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*''VideoGame/WorldOfWarcraft'' also has a follow feature, which is particularly handy for not accidentally getting ahead of your tank in a dungeon. Beware though, not all dungeons are completely linear and you can still end up aggroing mobs if you do this. Many {{NPC}}s for escort missions walk on a set path, which is done so that the game can put you in your own phase and spawn monsters only for you. However, it can lead to this trope being invoked, because they typically move just slightly slower than you do. Although, they may not be using the same animation you are: in fact they are often using the "walk" animation, which is generally not used by players outside of roleplaying situations. {{NPC}}s capable of combat however largely avert this trope. They typically walk alongside you and at roughly the same speed: though the rubber-band variant of this trope can occur if your internet is on the fritz. These characters generally will be using the same animation you are however: running if you run, walking if you walk, mount up if you do, and even fly if you do. Some of them will even sit down if you do. Others will stand next to you and tell you that the task you've been assigned is urgent, or crack really bad jokes. They will not however dance if you dance...they will just stand there and silently judge you (or at least, one would assume).
**baby murlocs follow an adult in a line exactly like ducklings. Why exactly they do this is not clear since murlocs are based on frogs. In a few quests, they do this to you because much like baby ducklings they can apparently imprint on humanoids.
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* ''VideoGame/{{Xenoblade}}'' uses the rubberbanding variant, and while your party members are tangible, you can push them out of the way rather easily [[VideoGameCrueltyPotential (And off cliffs, if you feel like it, since they'll get better quickly enough).]]

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* ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' uses the rubberbanding variant, and while your party members are tangible, you can push them out of the way rather easily [[VideoGameCrueltyPotential (And off cliffs, if you feel like it, since they'll get better quickly enough).]]

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Crosswicking.


* ''VideoGame/SoUhASpaceshipCrashedInMyYard'': ARIA joins Mark's party when he opens the yard door with his access key, and she walks behind him.



* ''VideoGame/ShiningForceII'' does this whenever a character joins or a key NPC is traveling with the party. Almost always it is at least Bowie and Peter, then it's Oddler, then replace Oddler with Astral. on the world map, a transportation vehicle also follows, and they take a formation. (of course this is more like VideoGame/DragonQuest).\\
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* ''VideoGame/ShiningForceII'' does this whenever a character joins or a key NPC is traveling with the party. Almost always it is at least Bowie and Peter, then it's Oddler, then replace Oddler with Astral. on the world map, a transportation vehicle also follows, and they take a formation. (of course this is more like VideoGame/DragonQuest).\\
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* All main installments of the ''VideoGame/DragonQuest'' series after the first one (which only had one player character to show on the screen period), excluding ''VideoGame/DragonQuestVIII'', which for some reason uses PartyInMyPocket (this isn't due to the 3D graphics because ''VideoGame/DragonQuestIX'' renders party members and the environment in 3D on less powerful hardware, but brought back AllInARow like II through VII). In a little twist, there is often a button that lets you talk to your party members, who will comment on the surroundings or tip you off about where to go next. And if any of your character's died, you ended up dragging their coffins behind you, still All In A Row.

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* ''VideoGame/DragonQuest'':
**
All main installments of the ''VideoGame/DragonQuest'' series after the first one ''VideoGame/DragonQuestI'' (which only had one player character to show on the screen period), excluding ''VideoGame/DragonQuestVIII'', which for some reason uses PartyInMyPocket (this isn't due to the 3D graphics because ''VideoGame/DragonQuestIX'' renders party members and the environment in 3D on less powerful hardware, but brought back AllInARow like II through VII). In a little twist, there is often a button that lets you talk to your party members, who will comment on the surroundings or tip you off about where to go next. And if any of your character's died, you ended up dragging their coffins behind you, still All In A Row.

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** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/{{Mother4}} Mother 4]]''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' has fallen party members dragged behind the group.

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** This also applies in the fangames ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' and ''[[VideoGame/{{Mother4}} Mother 4]]''.''[[VideoGame/Mother4''. Cognitive Dissonance follows the ''VideoGame/EarthBoundBeginnings'' and ''VideoGame/EarthBound'' trend of floating ghost angels for defeated party members while ''MOTHER 4'' has fallen party members dragged behind the group.


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* ''VideoGame/SomaSpirits'': How the two-person party travels, with the more energetic Heart leading the way, and Soul following.
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Fix.


* In ''VideoGame/BreathOfFireIII'', the party members tried to find their own paths, often taking a few seconds to catch up if the leader was running. They could get caught up on obstacles, whereupon they faded away and suddenly appeared beside them. Especially bad at getting stuck was Garr, who, being much larger, could not pass through small spaces. Like ''VideoGame/ChronoTrigger'', there was no problem with OnlyMostlyDead, as dead characters were bumped to 1 {{Hit Point}}s (with reduced Maximum Hit Points) after battle concluded.

