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Rune Factory 3 Addidtion

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* Subverted in [[RuneFactory3 ''Rune Factory 3'']] quite cruelly. During the normal game using the Quick Menu feature makes time stand still giving you as much time as you need to pick items, change weapons and any other equipment. However during the BrutalBonusLevel you don't have such luxury having to carefully sort you recovery items or else you WILL NOT have enough time to eat them before the enemies or simply the boss pummel you to death which most of times is brutal and fast enough and oh, you don't get the full pause menu there so don't even think about trying it.
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Added Just Cause 2 and Test Drive Unlimited 2

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* Averted in {{Just Cause 2}}. When defusing a bomb or "removing" someone from a vehicle, time continues on around you, and you can/will get shot at.
* Unintentionally averted in Steam versions of {{Test Drive Unlimited 2}}. Opening the Steam overlay results in the game continuing behind the overlay. Not good if you are doing those damn licence test and someone decides they want to talk to you.

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Menus are the most common place for this to occur, but it often happens with certain other types of interactions. For instance, lock picking frequently gets done as a HackingMinigame. In these cases, you may also be able to get this trope if you are able to play this to your advantage. You also very often get something similar with dialogue, but the player is normally locked into the dialogue and unable to do anything, See TalkingIsAFreeAction for details.

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Menus are the most common place for this to occur, but it often happens with certain other types of interactions. For instance, lock picking frequently gets done as a HackingMinigame. In these cases, you may also be able to get this trope if you are able to play this to your advantage. You also very often get something similar with dialogue, but the player is normally locked into the dialogue and unable to do anything, See TalkingIsAFreeAction for details. \n Compare RealTimeWeaponChange for a similar effect outside special screens.



* The KingdomHearts series averts this to a degree. You still equip items, accessories, weapons, and abilities in the pause menu, but the game will give you a normal pause screen rather than the menu if you are in the middle of a fight.

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* The KingdomHearts ''KingdomHearts'' series averts this to a degree. You still equip items, accessories, weapons, and abilities in the pause menu, but the game will give you a normal pause screen rather than the menu if you are in the middle of a fight.



* Averted again in the 2008 reboot of ''AloneInTheDark'', although the monsters do seem to move a bit more slowly than they otherwise would whenever the player is accessing his inventory. This still doesn't help much, considering the inventory system is [[SomeDexterityRequired agonizing to use in a hurry]].

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* Averted again in the 2008 reboot of ''AloneInTheDark'', ''{{Alone in the Dark}}'', although the monsters do seem to move a bit more slowly than they otherwise would whenever the player is accessing his inventory. This still doesn't help much, considering the inventory system is [[SomeDexterityRequired agonizing to use in a hurry]].



** This is, sadly, a carryover from the first two games, which while they assessed a small penalty for accessing the inventory, allowed free reign once you had it open.



* ''CaveStory'''s pause menu allows for such things like reading a lenghty letter, equipping/de-equipping jet-packs, consuming life pots, checking map and last but not least, changing weapon. All while the game is paused.

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* ''CaveStory'''s pause menu allows for such things like as reading a lenghty lengthy letter, equipping/de-equipping jet-packs, consuming life pots, checking map and last but not least, changing weapon. All while the game is paused.



* Completely averted in DemonsSouls: pausing the game stops nothing, so either make sure to secure the area beforehand (Bosses will not hesitate to kill you while you're opening the game menu; something ZeroPunctuation laments) or be proficient in selecting and using items while moving (the game lets you do that). The latter is essential for survival in Player-Versus-Player.

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* Completely averted in DemonsSouls: ''DemonsSouls'': pausing the game stops nothing, so either make sure to secure the area beforehand (Bosses will not hesitate to kill you while you're opening the game menu; something ZeroPunctuation laments) or be proficient in selecting and using items while moving (the game lets you do that). The latter is essential for survival in Player-Versus-Player.


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* Horrifyingly averted in ''DungeonMaster'', which absolutely never paused to give the slightest mercy from enemies nor your party's HyperactiveMetabolism.
* In keeping with its multiplayer-geared design, ''Diablo'' notably lacks this effect, with all menus inset to the MainWindow, where the game can still be played while fumbling through items and skills.
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** Not to mention that you could change your entire outfit - armor, gloves, boots, hats, the works - without leaving the menu. This let you keep a [[hammerspace]] full of various equipment, run up to an enemy, and the monster politely waits while you change into the perfect outfit for killing it.

