Follow TV Tropes

Following

History Main / CutAndPasteEnvironments

Go To

OR

Is there an issue? Send a MessageReason:
added a real-life example

Added DiffLines:

* This is on purpose in some communities in which control-freak local politicians use zoning and business permitting to impose a single aesthetic vision on the entire community.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Almost every newly-constructed (mid-2000's and up) suburban district in Sweden ever. They all consist of shoebox apartment buildings that all look alike, with no outstanding detail whatsoever except slightly slanted roofs in some cases.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/KnucklesChaotix'' features five acts in each zone unlike how other ''Sonic'' games have 2 or three. Nearly every act in a zone features the same general structure, with few changes in layout and object design. For example, you'll always find the hidden corridors in Botanic Base and the miniboss in Amazing Arena in the same region of each act; and Titanic Tower's whole point is that every level is the same building under construction. Add to that the lack of interesting setpieces, gadgets, and hazards to play around with and the result is a game often criticized for being repetitive. Of note is that the level order is decided on a roulette, in an attempt to mask this trope.
Is there an issue? Send a MessageReason:
None


* Speaking of ''Franchise/SuperSentai'', many locations across different seasons are reused and some appear in ''Franchise/KamenRider''. This includes the park scenes that are filmed in Hikarigoaka Park. Mountain Iwafune's mountains and valleys surrounded by green forests are used for the large location action scenes, and with gouges so the multiple actions scenes and explosions can be utilized more, although Super Sentai uses it far more than Kamen Rider, especially in their team-up specials. Saitama Super Arena's interior and exterior was frequently used in Kamen Rider productions, mostly notably in ''Series/KamenRiderW'' 's first episode, and in the two part beginning of ''Series/KamenRiderRyuki.

to:

* Speaking of ''Franchise/SuperSentai'', many locations across different seasons are reused and some appear in ''Franchise/KamenRider''. This includes the park scenes that are filmed in Hikarigoaka Park. Mountain Iwafune's mountains and valleys surrounded by green forests are used for the large location action scenes, and with gouges so the multiple actions scenes and explosions can be utilized more, although Super Sentai ''Super Sentai'' uses it far more than Kamen Rider, ''Kamen Rider'', especially in their team-up specials. Saitama Super Arena's interior and exterior was frequently used in Kamen Rider ''Kamen Rider'' productions, mostly notably in ''Series/KamenRiderW'' 's ''Series/KamenRiderDouble''[='=]s first episode, and in the two part beginning of ''Series/KamenRiderRyuki.''Series/KamenRiderRyuki''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/PhantomDoctrine:'' Storyline missions (e.g. the raid on the restaurant in Hong Kong) have unique building models, but non-story missions take place in a relatively small number of buildings, with minor variations in enemy and loot placement.

Added: 883

Changed: 789

Is there an issue? Send a MessageReason:
None


* ''VideoGame/FinalFantasyXIII'' was especially bad about this during Chapter 10, forcing the player to go through identical looking rooms several times, fight the first boss of the level, then go through even more identical looking rooms before reaching the second boss in the chapter.
* ''VideoGame/FinalFantasyXIV'' has enormous expanses of land that re-use some assets to fill out the space, supposedly due to limitations imposed by the UsefulNotes/Playstation3. While all [=MMO=]s do this to some extent, much ado has been made about this game's usage of the trope as it sometimes recycled entire topographical features. When the game got rebooted in 2013, almost every single geographical location gotten a makeover and looks unique to each other.

to:

* ''Franchise/FinalFantasy''
**
''VideoGame/FinalFantasyXIII'' was especially bad about this during Chapter 10, forcing the player to go through identical looking rooms several times, fight the first boss of the level, then go through even more identical looking rooms before reaching the second boss in the chapter.
* ** ''VideoGame/FinalFantasyXIV'' has enormous expanses of land that re-use some assets to fill out the space, supposedly due to limitations imposed by the UsefulNotes/Playstation3. While all [=MMO=]s do this to some extent, much ado has been made about this game's usage of the trope as it sometimes recycled entire topographical features. When the game got rebooted in 2013, almost every single geographical location gotten a makeover and looks unique to each other.other.
** ''VideoGame/DissidiaFinalFantasyOperaOmnia'' makes this a minor plot point when various characters from different worlds are surprised at how familiar their new surroundings are. The gods Materia and Spiritus looked at all the worlds they summoned their heroes from and used those as a template for their new world so it would seem more comfortable and familiar--hence all the ruins, shiny cities, and lava caves.
Is there an issue? Send a MessageReason:
Linked to the new page.