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* In ''VideoGame/BreathOfFireIII'', the party members tried to find their own paths, often taking a few seconds to catch up if the leader was running. They could get caught up on obstacles, whereupon they faded away and suddenly appeared beside them. Especially bad at getting stuck was Garr, who, being much larger, could not pass through small spaces. Like ''VideoGame/ChronoTrigger'', there was no problem with OnlyMostlyDead, as dead characters were bumped to 1 {{Hit Point}}s Point|s}} (with reduced Maximum Hit Points) after battle concluded.
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Direct linking.


* In ''VideoGame/BreathOfFireIII'', the party members tried to find their own paths, often taking a few seconds to catch up if the leader was running. They could get caught up on obstacles, whereupon they faded away and suddenly appeared beside them. Especially bad at getting stuck was Garr, who, being much larger, could not pass through small spaces. Like ''VideoGame/ChronoTrigger'', there was no problem with OnlyMostlyDead, as dead characters were bumped to 1 HitPoint (with reduced Maximum Hit Points) after battle concluded.

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* In ''VideoGame/BreathOfFireIII'', the party members tried to find their own paths, often taking a few seconds to catch up if the leader was running. They could get caught up on obstacles, whereupon they faded away and suddenly appeared beside them. Especially bad at getting stuck was Garr, who, being much larger, could not pass through small spaces. Like ''VideoGame/ChronoTrigger'', there was no problem with OnlyMostlyDead, as dead characters were bumped to 1 HitPoint {{Hit Point}}s (with reduced Maximum Hit Points) after battle concluded.
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** Also the VideoGame/{{Pikmin}} themselves in the original games ([[TooDumbToLive even when it would not be a good idea for them to do so]]), though in larger numbers it's not so much in a line as a swarm, and the player can control their swarming behavior with the C-stick.
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** The [=PS4=] version of ''VideoGame/DragonQuestXI'' did it like ''DQVIII'' with the Hero by himself on the overworld, but the [=3DS=] version had the active party members out alongside him like in ''DQIX''. Considering the similarities the respective versions have with each preceding entry and this trope, this may have been intentional. The UpdatedRerelease on the Nintendo Switch (which is a port of the [=PS4=] version), however, plays this straight.
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Almost always, the leader is able to walk right through his/her allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnWinnable situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.

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Almost always, the leader is able to walk right through his/her allies, as otherwise the player could get [[NPCRoadblock stuck behind]] the other party members and be confronted with the most pathetic UnWinnable UnWinnableByMistake situation ever, making this an AcceptableBreakFromReality. You can't talk to them like you could an NPC, though. Again, partly to keep a party member in your way from blocking you from doing something else occupied on the same space/in the same area.
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Often the other party members will copy the leader's movements exactly, but sometimes they act as if they were connected to the hero with a rubber band, so that when the leader starts to run, the other characters start to run only after they start falling behind. In the rubber band variant the other characters will also not follow every zig and zag the leader makes, but head straight to the leader's current position.

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Often the other party members will copy the leader's movements exactly, but sometimes they act as if they were connected to the hero with a rubber band, so that when the leader starts to run, the other characters start to run only after they start initially falling behind. In the rubber band variant variant, the other characters will also not follow every zig and zag the leader makes, but head straight to the leader's current position.
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** Your dream eater allies in ''VideoGame/KingdomHearts3D'' will start wandering around if you idle long enough, and frequently forget to start following you again. Fortunately, they simply teleport over to you if they get too far away or if you enter combat. You can also have them do it whenever you wish by holding L and R.

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** Your dream eater Dream Eater allies in ''VideoGame/KingdomHearts3D'' ''VideoGame/KingdomHearts3DDreamDropDistance'' will start wandering around if you idle long enough, and frequently forget to start following you again. Fortunately, they simply teleport over to you if they get too far away or if you enter combat. You can also have them do it whenever you wish by holding L and R.
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* The ''Franchise/{{Lunar}}'' games generally follow this rule, unless the game in question uses PreexistingEncounters. In that case the designated hero alone represents the whole party while in hostile areas.

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* The ''Franchise/{{Lunar}}'' ''VideoGame/{{Lunar}}'' games generally follow this rule, unless the game in question uses PreexistingEncounters. In that case the designated hero alone represents the whole party while in hostile areas.
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How To Write An Example - "Don't Write Reviews" by using YMMV Tropes.


* Your partner in ''VideoGame/CastlevaniaPortraitOfRuin'' can ''either'' [[PartyInMyPocket wait in your pocket]] or follow you around, matching your movements as closely as possible. HilarityEnsues when you've got speed-up boots on just one character. There's also a marvelously broken GoodBadBug based on switching to your partner in mid-jump.

