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Do we have a trope for (mainly) videogame characters that are inherently weak but still powerful because they have a dangerous item, such as the classic Gnome with a wand of Death?
Not Amplifier Artifact or Upgrade Artifact because they both involve the Gnome's inherent attributes changing. This Gnome is just as pathetic and weak as ever - but it has a wand of Death.
EDIT: After roughly 20 minutes of searching and not finding it, I might as well start an YKTTW on this.
Edited by TheEvenPrimeopenNo Title Videogame
You know how in many RP Gs the earliest enemies you run into tend to be Killer Rabbits? Like Secret Of Mana with its Rabites, Phantasy Star Online and Rag Rappies, and other games with cute creatures out for your blood at the beginning. Then when you work your way up, you run into "cute" enemies less and less often.
Is there any sort of name for that?
Edited by HareoicopenNo Title Videogame
A game offers you choice 1 and choice 2. What you don't know is that there's a choice 3, because it doesn't actually appear: you have to know how to trigger it (or do it by chance). Alternative: the game has you follow a certain series of events, but doing an action that is not told you beforehand at a specific moment changes it. An example is the ending of Fallout 2, when you're cast out by the overseer, but if you click the inventory key at the right moment you pull out a gun and kill him.
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Okay, so this is kind of an odd example, but I couldn't think of anywhere else to put it. If someone thinks this is the wrong place and knows where to put it, please tell me.
I was looking on the general Pokémon pages, and noticed that the Nightmare Fuel entry wasn't there. Confused, I searched for it and it came up as normal. However, when I clicked on the link that should have led to the page, I was redirected to an empty page with a red link.
I noticed some of the pages for the original series were left untouched, so I'm assuming this is a glitch?
There was no talk about taking the page down… Did it simply relocate somewhere else? I hope so, because it had a lot of interesting information…
openNo Title Videogame
Is there a trope that's like Wake-Up Call Boss, but to levels? Or in other words, a level that marks the point where the game stops going easy on you?
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Anybody knows a trope for when the player is given unlimited power while being invincible (often by the end of the game)? You know, these epic badass moments when you know you can't lose anymore and can slaughter mooks and bosses alike, but it's still fun because you feel that you earned this right?
Note: it needs to be plot-related, not given through the normal level-up course of the game. Examples are often spoilers so here goes:
Example in the Legacy of Kain series: Soul Reaver 2 has such an ending, when Raziel goes on a spree, continuously overpowered by the Soul Reaver... which allows him to slaughter the Sarafan as though they were mere mooks, despite them being described as competent warriors sooner in the game
(note: sorry, I originally posted this in Ask the Tropers...my bad!)
openNo Title Videogame
Exponential unit complexity.
In the Ultra Corps game there are four levels of Zenrin Monk and each step takes about ten times as much effort as the previous step. For example in the time it takes you to build one level 4 Zenrin you could have built 889 level 1 Zenrin. (But it only takes 45 times as much "gold" as building a single level 1 Zenrin, assuming you have the licenses and inflation doesn't kick in.)
In the Dungeons and Dragons games it also takes exponentially more experience to gain the next level, but it's more often doubling than an order of magnitude.
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Looking for a trope about ability power reduction in computer games compared to their source material.
Two examples
- In The Darkness (comic)the shadow powers are drained in sunlight. In the game street lights do the same.
- In the film Predator the cloaking device shorts out after prolonged exposure to water, in AVP 2 a puddle will do the same.
openNo Title Videogame
Is there a trope where the player/party/heroes have to destroy/deactivate/whatever multiple objects within something large like a base/spaceship/mech. But they mysteriously operate at full strength until you destroy the very last one. Like for example, lets say there are 8 engines inside the massive enemy flagship, and you're inside trying to destroy them all before the ship reaches some undefended world that you're trying to protect. But even after you destroy 7 of the engines, the ship still is travelling to the world at the same pace it was before, and the friendly fleet STILL can't manage to reach the world and protect it before mr huge ship with 1/8th power.
Another example is planting C4 on various pillars on a floor to have the ceiling cave in or something. Somehow it never does cave in, not even partially, until you destroy every last pillar in the entire floor.
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One rather common videogame trope which bothers me that I can't find an article on here for is one where the main character in a game that allows you to control multiple characters is not quite but almost overpowered. I searched for similar articles like intentionally overpowered but it doesn't really fit IMO. I think a new trope for this should be added but I figure I should post about it here first.
