I would call that one Pushy: the game simply won't let you save past the point of no return, so that if you get a Game Over, you won't lose anything you can't get again on the next try. Whether it warns you or not is kinda secondary.
Edited by MrUnderhillAdding back the Xenoblade examples that have been deleted:
- bringing the Colony 6 refugees back.
- defeating boss of Mechonis Field
As they both lock you out of quests/locations completely until New Game Plus, just like finishing the events at Mechonis Core.
On another note, the events of Mechonis Core cause the Colony 6 refugees to move back automatically.
"We're all paper, we're all scissors, we're all fightin' with our mirrors, scared we'll never find somebody to love."Extraintrovert deleted the BioShock Infinite examples, incorrectly saying that they were No Sidepaths, No Exploration, No Freedom. They misunderstood what that trope is: it's about how a character is forced to follow a narrow path with no divergences. The BioShock Infinite examples are actually this trope: once you go past a specific point in the game, you can't go back.
Does anyone else think that they're not valid examples of this trope? If not, I plan to add them back.
For the record, here they are:
- Bioshock Infinite has two varieties.
- After your character Booker DeWitt has a Cut Scene that ends with him being dumped in a new area, there's no way to go back to previous areas. You can only press forward. These include:
- Being launched up to Columbia in the Pilgrim Rocket inside the lighthouse and ending up in the Columbia Welcome Center.
- Entering Columbia proper by being baptized and waking up in a garden.
- After Comstock orders his men to "stand down" and lectures you, you go up in an elevator with no "down" button.
- After you fall through the floor in the Monument Island statue and meet Elizabeth.
- Falling into Battleship Bay after fleeing Elizabeth's tower.
- Being dropped out of The First Lady airship by Daisy Fitzroy and ending up in Finkton.
- After the Handyman throws you over a railing and Elizabeth rescues you by summoning an airship, you end up at the Finkton New Worker Induction Center.
- The First Lady airship crashing into Emporia after being attacked by Songbird.
- While going down in an elevator, the elevator is hit by enemy fire and you must escape it.
- After Elizabeth allows herself to be captured by Songbird to save you, her future self uses a tear to bring you forward to a time where "drown in flame the mountains of man" isn't just a prophecy.
- After you defeat the Asylum level, Future Elizabeth sends you back to 1912 so you can save her younger self.
- After traveling to Comstock's Hand of the Prophet airship.
- Each time you enter a new scene in the long ending sequence which starts when Elizabeth takes Booker to Rapture.
- When you pass through certain portals you are specifically warned by Elizabeth that you won't be able to go back. These are the two tears Elizabeth opens to alternate realities (one where Chen Lin isn't dead and a second where the Vox Populi received their guns) as well as the turnstiles that lead to Downtown Emporia.
- After your character Booker DeWitt has a Cut Scene that ends with him being dumped in a new area, there's no way to go back to previous areas. You can only press forward. These include:
Does it count as a Point of No Return if the game temporairly prevents you from coming back to a place until you've completed more of the game (for example, the Doomed Hometown from Tales Of Symphonia exiles Lloyd and won't allow him back in until later in the game)
"Think like a man of action, act like a man of thinking, and don't be a dumbass."there are 2 entry's for the game Ratchet: deadlocked, however, they say different things so how should that be managed?
To Jomar: Well, it's lampshaded at least in Back To The Future Part 3: After Doc Brown describes the plan to use a steam locomotive to get the De Lorian to 88 mph, he points out a seemingly innocuous wind vane which marks a rough point of no return insofar as there wouldn't be enough track at that point to slow the train down. When they go to accomplish this, Doc's Love Interest finally catches up to the train right about when said train passes said landmark. EDIT: Not exactly the trope as described as in if they tried to stop close to said wind vane, the first booster would have already kicked in and damaged the engine somewhat, making a second attempt difficult at best.
Edited by DonaldthePotholer Ketchum's corollary to Clarke's Third Law: Any sufficiently advanced tactic is indistinguishable from blind luck.
I'm thinking there should be a level between Merciful and Tough:
Standard: The game doesn't warn you, but it doesn't matter because there are no save points after the PNR anyway.
The NES era Final Fantasy Games would technically count as this.
Ketchum's corollary to Clarke's Third Law: Any sufficiently advanced tactic is indistinguishable from blind luck. Hide / Show Replies