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-->-- '''Gordon Freeman''', ''Webvideo/FreemansMind''
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-->-- '''Gordon Freeman''', ''Webvideo/FreemansMind''
''Machinima/FreemansMind''
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* Related to one item from TheGrandListOfConsoleRPGCliches, [[ConsoleRPGCliches73To96 #82]]:
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* Related to one item from TheGrandListOfConsoleRPGCliches, Website/TheGrandListOfConsoleRPGCliches, [[ConsoleRPGCliches73To96 #82]]:
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found this page while searching The Path of Greatest Resistance game
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Not to be confuse with the VR RailShooter "The Path of Greatest Resistance".
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---> ''[[TheWizardOfOz Follow the Dead Body Road, follow the Dead Body Road...]]''
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---> ''[[TheWizardOfOz ''[[Film/TheWizardOfOz Follow the Dead Body Road, follow the Dead Body Road...]]''
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* In ''DuneII'' the enemy units were created at (and came from) the enemy base. You could follow the trail of enemies back to their base and attack it.
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* In RealLife, this is the reason that GenreSavvy military pilots, particularly those operating from Aircraft Carriers, try to avoid flying directly between their mothership and the target. Instead, they fly a more roundabout path, so as to avoid showing the enemy which direction their ship is in.
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->''Well, seeing as this is the most dangerous thing I've ever seen in my life, I must be going the right way.''
-->-- '''Gordon Freeman''', ''Webvideo/FreemansMind''
-->-- '''Gordon Freeman''', ''Webvideo/FreemansMind''
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* In ''VideoGame/HalfLife1'', in the GagDub ''Machinima/FreemansMind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
to:
* In ''VideoGame/HalfLife1'', in ''VideoGame/HalfLife1'' some areas can be very confusing, but the path forward is usually the most difficult and enemy-filled. Even the bosses exist only to block the path forward.
** In GagDub ''Machinima/FreemansMind''he often says Gordon sometimes comments that when he gets despite being lost, he usually knows where to go based on how many things he has to kill and the best bet seems to be to number of bloodstains and dead bodies he encounters.
---> ''[[TheWizardOfOz Follow the Dead Body Road, follow thetrail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.Dead Body Road...]]''
** In GagDub ''Machinima/FreemansMind''
---> ''[[TheWizardOfOz Follow the Dead Body Road, follow the
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** In games before or without the Homing Attack, faster routes are either accessed through advanced platforming techniques or involve a more challenging gauntlet of traps and enemies.
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* Common in ''FinalFantasy'' games too. If you get stuck, pick a direction and if the enemies are challenging again, you're going in the right direction again.
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* Common in ''FinalFantasy'' ''Franchise/FinalFantasy'' games too. If you get stuck, pick a direction and if the enemies are challenging again, challenging, you're going in the right direction again.direction.
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-_> ''When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.''
** ''Especially'' prevalent in ''VideoGame/GoldenSun''. Whenever there's a fork in the road, the path that seems shorter ''will'' be blocked off later on, forcing you to take the other path around.
** ''Especially'' prevalent in ''VideoGame/GoldenSun''. Whenever there's a fork in the road, the path that seems shorter ''will'' be blocked off later on, forcing you to take the other path around.
to:
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Changed line(s) 8 (click to see context) from:
* In ''HalfLife'', in the GagDub ''FreemansMind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
to:
* In ''HalfLife'', ''VideoGame/HalfLife1'', in the GagDub ''FreemansMind'' ''Machinima/FreemansMind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
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** ''Especially'' prevalent in ''GoldenSun''. Whenever there's a fork in the road, the path that seems shorter ''will'' be blocked off later on, forcing you to take the other path around.
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** ''Especially'' prevalent in ''GoldenSun''.''VideoGame/GoldenSun''. Whenever there's a fork in the road, the path that seems shorter ''will'' be blocked off later on, forcing you to take the other path around.
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Changed line(s) 16 (click to see context) from:
-> ''When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.''
to:
** ''Especially'' prevalent in ''GoldenSun''. Whenever there's a fork in the road, the path that seems shorter ''will'' be blocked off later on, forcing you to take the other path around.
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* Occasionally in the ''SilentHill'' games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
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* Occasionally in the ''SilentHill'' ''Franchise/SilentHill'' games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
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* The ''ResidentEvil'' series seems to use respawned (or replaced) enemies as shorthand for "this is where you're supposed to be going now."
