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* {{Exaggerated|Trope}} in ''VideoGame/BarneysHideAndSeekGame'': Barney absolutely refuses to walk off a cliff or take a jump he doesn't think he'll make, holding up a stop sign and saying "Stop! Wait til it's safe." It's not supposed to be possible to get around this, but with ''very'' careful positioning you can get Barney to actually fall in a BottomlessPit.
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Spelling/grammar fix(es)


* ''VideoGame/MetalSlug'', starting from ''2'' onwards, have an additional animation for players where if they're dangerously close to an edge with a fatal drop, they'll precariously dangle over the other side in an unsteady manner.

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* ''VideoGame/MetalSlug'', starting from ''2'' onwards, onward, have an additional animation for players where if they're dangerously close to an edge with a fatal drop, they'll precariously dangle over the other side in an unsteady manner.



** In ''VideoGame/ShadowTheHedgehog'', this is played with--if you're running into a cliff at full speed, Shadow will stop and tumble a bit before standing upright. If you're thrown at the cliff and are unable to stop (ie hitting a spring or driving to the edge) he'll just fly off.

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** In ''VideoGame/ShadowTheHedgehog'', this is played with--if you're running into a cliff at full speed, Shadow will stop and tumble a bit before standing upright. If you're thrown at the cliff and are unable to stop (ie (I.e. hitting a spring or driving to the edge) he'll just fly off.



* ''TabletopGame/DungeonsAndDragonsFourthEdition'': When a creature is affected by a forced-movement effect, such as a bull rush or a telekinesis spell, and the effect would move them off a precipice, they get an extra saving throw to attempt to catch themself at the edge and end the effect prematurely.

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* ''TabletopGame/DungeonsAndDragonsFourthEdition'': When a creature is affected by a forced-movement effect, such as a bull rush or a telekinesis spell, and the effect would move them off a precipice, they get an extra saving throw to attempt to catch themself themselves at the edge and end the effect prematurely.
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* In ''VideoGame/{{Stray}}'', ledges can only be walked off for the smallest of falls. Otherwise the only way to descend from a ledge is if a valid destination is within range, which will trigger a jump prompt to appear.

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* In ''VideoGame/{{Stray}}'', ''VideoGame/{{Stray|2022}}'', ledges can only be walked off for the smallest of falls. Otherwise the only way to descend from a ledge is if a valid destination is within range, which will trigger a jump prompt to appear.
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* ''VideoGame/{{Bug}}'' has this, on platforms with edge "borders". You can't walk or jump off a bordered side of a platform, unless you did a high jump (via a spring, or by GoombaSpringboard).

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* ''VideoGame/{{Bug}}'' ''VideoGame/{{Bug|1995}}'' has this, on platforms with edge "borders". You can't walk or jump off a bordered side of a platform, unless you did a high jump (via a spring, or by GoombaSpringboard).
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** Tomb Raider games made after the developer change (''[[VideoGame/TombRaiderLegend Legend]]'', ''Anniversary'', ''Underworld'') will have Lara spin around and hang after running off an edge. Even if you want to drop from a height that wouldn't hurt her (much), she will cling to any available ledge like a lifeline; a lifesaver at times, but often results in ''CameraScrew''.

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** Tomb Raider games made after the developer change (''[[VideoGame/TombRaiderLegend Legend]]'', ''Anniversary'', ''Underworld'') will have Lara spin around and hang after running off an edge. Even if you want to drop from a height that wouldn't hurt her (much), she will cling to any available ledge like a lifeline; a lifesaver at times, but often results in ''CameraScrew''.issues.
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** ''VideoGame/TheLegendOfZeldaLinksAwakening'' has a variation. If Link steps over the border between a solid tile and a falling hazard (holes and water), he'll start slipping towards the hole, but be able to struggle back to solid ground. The further over the hazard, the harder it is to get back. Using the Roc's Feather during the slip will make getting back easier. Taking advantage of this allowed a lot of SequenceBreaking in the original, but it was tightened up for the ''DX'' UpdatedReRelease to fix an UnintentionallyUnwinnable flaw.

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Unnecessary double bullet.


* ''VideoGame/AnimalCrossing'' series has Edge Gravity for player characters but not for snowballs.
** Or sports balls, such as the kind you may be trying to take to a neighbor, possibly over a ''bowed bridge''.

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* ''VideoGame/AnimalCrossing'' series has Edge Gravity for player characters but not for snowballs.
**
snowballs. Or sports balls, such as the kind you may be trying to take to a neighbor, possibly over a ''bowed bridge''.

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* ''VideoGame/PAYDAYTheHeist'' has the Diamond Heist mission take place in a tall building and at several points in the level, you go to the roof and you can also see SWAT teams climb up the building and climb over the ledge to reach the roof. However, you can't fall off the building on the roof or through the broken windows inside no matter how much you try to thanks to an InvisibleWall.

