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No OSHA Compliance in Video Games.


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    # 
  • 50 Cent: Blood on the Sand actually has one of the G-Unit mention this trope, right down to name-dropping OSHA.
  • 7 Days a Skeptic takes place in a spaceship in the future. There are some questionable decisions, but the most glaring one has to be the fact that the escape pods need to be activated and then wait for them to be automatically prepped, which takes several hours, making them useless for their purpose as an emergency escape.
    • Yahtzee himself admitted it made no sense but he had written himself into a corner.

    A 
  • Anchorhead's paper mill is extremely unsafe, being built in a Town with a Dark Secret by a descendant of the Big Bad. The maintenance tunnel you use to enter is periodically flooded with superheated steam. The machinery itself runs unattended, also shoots out steam, and includes a mixing vat without a good railing, resulting in a Nightmare Fuel death scene. A Dungeon Bypass is a good idea.
  • In the classic adventure platformer Another World, AKA Out of This World, Lester obviously pulled off all the safeguards from his particle accelerator when he decided to work with it during a thunderstorm. The aliens in the world where he got teleported as a result seem to never have even heard the word "safety". But then again, the game is self-acknowledgingly Nintendo Hard...
  • The freeware RPG Ara Fell takes place on a floating continent, and there are sheer drop-offs everywhere, all without guard-rails, to the distant land below, including in the starting village. Even some houses have huge holes in their floors dropping off to the world below.
  • Area 51 subverts this. Many of the puzzles you have to solve are all about subverting safety regulations so you can advance to the next area. Or defeat an enemy. Thank goodness random explosions manage to smash through the safety railings in efficient ways. And bonus content the player can collect describes how to safely handle various devices so you don't accidentally destroy your fingers/the continent.
  • At the Carnival: A lot of the jokes in the game are about how unsafe and/or unsanitary the attractions at Hazard Park are. The Ferris Wheel boasts that no one has been injured on the ride (but only because they don't count people injured falling OFF the ride), the "Hazard Dogs" served at the hot dog stand seem to regularly give people food poisoning, and they let people aboard the Colossal Coronary even though they ran out of money to finish building it. Small wonder the final puzzle ends with Hazard Park filing for bankruptcy, shutting down, and getting replaced with a block of office buildings.

    B 
  • Banjo-Kazooie:
    • Rusty Bucket Bay. For starters, the water outside drowns you on the surface (this is lampshaded by stating that it's just that toxic). Its engine room is full of rotating walkways, giant exposed gears, and other dangerous machinery. And this is all located above toxic water with no guardrails. (Did we mention that the water is toxic?)
      • All of Clanker's Cavern is a massive sewer. To put it in perspective, the central room contains the level's eponymous whale-sized robot shark.
    • Banjo-Tooie:
      • Grunty Industries is a giant five-story factory full of dangerous exposed machinery such as giant crushers, frayed wires, entire floors covered with acid, and air vents full of slime creatures that fart toxic gas. It wouldn't look so bad outside if it weren't surrounded by a moat of purple slime full of hungry mutated monsters.
      • Witchyworld, a rundown, decrepit theme park with broken, dangerous rides and deranged employees that will attack anyone on sight. The level was based on the real life Action Park, which was notorious for its poor safety record.
      • Glitter Gulch Mine, has a flavor of the Wild West. It is a dark underground cavern rich in ore of varying colors that fell into disuse over time. There are several very dark rooms in the mine where Fire Eggs and/or the Wonderwing prove useful for illumination, while others are full of a green toxic gas that depletes your air meter.
  • In Batman: Arkham Origins, people leave unsecured propane tanks lying around places Batman is likely to have Predator encounters in. Most of these are places there is no logical reason to have propane tanks lying around in at all.
  • Beneath a Steel Sky:
    • The factory you start in, as well as the standard lack of guard rails, has an emergency exit that leads to what used to be a catwalk, but is now basically a 500 story drop. When speaking to an engineer at the factory, you can point out how dangerous it is. His response: "Well, that's why the door's locked!"
    • The Pipe Factory almost next door is no better: It's run by pompous supervisor Gilbert Lamb who'd care more about his beaver-skin coat than the welfare of his employees, and when you sabotage the conveyor to swipe the welder robot's shell for Joey, foreman Potts shrugs and tells you he won't notice, although he does keep the storeroom fairly secure.
  • The Factory area of Beyond Good & Evil, though inhabited by the army, would be decidedly unsafe without them. Among other things, it contains rows of grills that do nothing but spew flames, unrailed catwalks several stories above pools of water, substantial rat infestations, and more than a few platforms over pits that would certainly be death if not for Edge Gravity. The Slaughterhouse area, set inside a similar factory area, is equally non-OSHA-compliant.
  • Actually averted in Bionic Dues. The "Explosive Runes" aren't mystic hazards spread around a sci-fi game for no particular reason, but rather warning signs painted on the ground to point out explosive underfloor hazards. So while they do go up when caught in a blast, it's because something shot a gas main, fuel pipeline, etc. that had every right to be there.
  • BioShock:
    • Justified in BioShock, as something like OSHA would be considered a statist plot to infringe on free enterprise. Andrew Ryan specifically built Rapture to get away from pesky things like employee safety laws.
    • BioShock Infinite:
      • This game has it as well, and without the justification. For starters, there are fences here and there, but they're so low you can effortlessly jump across into the chasm below. Then the roads that connect the various buildings cheerfully end in the air when said buildings aren't docked. And the whole magnetic hook thing. And the skyboats with fully open sides. And the barrels of fireworks nonchalantly left sitting about, close to pools of flammable material. And on, and on, and on. Then again, Columbia seceded decades before even the most basic safety laws came into effect, is run half by elitists and half by a Corrupt Corporate Executive, and cares nothing for basic worker safety.
      • Burial at Sea, set in Rapture again, takes the cavalier attitude towards safety to a whole new level with the Radar Range, a handheld microwave emitter named after the first real-life microwave oven and marketed for the same purpose. Not only is it a deadly weapon in the wrong hands, as one man discovered when his kid accidentally nuked the family dog, but it's laughably inconvenient. Even modern, high-wattage microwave ovens take upwards of a minute to reheat a meal; who wants to stand there holding a raygun at their dinner for that long? It'd be like making toast by holding a wooden torch over a plate of bread.
  • Blood Breed: The Killamoor Meat Works was shut down a year ago today by the owner, also a disgraced biologist, massacring his whole staff with the help of his son. One must wonder why THAT was what it took to do it, considering the fact that it's full of GIANT EXPOSED CIRCULAR SAW BLADES moving back and forth in so many rooms.
  • Borderlands: Due to Pandora being a planet-wide Company Town owned and operated by the Dahl Corporation as a prison labor camp, this trope shows up anywhere an industrial setting needs to exist in the original game as well as all of the sequels. Though some of it could be attributed to neglect and decay or bandits repurposing bits of safety railing, etc.

    C 
  • City of Heroes has Grandville, the Big Bad's fortress city. Incredibly tall, catwalks everywhere, and not a railing in sight. The soldiers who have to patrol the area comment on this.
  • The Red Salon in The Council is a lavish dining hall overlooking the ocean... with no railing of any description on the balcony which overhangs a 300 foot drop onto jagged cliffs followed by the raging sea. There's also no way to close it off, so on a rainy day the tiles would be slick with water. Justified as it's part of a private residence, but even so, this is asking for trouble.
  • Most areas, particularly industrial areas, in the Crusader games fall under this trope, but seeing as how safety precautions would cut into profits, the WEC naturally aren't interested in them.

    D 
  • The factory stage from Dark Judgement contains catwalks without railings, and plenty of moving crates that constantly threatens to knock anyone on it to their dooms. While it may be justified that the factory is staffed usually by hovering drone enemies and you're an intruder, occasionally you'll also be fighting human personnel on those walkways.
  • The Undead Parish in Dark Souls is rather inadequately railed given its high-rise altitude. Take the patchwork bridge near the Undead Church, for instance. The Church itself compounds this factor by being placed right at the very edge of the burg itself, which means falling off the rooftop or the belltower means the equivalent of falling off a mansion on top of a skyscraper all at once. And that's not taking into account all the other safety-less drops, like the ladder tower connecting the upper and lower Undead Burg.
  • The Dead Mines takes place in an abandoned mine, but it was clearly an unsafe place to work even beforehand. Pitfalls are void of protective railings, the tunnels leave no room to avoid incoming minecarts, heavy stalactites hang from the ceilings, and there was apparently nothing in place to stop the whole mine from filling with toxic gas after a few pipes burst.
  • The Dead Space games seem to hint that all of human construction in the future conforms to this trope. The doors throughout the series are particularly bad, replacing simple handles with needlessly high tech locks and automatic opening mechanisms with no manual override.

