quite convincingly, at about a frame every five seconds.)
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