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[[caption-width-right:350:Are we ''sure'' the stage isn't going to eat us?]]

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[[quoteright:295:[[VideoGame/SeriousSam https://static.tvtropes.org/pmwiki/pub/images/2013-08-02_00001_4012.jpg]]]]
[[caption-width-right:295:[[ThisIsGonnaSuck Uh-oh]].]]

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[[quoteright:295:[[VideoGame/SeriousSam %%
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[[quoteright:350:[[VideoGame/SkylandersSpyrosAdventure
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[[caption-width-right:295:[[ThisIsGonnaSuck Uh-oh]].]]
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* In ''VideoGame/{{Blood}}'', if it's ground, prepare for zombies climbing out of it. If it's a gargoyle statue, prepare for it [[MistakenForGranite coming to life]]. If it's a small hole or a passageway too low for you to fit even when crouching, prepare for rats, spiders or, worse, Hell Hands to emerge from it. If it's water, there will be Bone Eels and Gill Beasts. If it's dark, prepare for phantasms. If it's neither of the above, Cultists and Fanatics are waiting for you.

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* In ''VideoGame/{{Blood}}'', the ''VideoGame/{{Blood}}'' series, if it's ground, prepare for zombies climbing out of it. If it's a gargoyle statue, prepare for it [[MistakenForGranite coming to life]]. If it's a small hole or a passageway too low for you to fit even when crouching, prepare for rats, spiders or, worse, Hell Hands to emerge from it. If it's water, there will be Bone Eels and Gill Beasts. If it's dark, prepare for phantasms. If it's neither of the above, Cultists and Fanatics are waiting for you.
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Removing ambiguity


** The original ''VideoGame/SuperMarioBros'' has Bowser's fire flying past you to show that you are almost near a (fake, or in the final level's case, real) Bowser at the end.

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** The original ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' has Bowser's fire flying past you to show that you are almost near a (fake, or in the final level's case, real) Bowser at the end.

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* ''VideoGame/ShadowOfTheTombRaider'': whenever you enter a place with vegetation to hide in, explosive barrels, or items that you could throw to distract enemies, you can be sure that you are gonna use them soon. Sometimes even in advance of several minutes, as you proceed onward and then backtrack just to find the same area now filled with hostiles.

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* ''VideoGame/ShadowOfTheTombRaider'': whenever you enter a place with vegetation to hide in, explosive barrels, pots, or items that you could throw to distract potential enemies, you can be sure that you are gonna use them very soon. Sometimes even in advance of several minutes, as you proceed after proceeding onward in the level and then backtrack backtracking just to find the same area now filled with hostiles.


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* ''VideoGame/AlienIsolation'' lampshades this because the titular xenomorph jumps in and out from very visible vents on the ceiling, that you will constantly check to see (or hear) when to move as an important aspect of gameplay. It is subverted during mission 4, as the alien will not spawn, and only ambush you from inside the vents if you pass under them: you can notice which vent by the drool oozing down.
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* ''VideoGame/ShadowOfTheTombRaider'': whenever you enter a place with vegetation to hide in, explosive barrels, or items that you could throw to distract enemies, you can be sure that you are gonna use them soon. Sometimes even in advance of several minutes, as you proceed onward and then backtrack just to find the same area now filled with hostiles.

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two examples piggybacked in a second level bullet, one of which is a duplicate in the wrong category, along with an unnecessary "funny" quotation in a third level bullet. cleaned up.


** The same applies to most cover-based games, such as ''VideoGame/GearsOfWar'' and ''Franchise/MassEffect''- contrary to what most players will be used to, if you're in a wide open arena you're probably safe. If you see lots of waist-high obstructions, expect trouble.
*** From ''WebAnimation/ZeroPunctuation'': "Another thing that characterizes the ''Gears of War'' universe is chest-high walls. The two opposing armies have both realized that chest-high walls are the key to victory. Every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locusts have developed technology to make chest-high walls rise out of the ground, and if all else fails Mother Nature herself will step in and make rocks fall from the ceiling forming chest-high walls!"

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** The same applies to most cover-based games, such as ''VideoGame/GearsOfWar'' and ''Franchise/MassEffect''- * ''VideoGame/GearsOfWar'': contrary to what most players will be used to, if you're in a wide open arena you're probably safe. If you see lots of waist-high obstructions, expect trouble.
*** From ''WebAnimation/ZeroPunctuation'': "Another thing that characterizes the ''Gears of War'' universe is chest-high walls. The two opposing armies have both realized that chest-high walls are the key to victory. Every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locusts have developed technology to make chest-high walls rise out of the ground, and if all else fails Mother Nature herself will step in and make rocks fall from the ceiling forming chest-high walls!"
trouble.
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* Although ''VideoGame/ThiefDeadlyShadows'' is pretty much completely filled with foreboding architecture (and music) I think we all knew, as soon as we started Robbing the Cradle, that this was going to be unpleasant. (Though we could not have anticipated how scary it really was.)

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* Although ''VideoGame/ThiefDeadlyShadows'' is pretty much completely filled with foreboding architecture (and music) I think we all knew, as soon as we started Robbing music), the Cradle, that this was going to be unpleasant. (Though we could not have anticipated how scary it really was.)mission "Robbing the Cradle" is a standout example.
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Disambiguating; deleting and renaming wicks as appropriate


* Practically every narrow ledge in ''VideoGame/BanjoTooie'' requiring the Grip Grab to traverse will have a [[WallMaster Snapdragon]] leap out and attack you.

