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* In Russian voxel-based shooter ''[[{{VideoGame/ZAR}} ZAR,]]'' almost every weapon will make permanent dents, craters or trenches where it hits ground, useful for creating cover since you can't usually survive without it.

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* In the Russian voxel-based shooter ''[[{{VideoGame/ZAR}} ZAR,]]'' ''VideoGame/{{ZAR}}'', almost every weapon will make permanent dents, craters craters, or trenches where it hits ground, useful for creating cover since you can't usually survive without it.
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* ''VideoGame/TheFinals'' shakes up its standard competitive design with arenas where everything can be destroyed. Sledgehammers and explosives can punch holes in walls and floors, fires can spread and consume their surroundings, and entire buildings can be brought to the ground once they become structurally compromised, with every piece of debris being simulated server-side so that every player experiences it the same way. Suffice to say, this level of destruction allows for clever ways to bypass enemy defenses and adds an element of unpredictability to every match.
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* In ''Star Fighter'', a flying simulator for 3DO, RISC OS, and UsefulNotes/PlayStation, you can destroy nearly anything, burn trees and melt ground with your lasers.

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* In ''Star Fighter'', a flying simulator for 3DO, RISC OS, and UsefulNotes/PlayStation, Platform/PlayStation, you can destroy nearly anything, burn trees and melt ground with your lasers.
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* By nature of being a Minecraft minigame, ''VideoGame/TripleTakedown'' can and does take advantage of this. Several characters thrive on this. If the arena doesn't look like over-aged Swiss cheese by the end, you're either doing something wrong, or everyone is only using melee-focused characters.
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[[folder:Platform Game]]
* ''VideoGame/BangOnBallsChronicles'': Almost every single prop in the environment can be destroyed by a dash or GroundPound attack, though there's no benefit to doing so other than the CatharsisFactor.
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* ''VideoGame/MetalWarriors'': Levels are filled with destructible walls and floors, some of which require heavy weapons to destroy and others will break under your weight.
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* ''VideoGame/{{Rengoku}}'': The second game introduces a lot of destructable obstacles like crates, pillars and sliding doors.
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* Most of the scenery in ''VideoGame/MedalOfHonor: Allied Assault'''s tank level is destroyable, except for the remains of buildings you already blew up. The rest of the game inverts the trope: you can't so much as knock over a bottle.

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* Most of the scenery in ''VideoGame/MedalOfHonor: Allied Assault'''s tank level is destroyable, except for the remains of buildings you already blew up. The rest of the game inverts the trope: other than shooting oil barrels and making their contents leak out, you can't so much as knock over a bottle.
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Changed usages if he and his to they and their


* ''VideoGame/{{EndWar}}'' requires the player to keep his infantry in cover if he wants them to survive - Artillery and Tanks can blow up cover with enough time and effort, though, which is lethal to whatever might be hiding inside.

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* ''VideoGame/{{EndWar}}'' requires the player to keep his their infantry in cover if he wants they want them to survive - Artillery and Tanks can blow up cover with enough time and effort, though, which is lethal to whatever might be hiding inside.
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* In ''VideoGame/{{Noita}}'', ''every pixel'' is simulated and can be affected by the player character's weapons.

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someone had made a Strategy section that was for some reason different from Real Time Strategy or Turn-Based Strategy. I deleted it and put Xcom, the only example, under Turn Based where it belongs.


[[folder:Strategy]]
* With heavy enough weaponry, one could destroy almost ''anything'' in the ''VideoGame/{{XCOM}}'' series of games. Buildings, fences, walls, space ships, corpses, you name it. Especially impressive considering the first one was released in 1994. In ''Videogame/XCOM2'', units will take fall damage if you blow out floors from underneath them. It's not unusual for entire city blocks to be reduced to rubble when XCOM shows up. Or just from the idle patrol routes of the ADVENT HumongousMecha, which goes ''through'' obstacles rather than ''around''.
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* With heavy enough weaponry, one could destroy almost ''anything'' in the ''VideoGame/{{XCOM}}'' series of games. Buildings, fences, walls, space ships, corpses, you name it. Especially impressive considering the first one was released in 1994. In ''Videogame/XCOM2'', units will take fall damage if you blow out floors from underneath them. It's not unusual for entire city blocks to be reduced to rubble when XCOM shows up. Or just from the idle patrol routes of the ADVENT HumongousMecha, which goes ''through'' obstacles rather than ''around''.
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* ''VideoGame/{{Broforce}}'': any structure that is held up by supports (and not just scenery) will collapse as soon as you upset them. This causes all sorts of mayhem, as what falls down is not always innocuous - large blocks will splat your characters, explosive barrels will blow up, gas tanks will be ignited... et cetera. On the plus side, the bad guys are vulnerable to the same damage...

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* ''VideoGame/{{Broforce}}'': any structure that is held up by supports (and not just scenery) will collapse as soon as you upset them. This causes all sorts of mayhem, as what falls down is not always innocuous - large blocks will splat your characters, explosive barrels will blow up, gas tanks will be ignited... et cetera. On the plus side, the bad guys are vulnerable to the same damage...
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* ''Everything'' (well, except unique items and stairs) in ''Videogame/DoomTheRoguelike'' can be destroyed, as soon as you get your hands on the rocket launcher. And if you set off a nuke, the ''whole level'' becomes erased of everything, including you ([[spoiler:unless you are invulnerable when it goes off]]).

