|
Main main index Narrative
|
You open the Locked Door, and find yourself staring at the level's boss face to face. However, instead of the battle immediately commencing, he taunts you, begins to run away, and exclaims that if you want to fight him, you'll have to catch him first. As you chase him throughout the subsequent Death Course, evading enemies and negotiating obstacles, you notice that the boss is in plain sight. You whip out your Weapon of Choice and unload on him, but he doesn't die. In fact, he appears to take no damage whatsoever. You find that it's not until you reach the Boss Room and the Boss Battle officially begins can you successfully deal damage.
What happened? The boss had been granted Story Driven Invulnerability, which occurs whenever a character is rendered invincible simply because the story decrees that they aren't supposed to be killed yet, even though they logically should be susceptible to damage.
This can occasionally be justified with the presence of bulletproof glass or something of that nature, or perhaps the target is only exposed for a time just a second under the time it takes you to fire off an attack. However, you'll find that much of the time no Hand Wave exists. Your attacks will hit but simply not register.
Subtrope of Plot Armor. It has its own subtrope in Gameplay Ally Immortality. See also Hopeless Boss Fight, where there's usually a reason or Hand Wave for their invincibility.
Examples
|
||||||||||||||||||||||||||||||||||||