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* In the ''VideoGame/MetalGear'' series, all the protagonists apparently stop time when considering their inventory, changing weapons or using items like Rations. Holding a shoulder button down to pause the game is a good way to take stock of the situation in an emergency. In the UsefulNotes/GameBoyColor game, weapons and items can only be equipped after first pausing the game.

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* In the ''VideoGame/MetalGear'' series, all the protagonists apparently stop time when considering their inventory, changing weapons or using items like Rations. Holding a shoulder button down to pause the game is a good way to take stock of the situation in an emergency. In the UsefulNotes/GameBoyColor Platform/GameBoyColor game, weapons and items can only be equipped after first pausing the game.



** The later [[UsefulNotes/NintendoGameCube GameCube]][=/=][[UsefulNotes/PlayStation2 PS2]][=/=]UsefulNotes/XBox game ''James Bond 007: VideoGame/EverythingOrNothing'' gives this a justification. In the game it's called "Bond Sense", and it not only slows down time and gives you the option of selecting a new gun, but it also gives you a set of handy targets indicating certain actions. The best example is in the final level. If you pan up while in Bond Sense right when you're being marauded by a bunch of {{Mooks}}, you'll see a target on a button high on the ceiling. Lock-on to and hit the target and you'll get to drop an enormous armored crate onto your enemies. Flatten a few enemies to achieve a Bond Moment.

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** The later [[UsefulNotes/NintendoGameCube GameCube]][=/=][[UsefulNotes/PlayStation2 PS2]][=/=]UsefulNotes/XBox [[Platform/NintendoGameCube GameCube]][=/=][[Platform/PlayStation2 PS2]][=/=]Platform/XBox game ''James Bond 007: VideoGame/EverythingOrNothing'' gives this a justification. In the game it's called "Bond Sense", and it not only slows down time and gives you the option of selecting a new gun, but it also gives you a set of handy targets indicating certain actions. The best example is in the final level. If you pan up while in Bond Sense right when you're being marauded by a bunch of {{Mooks}}, you'll see a target on a button high on the ceiling. Lock-on to and hit the target and you'll get to drop an enormous armored crate onto your enemies. Flatten a few enemies to achieve a Bond Moment.
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* The first VideoGame/{{Buffy|the Vampire Slayer}} game on XBOX had this, which combined with her not suffering a GameOver unless a (usually drawn out) FinishingMove is used, and the game is considerably easier with the ability to heal up.

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* The first VideoGame/{{Buffy|the Vampire Slayer}} game on XBOX ''VideoGame/BuffyTheVampireSlayer2002'' had this, which combined with her Buffy not suffering a GameOver unless a (usually drawn out) FinishingMove is used, and the game is considerably easier with the ability to heal up.
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** In ''VideoGame/MetalGearSolid3'', Snake can switch his camo, alter the contents of his backpack (placing the other items in some kind of always-accessible BagOfHolding), heal wounds, and eat things (all at the same time, if need be) instantly, since all these actions take place in a separate paused menu (the Survival Viewer).

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** In ''VideoGame/MetalGearSolid3'', ''VideoGame/MetalGearSolid3SnakeEater'', Snake can switch his camo, alter the contents of his backpack (placing the other items in some kind of always-accessible BagOfHolding), heal wounds, and eat things (all at the same time, if need be) instantly, since all these actions take place in a separate paused menu (the Survival Viewer).
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* Multiplayer sessions usually does not have MenuTimeLockout since it would be quite annoying for everyone you play with, but the game may have it in Single Player. In ''VideoGame/SaintsRowTheThird'', you may check your cellphone while you fight 10-or-so enemies, which pauses the game. However, if a friend joins you, suddenly the game unpauses while you're still on your phone. In that case, expect the results to be bloody.