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** Not to mention that you could change your entire outfit - armor, gloves, boots, hats, the works - without leaving the menu. This let you keep a [[hammerspace]] {{hammerspace}} full of various equipment, run up to an enemy, and the monster politely waits while you change into the perfect outfit for killing it.
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* GuiltyGear [[Discontinuity X2 Overture]] normally averts this, but there is an option to turn this on. Makes the game much easier.

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* GuiltyGear [[Discontinuity X2 [[GuiltyGear Guilty Gear X2: Overture]] normally averts this, but there is an option to turn this on. Makes the game much easier.



* {{''Stonekeep''}} pauses the game in the inventory screen, letting you change equipment or use as many healing items as you need to fully recover your HP.

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* {{''Stonekeep''}} ''{{Stonekeep}}'' pauses the game in the inventory screen, letting you change equipment or use as many healing items as you need to fully recover your HP.
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** Hold that thought. I gotta run this by Otacon. BeepBeep.

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** Hold that thought. I gotta run this by Otacon. BeepBeep.[=BeepBeep=].
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added example for dothack

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** Not to mention that you could change your entire outfit - armor, gloves, boots, hats, the works - without leaving the menu. This let you keep a [[hammerspace]] full of various equipment, run up to an enemy, and the monster politely waits while you change into the perfect outfit for killing it.
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** However, you can have two different sets of weapons equipped, switching between them with a single key. So your [[MagicKnight Arcane Warrior]] can have his melee weapons equipped in one slot, and his staff in another, switching back and forth as needed with a single key.
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* {{''Stonekeep''}} pauses the game in the inventory screen, letting you change equipment or use as many healing items as you need to fully recover your HP.
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\"subvert\" = not this trope.


* ''Scarface: The World Is Yours'' subverts this. The ramshackle island has a 'bloodsport betting' game. It's possibly to place a bet and have the fights fight while a guy is sawing bits off Tony Montana.
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* ''[[TheElderScrolls Oblivion]]'' takes this trope to an almost absurd level. Talking to [=NPCs=] completely freezes time around you and the NPC in question, allowing you to potentially carry on a conversation for eternity. The worst part is, any other [=NPCs=] behind the one you may be addressing will visibly stop dead in their tracks and wait until you have concluded your business, even if they are ''attacking you''. Lockingpicking also pauses the game, removing any need to try to do it quickly or stealthily.

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* ''[[TheElderScrolls Oblivion]]'' takes this trope to an almost absurd level. Talking to [=NPCs=] [[TalkingIsAFreeAction completely freezes time time]] around you and the NPC in question, allowing you to potentially carry on a conversation for eternity. The worst part is, any other [=NPCs=] behind the one you may be addressing will visibly stop dead in their tracks and wait until you have concluded your business, even if they are ''attacking you''. Lockingpicking also pauses the game, removing any need to try to do it quickly or stealthily.
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** You can even use the license grid during battle, and buy stat bonuses, spells, and Quickenings as well.
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* Averted in ''InfiniteUndiscovery''. The menu does ''not'' pause the game, so you better hope you don't need to use items or adjust any options in battle. This is made worse by the fact that your NPC party members -- who [[TheComputerIsACheatingBastard can use items freely and instantly]] -- can't use {{Mana}} restoratives for some reason.
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** This allows the games to avoid most of the FridgeLogic inherent in MenuTimeLockout. While not in battle, where time doesn't actually matter, you can go into the menu and use items from your stock. While in battle, you can't change weapons or armor and in order to get a restoring item, you need to go through a set of sub menus while still avoiding getting killed, much like searching through pockets.
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running from bees

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* Present in the first ''AnimalCrossing''; averted in the DS and Wii games. For example, in the latter, bees are harder to catch in a net.
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** The original one didn't even have an option to pause on the quick select in the first place, which was mighty inconvenient.
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* ''Matrix'' for X-Box. Pausing reality is expected in the Matrix. Plus, walls are now see-thru. There's a bad guy!
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* ''Scarface: The World Is Yours'' subverts this. The ramshackle island has a 'bloodsport betting' game. It's possibly to place a bet and have the fights fight while a guy is sawing bits off Tony Montana.
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*GuiltyGear [[Discontinuity X2 Overture]] normally averts this, but there is an option to turn this on. Makes the game much easier.

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* ''{{Fallout}} 3'' had this as well, which was important if you needed to pause the Deathclaw reaching for your face in order to pop some Stimpacks or Buffouts.
** Used in ''FalloutNewVegas'' as well.