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* Practically every narrow ledge in ''VideoGame/BanjoTooie'' requiring the Grip Grab to traverse will have a [[WallMaster [[AmbushingEnemy Snapdragon]] leap out and attack you.
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** The same applies to most cover-based games, such as ''GearsOfWar'' and ''Franchise/MassEffect''- contrary to what most players will be used to, if you're in a wide open arena you're probably safe. If you see lots of waist-high obstructions, expect trouble.
*** From ''WebAnimation/ZeroPunctuation'': "Another thing that characterizes the Gears of War universe is chest-high walls. The two opposing armies have both realized that chest-high walls are the key to victory. Every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locusts have developed technology to make chest-high walls rise out of the ground, and if all else fails Mother Nature herself will step in and make rocks fall from the ceiling forming chest-high walls!"

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** The same applies to most cover-based games, such as ''GearsOfWar'' ''VideoGame/GearsOfWar'' and ''Franchise/MassEffect''- contrary to what most players will be used to, if you're in a wide open arena you're probably safe. If you see lots of waist-high obstructions, expect trouble.
*** From ''WebAnimation/ZeroPunctuation'': "Another thing that characterizes the Gears ''Gears of War War'' universe is chest-high walls. The two opposing armies have both realized that chest-high walls are the key to victory. Every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locusts have developed technology to make chest-high walls rise out of the ground, and if all else fails Mother Nature herself will step in and make rocks fall from the ceiling forming chest-high walls!"
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Elder Scrolls cleanup


* In ''Franchise/TheElderScrolls'' series the type of a dungeon usually indicates which kind of enemies you will encounter, but not always. For example, dwemer ruins contain automatons, daedric ruins contain daedra, crypts/catacombs contain undead etc. Usually the more important a quest is the more likely this trope is averted.

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* In Throughout ''Franchise/TheElderScrolls'' series series, the type architecture of a dungeon usually indicates which kind will typically give you a pretty good idea about the types of enemies you will encounter, but not always. encounter within. For example, dwemer [[OurDwarvesAreAllTheSame Dwemer]] ruins will typically contain automatons, daedric their famous [[MechaMooks automatons]], Daedric ruins will typically contain daedra, crypts/catacombs their [[ScaryAmoralReligion worshipers]] and [[OurDemonsAreDifferent lesser Daedra]], tombs/crypts/catacombs will typically contain undead various forms of undead, etc. Usually This isn't guaranteed, however, and if the dungeon is associated with a quest, the more important a that quest is the more likely this trope is will be averted.
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* All of the Bowser levels from ''SuperMarioGalaxy'' end with green checkered stairs that get smashed away by meteorites before the boss battle against [[BigBad Bowser]].

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* All of the Bowser levels from ''SuperMarioGalaxy'' ''VideoGame/SuperMarioGalaxy'' end with green checkered stairs that get smashed away by meteorites before the boss battle against [[BigBad Bowser]].
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* Generally, this trope is rarer in Role Playing Games, where boss fights are often telegraphed by [[BossBanter lengthy]] [[TalkingIsAFreeAction conversation]] and battles take place in a [[AmazingTechnicolorBattlefield pocket dimension]]. But in BaldursGate, one room on the third floor of a dungeon seems suspiciously large. The player slowly creeps into this too-wide and too-tall cave, anticipation mounting, when, all of a sudden, [[AttackOfThe50FootWhatever MASSIVE DRAGON]] [[GiantSpaceFleaFromNowhere OUT OF NOWHERE]].

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* Generally, this trope is rarer in Role Playing Games, where boss fights are often telegraphed by [[BossBanter lengthy]] [[TalkingIsAFreeAction conversation]] and battles take place in a [[AmazingTechnicolorBattlefield pocket dimension]]. But in BaldursGate, ''VideoGame/BaldursGate'', one room on the third floor of a dungeon seems suspiciously large. The player slowly creeps into this too-wide and too-tall cave, anticipation mounting, when, all of a sudden, [[AttackOfThe50FootWhatever MASSIVE DRAGON]] [[GiantSpaceFleaFromNowhere OUT OF NOWHERE]].
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Duke Nukem 3D

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* In ''VideoGame/DukeNukem3D'', green tentacles along the wall usually imply the presence of a nest of protozoid slimer eggs and captive women ([[VideoGameCrueltyPunishment you get punished with more enemies if you shoot the latter]]), while large silver doors bearing a large alien warrior's head usually warn of an impending fight with a Battlelord.
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* Practically every narrow ledge in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' requiring the Grip Grab to traverse will have a [[WallMaster Snapdragon]] leap out and attack you.

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* Practically every narrow ledge in ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' ''VideoGame/BanjoTooie'' requiring the Grip Grab to traverse will have a [[WallMaster Snapdragon]] leap out and attack you.
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* Small alcoves in SeriousSam are usually a sign of an incoming marsh hopper wave.

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* Small alcoves in SeriousSam ''VideoGame/SeriousSam'' are usually a sign of an incoming marsh hopper wave.

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