** The first ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' game was horrible about this. The whole Internet looked the same! Every area! Even the "scary" WWW-controlled areas! This made it rather easy to walk into the Undernet without knowing it until you suddenly get curbstomped by a scary-powerful group of viruses. Later games were better about this.

to:

** The first ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' game ''VideoGame/MegaManBattleNetwork1'' was horrible about this. The whole Internet looked the same! Every area! Even the "scary" WWW-controlled areas! This made it rather easy to walk into the Undernet without knowing it until you suddenly get curbstomped by a scary-powerful group of viruses. Later games were better about this.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* This is especially noticeable in the very first ''[[VideoGame/MegaMan1 Mega Man]]'', where rooms and even entire lengthy corridors are copy/pasted with reckless abandon. The worst offender by far is Wily Castle Stage 2, where barring enemy/item placement, the same exact screen layout is reused ''nine times'', and what's worse, '''''in three sets of three consecutive screens!'''''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Literature]]
* In ''Trent's Last Case'', Trent jokes that all English hotels have the same sitting-room:
-->Have you ever been in this room before, Cupples? I have, hundreds of times. It has pursued me all over England for years. I should feel lost without it if, in some fantastic, far-off hotel, they were to give me some other sitting-room. Look at this table-cover; there is the ink I spilt on it when I had this room in Halifax. I burnt that hole in the carpet when I had it in Ipswich. But I see they have mended the glass over the picture of “Silent Sympathy”, which I threw a boot at in Banbury.
[[/folder]]
Is there an issue? Send a MessageReason:
None


* Many free, open-source FPS take advantage of the already [=GPLed=][[note]]GPL stands for ''General Purpose License'', it's a license which requests a free, open-source software to be freely used, freely distributed, freely modifiable and the modifications to be freely distributable as well.[[/note]] maps:

to:

* Many free, open-source FPS take advantage of the already [=GPLed=][[note]]GPL stands for ''General Purpose Public License'', it's a license which requests a allows free, open-source software to be freely used, freely distributed, freely modifiable and the requires that any modifications to be made freely distributable as well.[[/note]] maps:
Is there an issue? Send a MessageReason:
None


** Both Fallout 3 and ''[[VideoGame/FalloutNewVegas New Vegas]]'' suffer from this trope a lot harder than you think, although Vegas tries harder to subvert it. Almost every interior corridor is yellow/blue or white with dirt marks everywhere, the same filing cabinets and desks are probably used more than any other object, identical metal boxes with nothing in them, doors are almost always wooden with 2 glass panels or the metal lever-opened kind and the wasteland itself.

to:

** Both Fallout 3 ''Fallout 3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'' suffer from this trope a lot harder than you think, although Vegas tries harder to subvert it. Almost every interior corridor is yellow/blue or white with dirt marks everywhere, the same filing cabinets and desks are probably used more than any other object, identical metal boxes with nothing in them, doors are almost always wooden with 2 glass panels or the metal lever-opened kind and the wasteland itself.