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* Your partner in ''VideoGame/CastlevaniaPortraitOfRuin'' can ''either'' [[PartyInMyPocket wait in your pocket]] or follow you around, matching your movements as closely as possible. HilarityEnsues when you've got speed-up boots on just one character. There's also a marvelously broken GoodBadBug bug based on switching to your partner in mid-jump.

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Crosswicking.


** ''VideoGame/EarthBound'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/{{Mother 3}}'', where they just slouch and drag their feet). It's kinda strange really, you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.

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** ''VideoGame/EarthBound'' mixes the two variants. OnlyMostlyDead characters become a weird mix of angels and ghosts (except in ''VideoGame/{{Mother 3}}'', ''VideoGame/Mother3'', where they just slouch and drag their feet). It's kinda strange really, you can give them a revival item to bring them back, but if you revive them through the hospital, the doctors act as if they've been rushed to the hospital a while ago. [[SchrodingersGun No matter which one you go to.]] There's also at least one GuestStarPartyMember with a pronounced tendency to lag behind.



* ''VideoGame/{{Persona 3}}'', when exploring Tartarus or on any other sort of mission where combat is involved. They have a tendency to get stuck when you make sharp turns or walk beside ladders. You can actually order them to explore on their own, whereupon they leave you entirely and will wander the map until ordered to return; they'll even engage in combat and open treasure chests by themselves (giving you the loot when they come back).
* ''VideoGame/{{Persona 4}}'' had the characters follow you around, but with much more distance than ''Persona 3'''s party members.
* ''VideoGame/{{Persona 5}}'''s party members not only follow around your player character, but will also TakeCover behind him and help out when you open treasure chests.

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* ''VideoGame/{{Persona 3}}'', ''VideoGame/Persona3'', when exploring Tartarus or on any other sort of mission where combat is involved. They have a tendency to get stuck when you make sharp turns or walk beside ladders. You can actually order them to explore on their own, whereupon they leave you entirely and will wander the map until ordered to return; they'll even engage in combat and open treasure chests by themselves (giving you the loot when they come back).
* ''VideoGame/{{Persona 4}}'' ''VideoGame/Persona4'' had the characters follow you around, but with much more distance than ''Persona 3'''s party members.
* ''VideoGame/{{Persona 5}}'''s ''VideoGame/Persona5'''s party members not only follow around your player character, but will also TakeCover behind him and help out when you open treasure chests.


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* ''VideoGame/BraveHeroYuusha'': How the party travels, with the order going: Hero, [[spoiler:Demon Lord]], Princess.
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* So does ''VideoGame/RuneScape''
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Renamed


* Played straight in ''VideoGame/{{Okage}}: Shadow King''. Two of your party members stay behind you, and the ones not present walk in temporarily during cutscenes when needed.

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* Played straight in ''VideoGame/{{Okage}}: Shadow King''.''VideoGame/OkageShadowKing''. Two of your party members stay behind you, and the ones not present walk in temporarily during cutscenes when needed.

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** The Flickies in ''VideoGame/Sonic3DBlast'' follow Sonic to the letter. Having the chain of Flickies get hit would cause them to separate, as would having Sonic get hit, though you don't lose rings if a Flicky takes a hit. This was based on an earlier 2D game called, appropriately enough, ''VideoGame/{{Flicky}}''.



** Likewise the Flickies in ''VideoGame/Sonic3DBlast'' follow Sonic to the letter. Having the chain of Flickies get hit would cause them to separate, as would having Sonic get hit, though you don't lose rings if a Flicky takes a hit. This was based on an earlier 2D game called, appropriately enough, ''VideoGame/{{Flicky}}''.
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* ''Franchise/SonicTheHedgehog''

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* ''Franchise/SonicTheHedgehog''''VideoGame/SonicTheHedgehog''
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Updating with official English title


* ''VideoGame/SecretOfMana'' and ''VideoGame/SeikenDensetsu3'' use the rubber band version in its single player mode, though they usually stick to a close line if there are no monsters around. The former game won't allow anyone to be scrolled off the screen, however, meaning you can find yourself unable to move further if they get distracted by an enemy and get trapped between a wall and the edges of the screen.

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* ''VideoGame/SecretOfMana'' and ''VideoGame/SeikenDensetsu3'' ''VideoGame/TrialsOfMana'' use the rubber band version in its single player mode, though they usually stick to a close line if there are no monsters around. The former game won't allow anyone to be scrolled off the screen, however, meaning you can find yourself unable to move further if they get distracted by an enemy and get trapped between a wall and the edges of the screen.
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English and extraneous info


** Likewise the Flickies in ''VideoGame/Sonic3DBlast'' follow Sonic to the letter. Having the chain of Flickies get hit would cause them to separate, as would having Sonic get hit, though you don't lose rings if a Flicky takes a hit. This was based on the game ''VideoGame/{{Flicky}}'', which had the same principle, albeit in 2D, and you played as a mother bluebird named Flicky[[hottip:*:yes, before becoming a species in ''Franchise/SonicTheHedgehog'', it was merely the name of an individual]], not Sonic.