    There are also several posters stating giant moving fan blades and other machinery are "safe enough" when under the effect of stasis. Then there are the windows leading right into the vacuum of space. Not only do they shatter ridiculously easily, to activate the emergency shutters you have to hit a brightly marked box right next to the window. Anyone who manages to do that by hand without getting sucked into space also risks losing body parts as the shutters close at the worst possible moment.
    • The first Dead Space is itself an affront to employee safety. Even if you take out the necromorphs, the traitor, and the black ops cleaning squad; the Ishimura is built like a meat grinder aimed squarely at turning the crew into hamburger. The "rescue" government ship has a drive room built like a nuclear easy-bake oven. Good luck getting that critical drive core! There's an odd one example early on where a necromorph trying to attack you gets broken in half by the elevator doors you're behind. This means that not only does that elevator have none of the safety measures that keeps an obstructed door from closing that every modern elevator has, but it is for some unknown reason powered to be strong enough to break bone clean through.
      Pat: You know it just occurred to me that that situation was beneficial to me, but people must get killed by those things like every fucking day.
    • Dead Space 2 has a few smoke and fire factories, like a "processing plant" that supposedly treats air and contains various corkscrews at unequal intervals, electric arcs, and alternating bursts of flame. Then there's a building that contains two unexplained steel towers with rings going up and down them belching flames. And it isn't even an obstacle!
  • In Donkey Kong, a construction site could be transformed into a maze of death traps by one escaped gorilla jumping up and down on the girders.
  • All Donkey Kong Country factories to be honest.
    • Kremkroc Industries in the first game has the rather perilous Blackout Basement, where the lights go on and off every few seconds.
    • The third game has open vats of what seems like liquid metal, and a freaking off-screen sniper aiming at anyone trying to enter.
    • Donkey Kong 64 has Frantic Factory, a toy factory, complete with wind-up crocodile robots, killer dominoes, dice, blocks, and rulers.
    • Donkey Kong Country Returns has similar dangers to those in the last games, plus an area only traversable via rocket. Which happens to be straight through the heavy machinery. Also, few hand rails at all, if any.
    • Donkey Kong Country: Tropical Freeze continues the pattern, with such locations as Sawmill Thrill (a mine cart/canoe ride straight through an active sawmill with blades cutting things like the floor to pieces inches from the Kongs), Reckless Ride (a rocket barrel journey straight through the machinery of a fruit juice production plant) and basically every other factory- or building-related level in the game.
  • Doom:
    • Doom has the barrels of toxic waste strewn all over the place. And the pits of toxic waste, later lava, and blood. The Radiation Suit entry in the Doom II strategy guide calls this trope out almost word-for-word: "OSHA may not like it, but to get the job done, you're going to have to handle a little toxic waste."
    • Mocked(?) by the Doom comic, when the Marine falls into a vat of toxic waste. He then climbs out and gives an out-of-nowhere fullpanel monologue about the world we're leaving for our children - only to get distracted with the realization of a much worse issue, that being his gun is out of ammo.
    • Doom³: Deconstructed. Even during the friendly introduction to the facility, numerous people complain about the dangerous conditions and complete lack of safety standards in their working environment. Somewhat lampshaded by the automatic announcement that the UAC "cares about the safety of its employees". There's a room that is sealed off because radiation levels are too high. In order to pass through this room, you need to play a minigame in which you pick up barrels of toxic waste with a crane and drop them into an incinerator. This is ironically the most OSHA-compliant room in the entire game. The EPA (Environmental Protection Agency), on the other hand, would probably want a word with you.
    • Doom (2016) continues this trend. There are a lot of risky jumps involved in making your way across the UAC facility, each conveniently marked and encouraged with prominent green lights. The Codexes and PA system also suggest that the UAC instituted a seven-day-a-week workweek, workers are encouraged to sell their souls for the sake of various projects, and that demonic incursions are a frequent occurrence.
      PA system: Demonic Presence at Unsafe Levels. Lockdown engaged.
    • Doom Eternal. Deag Ranak's Arctic base has traps all over the place that seem tailor-made to hurt his own cultists rather than assist them. Possibly justified in that said cultists are either demons, zombies, or well on their way to either, and therefore wouldn't be worried about such trivial things as health and safety … at least, when the Doom Slayer's not around.
  • Dragon Age II has some really absurd examples of this. Gameplay wise, nothing changes, but most of Kirkwall's railings are rusty-looking jagged metal spikes. The biggest cause of death (next to Hawke) would probably be tetanus. They're even on the windowsills!
  • Duke comments on the villain Morphix's lack of safety twice in the first factory level in Duke Nukem: Manhattan Project.
    • Early in the level: "Looks like Morphix puts worker safety first. Right after everything else."
    • Near the end of the level: "Something tells me this won't pass any safety inspections..."
  • Dwarf Fortress:
    • The game tends to end up this way, particularly in Succession Games. When one ruler builds a Death Trap, and the next either breaks it, breaks the off switch, or forgets about it entirely, it can only lead to disaster. The words "Why do we even have that lever?" would not be out of place here, either - legendary fortress Boatmurdered had one switch that flooded a siege workshop, for no apparent reason. The real Death Trap was used Exactly As Planned - to cover the world with magma.
    • This tends to happen a lot when making large buildings, either far above ground or above one of the nigh-bottomless pits underground. Dwarves don't need handrails or safety ropes; as long as they have their four square feet of stairwell to stand on, they're perfectly capable of constructing buildings with their bare hands... unless they get into a fight for whatever reason and dodge the wrong way, in which case they are likely to fall to their deaths.
    • During development, the ability to make minecarts go flying off ramps (and smack into each other mid-air) was implemented before the ability to have Dwarves ride them. Later work made it possible to do both... resulting in a Dwarf riding on a flying minecart having a fistfight with a Goblin on a ledge as he sails by.

    E 
  • The Elder Scrolls:
    • In The Elder Scrolls IV: Oblivion, the keeps on the Planes of Oblivion. It may be a hellish netherworld but come on, elevators that come down on spikes? Stairways made out of spikes? Doorframes that would tear bits off you if you bumped them? Justified in that 1) the normal denizens are immortal, 2) they are pocket dimensions created and designed by an Anthropomorphic Personification of Destruction, 3) it's trying to kill you anyway.
    • The Dwemer ruins in The Elder Scrolls V: Skyrim are a rare subversion, at least with regards to labels and colors. It's sometimes hard to make out due to the lighting, but if you look closely, there's gold-black trim on almost any surface that could be an occupational hazard (such as pipes, steam vents, or even the pressure plates that activate traps), while safe surfaces are a flat silver-white color. It's like a Steampunk version of caution stripes in our world. And all the really big moving parts that aren't part of a trap are behind solid grates. Even better, most of the traps were meant to be used on the Falmer, who are blind. Naturally, the trap plates were made very easy to see so the Dwemer could avoid them, but the sightless Falmer would run right over them. On the other hand, they have the usual distinct lack of railings despite ramps crossing high up in large rooms being a common design feature.
  • In EVE Online one of the commodities that players can manufacture, trade, and use in assembling other items are "construction blocks", the description for which reads "Metal girders, plasteel concrete, and fiber blocks are all common construction materials used in almost every large-scale building or manufacturing project throughout New Eden." The blueprint for them consists entirely of toxic metals and reactive metals. In other words, the most ubiquitous structural components in New Eden are made out of lead and lithium.

    F 
  • Played with in Factorio. Despite building a huge factory out of scavenged and refined machinery, none of it can hurt you, except for the Diesel Locomotive. The train lacks an AI controller and will blindly follow switch signals on the track, meaning that it's easy to get run over by your own train if you don't Look Both Ways, or have two trains plow into each other head on at terminal velocity, destroying both trains' cargo, if the signals are not properly set up. Players often use the train's ability to run over anything as a perimeter defense against the Big Creepy-Crawlies, by having an endless loop of trains spinning around the factory.
  • The Fallout series, though justifiably unsafe since it's set After the End, has the player visit several Pre-War buildings which obviously have issues with OSHA compliance. There are robot workers who "punish" disobedience by starving the offenders to death (or straight-up murder them), turrets that fire on anyone they don't recognize (including employees who have forgotten their ID cards) and security systems that summon dozens of heavily armed sentry bots (missile-equipped, at that) to deal with a single intruder indoors.

    In the pre-war backstory, part of the reason the world became so terrible is because OSHA just plain did not exist. Factories had horrible safety records at best, nuclear power was so ubiquitous that people were slowly poisoning themselves every day with everything from their vehicles all the way down to their soft drinks (deliberately spiked with radiation for flavor), and nuclear waste was treated with such cavalier incompetence that entire convoys of the stuff would go missing, crash, get lost, end up in the wrong places, or dump their contents alarmingly close to human settlements. Rad poisoning was so wide-spread someone had to invent a cure-all, Rad Away, and it seems people pretended that was all that was needed to cure the rad poisoning (and its side-effects, and its long-term effects). Also, all robots have combat inhibitors. If these are destroyed, the robot will frenzy and attack everyone and everything nearby. Think about that. The default state of all robots is to kill. They need to be actively prevented from killing everything. Even the Mister Handy line of domestic helper robots.

