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* In ''VideoGame/ForzaHorizon 4'', the region of the UK where the Festival is set has no external road access, other than a barricaded bridge north of Edinburgh.



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* ''VideoGame/HighHell'' takes place on the top floors on skyscrapers, and there doesn't seem to be any "intended" way in or out for the staff. This is no obstacle for the protagonist, who breaks in by climbing to a balcony with a GrapplingHookPistol and breaks out by parachuting off the building.


* In ''Literature/TheHungerGames'', the arena where the Tributes compete is one of these, as [[spoiler:Katniss]] finds out when using some GenreSavvy to avoid combat.

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* In ''Literature/TheHungerGames'', the arena where the Tributes compete is one of these, as [[spoiler:Katniss]] finds out when using some GenreSavvy to avoid avoiding combat.


* Partially avoided in the ''VideoGame/GrandTheftAuto'' games, each of which features a vast and functional city, but normally the player begins the game restricted to a certain area of the city (due to [[BrokenBridge Closed Bridges]], BorderPatrol, etc.) and remains stuck there until certain missions have been completed. [[SolveTheSoupCans These missions rarely have anything to do with the reason for the obstruction]]. It is possible to [[SequenceBreaking find ways around the obstacles]], particularly after ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' introduced swimming, but this is generally discouraged. In the first two games, there was simply nothing but empty streets in the blocked off areas, whereas the later games would give you a high wanted rating. Also, most buildings, including public ones, are inaccessible.
** Often, there don't seem to be any roads leading into the city, blocked or not. However, there is a tunnel in Shoreside Vale in [[VideoGame/GrandTheftAuto3 the third game]] that's permanently blocked by an InsurmountableWaistHeightFence. Apparently, this is the only road into the city. The later games each have their cities built on islands in the middle of the ocean.
** The reason for this is that after GTA3, Rockstar decided they did not like having land that the player could not reach. So while in-game the Cities are portrayed as islands, in actuality they are meant to be connected to land. Also, on GTAIV's website, the picture of the city is much larger than the in-game city, confirming this.

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* Partially avoided in In the ''VideoGame/GrandTheftAuto'' games, each of which features a vast and functional city, but normally the player begins the game restricted to a certain area of the city (due to [[BrokenBridge Closed Bridges]], BorderPatrol, etc.) and remains stuck there until certain missions have been completed. [[SolveTheSoupCans These missions rarely have anything to do with the reason for the obstruction]]. It is possible to [[SequenceBreaking find ways around the obstacles]], particularly after ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' introduced swimming, but this is generally discouraged. In the first two games, there was simply nothing but empty streets in the blocked off areas, whereas the later games would give you a high wanted rating. Also, series, most buildings, including public ones, are inaccessible.
** Often, there
inaccessible. There also don't seem to be any roads leading into the city, blocked or not. However, there is a tunnel in Shoreside Vale in [[VideoGame/GrandTheftAuto3 [[VideoGame/GrandTheftAutoIII the third game]] that's permanently blocked by an InsurmountableWaistHeightFence. Apparently, this is the only road into the city. The later games each have their cities built on islands in the middle of the ocean.
**
ocean. The reason for this is that after GTA3, [=GTA3=], Rockstar decided they did not like having land that the player could not reach. So while in-game the Cities are portrayed as islands, in actuality they are meant to be connected to land. Also, on GTAIV's website, the picture of the city is much larger than the in-game city, confirming this.



[[folder: Platformers ]]

* ''VideoGame/JakIIRenegade'' suffers from this: you can't get to various parts of [[spoiler: Haven City]] before you get the appropriate permit.

[[/folder]]


** This is actually pretty common in ''Franchise/ShinMegamiTensei'' games, dating back to [[ShinMegamiTenseiI the first one]], where thanks to a coup d'etat instituting martial law and an invasion by the American army, most of Tokyo is out of bounds to you until AfterTheEnd.

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** This is actually pretty common in ''Franchise/ShinMegamiTensei'' games, dating back to [[ShinMegamiTenseiI [[VideoGame/ShinMegamiTenseiI the first one]], where thanks to a coup d'etat instituting martial law and an invasion by the American army, most of Tokyo is out of bounds to you until AfterTheEnd.



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* The first segment of ''VideoGame/GrimFandango'' is set in the city of El Marrow, but the only parts of the city that are actually accessible are the building where Manny works and the street and alleyway immediately outside; the rest of the street, and access to the rest of the city, is blocked off for the city's annual Día de Muertos festivities.


* Also appears in ''Film/TheTrumanShow'', for obvious reasons.


* ''VideoGame/{{Half-Life 2}}'' uses a variant of {{Invisible Wall}}s (which are actually visible forcefields), and - in one city - also the rubble and ruins approach. Also, in the Ravenholm level the maps are hedged in by wooden barriers presumably built to keep the zombies at bay or in one area (though some of them could probably just jump over them anyways).