*** The Back to Earth special created corridors by shooting in the quarters and turning the camera to the wall.
*** The quarantine quarters in the episode, erm, Quarantine, is the normal bunk room with green panels over the top bunk and Holly monitor.
*** The Season VIII opener, Back in the Red, goes out of its way to invoke this by accurately replicating the original bunk room from the first two series, right down to the awful painted wood look... for a scene that couldn't have lasted more than five minutes!
*** Several episodes featured alternate, duplicated or otherwise parallel versions of familiar locations, allowing for the same sets to be given extra dressings for what is essentially the same location. Notable examples of this are in the Parallel Universe, Demons and Angels and Only the Good... episodes.

to:

*** The Back to Earth ''Recap/RedDwarfBackToEarth'' special created corridors by shooting in the quarters and turning the camera to the wall.
*** The quarantine quarters in the episode, erm, Quarantine, "[[Recap/RedDwarfSeasonVQuarantine Quarantine]]", is the normal bunk room with green panels over the top bunk and Holly monitor.
*** The Season VIII opener, "[[Recap/RedDwarfSeasonVIIIBackInTheRedPartI Back in the Red, Red]]", goes out of its way to invoke this by accurately replicating the original bunk room from the first two series, right down to the awful painted wood look... for a scene that couldn't have lasted more than five minutes!
*** Several episodes featured alternate, duplicated or otherwise parallel versions of familiar locations, allowing for the same sets to be given extra dressings for what is essentially the same location. Notable examples of this are in the "[[Recap/RedDwarfSeasonIIParallelUniverse Parallel Universe, Universe]]", "[[Recap/RedDwarfSeasonVDemonsAndAngels Demons and Angels Angels]]" and "[[Recap/RedDwarfSeasonVIIIOnlyTheGood Only the Good... Good...]]" episodes.
Is there an issue? Send a MessageReason:
None


*** Same for ''VideoGame/WonderBoy'', although the SMS version had a few exclusive stages with different environments, such as a waterfall and a gauntlet of erupting volcanoes.

to:

*** Same for ''VideoGame/WonderBoy'', ''VideoGame/WonderBoy1'', although the SMS version had a few exclusive stages with different environments, such as a waterfall and a gauntlet of erupting volcanoes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/GranblueFantasy'', the Fate Episodes are guilty of having near-identical background arts. Why would one character stand in the very same spot that another character stood in another episode? Why do some houses have similar interiors? All of these questions came from the usage of this trope.
Is there an issue? Send a MessageReason:
None


*** There are a mind-boggling 900 Korok puzzles in the overworld, but they fall into a relatively small number of categories[[note]]put the apple in the empty slot, pick all but 1 apple from one of 3 trees so they match, Magnesis the block to the right spot so two arrangements of cubes match, stand next to the pinwheel and shoot floating targets, throw a rock into a circle of stones, place a rock into the missing slot in a stone pattern (usually just a small circle), push a big rock down a hill into a hole, jump into a circle of plants in the water, go from the stump with a leaf on it to a glowing ring before time runs out[[/note]] and many of these are identical to others in the same category. Some Koroks aren't even hidden, you just have to run up to the weird glowing thing zooming around and press A, or climb a tree to get to it. This is forgivable, though, since there are, again, '''900''' of them, and they need to be easy to recognize so that HundredPercentCompletion-types have any chance of finding them all.

to:

*** There are a mind-boggling 900 Korok puzzles in the overworld, but they fall into a relatively small number of categories[[note]]put the apple in the empty slot, pick all but 1 apple from one of 3 trees so they match, Magnesis the block to the right spot so two arrangements of cubes match, Magnesis the iron ball into a hollow stump, stand next to the pinwheel and shoot floating targets, throw a rock into a circle of stones, place a rock into the missing slot in a stone pattern (usually just a small circle), push a big rock down a hill into a hole, look under the rock (quite a lot of rock-themed ones), melt a block of ice, jump into a circle of plants in the water, go from the stump with a leaf on it to a glowing ring before time runs out[[/note]] and many of these are identical to others in the same category. Some Koroks aren't even hidden, you just have to run up to the weird glowing thing zooming around and press A, or climb a tree to get to it. This is forgivable, though, since there are, again, '''900''' of them, and they need to be easy to recognize so that HundredPercentCompletion-types have any chance of finding them all.