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* ''Everything'' (well, except unique items and stairs) in ''Videogame/DoomTheRoguelike'' ''Videogame/{{DRL}}'' can be destroyed, as soon as you get your hands on the rocket launcher. And if you set off a nuke, the ''whole level'' becomes erased of everything, including you ([[spoiler:unless you are invulnerable when it goes off]]).
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* ''VideoGame/{{Minecraft}}''. Everything, from walls to dirt to solid rock can be broken. The only substances that doesn't count are fluids (like water and [[ConvectionSchmonvection lava]]) and [[MadeOfIndestructium bedrock]].

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* ''VideoGame/{{Minecraft}}''. Everything, from walls to dirt to solid rock can be broken. The only substances that doesn't don't count are fluids (like water and [[ConvectionSchmonvection lava]]) and [[MadeOfIndestructium bedrock]].
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* Simultaneously downplayed ''and'' exaggerated by ''VideoGame/Control''. The game takes place in a mid-century office building -- with desks, computers, chairs and filing cabinets -- that is being taken over by a supernatural entity called the Hiss. PlayerCharacter Jesse Faden not only has a [[SwissArmyWeapon Swiss-Army Gun]] that can change firing modes and regenerates ammo automatically, she has [[PsychicPowers telekinesis]] and can pick up ''all'' of those objects and fling them at the enemy, bathing them in splinters, explosions and showers of paper (and framerate lags as the game engine tries to keep up with the particle effects). You can't actually smash your way through walls, but the sheer amount of destructible environmental objects, and resulting physics moments as they bounce off each other, more than makes up for it.

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* Simultaneously downplayed ''and'' exaggerated by ''VideoGame/Control''.''VideoGame/{{Control}}''. The game takes place in a mid-century office building -- with desks, computers, chairs and filing cabinets -- that is being taken over by a supernatural entity called the Hiss. PlayerCharacter Jesse Faden not only has a [[SwissArmyWeapon Swiss-Army Gun]] that can change firing modes and regenerates ammo automatically, she has [[PsychicPowers telekinesis]] and can pick up ''all'' of those objects and fling them at the enemy, bathing them in splinters, explosions and showers of paper (and framerate lags as the game engine tries to keep up with the particle effects). You can't actually smash your way through walls, but the sheer amount of destructible environmental objects, and resulting physics moments as they bounce off each other, more than makes up for it.
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* Simultaneously downplayed ''and'' exaggerated by ''VideoGame/Control''. The game takes place in a mid-century office building -- with desks, computers, chairs and filing cabinets -- that is being taken over by a supernatural entity called the Hiss. PlayerCharacter Jesse Faden not only has a [[SwissArmyWeapon Swiss-Army Gun]] that can change firing modes and regenerates ammo automatically, she has [[PsychicPowers telekinesis]] and can pick up ''all'' of those objects and fling them at the enemy, bathing them in splinters, explosions and showers of paper (and framerate lags as the game engine tries to keep up with the particle effects). You can't actually smash your way through walls, but the sheer amount of destructible environmental objects, and resulting physics moments as they bounce off each other, more than makes up for it.
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* ''VideoGame/OtogiMythOfDemons'' was one of the first games to [[CrowningMomentOfAwesome let you level an entire building with a swing of your sword.]]

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* ''VideoGame/OtogiMythOfDemons'' was one of the first games to [[CrowningMomentOfAwesome [[SugarWiki/MomentOfAwesome let you level an entire building with a swing of your sword.]]
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* ''Franchise/RedFaction: Guerrilla'', in contrast to the original game, doesn't have destructible ground. However, the structural integrity of buildings actually matters, and buildings would simply collapse when the designers put them into the game world [[ArtistsAreNotArchitects before hiring architects to design them]].

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* ''Franchise/RedFaction: Guerrilla'', ''VideoGame/RedFactionGuerrilla'', in contrast to the original game, doesn't have destructible ground. However, the structural integrity of buildings actually matters, and buildings would simply collapse when the designers put them into the game world [[ArtistsAreNotArchitects before hiring architects to design them]].
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* ''Franchise/RedFaction'''s engine allows for 100% destructible environments, and had a physics simulator that can deal with the resulting chunks going everywhere. The early levels let you carve freely through the rock like a 3D version of ''VideoGame/{{Worms}}'', leaving no safe place for campers in multiplayer maps. Sadly, its level design all but completely ignores this potential, and the game was also passed over by the [[GameMod modding community]].

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* ''Franchise/RedFaction'''s ''VideoGame/RedFaction'''s engine allows for 100% destructible environments, and had a physics simulator that can deal with the resulting chunks going everywhere. The early levels let you carve freely through the rock like a 3D version of ''VideoGame/{{Worms}}'', leaving no safe place for campers in multiplayer maps. Sadly, its level design all but completely ignores this potential, and the game was also passed over by the [[GameMod modding community]].

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