    Here are a few examples from Fallout: New Vegas:
    • You can enter an iron works factory where the insane robot workers have been at work for the past 200 years, and will attack and kill anyone that enters. Also, there are no covers or rails to prevent workers, or players, from walking right up and touching white hot metal beams.
    • The first half of the Dead Money DLC takes place in a villa that was constructed with the strength of a sandcastle, according to various logs - the huge cloud of poisonous gas isn't fallout, it's a purpose-built weaponised poison from the air conditioning. The Sierra Madre Casino nearby, in response to the war happening, locked the guests inside and shot anyone who tried to leave. And all of this doesn't include the Sierra Madre vault, which itself was built as a trap. At least the game goes out of its way to provide justifications in the case of Dead Money: Not only was the resort constructed with the help of scientists from Old World Blues (see below), who used it as a testing ground for dangerous inventions, the logs which mention the shoddy construction also tell you this was because the contractors were skimming off money with cheap, sub-standard construction and pocketing the rest. The other reason as it was deliberately made into a death trap by its owner to trap Dean Domino who had plotted to steal the treasure within it, and he rigged the vault inside it to close shut trapping Domino once he reached it.
    • Old World Blues takes place in the nightmarish Big Mountain Research and Development Center, which is run by Brain in a Jar Mad Scientists, and is responsible for the creation of Cazadores, trauma harness-animated skeletons, Nightstalkers, the Cloud, and Robo-Scorpions.
  • Final Fantasy:
    • Final Fantasy VI has issues with this.
      • Castle Figaro, being able to burrow underground and relocate on the other side of the planet, has no safety measures should it fail. That is, there seems to be no means of getting out in-between the two exit locations. This fault gets plot pointed in the World of Ruin, where the castle has been stuck underground for a year and the guards are, presumably, dying of asphyxiation, though that depends on the translation. Zig Zagged, however, since nobody's allowed in normally, since someone could get hurt by the machinery. Which is actually what happens to the boss of the area; it's an oxtopus-like creature stuck in the transmission.
      • The Magitek Research Facility is also pretty bad. The two worst issues are the enemy encounters and the mine cart sequence. Early in the facility, the player will encounter typical guards, but as the player continues through the facility, more monster-like enemies appear. Basically, the empire lets magically-experimented monsters roam free. The mine cart sequence has monsters everywhere and there seems to be no means to stop the cart. Had there not been that mech at the end of the rail to stop the cart, Locke and the others would have fallen down a pit and probably died.
    • Final Fantasy VII:
      • Every single mako reactor. All of them have giant glowing pools of mako at the bottom; thin walkways above said pools of mako (sometimes without guardrails), built in such a way that someone needs to walk on pipes to get to the main valve; holes in the walkways that you need to jump over; and Cloud needs to rescue Jessie when she gets her foot stuck in the walkway grating. When one blows up it goes off like an atomic bomb. It's not surprising that the Big Bad falls to his (supposed) doom into a pool of mako just by using the powers of leverage.
      • By extension the entire city of Midgar qualifies. People have to live in sectors separated by mako reactors, which continuously process a substance known to be harmful to the average human. To put it in real world terms, imagine if your neighbourhood had a nuclear power plant in front and behind it. In addition, each sector consists of a massive triangular mini-metropolis suspended hundreds of yards above ground level by a series of key supports, and a slum of equal size sitting directly underneath it. One of these sectors gets dropped on its respective slum only a couple of hours into the game, killing everybody on both levels. Apparently the support pillars of the sectors have an Emergency Plate Release System. Yes, you heard right. There are explosives designed to drop the plates built in to the support structure, just in case you suddenly need to kill off the population of several small towns at once. Talk about Evil, Inc..
      • The Shinra Manor in Nibelheim has most of the normal safety features of a big house - railings at staircases and upper floors... except at the spiral staircase into the deepest basement. Considering the basement contains most of the scientific lab and library, necessary for the scientists working in the manor, you'd think Shinra would stop skimping on the renovation budget.
    • Final Fantasy X has a similar example to the Mako Reactor above; during Sin's attack on Zanarkand in the prologue, Tidus and Auron are attacked by a swarm of monsters. The solution? Attack a very exposed and very weak device that supports five incredibly volatile fuel drums over the edge of a bridge. The resulting explosion levels the massive bridge in seconds, and on a non-Sin day would probably have killed hundreds of innocent people.
  • First Encounter Assault Recon:
    • The Origin Facility in F.E.A.R. Pits with low handrails (if they're there at all), exposed machinery, electrical circuits out in the open, multiple areas which would be difficult to even work in, much less be safe. Armacham certainly cut their budget there. One of the worst examples is the cleaning closet with a wall that's a working elevator shaft, and an unlocked door that opens onto a standard office area. The first level has employee information signs that read: "Remember it's Quantity, Quality, Safety, in that order."
    • F.E.A.R. 2: Project Origin seems to mostly avert this trope; Armacham Technology Corporation may not have many qualms with destroying peoples' minds and turning them into violent, mindless abominations and mass-cloning people whose only purpose is to act as obedient soldiers with no free will of their own, but at least they ensure that their employees work under safe conditions. The player can find numerous intelligence items which warn employees of proper safety protocols when transporting aforementioned abominations to their cells, the walkways used for traversing the company's Elaborate Underground Base have many rails to prevent people from falling off, and when live-fire tests are being conducted with the Replica soldiers, personnel without high security clearance are not allowed near.
  • Five Nights at Freddy's:
    • The eponymous pizza place itself, which, rather than deathtraps in the ballpits or things like that, instead has insanely faulty and/or Hostile Animatronics that roam the place at night, and will kill anyone they find. And you're the only one that seems to give a crap about this fact, and even get fired if you fix them in the last night (but then again, you also have the choice to make them even more aggressive).
    • The prequel, Five Nights at Freddy's 2, shows they've been fans of this for years. Instead of getting rid of the old, murder-happy bots, they added gigantic airvents where even one of the large, old animatronics can fit. Oh, and their idea of added security seems to have been giving the new bots facial recognition systems, complete with criminal database connections, and they can be fooled by putting an empty animatronic head on (well, not all of them, but the good majority will be fooled).
    • Five Nights at Freddy's 3:
      • Fazbear's Fright: The Horror Attraction. In addition to the killer animatronic which has a long-dead corpse inside of it, the barely functional equipment, and the ventilation shafts that go offline and cause hallucinations due to lack of oxygen, there's also purposefully old wiring that is stated in game to be likely to cause a fire. Which is exactly what happens in the game's ending.
      • The killer animatronic himself, Springtrap, is probably the most egregious example: He is one of the "springlock suits", a series of hybrid animatronic suits/costumes that people could use. Problem is, the way they got the spring locks out of the way... wasn't very safe. Even breathing against them could loosen them and kill/injure the user. In a rare moment of realising how dangerous something is, the company retired the suits and hid Springtrap in an off-camera room unavaible to customers, night guards, or animatronics; Although it took "multiple and simultaneous spring lock failures" for them to realise it.
    • Freddy Fazbear's Pizzeria Simulator makes ignoring safety part of the management gameplay. Sure, you can add safety straps to the ball pits or not let the murder animatronics into your pizzeria, but you can also buy deeply discounted items with high liability ratings to increase the fun on the cheap. Of course, you will get hit with potentially daily lawsuits if you do so. The Blacklisted ending actually requires that you get sued three times per day. Of course, the entire pizzeria is a giant trap for the remaining animatronics and is designed to burn down once all of them are inside.
    • Fazbear Entertainment has not learned their lesson by Five Nights at Freddy's: Security Breach. Backup gas generators are littered throughout a play structure meant for toddlers, people can just walk into the kitchen trash compactor (with the trash dumped into the facility's basement to shore up the foundations), and the one fire escape is only accessible from the VIP area.
  • FTL: Faster Than Light:
    • Spaceships never have more than one life support system, which can be damaged by any projectile (including stray asteroids) or hacked by a drone, quickly draining oxygen from every room in the ship. Some small Slug spaceships in particular have oxygen systems (and engines) isolated from the crew; destroy their life support, then watch as they suffocate to death due to a broken system they cannot reach to repair.
    • Doors cannot be closed if the door system is damaged, even if the door leads to the vacuum of space.
  • Fire Field in F-Zero GX is this. All of F-Zero is this. Race tracks are often suspended seemingly hundreds of feet in the air, sections of track occasionally have no guard rails to prevent racers from careening off the edge to their deaths, and sometimes the road is littered with land mines. All the crazy loops and twists and turns get a pass since there seems to be anti-grav technology to glue machines to the track, but that won't save you from all the crazy jumps that some tracks have. There's even one track in GX positioned in outer space in the middle of a meteor shower.

    G 
  • Some Game & Watch titles are susceptible to this:
    • Helmet's entire premise is that careless construction workers are just casually dropping their tools. You're a fellow worker who can hardly get from one office building to another without getting his head smashed in because of it.
    • Manhole has massive gaping holes in busy bridges that anyone can and does just fall through to the water system below. You and the manhole cover you carry are the only reason why everyone there isn't soaking wet.
    • The kitchen in Chef has a cat and a mouse who have sneaked inside.
    • Oil Panic has a gas station that has a big enough structural fault to where gasoline is constantly leaking from the ceiling. Oh yeah, and it immediately catches fire if it hits the ground. And the disposal crew is just above the customers.
    • The titular cement factory in Mario's Cement Factory functions thanks to its open elevator shafts that barely stay in one place long enough for the worker to get on. They're lethal if you misstep.
  • Garten Of Ban Ban: Oh boy... where to begin?
  • In The Godfather, you gain the Watch Your Step Execution Style by pushing an opponent off a railing to a minimum one-story drop, whether it's by physically pushing them over or by making them stumble back from a shot.
  • Grand Theft Auto:

    H 
  • Half-Life:
    • The Black Mesa facility in Half-Life would never have passed a safety inspection, even before the aliens invaded. In fact, the whole game would have been a whole lot shorter without this trope.
      • The opening of the game features a cinematic sequence wherein protagonist Gordon Freeman passes by an open pool of spilled toxic waste on his way to work in the morning, and only one person is working to clean it up. This is somewhat lampshaded, however, as during this part the player hears a public announcement which ironically reminds personnel to beware of toxic waste. The waste pit gets cleaned up in Opposing Force. Unfortunately, considering what the rest of the facility looks like, it's probably being flushed into the toxic waste river in the original game.
      • There's a giant metal fan blade which has an on/off switch underneath it... meaning the user has to activate it and then climb up through the spinning blades before they start going too fast.
      • One of the hazards is a wet floor which leads right into an elevator shaft simply left open for service. Amusingly, it even has a warning sign about the floor being slippery. You could excuse the elevator being left open due to all the monsters, but not when there's a wet floor.
      • Questionable Ethics has two shining examples, one after another: First is the prototype laser beam, fully capable of destroying solid concrete, pointed directly at a wall above a near fatal drop. With only an automatically lowered lead sheet stopping it from boring through the wall (one that can be blocked by nothing more than a crate conveniently in the same room). Guess what you have to do.
      • After it comes the Pita Cutter Room, a surgery theater with automated systems only controllable at one end, trapping people on the other side if it goes haywire, brutally vivisecting any poor scientist caught within as it spins around uncontrollably.
    • Most of these issues (at least the ones regarding level design) are averted in Black Mesa, the Fan Remake, which adds a whole different challenge in that you have to deliberately go against all safety guidelines to progress through the machinery. Incidentally, the giant fan wasn't fixed.
    • This is subverted, however, in the sequel. The malevolent force known as the Combine have conquered and stripped entire worlds, and are in the process of turning ours into a giant, barren death camp - but they go out of their way to put helpful little warning signs on their machinery of doom. ("Please keep your hands away from the headcrab launcher.") Also, the name of an achievement for killing enemies with a crane is "OSHA Violation".
  • Halo:
    • Many of the Forerunner structures lack guardrails and other safety features. And that's not even getting into how easily the Covenant mistakenly released the Flood. Funnily enough, there is exactly ONE Forerunner structure with guardrails in Halo 4. They line the path to the elevator in the level "Reclaimer", during which there is nothing around to hurt you. In all the other more dangerous areas, this trope is played straight.