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* ''VideoGame/PAYDAYTheHeist'' has the ''VideoGame/PAYDAYTheHeist'':
** The
Diamond Heist mission take takes place in a tall building and at several points in the level, you go to the roof and you can also see SWAT teams climb up the building and climb over the ledge to reach the roof. However, you can't fall off the building on the roof or through the broken windows inside no matter how much you try to thanks to an InvisibleWall.



* ''VideoGame/VermintideII'': Even if you take a running jump off a ledge, you somehow catch yourself and hang there, helpless but able to be rescued by a teammate before you fall. A few effects can bypass this, like being PunchedAcrossTheRoom by a rat-ogre.



* A weird non-video game example occurs in ''Film/XMenOriginsWolverine'' during the climatic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide-though considering that the characters are immune to falls, it wouldn't really matter.

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* A weird non-video game example occurs in ''Film/XMenOriginsWolverine'' during the climatic climactic battle on the top of the coolant tower. Punched, kicked, tripped, backdropped and ''blown up'', characters always land on the top of the wall, which is less than a meter wide-though considering that the characters are immune to falls, it wouldn't really matter.
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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''VideoGame/MetalGearSolid3SnakeEater'' have a similar system. If the player character dives or rolls off the edge they will fall, but if they run or walk off, they will grab the edge and hang there. Irritatingly, certain traps are made [[FakeDifficulty by changing the Edge Gravity of a given set of floor]]...

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* ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''VideoGame/MetalGearSolid3SnakeEater'' have a similar system. ''VideoGame/MetalGearSolid3SnakeEater'': If the player character dives or rolls off the edge they will fall, but if they run or walk off, they will grab the edge and hang there. Irritatingly, certain traps are made [[FakeDifficulty by changing the Edge Gravity of a given set of floor]]...



* ''VideoGame/AssassinsCreedI'' provided you with just about every conceivable option. Walking to an edge (generally) made Altair stop. Running to an edge made him visibly teeter and either regain his balance or grab onto the edge. Specifying the LeParkour mode would make him leap off the edge without hesitation -- hopefully to a platform or handhold.

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* ''VideoGame/AssassinsCreedI'' provided provides you with just about every conceivable option. Walking to an edge (generally) made makes Altair stop. Running to an edge made makes him visibly teeter and either regain his balance or grab onto the edge. Specifying the LeParkour mode would make makes him leap off the edge without hesitation -- hopefully to a platform or handhold.
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* In ''VideoGame/PiratesTheLegendOfTheBlackBuccaneer'', standing near edges of platforms and ledges will have your character dangling precariously while trying to keep his balance.
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It's not as easy as it looks. Reasonable though it may seem, it's actually very very hard to step off of an edge. It's something that the human body has an autonomic aversion to doing, as it requires moving your center of gravity out in front of your feet. Which means that it is, in fact, ''[[RealityIsUnrealistic unrealistic]]'' for it to be trivially easy to walk off a cliff.

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It's not as easy as it looks. Reasonable though it may seem, it's actually very very hard to step off of an edge. It's something that the human body has an autonomic aversion to doing, as it requires moving your center of gravity out in front of your feet. Which means that it is, in fact, ''[[RealityIsUnrealistic unrealistic]]'' for it to be trivially easy to walk off a cliff.
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Someone had a bad day when writing this example


** In ''VideoGame/TheLegendOfZeldaSpiritTracks'', you are actually attracted to lethally empty voids, and approaching any edges in the game is a mortally bad idea. Unless you want to jump to a different platform, which is only accomplished by running at the edge at high speed. Yeah, it's pretty dumb.

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** In ''VideoGame/TheLegendOfZeldaSpiritTracks'', you are actually attracted to lethally empty voids, and approaching any edges in the game is a mortally bad idea. Unless you want to jump to a different platform, which is only accomplished by running at the edge at high speed. Yeah, it's pretty dumb.
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* In ''VideoGame/{{Stray}}'', ledges can only be walked off for the smallest of falls. Otherwise the only way to descend from a ledge is if a valid destination is within range, which will trigger a jump prompt to appear.
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* ''VideoGame/ElectronicPopple'' have characters, both you and mooks, teetering and trying to maintain balance when near the edge of a cliff or pitfall.
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* In ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'', if your character steps off a ledge or something similar, (s)he will dangle off the ledge for a period of time; getting back up on the surface requires a teammate to help you up. This period only lasts for a certain amount of time, however. If no help is offered before that time runs out, you fall and die. However, if you go really far over an edge, such as a long jump off the side or being tossed/knocked off by a Tank, it's an instant fall and instant death.