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* The ''ResidentEvil'' ''Franchise/ResidentEvil'' series seems to use respawned (or replaced) enemies as shorthand for "this is where you're supposed to be going now."
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* In ''CliveBarkersJericho'' there are a number of places where there is no obvious direction until something tries to kill you.
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* In ''CliveBarkersJericho'' ''VideoGame/CliveBarkersJericho'' there are a number of places where there is no obvious direction until something tries to kill you.
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the namespace stuff of DOOM
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* Both ''VideoGame/Wolfenstein3D'' and ''{{Doom}}'' were like this: if a room is filled with bodies, you've already been there.
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* Both ''VideoGame/Wolfenstein3D'' and ''{{Doom}}'' ''VideoGame/{{Doom}}'' were like this: if a room is filled with bodies, you've already been there.
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Namespace
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* In ''HalfLife'', in the GagDub ''FreemansMind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
to:
* In ''HalfLife'', in the GagDub ''FreemansMind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
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* In the ''{{Civilization}}'' games, this is very useful to determine the point of origin of an enemy whose camp or cities you haven't found yet.
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* In the ''{{Civilization}}'' ''VideoGame/{{Civilization}}'' games, this is very useful to determine the point of origin of an enemy whose camp or cities you haven't found yet.
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* ''DeadSpace'' is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.
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* ''DeadSpace'' ''Franchise/DeadSpace'' is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.
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* Ever since ''SonicAdventure'' introduced the Homing Attack, nearly all Sonic games since then have had paths identifiable (and accessible) only by finding a trail of stationary midair enemies. This is most commonly used to begin an expert path or for a shortcut; very rarely is it actually required.
to:
* Ever since ''SonicAdventure'' ''VideoGame/SonicAdventure'' introduced the Homing Attack, nearly all Sonic games since then have had paths identifiable (and accessible) only by finding a trail of stationary midair enemies. This is most commonly used to begin an expert path or for a shortcut; very rarely is it actually required.
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* Both ''Wolfenstein3D'' and ''{{Doom}}'' were like this: if a room is filled with bodies, you've already been there.
to:
* Both ''Wolfenstein3D'' ''VideoGame/Wolfenstein3D'' and ''{{Doom}}'' were like this: if a room is filled with bodies, you've already been there.
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* YourMileageMayVary, but in the ''{{Civilization}}'' games, this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
to:
* YourMileageMayVary, but in In the ''{{Civilization}}'' games, this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities camp or cities you haven't found yet.
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Examples:
* In CliveBarkersJericho there are a number of places where there is no obvious direction until something tries to kill you.
* Common in FinalFantasy games too. If you get stuck, pick a direction and if the enemies are challenging again, you're going in the right direction again.
* DeadSpace is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.
* In HalfLife, in the GagDub ''Freeman's Mind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
* In CliveBarkersJericho there are a number of places where there is no obvious direction until something tries to kill you.
* Common in FinalFantasy games too. If you get stuck, pick a direction and if the enemies are challenging again, you're going in the right direction again.
* DeadSpace is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.
* In HalfLife, in the GagDub ''Freeman's Mind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
to:
* In
* Common in
*
* In
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* YourMileageMayVary, but in the {{Civilization}} games, this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
* Occasionally in the SilentHill games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
* Occasionally in the SilentHill games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
to:
* YourMileageMayVary, but in the {{Civilization}} ''{{Civilization}}'' games, this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
* Occasionally in theSilentHill ''SilentHill'' games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
* Occasionally in the
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* The ''ResidentEvil'' series seems to use respawned (or replaced) enemies as shorthand for "this is where you're supposed to be going now."
to:
* The ''ResidentEvil'' series seems to use respawned (or replaced) enemies as shorthand for "this is where you're supposed to be going now.""
----
----
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to:
----
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* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CutAndPasteEnvironments means this can be the ONLY way to navigate.
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-> ''When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.''
to:
* The ''ResidentEvil'' series seems to use respawned (or replaced) enemies as shorthand for "this is where you're supposed to be going now."
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* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CopyAndPasteBackgrounds means this can be the ONLY way to navigate.
to:
* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CopyAndPasteBackgrounds CutAndPasteEnvironments means this can be the ONLY way to navigate.