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* ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' uses a variant of {{Invisible Wall}}s (which are actually visible forcefields), and - in one city - also the rubble and ruins approach. Also, in the Ravenholm level the maps are hedged in by wooden barriers presumably built to keep the zombies at bay or in one area (though some of them could probably just jump over them anyways).


* The ''Franchise/SilentHill'' games are an interesting example. In the [[VideoGame/SilentHill1 first]] [[SilentHill2 two]] games the town is fairly wide open, but parts of it are blocked off by large crevasses and, later, construction sites. While still a Gateless Ghetto, this gave the town a more open and organic feel than, say, the Raccoon City of the early ''Franchise/ResidentEvil'' titles.

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* The ''Franchise/SilentHill'' games are an interesting example. In the [[VideoGame/SilentHill1 first]] [[SilentHill2 [[VideoGame/SilentHill2 two]] games the town is fairly wide open, but parts of it are blocked off by large crevasses and, later, construction sites. While still a Gateless Ghetto, this gave the town a more open and organic feel than, say, the Raccoon City of the early ''Franchise/ResidentEvil'' titles.



* In Shattered Memories, the inaccessible areas are blocked off by massive snowbanks.

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* In Shattered Memories, ''VideoGame/SilentHillShatteredMemories'', the inaccessible areas are blocked off by massive snowbanks.


* In most towns and villages in the various Monster Hunter games, you can only visit a single street or square, while you can see the rest of the town in the background but never visit it.

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* In most towns and villages in the various Monster Hunter ''VideoGame/MonsterHunter'' games, you can only visit a single street or square, while you can see the rest of the town in the background but never visit it.


* The ''Franchise/SilentHill'' games are an interesting example. In the [[SilentHill1 first]] [[SilentHill2 two]] games the town is fairly wide open, but parts of it are blocked off by large crevasses and, later, construction sites. While still a Gateless Ghetto, this gave the town a more open and organic feel than, say, the Raccoon City of the early ''Franchise/ResidentEvil'' titles.

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* The ''Franchise/SilentHill'' games are an interesting example. In the [[SilentHill1 [[VideoGame/SilentHill1 first]] [[SilentHill2 two]] games the town is fairly wide open, but parts of it are blocked off by large crevasses and, later, construction sites. While still a Gateless Ghetto, this gave the town a more open and organic feel than, say, the Raccoon City of the early ''Franchise/ResidentEvil'' titles.


* Partially avoided in the ''VideoGame/GrandTheftAuto'' games, each of which features a vast and functional city, but normally the player begins the game restricted to a certain area of the city (due to [[BrokenBridge Closed Bridges]], BorderPatrol, etc.) and remains stuck there until certain missions have been completed. [[SolveTheSoupCans These missions rarely have anything to do with the reason for the obstruction]]. It is possible to [[SequenceBreaking find ways around the obstacles]], particularly after ''San Andreas'' introduced swimming, but this is generally discouraged. In the first two games, there was simply nothing but empty streets in the blocked off areas, whereas the later games would give you a high wanted rating. Also, most buildings, including public ones, are inaccessible.
** Often, there don't seem to be any roads leading into the city, blocked or not. However, there is a tunnel in Shoreside Vale in the third game that's permanently blocked by an InsurmountableWaistHeightFence. Apparently, this is the only road into the city. The later games each have their cities built on islands in the middle of the ocean.

to:

* Partially avoided in the ''VideoGame/GrandTheftAuto'' games, each of which features a vast and functional city, but normally the player begins the game restricted to a certain area of the city (due to [[BrokenBridge Closed Bridges]], BorderPatrol, etc.) and remains stuck there until certain missions have been completed. [[SolveTheSoupCans These missions rarely have anything to do with the reason for the obstruction]]. It is possible to [[SequenceBreaking find ways around the obstacles]], particularly after ''San Andreas'' ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' introduced swimming, but this is generally discouraged. In the first two games, there was simply nothing but empty streets in the blocked off areas, whereas the later games would give you a high wanted rating. Also, most buildings, including public ones, are inaccessible.
** Often, there don't seem to be any roads leading into the city, blocked or not. However, there is a tunnel in Shoreside Vale in [[VideoGame/GrandTheftAuto3 the third game game]] that's permanently blocked by an InsurmountableWaistHeightFence. Apparently, this is the only road into the city. The later games each have their cities built on islands in the middle of the ocean.


* Many ''Franchise/TalesSeries'' games, especially ''VideoGame/TalesOfVesperia'', allow you to see in the background unvisitable parts of the towns and cities.

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* Many ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' games, especially ''VideoGame/TalesOfVesperia'', allow you to see in the background unvisitable parts of the towns and cities.

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** Episodes 1 and 3, set in Los Angeles, follow this trope; the very first level ("Hollywood Holocaust"), for instance, is set around a movie theater whose both doors lead to the same walled-in street section, which has no exits or even doors to other buildings.

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