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* Multiplayer sessions usually does do not have MenuTimeLockout since it would be quite annoying for everyone you play with, but the game may have it in Single Player. In ''VideoGame/SaintsRowTheThird'', you may check your cellphone while you fight 10-or-so enemies, which pauses the game. However, if a friend joins you, suddenly the game unpauses while you're still on your phone. In that case, expect the results to be bloody.
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* The ''VideoGame/LikeADragon'' / ''Yakuza'' series allows you to pause and access your inventory and learn new skills at almost any time you're in control of your character. This extends to battles, so if a tough enemy's got you down on the ropes, you can simply pause to eat a few meals and chug a few Toughness Z's, and also learn that new HEAT action you happen to have the money or EXP for just for good measure.
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[[AC:{{Literature}}]]
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* The first ''VideoGame/BaldursGate'' averted this: accessing the inventory screen was in real time, so if you were in a fight, your character would continue to hit and be hit. Even if you paused previously, the inventory un-paused the game game. The workaround was to play a "multiplayer" game with one character, which did have it. Because many players considered this a nuisance, [[VideoGame/BaldursGateII the second game]] did not do this, but wouldn't allow you to change armor while in a battle. Still, you could instantaneously swap weapons, potions, shields, helmets, and any other gear while paused.

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* The first ''VideoGame/BaldursGate'' averted this: accessing the inventory screen was in real time, so if you were in a fight, your character would continue to hit and be hit. Even if you paused previously, the inventory un-paused the game game. The workaround was to play a "multiplayer" game session with one character, which did have it. Because many players considered this a nuisance, [[VideoGame/BaldursGateII the second game]] ''VideoGame/BaldursGateII'' did not do this, but wouldn't allow you to change armor while in a battle. Still, you could instantaneously swap weapons, potions, shields, helmets, and any other gear while paused.
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* The first ''VideoGame/BaldursGate'' averted this; Accessing the inventory screen un-pauses a paused game. The workaround was to play a "multiplayer" game with one character, which did have it. Because many players considered this a nuisance, the second game did not do this, but wouldn't allow you to change armor while in a battle.

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* The first ''VideoGame/BaldursGate'' averted this; Accessing this: accessing the inventory screen un-pauses was in real time, so if you were in a fight, your character would continue to hit and be hit. Even if you paused previously, the inventory un-paused the game game. The workaround was to play a "multiplayer" game with one character, which did have it. Because many players considered this a nuisance, [[VideoGame/BaldursGateII the second game game]] did not do this, but wouldn't allow you to change armor while in a battle.battle. Still, you could instantaneously swap weapons, potions, shields, helmets, and any other gear while paused.
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*** The other games have assessed this. Searching through your pockets for the right item (or magic) led to many a player get killed (especially in the early-game before you get the Cure spell), and it was part of why the [[BonusBoss Phantom]] was difficult in ''VideoGame/KingdomHeartsI'' (as it more or less forced you to constantly open up the magic tab unless you brought Donald and let him do it, which would make it ''harder''). In later games starting with ''[[VideoGame/KingdomHeartsII II]]'', you can shortcut the items to a menu. This can be interpreted as the player character having these items ready ahead of time so they don't have to search in their pockets to find them.

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*** The other games have assessed this. Searching through your pockets for the right item (or magic) led to can leadto many a player get killed (especially in the early-game before you get the Cure spell), and it was it's part of why the [[BonusBoss [[{{Superboss}} Phantom]] was is difficult in ''VideoGame/KingdomHeartsI'' (as it more or less forced forces you to constantly open up the magic tab unless you brought Donald and let him do it, which would make makes it ''harder''). In later games starting with ''[[VideoGame/KingdomHeartsII II]]'', you can shortcut the items to a menu. This can be interpreted as the player character having these items ready ahead of time so they don't have to search in their pockets to find them.