Added: 1753

Changed: 725

Is there an issue? Send a MessageReason:
None


** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has the [[MiniDungeon Sheikah Shrines]]. Each and every one of the entrances is the exact same stone cave with ornamental TronLines. Furthermore, the "shrines" themselves are vast underground {{Magitek}} puzzle chambers with a minimalist angular architecture. While the layout is different in each shrine (aside from the numerous "tests of strength" which host the exact same battle against the exact same robot in the exact same arena), their walls, railings, platforms, doors, torches, and everything else look exactly alike. This is at least justified by the backstory: the Shrines were built in the distant past using highly advanced LostTechnology, so some degree of industrialized standardization was likely in effect.

to:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has the ''VideoGame/TheLegendOfZeldaBreathOfTheWild''
*** The
[[MiniDungeon Sheikah Shrines]]. Each and every one of the entrances is the exact same stone cave with ornamental TronLines. Furthermore, the "shrines" themselves are vast underground {{Magitek}} puzzle chambers with a minimalist angular architecture. While the layout is different in each shrine (aside from the numerous "tests of strength" which host the exact same battle against the exact same robot in the exact same arena), their walls, railings, platforms, doors, torches, and everything else look exactly alike. This is at least justified by the backstory: the Shrines were built in the distant past using highly advanced LostTechnology, so some degree of industrialized standardization was likely in effect.effect.
*** There are a mind-boggling 900 Korok puzzles in the overworld, but they fall into a relatively small number of categories[[note]]put the apple in the empty slot, pick all but 1 apple from one of 3 trees so they match, Magnesis the block to the right spot so two arrangements of cubes match, stand next to the pinwheel and shoot floating targets, throw a rock into a circle of stones, place a rock into the missing slot in a stone pattern (usually just a small circle), push a big rock down a hill into a hole, jump into a circle of plants in the water, go from the stump with a leaf on it to a glowing ring before time runs out[[/note]] and many of these are identical to others in the same category. Some Koroks aren't even hidden, you just have to run up to the weird glowing thing zooming around and press A, or climb a tree to get to it. This is forgivable, though, since there are, again, '''900''' of them, and they need to be easy to recognize so that HundredPercentCompletion-types have any chance of finding them all.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Lemmings}}'', about a third of the game is reused levels. (Technically, though, most such levels are reused before they're used the first time.)

to:

* In ''VideoGame/{{Lemmings}}'', about a third of the game is reused levels. (Technically, though, most such levels are reused before they're used the first time.time; this is also a JustifiedTrope, as typically the earliest version of the level exists to teach you the mechanic you need to use, and further iterations add extra complications and difficulty.)
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Speaking of ''Franchise/SuperSentai'', many locations across different seasons are reused and some appear in ''Franchise/KamenRider''. This includes the park scenes that are filmed in Hikarigoaka Park. Mountain Iwafune's mountains and valleys surrounded by green forests are used for the large location action scenes, and with gouges so the multiple actions scenes and explosions can be utilized more, although Super Sentai uses it far more than Kamen Rider, especially in their team-up specials. Saitama Super Arena's interior and exterior was frequently used in Kamen Rider productions, mostly notably in ''Series/KamenRiderW'' 's first episode, and in the two part beginning of ''Series/KamenRiderRyuki.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/RavenswordShadowlands'', there's quite a few buildings in the game, but only a couple interior designs, meaning that you'll be seeing the same locations a lot when entering buildings (right down to the furniture ''and the items on them'' being in the exact same spots).
Is there an issue? Send a MessageReason:
None


* ''WebAnimation/DSBTInsaniT'': A lot of backgrounds are reused between episodes, or just have small alterations made to them.

to:

* ''WebAnimation/DSBTInsaniT'': ''WebAnimation/DSBTInsaniT'' and ''WebAnimation/{{Dreamscape}}'': A lot of backgrounds are reused between episodes, or just have small alterations made to them.
Is there an issue? Send a MessageReason:
None


* You could count the number of different backgrounds used in an episode of ''WebAnimation/DSBTInsaniT'' and ''WebAnimation/{{Dreamscape}}'' on one hand!

to:

* You could count the number ''WebAnimation/DSBTInsaniT'': A lot of different backgrounds used in an episode of ''WebAnimation/DSBTInsaniT'' and ''WebAnimation/{{Dreamscape}}'' on one hand!are reused between episodes, or just have small alterations made to them.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/LimboOfTheLost'' offers a very literal interpretation of this trope: Nearly every single one of the game's prerendered background scenes is [[{{Plagiarism}} copied straight from elsewhere]], sometimes with some tweaking to try and cover it up, or placement of props that, once again, are reused.

to:

* ''VideoGame/LimboOfTheLost'' offers a very literal interpretation of this trope: Nearly every single one of the game's prerendered background scenes is [[{{Plagiarism}} [[UsefulNotes/{{Plagiarism}} copied straight from elsewhere]], sometimes with some tweaking to try and cover it up, or placement of props that, once again, are reused.
Is there an issue? Send a MessageReason:
None


** ''Every'' stage in the original ''Darius'', its PCEngine ports, and ''Darius R''.

to:

** ''Every'' stage in the original ''Darius'', its PCEngine UsefulNotes/PCEngine ports, and ''Darius R''.
Is there an issue? Send a MessageReason:
None


* While ''VideoGame/{{Miitopia}}'' tends to use unique backgrounds for its different regions, it still occasionally uses some recycled environments. The most glaring example is the [[spoiler:post-game dungeon Uncharted Galados]] which reuses the same assets that the Realm of the Fay.

to:

* While ''VideoGame/{{Miitopia}}'' tends to use unique backgrounds for its different regions, it still occasionally uses some recycled environments. The most glaring example is the [[spoiler:post-game dungeon Uncharted Galados]] which reuses the same assets that than the Realm of the Fay.
Is there an issue? Send a MessageReason:
None


* While ''VideoGame/{{Miitopia}}'' tends to use unique backgrounds for its different regions, it still uses some recycled environment. The most glaring example is the [[spoiler:post-game dungeon Uncharted Galados]] which reuses the same assets that the Realm of the Fay.

to:

* While ''VideoGame/{{Miitopia}}'' tends to use unique backgrounds for its different regions, it still occasionally uses some recycled environment.environments. The most glaring example is the [[spoiler:post-game dungeon Uncharted Galados]] which reuses the same assets that the Realm of the Fay.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* While ''VideoGame/{{Miitopia}}'' tends to use unique backgrounds for its different regions, it still uses some recycled environment. The most glaring example is the [[spoiler:post-game dungeon Uncharted Galados]] which reuses the same assets that the Realm of the Fay.
Is there an issue? Send a MessageReason:
None


** Then again, [[TheOtherRainforest Washington]] is very thickly forested in places, especially the western half, and opening shots establish Bright Falls as nestled deep in the mountains.

to:

** Then again, [[TheOtherRainforest [[UsefulNotes/TheOtherRainforest Washington]] is very thickly forested in places, especially the western half, and opening shots establish Bright Falls as nestled deep in the mountains.

Added: 332

Changed: 2311

Is there an issue? Send a MessageReason:
Elder Scrolls cleanup


* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIVOblivion'' has you visit the planes of Oblivion, unsurprisingly. There are 90 gates to Oblivion, but only 7 distinct maps. There's slight variation in the layout of the central towers, but not enough to shake the feelings of deja vu. The regular dungeons are also examples, though less blatant; they were procedurally generated before release (unlike the earlier ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and later ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', which have hand-crafted dungeons), and, as such, tend to feel pretty much the same.
** Oblivion is not the worst offender. ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' covers an area larger than Great Britain, and since the developers certainly weren't going to actually ''design'' all that area, most of it is randomly generated, and looks more or less the same. The random dungeons of ''Daggerfall'' are made by the computer by assembling sections of the main quest's dungeons. This results in dungeons where the walls and floor will suddenly change colour. Not to mention that the algorithms involved produce levels that resemble "mating octopi" according to at least one review and completing quests involving dungeons consists of either a) only completing quests where you find the item in the first room, b) spending hours combing the dungeon for the MacGuffin (which doesn't look any different than the rest of the dungeon trash), or c) using the cheat codes provided with the patch (largely because the developers realized [[ObviousBeta the game was unplayable without such codes]]) to cycle through the potential quest item locations.
** Of course, just because a dungeon is hand-crafted doesn't mean it's particularly ''unique''--in ''Skyrim'', once you've visited one Nordic ruin, you've pretty much visited them all.