      The lack of such safety features on Forerunner structures is justified, however: Forerunners wore advanced armor (some Rates like Lifeworkers and Promethean Warrior-Servants, who were the primary inhabitants of most Forerunner installations encountered so far, even wore armor that allowed them to float) which would negate any clumsiness, and Forerunner security systems were more than capable of snatching anyone who fell mere seconds afterward.
    • The Spire map in Halo: Reach is a large tower designed by the Covenant. Problem with this is, the exterior balcony, which runs the perimeter of the building on the top level, has no handrails. Many an Epic Fail has occurred in this area.
  • One of the locations in Hamtaro: Ham-Ham Heartbreak is Boo Manor, whose setting is a mouse hole in an abandoned house. At the time the game takes place, they're holding a contest where couples who make it to the end win a prize. To win this prize, hamsters have to be wary of a trap door leading to a cage on the floor below, a funeral parlor that can allow anyone to get locked inside a coffin, and elevators whose buttons are out of reach unless another hamster is present. That's not getting into the ghosts there who kidnap and torture guests.
  • An old, Donkey Kong-esque game for the Apple ][, titled Hard Hat Mack, features a guy on a construction site, dodging flying nails, deadly conveyor belts, intimidating vandals, fires, crushers, and other horrible occupational hazards. Oddly enough, there is an OSHA representative wandering about, but he's a deadly enemy for some reason.
  • The mines in the Harvest Moon series - from HM DS onwards - are full of random pitfalls that can knock you out for the rest of the day. The one in Sunshine Islands has that plus the fact that it's located at the base of a volcano.
  • The ship in the Arctic Cruise chapter of A Hat in Time might have been fine if the crew of Ridiculously Cute Critters was remotely competent. They are not. Ovens are spewing flames, tables and other furniture that weren't fastened are being flung around the ship, baggage blocks the halls, and the only bathroom is permanently locked.
  • Hitman 3: The winery in Mendoza is full of death traps; fermentation tanks with openings big enough to toss people into, a grape crusher that can easily grind up anyone who falls into it, an industrial freezer with no doors on the inside, and a giant press that can crush a human body with a press of a button, which tourists are encouraged to stand under. Miraculously, they claim there hasn't been any workplace-related accidents in the facility. This being Hitman, you can change that.
  • Justified in Horizon Zero Dawn. The Cauldrons were built to be 100% autonomous robot factories that would never have been visited by a living human after being turned on because of The End of the World as We Know It that was already occurring as they were being built. Thus, there was no need to install any sort of safety measures.

    I 
  • Parodied in Iji, where Tasen logbooks contain reports of lifts causing their users to be thrown through the ceiling and complaints about the lack of doors near said lifts, while Komato logbooks describe various life-threatening sports games.
  • In Infernal, two of the five levels are industrial sites (a refinery and a steelworks, respectively), so you naturally get a bit of this. Some of it's justified - a lot of the damage appears to be intentional attempts to slow Lennox down by the staff. The bit where Lennox and a miniboss use machines to fire logs at each other in a sort of duel is probably the most dangerous it gets, and that's their own fault.

    J 
  • Most of the Jak and Daxter games succumb to this eventually, especially Jak II: Renegade:
    • The biggest example in the franchise has to be the Fortress, which includes such things as an Awesome, but Impractical security tank, an insane array of turrets, lightning doors, half-pipes with lightning arcs moving along them, and deep pits with absolutely no railings, anywhere. Including those you have to jump over in order to reach the door.
    • Then there's the weapons factory. At least the Fortress is somewhat justified, as they really don't want you to leave (it is a prison, after all), but the weapon's factory is supposed to be an actual (if somewhat top-secret) industrial facility. Yet there are pools of acid everywhere, narrow unfenced bridges that swing out quickly over said pools of acid, killer robot dispensers, electric force fields, and giant conveyor belts with giant saw blades over them! Not to mention armed guards everywhere!
    • Strip Mine is another example, since it is explicitly not abandoned, considering you find Vin there. Yet nothing prevents one from walking into a drill or a pool of dark eco, and to move around it is necessary to use a hoverboard to grind on pipes suspended over void. The cranes are also surprisingly insecure, considering the added weight of one teenager and one ottsel is enough for its ropes to start tearing.
  • The Power Plant Posse in Jett Rocket has this as their whole raison d'etre, and their motivation is mostly just building huge, dangerous, resource-sucking factories on peaceful planets. Probably the worst of the lot is Jungle level 3, "The Jungle Garrison".
  • In Sector 6 of Jumper Two, the Big Bad deliberately violates OSHA regulations by ordering his lackeys to install "nonsensical yet vaguely passable obstacles" to hamper Ogmo's inevitable escape.

    K 
  • In Kindergarten the playground of the eponymous teaching faculty is right next to a busy street, with nothing separating the two to prevent a student from running into the street and getting run over. In fact, you can cause exactly this to happen by dumping the bucket of blood on Cindy instead of Lily, and need to do so if you want to reach 100% Completion.

    L 
  • A deleted area of Legacy of Kain: Soul Reaver was a literal smoke and fire factory; its purpose, as explained in the backstory in the manual, was to belch out smoke to blot out the sun. Which makes sense considering sunlight is lethal to younger vampires.
  • The Legend of Zelda: Ocarina of Time does this. You have to wonder why the worshipers would build their Temple in an active volcano in the first place, forget the deadly, sprawling dungeon they built in it. There are no places that even so much as hint at serving the purpose of worship, other than the Temple of Time, which has an altar and the Triforce symbol. Apparently the natives just wanted to build a deadly place, because that's what all the architecture seems to work toward. Justified for the Fire Temple, which would presumably be attended by Gorons, who don't have a problem being in and around lava; the Water Temple, which would have been used by the Zoras; and possibly the Shadow Temple, which is implied to be is an elaborate tomb built by the Sheikah. Though that still doesn't exactly explain the giant torture devices.

    A possible explanation could be that since Ganondorf used dark magic to infest the temples with monsters and to summon/create/revive a boss monster in each, he could also have gone ahead and turned the temples into death traps. The temples could have been normal, safe places of worship until Ganondorf decided to stuff them full with booby traps to halt Link's progress. Why he didn't just blow up the temples to prevent the Sages' revival entirely is anyone's guess.
  • The Legend of Zelda: Skyward Sword: Lanayru Mining Facility is unusually dangerous for non-Hylians. The workers used to be robots before their extinction, and due to the lack of maintenance the dungeon became even more dangerous ever since.
  • Luigi's Mansion: Dark Moon has the Old Clockworks. Unsafe pieces of machinery and gears everywhere, an ancient Egyptian set of ruins underneath the creaky floor, plus a clock tower in which Luigi actually fights the boss on the clock face make it one hell of a dangerous location. Same deal with the Secret Mine and its machinery, like the cable car system with no seats and the only way across being to hang on to a tiny pole above an endless abyss in blizzard conditions.
  • Luigi's Mansion 3:
    • The Boilerworks on the lower basement level would not be safe for the living to work in due to the presence of spikes, hazardous walkways, and frequent flooding. Though considering the hotel staff are all ghosts, this isn't much of an issue for them.
    • In the credits, everyone helps re-build the hotel. Cue pictures of Luigi and co. sitting on girders and the like without any kind of safety equipment to stop them from falling off.