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* The ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' series even does this when you use specific items (mostly using potions and other bottle-contents). Or play an instrument, open a chest, etc.
** Averted in ''VideoGame/TheLegendOfZeldaSkywardSword'' with the main weapons and potions, which are accessed by means of RealTimeWeaponChange.
* The cell phone menu from ''VideoGame/SilentHillShatteredMemories'' averted this. This makes trying to access the map while running away from the enemies ([[InvincibleBoogeyman you cannot fight them]]) rather frightening, especially since the lead character slows down whenever he's using his phone.
** The only place where this is even close to played straight is if you open up the detailed, full-screen map. In this case, you can keep walking while the map is up, and the monsters will keep following you, but they won't attack until you exit the screen. This is far from a reliable way to deal with them, though, since you're basically blinded and the levels are designed so that you have to exit the map at some point.

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* The ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' series even does this when you use specific items (mostly using potions and other bottle-contents). Or play an instrument, open a chest, etc.
**
etc. Averted in ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSkywardSword'' with the main weapons and potions, which are accessed by means of RealTimeWeaponChange.
* The cell phone menu from ''VideoGame/SilentHillShatteredMemories'' averted this. This makes trying to access the map while running away from the enemies ([[InvincibleBoogeyman you cannot fight them]]) rather frightening, especially since the lead character slows down whenever he's using his phone.
**
phone. The only place where this is even close to played straight is if you open up the detailed, full-screen map. In this case, you can keep walking while the map is up, and the monsters will keep following you, but they won't attack until you exit the screen. This is far from a reliable way to deal with them, though, since you're basically blinded and the levels are designed so that you have to exit the map at some point.
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* ''VideoGame/TormentedSouls:'' The game ''action'' pauses when you open the menu, but the game ''timer'' keeps on going. Be aware of the distinction if you want the Achievement for speed running the game.
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* Averted and both ''VideoGame/TheLastOfUs'' and ''VideoGame/TheLastOfUsPartII''. Crafting weapons and healing all take place in real-time, so you can be ambushed during those animation sequences; In ''Part II'', Clickers (blind Zombie enemies that need to be dodged with stealth) can even hear you opening your backpack/inventory if you are closeby on high difficulties. Workbench upgrades play this straight mostly, though there is one specific pre-scripted scenario in ''Part II'' where you’re ''ambushed from behind'' and forced into a fight. Also if you try to use one if you haven’t completely cleared out a section of enemies, you’re likely to get jumped.

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* Averted and in both ''VideoGame/TheLastOfUs'' and ''VideoGame/TheLastOfUsPartII''. Crafting weapons and healing all take place in real-time, so you can be ambushed during those animation sequences; In ''Part II'', Clickers (blind Zombie enemies that need to be dodged with stealth) can even hear you opening your backpack/inventory if you are closeby on high difficulties. Workbench upgrades play this straight mostly, though there is one specific pre-scripted scenario in ''Part II'' where you’re ''ambushed from behind'' and forced into a fight. Also if you try to use one if you haven’t completely cleared out a section of enemies, you’re likely to get jumped.
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* Completely averted in ''{{VideoGame/CryOfFear}}'' too.

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* %%* Completely averted in ''{{VideoGame/CryOfFear}}'' too.too. Add more context before uncommenting.%%
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** Goes to being played straight in ''VideoGame/SekiroShadowsDieTwice''. Since the game is a purely single-player experience, it doesn't facilitate a need for it. Unlike the ''Souls'' games, however, you can only carry a limited amount of each item until you rest and restock from storage.
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* ''VideoGame/GetInTheCarLoser'': Time is always flowing in combat, but the player can pause the combat, giving them the option to either run from the current battle or use items.

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* ''VideoGame/GetInTheCarLoser'': Time is always flowing in combat, but the The player can pause the combat, giving them the option to either run from the current access healing items in battle or use items.
by pressing the pause button, in case Sam's healing actions aren't enough.
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* ''VideoGame/GetInTheCarLoser'': Time is always flowing in combat, but the player can pause the combat, giving them the option to either run from the current battle or use items.

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