to:

* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIVOblivion''
''Franchise/TheElderScrolls'' has you visit shifted all around this trope since its inception. To note:
** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' each cover a massive area, but rely exclusively on these (going hand in hand with RandomlyGeneratedLevels) to fill out their absolutely massive game worlds.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' shifts to
the planes opposite end of Oblivion, unsurprisingly. There the spectrum, being entirely hand-built but also being much smaller in scale. That said, cut and pasting is still popular in the dungeons.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' leans back toward it, with areas outside of towns and ''especially'' with Oblivion Gates. (There
are 90 gates to Oblivion, but only 7 distinct maps. There's slight variation in the layout of the central towers, but not enough to shake the feelings of deja vu. ) The regular dungeons are also examples, though less blatant; they were [[ProceduralGeneration procedurally generated generated]] before release (unlike the earlier ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and later release.
**
''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', which have hand-crafted dungeons), and, as such, tend to feel pretty much the same.
** Oblivion is not the worst offender. ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' covers an area larger than Great Britain, and since the developers certainly weren't
Skyrim]]'' skews away from it again, going back to actually ''design'' all that area, most of it is randomly generated, and looks more or less the same. The random dungeons of ''Daggerfall'' are made by the computer by assembling sections of the main quest's dungeons. This results in dungeons where the walls and floor will suddenly change colour. Not to mention that the algorithms involved produce levels that resemble "mating octopi" according to at least one review and completing quests involving dungeons consists of either a) only completing quests where you find the item in the first room, b) spending hours combing the dungeon for the MacGuffin (which doesn't look any different than the rest of the dungeon trash), or c) using the cheat codes provided a mostly hand-built world with the patch (largely because the developers realized [[ObviousBeta the game was unplayable without such codes]]) to cycle through the potential quest item locations.
** Of course, just because a dungeon is hand-crafted doesn't mean it's particularly ''unique''--in ''Skyrim'',
hand-built (though not necessarily ''unique'') dungeons, much like ''Morrowind'' before it. For example, once you've visited one Nordic ruin, you've pretty much visited them all.all. Only the layout really changes.
Is there an issue? Send a MessageReason:
None


*** ''VideoGame/HarmonyOfDissonance'' is worse about this, having a Castle A and B, with EXACTLY the same layout in both, just different graphics and enemies.

to:

*** ''VideoGame/HarmonyOfDissonance'' ''VideoGame/CastlevaniaHarmonyOfDissonance'' is worse about this, having a Castle A and B, with EXACTLY the same layout in both, just different graphics and enemies.
Is there an issue? Send a MessageReason:
None


* ''Videogame/{{Warframe}}'' uses tile-based randomly generated levels (with about a dozen tilesets). It can lead to oddities like walking through what appears to be the same room half a dozen times. Corpus tilesets are the biggest offender; the Corpus Ship and Corpus Outpost tilesets share many identical tiles.

to:

* ''Videogame/{{Warframe}}'' uses tile-based randomly generated levels (with about a dozen tilesets). It can lead to oddities like walking through what appears to be the same room half a dozen times. Corpus tilesets are the biggest offender; the Corpus Ship and Corpus Outpost tilesets share many identical tiles. Considering the Corpus rely heavily on mass-manufacturing, it does seem to make a certain amount of sense.
Is there an issue? Send a MessageReason:
None


* During development, one of Bungie's promotional points for ''VideoGame/{{Oni}}'' was that its buildings were designed by ''real architects'' for the player to fight through. The game ended up with a lot of Cut And Paste Environments because that's how real architecture ''works''.

to:

* During development, one of Bungie's promotional points for ''VideoGame/{{Oni}}'' was that its buildings were designed by ''real architects'' for the player to fight through. The game ended up with a lot of Cut And Paste Environments because that's [[RealityIsUnrealistic how real architecture ''works''.architecture]] ''[[RealityIsUnrealistic works]]''.

Top