    M 
  • Maniac Mansion:
    • Admittedly, Dr. Fred is trying to Take Over the World with a brainwashing device, not run a legitimate business, but he still uses a nuclear reactor to power his machine. Did I mention that he was on a severely limited budget when he built his reactor, and so he had to install it in the basement of his house, while using his swimming pool to cool the fuel rods? No wonder it's so easy for the reactor to blow up if it overheats because the pool is drained, or if it short-circuits because somebody just turned off the power.
    • In Day of the Tentacle, Dr. Fred has a machine that does nothing except produce toxic waste, because other mad scientists would laugh at him for running clean experiments. This ends up setting off the entire plot.
  • The eponymous colony spaceship in Marathon was supposed to hold settlers for a period of a good 200-odd years on a voyage to Tau Ceti, and it was made from one of Mars's moons, so it's not like they were desperate for space. For example, the craft features a shaft of multiple elevators... that crush you on the ceiling if you are too slow to jump to the next one... and it is the only way up. Narrow, rail-less bridges over deep pits. A series of platforms that must be lined up in the right order, with the switches a long trek away from the room. And a trash compactor with a secret door that must be negotiated. Then again, the AI responsible for doors and other minor stuff is Rampant at the time.
  • Invoked in Marlow Briggs and the Mask of Death. After Marlow boards the Indefenistrable III, Heng Long promptly fires all the rig's maintenance personnel and even orders them to make their workplace as hazardous and unsafe as possible before they leave, all to put as many obstacles between himself and Marlow as possible.
  • Mass Effect:
    • Mass Effect: Done deliberately on the corporate-run world of Novaria. Companies move there to perform research operations away from government regulations, and consequently often skimp on safety. For example, the ExoGene research facility at Peak 15 has all of its safety and quarantine effects run by a single VI. When the power gets cut as a result of the rachni breaking loose, the quarantine fails in a lab that was running experiments in creating a new chemical weapon and several researchers wind up being poisoned as a result.
    • Mass Effect 2:
      • In the Lair of the Shadow Broker DLC, Shepard notes that the Shadow Broker's ship doesn't have any guardrails in a perpetual storm that has high-velocity winds.
      • The reactor-core of the second Normandy has no discernible blast-door, and in the case of a power-surge or overload, the heat-sinks can discharge and end up incinerating people, which one of your squadmates finds out if you don't upgrade the shields. Even worse, the upper level of the core has windows that lead directly into the crew quarters. This comes up in an almost comical fashion in the third game: not only do the Alliance techs spot the potential malfunction immediately (and slap armour plate over the windows), Engineer Adams is able to create a permanent fix in his spare time with a thousand credits worth of parts. He mentions that Cerberus just doesn't care about personnel safety, as if we needed more proof of that.
      • Oddly enough, the second Normandy also doesn't have anything like a flight of stairs for the crew to reach the bridge even though the first Normandy didnote . As far as can be told, the only way to get to it from the other decks is an incredibly slow elevator or a very small and cramped ladder at the back of the science labs. One has to wonder if the reason why the crew was so easily killed and captured by the Collectors was in part because of the awful interior design.
      • The quarian ship Alarei did this deliberately, as Tali's father intentionally ignored safety rules for the sake of the experiments. However, they made an even bigger error that was never addressed by giving the geth access to the same computers that controlled the ship instead of keeping them on computers isolated from it.
    • Mass Effect: Andromeda: The Remnant Builders seem to have been happily married to this one. Every damn facility they have seems to consist of bottomless pits with no guardrails, or rivers of dangerous electric sludge stuff without even a sign saying "don't step in this", to the extent you'd almost think the reason they aren't around anymore is because they all fell into them.
  • The Mega Man series often has this:
    • The first game has Fire Man's stage - a steel mill flooded with lava, filled with fire bars and fire streams, precarious jumping over said lava, and enemies surrounded in fire falling down from the sky. Elec Man's is no better, with bottomless pits and frequent bursts of exposed electricity. Could be justified as them simply messing the place up, though. Dr. Wily's Robot Manufacturing Plant, however, takes the cake.
    • Metal Man's stage in Mega Man 2 is a Clockworks Area filled with Inconveniently Placed Conveyor Beltsnote  and Smashing Hallway Traps of Doom.
    • Spark Man's stage in Mega Man 3, with death spikes and pink blocks that rise into said spikes.
    • Sky Town in Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar. The only way to get into it is by elevator, because it's built on pathways supported by rockets 30,000 feet above sea level. And there aren't any handrails anywhere, or any regard for the fact that it'd be hard to breathe because it's so high up and you have no time to get acclimated to the reduced air pressure.
  • Mighty No. 9 fares little better in the employee safety department, though it's vaguely justified in that the robots who ran the place have gone rogue and are actively trying to kill any intruders.
  • Minecraft:
    • In the name of efficiency, players often won't design their mines to last any longer than is necessary for them to use them. Tunnels are quite often extremely thin and marginally well lit (which in Minecraft may mean a breeding ground for hostile mobs, including explosive creepers), with no hint that the player has lazily blocked up lava in a wall or the ceiling with just some dirt. Bridges are rarely wider than a block and rarer still made of anything that can resist an explosion, even in the Nether when they're built over lava oceans while Ghasts shoot explosive fireballs everywhere note . And this is just a few of the many hazards, all created (or at least left behind) by other players (excluding the natural generation of the world).
    • You can easily find players who cut narrow pathways into cliff-faces for scaling up and down Extreme Hills and deep Ravines. These narrow paths can be very treacherous, and often have no fenced safety railing. One stray arrow from a Skeleton, and you might just take a nasty fall.
    • It is often possible to find players who attempt to use lava as a light source in a house full of flammable carpeting and furniture, often one soft block away from becoming a full-out inferno.
    • Industrialcraft, a Game Mod, features nuclear reactors. Safe reactor designs use heat sinks and vents to manage the heat level. High capacity reactors are so dangerous that stuff surrounding them can catch fire and even turn into lava.
  • Monster Hunter: World:
    • The Research Base is a candlelit tower of wood, exposed books, and draperies. They're lucky the nearby monsters aren't of the fire-breathing variety...
    • Astera, built by the same group, is also comprised entirely of wood and stacks of books exposed to the elements. The kitchen and forge are in stone caves, but if a fire started anywhere else, it would burn the whole town down before hitting the sea beneath. It's a good thing none of the Anjanaths held there have ever woken up and torched it.
  • Apparently the D'ni had no concept of OSHA to speak of in the Myst series. A number of them show sharp disregard for safety, from narrow walkways over enormous drops in Exile, to a security dome that could either crush your shoes when opening or lopping one's head off when closing in Riven. A lot of specific examples are justified by having been built for the needs of a single person who had no higher authority to answer to. By contrast, the D'ni ruins in Uru: Ages Beyond Myst were designed with numerous safety features... many of which were destroyed by the series of earthquakes that killed the civilization, leaving their territory riddled with pitfalls and dangerous machinery.

    N 
  • Nier: The Aerie, one of the villages in the game, is a series of huts and bridges built into the cliffsides of a canyon. Not only do the platforms barely have any guardrails, but the ones they do have look like they could maybe make it up to Nier's knees. Plus, if an enemy smacks Nier at the right moment, Nier will go falling into the chasm below.
  • The original 2D Ninja Gaiden games are full of this, featuring temples, castles, fortresses, and sometimes parts of New York City that can only be traversed by ninjas or people with wings. No wonder most of the enemies just pace back and forth in the same spot. Lampshaded by Nintendo Power in their Ninja Gaiden II strategy guide. The guide specifically states that the Tower of Lahja wasn't built for humans to get anywhere past the entrance.
  • No More Heroes: Even by Santa Destroy standards, Body Slam Beach is one massive health code nightmare. According to the town guide, the water is so highly contaminated from industrial waste and sewage, that beachgoers only come to sunbathe. However, the U.S. military also used the beach to test land mines, and there are still active mines buried in the sand.
  • No More Heroes 2: Desperate Struggle: With the shift to an 8-bit style, the job mini-games are much more comically hazardous than the first game's. Aside from job hazards from the previous game such as falling coconuts and scorpions, Travis also has to deal with angry customers throwing forks at his face or dealing with asteroids while picking trash in space. The intro text to some of these jobs have Travis taking these jobs because one of their employees died or became ill on the job. "Man the Meat" (the game with the aforementioned angry customers) had the previous cook somehow contract Mad Cow Disease and butcher the rest of the staff, and the end dialogue implies this a frequent occurrence. "Tile in Style" had the previous tile-layer accidentally fall into a vat of artisan concrete.
  • No More Heroes III: Much like the previous games, some of the volunteer jobs are ridiculously unsafe. One of the jobs has you picking trash in alligator-infested water (and these gators are enormous), with only Travis's professional wrestling moves to defend himself. Another job has you mining WESN (an alien mineral and one of the game's currency) in a cave with lava pits and geysers, and said job is explicitly stated to be so dangerous that no one else has ever come back alive from it.

    O 
  • Oddworld: In approximate order: meat saws, live high-voltage open electrical arcs, trapdoors, trigger-happy guards, live explosives sitting on the floor, grenade dispensers, falling carcasses, more live explosives, snipers, hungry livestock, flying live explosives, horrendously aggressive guard dogs, more (dormant) explosives with two-second timers and oversized arming buttons, kennels full of dozens of the aforementioned guard dogs, more guards with grenades, brew machines that give you explosive gas, drills running across passageways, crazed guards with motion detectors and lethal tasers. And no railings, no safety guards, no stairs, no ramps (climbing up ledges is required), and bottomless pits everywhere, natch. "Only 1,236 work-related accidents this month! Keep up the good work!" Not only is the facility mind-numbingly dangerous, the Glukkons are outright planning to kill and market their workers' dead corpses as snack cakes.
  • The future in which Oni takes place seems to have plenty of factories with catwalks above vats of corrosive chemicals, air treatment facilities in which a wrong step results in a thousand-feet drop (picture thin, extremely long metal planks with no railings whatsoever suspended over an endless black void), power plants with electrified floors...
  • The kitchens in Overcooked! and Overcooked2 vary from ones with simply bad ergonomics to ones which consist of two moving vehicles that the cooks have to carefully jump between before they separate or which are built on islands in the middle of a lava flow.