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** Likewise the Flickies in ''VideoGame/Sonic3DBlast'' follow Sonic to the letter. Having the chain of Flickies get hit would cause them to separate, as would having Sonic get hit, though you don't lose rings if a Flicky takes a hit. This was based on the an earlier 2D game ''VideoGame/{{Flicky}}'', which had the same principle, albeit in 2D, and you played as a mother bluebird named Flicky[[hottip:*:yes, before becoming a species in ''Franchise/SonicTheHedgehog'', it was merely the name of an individual]], not Sonic.called, appropriately enough, ''VideoGame/{{Flicky}}''.



* The freeware rpg ''VideoGame/BarkleyShutUpAndJamGaiden'' uses this when you're not in combat. You see all your party members are pretty visibly seen.

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* The freeware rpg ''VideoGame/BarkleyShutUpAndJamGaiden'' uses this when you're not in combat. You see all your party members are pretty visibly seen.

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* Anybody Ashley is traveling with in the ''VideoGame/AnotherCode'' games will usually follow behind her.



* The freeware rpg ''VideoGame/BarkleyShutUpAndJamGaiden'' uses this when your not in combat you see your all party members are visibly seen.

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* The freeware rpg ''VideoGame/BarkleyShutUpAndJamGaiden'' uses this when your you're not in combat you combat. You see all your all party members are pretty visibly seen.


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* ''VideoGame/RakenzarnTales'' moved to this when it reached version 4, as opposed to the previous PartyInMyPocket system. It only show the active party; otherwise, you'd have a line of dozens of characters following you around by the end of the game.
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* ''Franchise/{{Grandia}}'':

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* ''Franchise/{{Grandia}}'':''VideoGame/{{Grandia}}'':

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* ''VideoGame/{{Grandia}}'' pulled this trope not just for your team, but for enemies as well. Groups of enemies would appear in a line like your team, and you could even hit the back members of the enemy groups in order to get the initiative on them. Of course, enemies will also get the initiative on YOU if they hit anyone besides main character Justin.

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* ''VideoGame/{{Grandia}}'' ''Franchise/{{Grandia}}'':
** ''[[VideoGame/Grandia1 The first game]]
pulled this trope not just for your team, but for enemies as well. Groups of enemies would appear in a line like your team, and you could even hit the back members of the enemy groups in order to get the initiative on them. Of course, enemies will also get the initiative on YOU if they hit anyone besides main character Justin.
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[[caption-width-right:346:[[[[VideoGame/{{Pikmin}} They]] follow him like that even in a completely different game.]]

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[[caption-width-right:346:[[[[VideoGame/{{Pikmin}} [[caption-width-right:346:[[VideoGame/{{Pikmin}} They]] follow him like that even in a completely different game.]]
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[[quoteright:346:[[VideoGame/{{Pikmin}} https://static.tvtropes.org/pmwiki/pub/images/Pikmin_march_336.jpg]]]]
[[caption-width-right:346:They follow him like that even in [[VideoGame/SuperSmashBrosBrawl a completely different game.]]]]

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[[quoteright:346:[[VideoGame/{{Pikmin}} [[quoteright:346:[[VideoGame/SuperSmashBrosBrawl https://static.tvtropes.org/pmwiki/pub/images/Pikmin_march_336.jpg]]]]
[[caption-width-right:346:They [[caption-width-right:346:[[[[VideoGame/{{Pikmin}} They]] follow him like that even in [[VideoGame/SuperSmashBrosBrawl a completely different game.]]]]]]
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** In instances with NPCs, your allies will follow you with the rubber band variant.

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** In instances with NPCs, [=NPCs=], your allies will follow you with the rubber band variant.
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[[caption-width-right:346:They follow him like that even in [[VideoGame/SuperSmashBros a completely different game.]]]]

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[[caption-width-right:346:They follow him like that even in [[VideoGame/SuperSmashBros [[VideoGame/SuperSmashBrosBrawl a completely different game.]]]]
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** In instances with NPCs, your allies will follow you with the rubber band variant.
* ''VideoGame/FinalFantasyXI'' has the same "follow" feature.
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** ''VideoGame/FinalFantasyXIII'' you follow your party members, who will always walk towards where the plot needs them. They often comment on you dawdling and going off the wrong direction.

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** ''VideoGame/FinalFantasyXIII'' you follow your party members, who will always walk towards where the plot needs them. They often comment on you dawdling and going off the wrong direction. Once you can choose your party freely, only the two other characters ready for an active battle will follow this.

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