Crate Expectations: Difference between revisions

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== [[First-Person Shooter]] ==
* The ''[[Half-Life]]'' series features several crates, mostly empty, although some have items. As of ''Half-Life 2'', the ones containing stuff have a distinct appearance (and are much smaller), and both kinds (among other items) can also be thrown at enemies with the Gravity Gun, not to mention be used as platforms to float on. Thanks, Source engine!
** ''Half-Life'''s copious amounts of crates make sense, considering the game's signature weapon is a crowbar. Which you use to ''bludgeon'' the crates open, Gordon being a busy man. Interestingly, ''Half-Life 2'' also features a lot of pallets, but the crates are never actually placed ''on'' the pallets - suggesting the designers realize crates and pallets have something to do with each other, but aren't familiar with their exact relationship.
 
''Half-Life'''s copious amounts of crates make sense, considering the game's signature weapon is a crowbar. Which you use to ''bludgeon'' the crates open, Gordon being a busy man. Interestingly, ''Half-Life 2'' also features a lot of pallets, but the crates are never actually placed ''on'' the pallets - suggesting the designers realize crates and pallets have something to do with each other, but aren't familiar with their exact relationship.
* Parodied in ''No One Lives Forever 2'', which featured as enemies "Man-Crates", enemy [[Mooks]] who have been [[Cool and Unusual Punishment|pressed into crate-shaped form]] for [[Bad Boss|displeasing their boss]]. Their attacks consist simply of awkwardly rolling towards you and trying to bite you, while begging you to kill them.
* Episode 2 Map 2 of ''[[Doom]]'' is essentially a maze made of crates. And if you abuse the Doom engine, you can go Crate-Jesus and run along the tops of them as if they were side by side. The multiplayer sourceport Skulltag has a skin which ''is'' a crate.
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== [[Platform Game]] ==
* All of the games in the ''[[Ratchet and Clank]]'' series had dozens of crates that were usually there to be broken for [[Global Currency|bolts]]. The game also featured red exploding crates, that counted down when Ratchet so much as touched them, and metal crates, which could only be broken by explosives. The third game introduced the multiplier crate, which for a short while doubled the amount of bolts Ratchet got from other crates, enemies, and the environment in general, and the Inferno crate, which turned Ratchet into an unstoppable dual-wrench-wielding engine of destruction.
** There's also the ammo crate, and in ''[[Ratchet and Clank|Ratchet and Clank Future: A Crack in Time]]'', the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers.
 
There's also the ammo crate, and in ''[[Ratchet and Clank|Ratchet and Clank Future: A Crack in Time]]'', the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers.
* ''[[Crash Bandicoot]]'' not only saw levels filled with crates, but destroying all of them in all levels are required to reach the full [[100% Completion]]. In fact, crashing through crates is one of the series' defining gameplay elements, as well as the origin of the protagonist's name.
* ''[[Super Mario Bros.|Super Mario]] [[Super Mario Galaxy|Galaxy]]'' has crates in several levels, which can be broken up with spin attacks.
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* In ''[[Achron]]'' the resources are kept in highly advanced containment devices that can safely store materials which should by rights destroy the continent by a teleporter mechanism that [[Techno Babble|continuously teleports its contents back into the center of the container faster than they can leak out]]. [[Our Weapons Will Be Boxy in the Future|They still look like crates though]].
* Crates are a mainstay in ''[[Command & Conquer]]'', although they aren't very common. When moving a unit over it, the owner receives money or bonus units, or other effects such as improving the units speed, defense or level (after ''Tiberian Sun''). However, there is also a chance for them to explode.
** ''[[Command & Conquer|Command & Conquer: Generals]]'' does not have these "powerup" crates, but the ''main'' resource of the game were crates. The game never details what's in those crates, the content directly translates into money. It also had crates that had U.N. stamped on them that represented foreign aid supplies that gave you a nice cash boost. One of the funner [[Terrorists Without a Cause|GLA]] missions had you attacking towns being supplied by U.N. convoys to reach a certain amount of money; you're specifically told to kill the people and destroy their houses to get the supplies hidden there.
 