    P 
  • The weather factory in Pajama Sam: Thunder and Lightning Aren't So Frightening is set high in the clouds with many exposed catwalks and pathways with no railings. Even the supposedly "indoor" offices have large gaps in the floors with barriers.
  • Averted in the futuristic sports game Pararena. Your armor cushions you from all injury, the transporter is flawless at recovering players flung into space, and there's a helpful "Caution!" sign above the ball return (even though it's impossible for anything to go wrong there in-game).
  • In The Perils of Akumos, one workroom actually has a forewoman and safety regulations. But in the mines, accidents are rampant and result from total unregulation.
  • Pigsaw is set in a human meat processing plant that has things like gigantic exposed buzzsaw blades, thin catwalks over steep drops, and a complete absence of guardrails.
  • Pokémon:
    • The Kanto Power Plant in Generations I and III is a maze-like abandoned factory with generators around the place, explosive Pokémon all over, and just a single path. The problem is, even if we assume that it's abandoned, it still doesn't explain why they built it in such a nonsensical way, especially seeing how there are no torn-down walls anywhere to explain the maze structure and there is only one emergency exit (so if there's a fire when you're in the southeast zone, you're screwed). That would explain why the place was completely rebuilt when the plant was made functional in Generations II and IV.
    • Look at some of the gyms in Pokémon, especially Gen V. Probably justified though: none of these locations are any more dangerous than letting ten-year-olds run around with incredibly dangerous monsters. Assuming the authorities are okay with that, there's no reason to worry about lava-filled gyms. Your Pokémon will protect you! Also, a trainer in Brycen's gym actually lampshades some of the dangerous things you have to do in gyms.
      • Gen II:
      • Claire's lava-filled gym.
      • Morty's bottomless pit floor (though OSHA might not have a regulation against violating the laws of physics).
      • Pryce has Frictionless Ice in his gym.
      • Gen III has Juan/Wallace's gym that sends you plummeting through thin ice, and to a lesser extent, any gym filled with water (no lifeguard on duty).
      • Candice from Gen IV has the same thing going on as Pryce.
      • Gen V has the daddy of them all, shooting the trainer out of fricking cannons to get to the Leader. Skyla is trying to kill us. Her remodeled gym in Pokémon Black 2 and White 2 is no better (it involves high-powered wind that can slam you into the walls)
      • Generation VI has a few glaring examples:
      • Grant's gym has challengers scale rock climbing walls with no safety gear whatsoever.
      • Korrina has you in the middle of a rollerblading derby, and grinding rails over seemingly bottomless pits.
      • Ramos has ropes that you have to climb and swing on (although that can be forgiven because under the swinging vines are safety nets).
  • Portal:
    • Portal:
      • The Aperture Science Enrichment Center is mostly an intentional Death Course, but even the behind-the-scenes parts seem out for blood. After all, it was run by researchers who decided it would be a good idea to empower a malevolent AI Master Computer to release a deadly neurotoxin throughout the facility. The lack of safety of the testing environments themselves is lampshaded repeatedly by GLaDOS.
        GLaDOS: All subjects intending to handle high-energy gamma leaking portal technology must be informed that they may be informed of applicable regulatory compliance issues. No further compliance information is required or will be provided, and you are an excellent test subject!
        GLaDOS: The Enrichment Center promises to always provide a safe testing environment. In dangerous testing environments, the Enrichment Center promises to always provide useful advice. For instance, the floor in here will kill you. Try to avoid it.
        GLaDOS: This next test requires exposure to uninsulated electrical parts. For further instructions, please attend an Aperture Science Electrical Safety Seminar.
      • How about the Aperture Science High-Energy Pellet? A sphere of Pure Energy that flies around in the same room as the test-subject is walking around in... with nothing to prevent the Pellet from hitting and killing the Test Subject!
        GLaDOS: Alarms and flashing hazard lights have been found to agitate the Pellet, and have been disabled for your safety.
        GLaDOS: Any contact with the Pellet may result in permanent disabilities, such as vaporization. Good luck.
      • Or maybe the Androids in both games?
        GLaDOS: Due to mandatory scheduled maintenance, the appropriate chamber for this next test is currently unavailable. It has been replaced with a live-fire course, designed for military androids. The Enrichment Center apologizes for this inconvenience and wishes you the best of luck.
    • Portal 2:
      • The sequel takes this several steps farther. It's justified in the first chapters by the deteriorated state of the Enrichment Center an unspecified number of years after the original game, and to her credit, GLaDOS cleans the place up fairly nicely once she's reactivated. However, test subjects remain exposed to deadly drops, lethally toxic water, high-power lasers, and energy fields that, in "semi-rare cases", may vaporize parts of the subject's anatomy.
      • Things get worse when the player visits the old Aperture Science labs deep in the bowels of the facility. Cave Johnson, founder of Aperture Science, takes extra care to point out in his recorded messages that safe science is for wusses, and it becomes apparent that the test protocols and materials handling procedures developed by the company resulted in the death of dozens, if not hundreds of test subjects and a significant chunk of Aperture's own personnel—including, eventually, Johnson himself, from silicosis incurred by exposure to moon dust. It's clear that even if they had somehow managed to market their inventions successfully, the resulting lawsuits would have been beyond epic.
      Cave Johnson: Science isn't about "Why", it's about "Why Not"! You ask why is so much of our science dangerous? I say: Why not MARRY safe science if you love it so much? In fact, why not invent a special safety door that won't hit you in the butt on the way out, because you are fired! Not you, test subject, you're doing fine. Yes, you! Box! Your stuff! Out the front door! Parking lot! Car! Goodbye!
      • The final chapters of the game take the Death Course aspect up to eleven, but it's justified there in that the AI now running the place is a complete idiot with no concept of proper test design and, at the end, is in fact trying to kill you. This is also lampshaded in one of the deep-down levels of the complex when an office has a notice instructing employees to alert their supervisor if they see various authorities. The very first one on the list is an OSHA inspector.
      • "Warning! Neurotoxin pressure has reached dangerously unlethal levels!"
      • However, while Aperture Science is otherwise a health and safety nightmare, they do strangely have a sensible number of guardrails.
  • Prey (2006) is based almost entirely in an enemy Death Star-like planetoid. This place is actually inhabited by the aliens, so they would have an interest in making it at least somewhat safe. Instead, it's full of high drops, deadly machinery, gravity-altering devices that have no regard over the height someone will suddenly find himself when they're activated, and more. But then again, you do frequently encounter aliens coming out of portals, so they can probably just teleport everywhere.
  • Justified in some levels of Psychonauts, because it all represents the fractured state of the minds that Raz enters. Ed Teglee's mental architects are pretty good about installing and maintaining railings, but only in places where people are meant to go (on the really high ledges, you're still on your own).
  • The Punisher: Many "special kills" sections involves jamming people into hideously dangerous "normal" contraptions. License plate machines with head-crushing devices just inches away from the hands. Knife-holding racks that drop knives like rain when you shake them. Even Tony Stark's HQ has laser-etching machines people can trip into. Oh, and doors that somehow end up open when enemies attack.
    • Possibly the crowning example of this in the game is in the lobby of Stark Enterprises, which has two interlocking constantly turning huge gears on the wall with absolutely nothing to keep people away from them. Despite apparently being purely decorative they are sturdy enough and driven with enough force to completely crush a human skull between them.
  • Prey (2017) takes full advantage of being in extranational space (no laws) by having hazards everywhere, including (but not limited to) grav lifts that drop you if the power goes out, inoperative escape pods,pipes that shoot flame when damaged, a single lift being the only access to most of the station, fragile nuclear waste containers lying around, doors than need to be forced open if the power fails, electrical junctions that shoot electrical arcs when damaged and other problems. Then aliens invade...

    Q 
  • The Strogg homeworld in Quake II and Quake IV obviously has no safety regulations, given the death traps it is strewn with, including rail-less walkways, acid and lava pits, exposed ventilation fans and other machinery, retractable bridges over bottomless pits or lava, gauntlets of crushing hallway traps, out-of-place conveyor belts, and so on.

    R 
  • Ratchet & Clank:
  • Relicta: the paths to the emergency controls are entirely blocked by sets of puzzles that cannot be turned off.
  • All over the place in the Resident Evil series, especially The Very Definitely Final Dungeon areas. The people who designed these labs or factories were obviously out of their gourds. Passage to laboratory guarded by boulder death traps? Check. Flimsy library balcony? Check. Security door requiring four hidden chess pieces? Check. Open vat of molten iron? Check. Lower laboratory floor that can only reached by a long ladder next to a giant man-eating plant? Check. Gauntlet of leaking steam pipes? Check. Waste treatment room that locks employees in? Check. Then again, Spencer was an insane aristocrat, so it might make sense.
    • The most bizarre example yet has to go to Resident Evil 0 and the Ecliptic Express's emergency braking system: You need to have one person run all the way from the locomotive to the caboose and key in an arithmetic puzzle, then have the other person stay behind and wait for a signal from the first, then key in another arithmetic puzzle in order to stop the train. It bears repeating that this is required to activate the emergency brake. As in, "for use in emergencies". Just try and figure out how that's supposed to work: "Jenkins, we have to stop this train at once or hundreds will die when it derails! Quick, get me a #2 pencil and some scratch paper! No, you fool! That #6 is for sketching! I said a #2, dammit!" CRASH!!
    • The exposed vats of molten liquids make a return in Resident Evil 4, where you're encouraged to dispatch mooks with them.
    • Averted obnoxiously in Resident Evil 5 with the Ouroburos missile facility. It has handrails everywhere, several of which you'd really want your characters to simply vault because they block the direct route to the exit. Also played horribly straight in the same factory given the exposed conveyor belts transporting barrels of explosive material everywhere, several of which you MUST cross to work your way to the exit. Both 4 and 5 are justified, however, by their out-of-the-way locations, brainwashed workers, and We Have Reserves-style villains.
    • Resident Evil 6 has its moments again though. The final battle against Ustanak takes place directly above a giant lava pit in a research facility deep under the sea, the thermal energy of which is being used to power the facility. Despite its important role, over this giant lava pit are only flimsy metal walkways with absolutely no railings and several fragile pipes filled with lava. Several of these walkways are mere feet away from the lava pool surface. And you have to navigate it while being chased by the aforementioned boss. Fun.
    • The Resident Evil 2 (Remake)'s redesign of the Umbrella laboratory drops the central shaft's safety railings from waist level down to about knee-height, perhaps in keeping with Umbrella's now firmly-established Stupid Evil approach to worker safety. In the city itself, Leon and Ada cross a set of temporary scaffolding that has no railings or overhead tie-off points of any kind, noteworthy because it's a public roadway construction project, and thus a lot more likely to have actual OSHA oversight.
  • Lampshaded in Return to Castle Wolfenstein. A memo in an airbase brags about the installation of railings around ladders, and the subsequent decrease in accidents (these were probably installed only because RtCW's ladders, like those in nearly every FPS, would be practically unusable without them). However, only some of the game's ladders have such railings, most do not, and are indeed nearly unusable, adding much Fake Difficulty to the game.
  • The theme park Whoopie World in Rocket: Robot on Wheels seems pretty darn unsafe. Although some of its less-safe features can probably be attributed to it being taken over by an evil raccoon, why are there deep pits of unrailed water? Why does the funhouse contain bottomless pits? Why is it only possible to climb through maintenance areas by swinging on tiny, constantly-moving poles?
  • Your spaceship in Rodina has No Seat Belts. This is evident when you press the emergency button that opens all the doors in your ship, including the airlock through which you get promptly thrown out, even if you're sitting comfortably on a pilot's seat. But hey, at least you've extinguished all the fire aboard your ship this way and it's all that matters, right?