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* In ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'', if your character steps off a ledge or something similar, (s)he they will dangle off the ledge for a period of time; getting back up on the surface requires a teammate to help you up. This period only lasts for a certain amount of time, however. If no help is offered before that time runs out, you fall and die. However, if you go really far over an edge, such as a long jump off the side or being tossed/knocked off by a Tank, it's an instant fall and instant death.
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* ''VideoGame/MetalSlug'', starting from ''2'' onwards, have an additional animation for players where if they're dangerously close to an edge with a fatal drop, they'll precariously dangle over the other side in an unsteady manner.

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Made Prince of Persia entry more expansive


** The same thing was done back in ''VideoGame/PrinceOfPersia1''.


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* In the original ''VideoGame/PrinceOfPersia1'', if you walk (by holding Shift) over the edge of a drop, the titular character will stumble slightly and back off, as if the game is asking "are you sure?", since doing it again will cause the prince to step into the abyss. Running over the edge doesn't have this restriction.
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* ''VideoGame/JerseyDevil'' has one of the strangest examples of this in video game history, where their attempt to do this actually ends up ''averting'' it. If you approach the edge of a ledge, Jersey Devil will do a tiny little hop forward: the hop is too small to be of any use, and often it can screw up your attempts to ''properly'' jump off an edge. Naturally, it's a gigantic ScrappyMechanic.
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typo


* In ''VideoGame/BlackDesertOnline'', your character will teeter over edges for a moment before walking off, even if you're sprinting. Enforced if you're riding a [[ScrappyMechanic horse that knows the Caution skill]]; they will adamantly refuse to walk off any ledge that will inflict even a scrath worth of fall damage, meaning that if you ''really'' want to get your horse down that cliff, you'll have to take a flying leap and take a lot of fall damage, rather than shimmy down the cliff at an angle and take a few scratches worth.

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* In ''VideoGame/BlackDesertOnline'', your character will teeter over edges for a moment before walking off, even if you're sprinting. Enforced if you're riding a [[ScrappyMechanic horse that knows the Caution skill]]; they will adamantly refuse to walk off any ledge that will inflict even a scrath scratch worth of fall damage, meaning that if you ''really'' want to get your horse down that cliff, you'll have to take a flying leap and take a lot of fall damage, rather than shimmy down the cliff at an angle and take a few scratches worth.
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[[AC:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragonsFourthEdition'': When a creature is affected by a forced-movement effect, such as a bull rush or a telekinesis spell, and the effect would move them off a precipice, they get an extra saving throw to attempt to catch themself at the edge and end the effect prematurely.

[[AC:Real Life]]
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* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''VideoGame/SilentHill3'' where Heather will sometimes stop and teeter at the edge of a BottomlessPit, but other times lose her balance and drop to her death[[note]]the strength of it is dependent on the difficulty setting: in Easy it's almost impossible to fall off; on hard [[HarderThanHard or higher]], the edge of the floor might as well be coated in vaseline[[/note]]. Good way to skip the opening nightmare sequence if you're that kind of person.

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* The eerie alternate world of ''Franchise/SilentHill'' is loaded with cutaway floors that are impossible to fall through. This was averted in ''VideoGame/SilentHill3'' where Heather will sometimes stop and teeter at falling into a BottomlessPit is now a threat with game mechanics designed around it. As per the edge of a BottomlessPit, but other times lose her balance and drop instruction manual, holding R2 to her death[[note]]the strength of walk around with your weapon raised (referred to as "Caution mode") also makes it is dependent on the difficulty setting: in Easy it's almost impossible to fall off; on hard [[HarderThanHard or higher]], off a pit unless an enemy happens to attack you and knock you off while you're at the edge, and there's even a puzzle later in the game expects you to know about this. If you accidentally walk up to the edge of a pit you'll have a short window to press the floor might as well be coated in vaseline[[/note]]. Good way other direction to skip recover your balance, with the opening nightmare sequence if window being tied to the difficulty you're that kind of person.playing on.
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* Followed to the point in ''VideoGame/FinalFantasyCrystalChronicles: The Crystal Bearers'' when the player tries to run Layle off a cliff to a fatal drop; he will fall for a bit then use his gravity-bending powers to pull himself back up from the last thing he fell off of.

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* Followed to the point in ''VideoGame/FinalFantasyCrystalChronicles: The Crystal Bearers'' ''VideoGame/FinalFantasyCrystalChroniclesTheCrystalBearers'' when the player tries to run Layle off a cliff to a fatal drop; he will fall for a bit then use his gravity-bending powers to pull himself back up from the last thing he fell off of.
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* In SSX for the Xbox 360 and [=PS3=]. If you're moving toward a bottomless pit that's off the beaten path, the player character will deliberately resist your control and try to steer away. You'd better listen to them.

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* In SSX ''VideoGame/{{SSX}}'' for the Xbox 360 and [=PS3=]. If you're moving toward a bottomless pit that's off the beaten path, the player character will deliberately resist your control and try to steer away. You'd better listen to them.

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