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* In HalfLife, in Freeman's Mind he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
to:
* In HalfLife, in Freeman's Mind the GagDub ''Freeman's Mind'' he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
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Changed line(s) 15 (click to see context) from:
* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CutAndPasteBackgrounds means this can be the ONLY way to navigate.
to:
* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CutAndPasteBackgrounds CopyAndPasteBackgrounds means this can be the ONLY way to navigate.
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Changed line(s) 15 (click to see context) from:
* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CutAndPasteScenery means this can be the ONLY way to navigate.
to:
* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CutAndPasteScenery CutAndPasteBackgrounds means this can be the ONLY way to navigate.
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* All games in the NoSidepathsNoExplorationNoFreedom category are like this. And CutAndPasteScenery means this can be the ONLY way to navigate.
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Changed line(s) 13 (click to see context) from:
* YourMileageMayVary, but in the {{Civilization}} games (Sid Meier), this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
to:
* YourMileageMayVary, but in the {{Civilization}} games (Sid Meier), games, this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
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* Jericho there are a number of places where there is no obvious direction until something tries to kill you.
* Common in Final Fantasy games too. If you get stuck, pick a direction and if the enemies are challenging again, you're going in the right direction again.
* Dead Space is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.
* Common in Final Fantasy games too. If you get stuck, pick a direction and if the enemies are challenging again, you're going in the right direction again.
* Dead Space is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.
to:
* Jericho In CliveBarkersJericho there are a number of places where there is no obvious direction until something tries to kill you.
* Common inFinal Fantasy FinalFantasy games too. If you get stuck, pick a direction and if the enemies are challenging again, you're going in the right direction again.
*Dead Space DeadSpace is trying to reduce this through the guide lines, but you pretty much have to kill everything that gets in your way anyways.anyways.
* In HalfLife, in Freeman's Mind he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
* In ''DuneII'' the enemy units were created at (and came from) the enemy base. You could follow the trail of enemies back to their base and attack it.
* Both ''Wolfenstein3D'' and ''{{Doom}}'' were like this: if a room is filled with bodies, you've already been there.
* Ever since ''SonicAdventure'' introduced the Homing Attack, nearly all Sonic games since then have had paths identifiable (and accessible) only by finding a trail of stationary midair enemies. This is most commonly used to begin an expert path or for a shortcut; very rarely is it actually required.
* In RealLife, this is the reason that GenreSavvy military pilots, particularly those operating from Aircraft Carriers, try to avoid flying directly between their mothership and the target. Instead, they fly a more roundabout path, so as to avoid showing the enemy which direction their ship is in.
* YourMileageMayVary, but in the {{Civilization}} games (Sid Meier), this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
* Occasionally in the SilentHill games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
* Related to one item from TheGrandListOfConsoleRPGCliches, [[ConsoleRPGCliches73To96 #82]]:
-> ''When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.''
* Common in
*
* In HalfLife, in Freeman's Mind he often says that when he gets lost, the best bet seems to be to follow the trail of corpses and bloodstains, and that the more dangerous the situation, the more he seems to be on the right track.
* In ''DuneII'' the enemy units were created at (and came from) the enemy base. You could follow the trail of enemies back to their base and attack it.
* Both ''Wolfenstein3D'' and ''{{Doom}}'' were like this: if a room is filled with bodies, you've already been there.
* Ever since ''SonicAdventure'' introduced the Homing Attack, nearly all Sonic games since then have had paths identifiable (and accessible) only by finding a trail of stationary midair enemies. This is most commonly used to begin an expert path or for a shortcut; very rarely is it actually required.
* In RealLife, this is the reason that GenreSavvy military pilots, particularly those operating from Aircraft Carriers, try to avoid flying directly between their mothership and the target. Instead, they fly a more roundabout path, so as to avoid showing the enemy which direction their ship is in.
* YourMileageMayVary, but in the {{Civilization}} games (Sid Meier), this is very useful to determine the point of origin of an enemy (Barbarian or Civilized) whose camp/cities you haven't found yet.
* Occasionally in the SilentHill games it can be easy to get turned around or unsure of which direction to go. When you are attacked by one of those damned nurses when you open a door, you know that yep, this is the way.
* Related to one item from TheGrandListOfConsoleRPGCliches, [[ConsoleRPGCliches73To96 #82]]:
-> ''When you are confronted by two doors, the closer one will be locked and its key will be hidden behind the farther-away one.''