    S 
  • In Satisfactory, implementing OSHA compliance in your factory is entirely up to you. It is your responsibility to make sure your factory doesn't force you to walk dangerously close to nuclear waste, have to mind unrailed gaping chasms that can lead you to fall hundreds of meters, or make you cross railroads that could run you over and insta-kill you.
  • Scarface: The World Is Yours: The construction site has huge ramps leading over large drops to the road below. One snapped break line and a construction worker is gone.
  • Schizm: Mysterious Journey deals with an alien culture that apparently never understood OSHA to begin with. To reach their main temple, you have to cross some extremely precarious catwalks with no handrails, and a very long staircase.
  • While Shovel Knight has many examples of Malevolent Architecture that are par for the course of platform games, one example that isn't for the sake of challenging players is the secret entrance to Mona's and Plague Knight's Potionarium in Plague of Shadows, a series of lifts made from giant screws that spin rapidly as they carry passengers down, without anything to keep passengers from getting thrown out by the rotary motion and inertia (you can see Plague Knight clearly struggling to keep his footing). Then again, this is an entrance to a hideout of people who consider alchemy an art of creating bigger and bigger explosions.
  • Due to ridiculous budget cuts, Dr. Eggman's Incredible Interstellar Amusement Park in Sonic Colors is very unsafe. Eggman even warns you, for example, not to peel off the duct SPACE tape that holds the starships together.
    Dr. Eggman: Please note that this ride is not safe for children under 12, or over 13. It is also not safe for 13-year-olds.
  • Space Station 13 has the eponymous space station. It's powered by a black hole and nobody understands how it works, bombs are produced and detonated inside of it, the air system is prone to flooding the entire place with poisonous flammable gasses, experiments are carried out on dangerous aliens, and deadly viruses are tested on monkeys that are prone to escape. That is before the players (which include literal clowns) either deliberately or unintentionally mess things up. Its still safer than the mining asteroid.
  • The Splatoon series has an interesting take on this trope. The player characters can demonstrably fall from pretty far heights, two or three stories, and land without injury due to being celephapods, but they also dissolve and drown in water due to having bodies made of ink. And a lot of stages in the multiplayer game have water fixtures — granted, the danger is part of the sport, but many stages are implied to serve as actual places of business when not in play. To wit:
    • The first Splatoon:
      • Arowana Mall has a water fixture at the center of the map and unrailed out of bounds falling risk on the edges.
      • Saltspray Rig is an oil platform held yards above the ocean. Railings are not omnipresent.
      • Camp Triggerfish is a summer camp on a raft... for a species that can not swim. Railings are rare, and fall-through gratings over water are present.
      • Piranha Pit is an actual quarry. With operational (and pointless) conveyor belts.
      • Moray Towers is the worst offender, comprised of the rooftops of multiple skyscrapers connected by ramps, some of the skyscrapers not even having more than a top floor before becoming skeletons of girders, and while there are some railings they are remarkably easy to jump over.
      • And this is all before you go into the single-player campaign, where floating platforms without railings and vertical ascents requiring ink make for a fun challenge, but also make for a question of how the non-flying, non-climbing members of the enemy army don't all fall to their deaths all the time. You can fall off just the hub level portions to your death if you're not careful. This goes even more for the sequel single player campaign, which has checkpoints in the final hub level in order to keep things reasonable.
    • Splatoon 2:
      • Sturgeon Shipyard, which takes place on a ship that is being built. As if that wasn't dangerous enough, moving platforms can drop players off the map.
      • The sequel also introduces the Salmon Run mode to the series. Not only are you fighting hordes of enemies on islands of varying tide levels, one of your key mobility options (the Super Jump) is disabled, you can't pick your weapon, and instead of respawning you are stuck in a slow-moving life ring until another player revives you. Then again, your employer is all but stated to be corrupt, so this could be justified.
      • Octo Expansion features eighty levels of increasingly difficult "tests" that take everything about the single player campaign, kick it way up, then throw on a bomb strapped to your back that activates automatically should you fail to obey some arbitrary rules. Then the final escape sequence sends you through a facility that was clearly not meant for living creatures... which makes sense, given that it's revealed to be built by an omnicidal AI.
  • In StarCraft, Terran buildings are generally built haphazardly and have a large number of tanks and lines containing various volatile and/or flammable materials. When the buildings take damage, those tanks can rupture and start fires in the building. Heavily damaged buildings can see chain reactions as the fire spreads to more tanks, eventually causing the entire building to explode.
  • Almost averted entirely for Starship Titanic. The eponymous starship cruise liner had its building costs cut drastically, its AI sabotaged, and was set up to be scuttled due to the financial problems surrounding its construction process. Despite that, the ship was almost completed by the time it teleported to Earth by accident, and only two or three major rooms on the ship remained unfinished. In the novel, though, the inferior materials caused one of the saboteurs to meet his untimely demise by falling down the Central Well from a weak handrail.
  • Star Trek Online: A mining drill in the Justified Tutorial for Star Trek: Discovery PCs has its emergency shutoff designed such that you have to activate two consoles on opposite sides of the room simultaneously. Also a possible example of No NLRB Compliance, as Cadet Tilly guesses it's to prevent disgruntled miners from going on strike.
  • Star Wars Legends:
    • This is why Force Push is so good in the Dark Forces Saga. Why spend time sabering each Stormy when you can just push them all down a Bottomless Pit? This can be done to other players in multiplayer mode as well, although they can use Force Pull to drag you along with them.
    • The Force Unleashed is also pretty bad about this. So... we have a 10,000 foot drop, boxes right next to the edge, and men running everywhere? Take out the railings! Seriously. You wonder why Stormtroopers are so bad at their jobs? Well, it's hard to have morale when you plummet into the void of space with just a single misstep.
    • Jedi Knight II: Jedi Outcast:
      • There are two levels (one on a space station, another on a spaceship) where the player can deactivate the energy shields which keep hangars pressurized. The result? All enemies in the hangar immediately go flying out to meet their swift, unexpected, horrific, and honestly quite amusing deaths. There is a delay time, at least in the spaceship level, as there are huge metal shutters there in addition to the shields, but the mooks don't tend to use that quite obvious opportunity because of a different trope.
      • There is a level where the player has to reprogram the communications system. For that, 3 Glyphs have to be set. You would think that this involves pressing buttons on a console. Actually, no. On Imperial ships it involves jumping, using Force Jump, over a bottomless pit, from bridge without rails to bridge without rails.
    • Jedi Academy presents its own share of hazardous environments - the Imperial tibanna gas platform on Kril'Dor is a shining example. Floating in the atmospheric layers of a gas giant much like Cloud City on Bespin, it's replete with open-air walkways with no railings that are perfectly designed to turn a clumsy misstep into a descent into the depths of the planet and the grisly fate therein. The cargo tram on Corellia and the cityscape of Coruscant aren't much better - these levels are paradise for a player with Level 3 Force Grip and a penchant for creative removal of enemies.
    • Shadows of the Empire:
      • We're asked to believe the Rebels forgot to install safety railings for much of the basement level of their Hoth base. And it's just one bar where there are railings. Cue Stormtroopers falling to a hideous death when blasted.
      • The Imperials aren't much better, with their various installations on Gall built right into cliff faces, expecting personnel to use the existing, highly dangerous walkways along the cliff to get between them.
    • And again in Star Wars: Battlefront, this is one of the few ways to kill an unkillable Jedi (or enemy, or yourself if you aren't careful). Many battlefields have pits or platforms with no railings, and it only takes one grenade or missile to send scores of hapless foes (and a pesky Jedi) flying off to their dooms.
    • Star Wars: The Old Republic retains the classic Star Wars bottomless pits with no railings in Imperial facilities, and adds elevator platforms with no railings and no guards to prevent people from simply walking into an empty elevator shaft.
    • Star Wars Droidworks has so many deep pits to fall into in the deserts of Tattooine, that most missions require you to build droids light and agile enough to cross them without dying. It gets worse in the Top Secret missions later on, where you have to avoid assassin droids that caused problems in the places you're assigned to. The worst offender has to be the Imperial Salvage Yard, which has a lazy security droid at the entrance with no one else around, more platforming than any other mission, and a tank of acid to jump across, for good measure.
  • Star Wars Jedi: Fallen Order: The Scrapper yard on Bracca is very up to Imperial safety standards, which is almost none. The Scrappers take apart downed Clone War-era ships with giant lasers and stand on top of the salvaged parts with very little safety gear at elevated heights. When there's a malfunction with some equipment, Cal has to climb around without a harness (while, oddly enough, he has several sturdy O-rings on his outfit that a harness lanyard could attach to). In addition, some of these scrapping sites are situated right above the mouth of a Sarlacc-like creature called the Ibdis Maw (which is actually a super-organism with multiple mouths scattered across the planet), mainly so that the Scrappers can feed it the scraps from what they salvage and collect its mineral-rich feces to sell. From Codex entries, it's actually a deliberate attitude from the Empire to punish Bracca for siding with the Separatists during the Clone Wars. Also justified from a gameplay perspective since, as the first level, it allows player to quickly familiarize themselves with the jumping and climbing mechanics, which are an integral part of the game.
  • Super Mario Bros.:
    • This video explains why a city such as New Donk City in Super Mario Odyssey would not square with the OSHA in real life, and that's without going into the more surreal hazards typically associated with Mario platformers (such as an open-to-the-public building with a live and vicious T-Rex inside). And according to the in-game travel brochure, the city is always under construction. Surprisingly, despite a lot of safety violations, the exterior scaffolding is perfectly sound - perhaps the only safe part of the entire area by OSHA standards.
    • The Last Resort hotel from Luigi's Mansion 3 is really unsafe. For example, the Boilerworks on the lower basement level would not be safe for the living to work in due to the presence of spikes, hazardous walkways, and frequent flooding. One of the highest floors has a swimming pool, which is an unsafe place to put it. And aside from the basement, lobby, and mezzanine, none of the floors are accessible by stairs; you have to use the elevator to reach all of them. Though considering the hotel staff are all ghosts, this isn't much of an issue for them.
  • In this this video, Polygon's Brian David Gilbert determined that Super Smash Bros. Ultimate would owe OSHA $17,034,078 in fines for 1,317 violations across the game's 100+ stages. The only stage with no violations is Boxing Ring.
  • Justified in System Shock 2: The Von Braun is awfully badly secured and dangerous for a "state of the art prototype", even considering the horrible mutant infestation, because TriOptimum rushed its construction to beat the other companies to the FTL punch. You find logs complaining about it; they point out the cheapass cameras that don't even have full field-of-view and can be destroyed just by whacking them with a wrench, the unbelievably slow and dimwitted security bots, the ship-wide circuitry and database being so badly protected they could be hacked by a five-year-old with an Etch-A-Sketch, the chemical leaks, the radiation leaks, and the AI that runs the ship failing to prevent someone hijacking him into singing Elvis songs for three hours in a row. All of this is relevant to you, as the player, being forced to navigate/avoid/suffer under/take advantage of/arm yourself against the myriad fuckups.