Sometimes the main character is flat out more powerful than everyone else statistically. Sometimes they get access to a weapon more powerful than any other character's "ultimate" weapon, which is NOT used for one boss or for story, but something you actually get to keep for the full duration of the game (and not just the final boss or something). Sometimes they're for all intents and purposes equal to the other characters, except they get access to their ultimate weapons or spells or whatever first. Point is they might not be overpowered story-wise, but the game makes them statistically, or practically superior to the other characters in some kind of easily noticeable way.
Some examples: Chrono Trigger: Chrono can obtain to the Rainbow sword late in the game, which features comparably best in game attack power, with a built in crit modifier that is so high, that you'll dish out more crits with it than Frog would using the upgraded Masemune AND hero medal combined (rainbow sword doesn't need a wasted accessory for this feature). In addition, ALL the triple techs in the game that do not require an accessory involve him. I do not know if this was changed in the remakes, I only know the SNES version.
Final Fantasy 12: Vaan, is among the "top 3 best characters to use this" for each and every single weapon class, nobody else is. There's a VERY technical and well-done weapon guide up on gamefaqs for evidence.
Riviera: Kind of justified since the protagonist is an angel, but he's the only playable character in the game (other than the intentionally overpowered mentor dude at the very start of the game that leaves right away) with execution level specials. Just pointing out how the trope I have in mind might be justified by the story somehow, or might not, doesn't really matter.
I think Cloud in FF 7 was statistically overpowered, and omnislash blew the socks off of all the other limit breaks, but I can't remember since I wasn't a huge fan of FF 7.
Fei In Xenogears was a big culprit. He got 2 extra overpowered deathblows, his stats were pretty high in every catagory, and he got extremely easy access to infinity mode compared to the rest of the cast regardless of using weltell mk2 OR xenogears.
Those are enough examples for now I reckon, thanks for any help! >=)
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I'm looking for a term describing a stat that is not available to the players, & might be overlooked, but is still an incredibly important attribute. For instance, few games really go into detail about the characters' running speeds, hitboxes, invincibility frames, jumping height, & the like. I'm not sure how much this overlaps with more traditional stats that are just not shown in the player's command menu—for instance, critical hit rate & luck.
Arguably, this would be more prevelent in action games, where the fact that characters & enemies can move throughout the environment necessitates more complicated directions than "Random Attack Value-Evasion-Defense=Damage Done."
The most obvious term that came to me was "hidden stat," but my search did not uncover anything along those lines.
openNo Title Videogame
Is there a trope for where defeating a video-game enemy is based not on how much damage you do to it, but how many times you hit it? (I.e., you have to hit the enemy five times to defeat it, regardless of whether you do 1 damage per hit or 1000.)
The only example I have offhand is the Refurbished Virus from System Protocol One.
openNo Title Videogame
Okay so, I'm looking for a trope that fits this:
You know when in a video game, you're on a ship/airplane or something and it starts to crash/sink?
You run into some mooks, and instead of trying to get on an escape pod/life boat, they preoccupy their time with trying to kill you. Even when there's a time limit to get off of said boat/plane for the player.
Most recent video game example I've had was in Saints Row 3, you end up making the boat's machinery start to explode all over, and STAG just plain tries to kill you instead of getting off the boat.
Hey, this may or may not be an already-categorized trope, so I figured I'd ask here before I went to YKTTW. It's a variation of All According to Plan, where the hero makes it past the gauntlet of the villain's traps and legions, only to have it rubbed in their face that they've played right into the villain's hand. It's slightly distinct from All According to Plan, though, because in this particular scenario the villain, despite claiming to have manipulated and allowed the hero into "making it this far", has by all appearances done their damndest to hinder and halt the hero at every step and turn. I see this come up more in video games than in other media, as it wouldn't be much of a game if the big bad actually called off his minions or commanded them to go easy on you. The most prominent examples come from the Metal Gear Solid series where SPOILERS GALORE BEYOND THIS POINT: Liquid brags to Snake that him using the keycards has activated the titular doomsday weapon rather than disarmed it, and that the Evil Plan would have never gotten off the ground had it not been for Snake. Yet before that Snake has to fight his way past an army of genome soldiers, the entire FOXHOUND unit of elite assassins and soldiers, and even Liquid himself in a freaking attack chopper. Ocelot essentially pulls the same BS in the fourth game, claiming that Snake fulfilled his grand scheme for him despite the fact that he personally tries to crush Snake with a giant submarine. Other examples include the Joker, especially in Arkham City and to a lesser extent in The Dark Knight, and Satan from the Dante's Inferno game.
P.S. How do I white-out spoilers?
Edited by Jenovacaine