** The crates got a sci-fi redesign in ''Tiberian Sun'' and are also seen in ''[[Command & Conquer|Command and Conquer 3]]''; they also made it possible to select a crate and tell what it would give you. However, ''Red Alert 3'' not only reverted the design to a more classic look, it also made it easy to tell what type of crate it was at a simple glance, and made it so you had to specifically order a unit to grab a crate.
''[[Command & Conquer|Command & Conquer: Generals]]'' does not have these "powerup" crates, but the ''main'' resource of the game were crates. The game never details what's in those crates, the content directly translates into money. It also had crates that had U.N. stamped on them that represented foreign aid supplies that gave you a nice cash boost. One of the funner [[Terrorists Without a Cause|GLA]] missions had you attacking towns being supplied by U.N. convoys to reach a certain amount of money; you're specifically told to kill the people and destroy their houses to get the supplies hidden there.
 
The crates got a sci-fi redesign in ''Tiberian Sun'' and are also seen in ''[[Command & Conquer|Command and Conquer 3]]''; they also made it possible to select a crate and tell what it would give you. However, ''Red Alert 3'' not only reverted the design to a more classic look, it also made it easy to tell what type of crate it was at a simple glance, and made it so you had to specifically order a unit to grab a crate.
* Stacking and smashing crates is one of the main gameplay elements in ''[[Team Buddies]].''
* ''[[Dawn of War|Dawn Of War 2]]'' has crates that if shot at with highly penetrating and explosive bolts by the heroes reveal supplies of bombs, grenades, mines and other munition. [[Fridge Logic|Wait]].
 
== [[Roguelike]] ==
* ''[[Dwarf Fortress]]''. You get barrels, bins and bags with items you buy in the expedition planner, or just get barrels for the sake of getting barrels, and part of the game's [[Refining Resources|recursive]] [[Inventory Management Puzzle]] involves the construction of barrels, bins, and bags to organize the endless clutter you will produce.
Crates** Chests and bins are simply very useful, but barrels are ''essential'' for a fortress. Any player who does not take getting barrels [[Serious Business|seriously]] is in for a world of [[Game Over|Fun]]. Without enough barrels, no excess food will be stockpiled (and what ''is'' stored, will be readily accessible for any vermin), and no [[Booze-Based Buff|alcohol can be brewed]]. A lack of either can literally mean the death of your fortress.
 
Crates and bins are simply very useful, but barrels are ''essential'' for a fortress. Any player who does not take getting barrels [[Serious Business|seriously]] is in for a world of [[Game Over|Fun]]. Without enough barrels, no excess food will be stockpiled, and no [[Booze-Based Buff|alcohol can be brewed]]. A lack of either can literally mean the death of your fortress.
 
== [[Role Playing Game]] ==
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* ''[[Golden Sun]]'' has crates and barrels. Everywhere.
* ''[[Vagrant Story]]'', so much. There are half a dozen different types used in the [[Block Puzzle]]s, ranging from standard wooden crates to magnetic cubes which attract or repel each other.
* The ''[[Mass Effect]]'' series is part RPG and part [[Take Cover|cover-based shooter]], so it's full of both lootable crates and [[InexplicablyConcealment BulletproofEquals Cover|bulletproof]] chest-high crates, with a few [[Exploding Barrels|explosive]] ones thrown in to mix things up.
* ''[[Dragon Age]]'' has crates everywhere (as well as barrels). Usually they're just there as scenery (in storehouses, warehouses, caravans, etc.) but sometimes they're lootable. They may serve as cover against missiles, but they aren't climbable or movable.
* ''[[Freedroid RPG]]'' has whole walls of lootable (but with low-level loot, which often is empty) crates and barrels starting from the tutorial. They also [[Container Maze|both block the way and provide cover]].
* ''[[Wizardry]] 8'', but crates are obstacles some of which can be opened, rather than the usual "smash them all" deal. And appear only on the second level.
 
== [[Simulation Game]] ==