    T 
  • Team Fortress 2:
    • The maps feature bottomless pits (fatal), trains running at full speed (fatal), cauldron full of molten metal (you get the idea). Although to be fair; many of the maps the mercenaries fight on are actually secret bases and War rooms disguised under the architecture. And since RED and BLU own their own half of the world, it'll make some sense that OSHA would be forced to turn a blind eye, assuming they don't own that too. Though that's no excuse for bases themselves lacking hand rails for really deep falls, missile silos and rockets being able to fire with little warning while players are under the exhaust when a team wins, or even unattended flooding near sensitive equipment.
      • The Sawmill maps feature saw blades so large, they can fling ragdolls upwards of twenty feet.
      • The "Mannworks" map features a number of warning signs from Mann Co. One of them simply says, "WARNING: We do not care about your safety."
      • In Scream Fortress 2014, Merasmus has everyone in his non-OSHA-compliant carnival, which includes playing on bumper cars each match. The lack of OSHA-compliance is lampshaded:
      Merasmus: I don't want to scare you, but bumper cars aren't meant to go this fast! [laughter] That's right, they're non-OSHA-compliant!
    • The related comic series reveals that the Gravel Pit was leaking lead into the local's water supply, making them all complete morons. The company was aware of the problem, but instead of solving it they gave bottled water to their mercenaries.
  • In Thief: Deadly Shadows, Garrett mentions that more people have been killed by the gears of the city's clock tower than the blade of the city's guillotine. There are at least two places in that tower where the lack of safety precautions can be lethal.
  • Like F.E.A.R. above, Trepang2 has a lot of buildings that don't make much practical sense. The first level has a great deal of heavy, bulletproof boxes all around the place, and not a single trolley to move them. The climax of the level is in some kind of storage room with a sunken area in the middle. The area has more of those heavy boxes. The only normal way to get down to that level is steps. Also, when you shoot fire extinguishers, they explode hard enough to be deadly. Just a tad overcharged.

    U 
  • Unrailed!
    • The entire premise of the game is to build a railroad for a train and see how far you can go before your train crashes. The catch is you have to harvest resources, lay track, and fill the train's water tank, all by hand. The bigger catch? The train never stops moving and will happily careen off the end of the track and explode car-by-car if you can't complete the connection to the next station.
    • Also, it's possible to blow yourself and your crewmates up with your own sticks of dynamite. Luckily, you have infinite respawns.
  • Unreal:
    • Played straight in Unreal. The expansion lampshades it at one point in a Skaarj facility with a run through spiked doors near a message:
      "0 days since last accident"
    • Justified with a side order of Lampshade Hanging in Unreal Tournament and its sequels, where various industrial buildings were shut down for ignoring various safety protocols, but were then repurposed by Liandri as arenas for the Tournament, and are intentionally kept as dangerous as possible for challenge and entertainment purposes.

    W 
  • Warframe:
    • Grineer facilities have exposed reactors, arcing generators, and lethal drops with no guardrails. Possibly justified; the Grineer are clones produced in industrial quantities, and it may be better to weed out the dumb clones who fall to their death before they waste ammunition on the battlefield.
    • Mostly averted with the Corpus, One Nation Under Copyright, who always have guardrails and warning signs around their dangerous equipment, and detune their weapons to prevent them from being dangerous to the user. However, the Reactor Sabotage missions, which both the Grineer and Corpus have, showcase a particularly idiotic design choice for their ships' reactors: the fuel and coolant cells both have the exact same shape, so you can take out the coolant cell and stick it where fuel is supposed to go (or vice-versa), with obviously catastrophic results. Or, you can just stick the fuel cell back in there after removing the coolant, causing the reactor to overheat and melt down, because apparently there's no failsafe to stop the reactor before it reaches dangerous temperatures.
  • The factories and industrial levels in the Wario Land series (as mentioned on Eternal Engine). Lots of dangerous drops, psycho robots, giant smashers, spikes, fire, electricity, and water (sometimes mixed in the same location). Same with the train levels. The first game's one had giant drops above dangerously electrified rails that instantly killed anything on contact, the ones in Shake It are filled with fire-spewing pipes, are hurtling out of control down the track, and are apparently "scheduled to derail at 4 AM".
  • We Happy Restaurant could be called No OSHA Compliance - The Game if it wouldn't be even more dangerous for its customers than it is for the workers.
  • The spaceship that the main character explores in the white chamber has an easily accessible (deadly) rotating fan and doors leading right out into space. Made it quite easy for Sarah to kill the other crewmembers.
  • The GULF facility in WinBack not only is maze-like and has the usual work safety violations (high catwalks, few guardrails, awkward ladders, ill-placed control switches), but has instant-kill laser booby traps and Exploding Barrels strewn all over the place.
  • WipEout:
    • The older games in the series have some off-the-wall environments, including a supposed modern industrial complex with broken pipes spewing flames everywhere. Interestingly, its reimagining in a later Wipeout game looks exactly like the original but without the fire and damage.
    • The non-canon spinoff Wipeout 64 for the Nintendo console has a track on an active volcano, built there to provide "serious background action", but don't worry, there have been no fatalities among racing crew or paying spectators.
  • World of Warcraft:
    • The Blackrock Depths dungeon is built inside a volcano, and is populated by evil dwarves. What makes them evil? The handrail-less bridges and walkways that are nothing but giant chains built over pools of lava (which would have been impossible to cross anyway if not for Convection, Schmonvection). Even the capital cities feature these.
    • Aldor Rise features small open-air elevators that go up a huge sheer cliff.
    • The dwarven city has pools of lava all over, some of which have grates to stop you falling in.
    • The undead city has pools of green glowing liquid all over - not dangerous to players but animals dipped in a similar substance have grown huge and attacked people.
      • The green liquid WAS dangerous to players in the beta. It was just as damaging as lava. However, Blizzard wisely decided that having canals in a supposed safe zone (capital city) that could kill you was a bad idea. They couldn't just make one race (undead) immune to it as in lore without causing a significant racial imbalance, so they just had to remove the damage component altogether.
    • The Blood Elven Seat of Government is suspended over a Bottomless Pit that is thankfully guarded by invisible walls, though there's a lot of other Malevolent Architecture, with lots of Floating Platforms and no guard rails.
    • But the most extreme example has to be Dalaran Underbelly. A tunnel that leads to a 500+ foot drop, strange potions lying everywhere, and a lovely shark swimming around by some shops, waiting to munch on anyone who gets too close.
    • The gnomish city Gnomeregan downplays this, abandoned due to having been flooded with radiation... except that there is not only a lack of rails in most places, but an elevator entrance to the subterranean city featuring a heavy lid slamming over the elevator shaft as the platform descends (don't stand too close).
    • Tauren capital Thunder Bluff is another offender, with the whole city built on a mesa hundreds of feet tall. The only safety is afforded by fences that are low by human standards, let alone the Tauren who are quite a bit taller. The plains at the foot of Thunder Bluff are frequently littered with the corpses of players who fell or jumped off.
      • Or the corpses of Alliance raiders who were sent flying by a spell with a knockback effect.
      • This seemed to be a deliberate defensive decision, though. Tauren leader Cairne Bloodhoof would punt attackers off the mesa.
    • Blackrock Spire is pretty bad in this respect too. The dungeon - supposedly a city inhabited mostly by orcs and dragons - is full of narrow bridges and easily-accessible ledges with no handrails whatsoever. While the bridges may be defensive structures a la Khazad-dûm, where they aren't over lava, they're over drops that you need a parachute to survive. Which can become frustrating, since it's possible to be knocked off these bridges (or just plain misstep and fall - yay lag!) down into the instance below; from Upper Blackrock Spire down into Lower Blackrock Spire. And if you fall off the stairway leading from the room you enter into the Lower Blackrock Spire part of the instance, you will fall into Blackrock Mountain, near the entrance to Blackrock Caverns.
    • Gilneas has several very high bridges with no railings whatsoever.
    • Grim Batol (a ruined Dwarven city used as a base by the Twilight Hammer cult) has several holes in the walkways, often on the bridges, and hardly anything resembling safety rails. Unfortunately, you cannot Mind Control the trash and make them fall off the edge.
    • You can, however, Mind Control people to fall off edges in Vortex Pinnacle. Great way to dispose of the Temple Adepts.
    • "The Elevator Boss":
      • Almost all elevators in this game are deadly, but special mention goes to the elevator in Serpentshrine Cavern. Jokingly known as "the Elevator Boss", many players have lost their lives to the sudden drop of the elevator and the large gaping hole it leaves at top when the moving platform is descending. It doesn't help that the elevator technically descends faster than falling speed, so if you're even a second late getting on it...
      • The "Elevator Boss" returns in Blackwing Descent, which players use to go from the Broken Hall to the Vault of the Shadowflame after defeating the first two bosses, with the added bonus that it's now also possible to fall off the back or sides of the elevator while it's moving. This is actually tracked in your character statistics as "death to elevator boss". Funny, Blizzard.
      • The Aldor faction section of Shattrath has an elevator fast and high enough to be an elevator boss of its own. During the height of the Burning Crusade expansion, it was common to see dozens of skeletons piled up at its base.
    • Booty Bay, with its completely demented layout (anywhere from two levels to four, depending on where and how you count), has almost no railings, fences, or similar... except in areas that are already sheltered. It's a good thing the game's weather code doesn't include windstorms.
    • How do you know a piece of engineering equipment has a chance to explode? It is labelled "safe". How do you know that a piece of equipment blowing up is the least of your worries? It is labelled "ultrasafe".
    • In Draenor there is a city called Skyreach built into the side of a mountain. Nothing stops you from just walking off the edge of paths. Even indoors, there are holes in the floors with a drop of hundreds of feet. However, in this particular case it's justified because it is built by and inhabited by Arakkoa, who are a race of Bird People. No need for safety features when the inhabitants can fly, and they don't (normally) allow outsiders in the city anyway.

    X 
  • Averted in X-Men 2: Clone Wars for the Sega Genesis. The second level is a Sentinel factory and along the way you'll notice an emergency exit. Once you set the place to explode, it's the fastest way to leave. Well, it's a safety feature, but the place is hardly up to OSHA standards what with the deadly electrical arcs and fiery explosions everywhere. This could possibly be chalked up to being the result of the factory being taken over by a deadly alien race, but given that it's Marvel Comics the place was probably that dangerous beforehand.


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