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* ''{{Fallout}} 3'' ''{{Fallout 3}}'' and ''FalloutNewVegas'' had this as well, which was important if you needed to pause the Deathclaw reaching for your face in order to pop some Stimpacks or Buffouts.
** Used in ''FalloutNewVegas'' as well.
Buffouts. Or change out of PowerArmor, repair something, then change back. Impressive.
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* Completely averted in ''DeadSpace''. Accessing your inventory, buying items out of vending machines, and even upgrading your rig does ''not'' pause the game around you. A careless player can easily killed by a necromorph sneak attack this way.

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* Completely averted in ''DeadSpace''. Accessing your inventory, buying items out of vending machines, and even upgrading your rig does ''not'' pause the game around you. A careless player can easily get killed by a necromorph sneak attack this way.
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* Completely averted in DemonsSouls: pausing the game stops nothing, so either make sure to secure the area beforehand (Bosses will not hesitate to kill you while you're opening the game menu; something ZeroPunctuation laments) or be proficient in selecting and using items while moving (the game lets you do that). The latter is essential for survival in Player-Versus-Player.
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* Played mostly straight in ''DragonAge''; a character can change armour and weapons in the middle of a battle, and there's even a convenient weapon-set-switch key that switches to the other set even without the help of a pause button. However, a mage playing as an [[MagicKnight Arcane Warrior]] will find that most spells can't be cast with a sword and shield, requiring real game time to sheath the sword, switch to a staff, draw the staff, and cast the spell. Since items are equipped sheathed when in pause mode, there's no real way around this.
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* Half averted in ''[[HarvestMoon Harvest Moon: Grand Bazaar]]'' where the storage room and menu do not pause the clock but the cooking menu and [[TalkingIsAFreeAction dialogue windows]] do.
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* In ''{{Castlevania}}'' games starting with ''SymphonyOfTheNight'', you can pause and view the menu at any time to change equipment and whatnot, even if Dracula is in front of you, preparing to kill you. In SOTN itself, however, healing items had to be 'equipped' on your hands and then be used by using the 'attack' button, while the enemy could continue moving and attacking you.
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* ''[[{{Fable}} Fable 3]]'' There is no menu, you canonically teleport back to your secret hideout while your enemy is swinging his sword and peruse your collection of weapons and armor, equipping them at your leisure, and then teleport back into battle. Your enemy is still mid swing.
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added codec comment to MGS3

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** Hold that thought. I gotta run this by Otacon. BeepBeep.

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* ''{{BioShock}}'' is occasionally parodied for the fact that all its hacking is done by a form of plumbing minigame. You could reorganise the pipes to get turrets to fight for you so it became a common trick to quickly jump up to a turret and then alter it in the middle of a fight where you were outgunned and outnumbered. Also, in the console versions the game pauses while you're selecting a weapon or plasmid.

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* ''{{BioShock}}'' is occasionally parodied for the fact that all its hacking is done by a form of plumbing minigame. You could reorganise reorganize the pipes to get turrets to fight for you so it became a common trick to quickly jump up to a turret and then alter it in the middle of a fight where you were outgunned and outnumbered. Also, in the console versions the game pauses while you're selecting a weapon or plasmid.


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** Used in ''FalloutNewVegas'' as well.

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* The first two ''Megaman'' games had this as an actual offensive/defensive (respectively) tool. In the first, if you paused and unpaused rapidly, large attacks like the Elec Beam would register several hits instead of one (this being the only real way to beat the NintendoHard Yellow Demon). In the second, Megaman's weird little transformation blip animation would allow certain small projectile attacks to pass right through him-- again, almost mandatory for a certain late-game boss.

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* The first two ''Megaman'' ''{{Game/Megaman}}'' games had this as an actual offensive/defensive (respectively) tool. In the first, if you paused and unpaused rapidly, large attacks like the Elec Beam would register several hits instead of one (this being the only real way to beat the NintendoHard Yellow Demon). In the second, Megaman's weird little transformation blip animation would allow certain small projectile attacks to pass right through him-- again, almost mandatory for a certain late-game boss.boss.
* ''CaveStory'''s pause menu allows for such things like reading a lenghty letter, equipping/de-equipping jet-packs, consuming life pots, checking map and last but not least, changing weapon. All while the game is paused.
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** And the game added a penalty of manually switching weapons or armor by having the character crouch for several seconds before drawing their new weapon.

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