Insurmountable Waist-Height Fence: Difference between revisions

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** Not to mention the doors that require ''obscure objects'' to open them. Why would the protagonists go searching for a blue jewel or a silver crest, when they can just kick the door down instead?
** ''[[Resident Evil]] 4'' however, with its redefined control scheme, makes it easy to just [[Action Commands|hit the Action button]] to jump over any sufficiently low fence when prompted. Of course, this only serves to make the game's proper insurmountable waist height fences more jarring when you have to perform an irritating [[Fetch Quest]] for a gate key instead of just jumping over the gate. On the plus side, a lot of non-plot-critical locked doors can be kicked down or blown open with a weapon, so it's a small step in the right direction.
*** Even worse was the 'Separate Ways' bonus chapters present in the [[Play StationPlayStation 2]] and subsequent versions of the game, in which you get to play as Ada Wong. The girl with the Zelda-style hookshot that can attach to anything, even hundreds of yards away. Since the device was entirely governed by action commands, the game just dictated when you could zip over obstacles, and when you had to run off on a 16-room detour.
** In ''[[Resident Evil]] 5'', there's a [[Light and Mirrors Puzzle]] wherein the light ''kills'' you, and you have to figure out a way to point it where you want without blocking yourself in, ignoring the fact that you could easily get on the ground and crawl under the light.
** There's the scene where you have to wander around on a moving conveyor belt leading to an incinerator and littered with half-dead zombies, in order to get round a metal crate ''that barely comes up to shoulder height'' on the protagonist, who is strong enough to {{spoiler|move a boulder several times his size by punching it}}, but apparently can't lift his own body weight a few feet. To make it worse, the only thing preventing the heroes from going around the box is a ''handrail.''
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* Played so very straight in Robert Ludlum's "The Bourne Identity" where most every object is an impassable barrier despite the player being JASON BOURNE. At one point it got so bad that a stairway was blocked by a simple red rope barrier forcing the player to go all the way round.
* ''[[Metal Gear Solid]]'' has one specific moment where this is gratingly apparent. The protagonist Solid Snake, a veteran special forces soldier, runs down the stairs in a tower for several floors, only to be thwarted when the bottom five feet of the stairs have collapsed. Any normal adult could easily drop down that height without injury. Rather than doing so, Snake opts to climb back to the top of the tower and fight a Hind-D while Otacon fixes up the elevator.
** [[Metal Gear Solid 2: Sons of Liberty]] has [[Player Character|Raiden]] winding his way through a labyrinthine machine for several minutes when the actual goal, a button or lever of some sort, would have been reachable by stepping over a pipe on the ground and leaning in.
** In one level of the fourth game, choosing to back track into the building you just exited is physically impossible. Apparently, this one side of the building is capable of withstanding bullets, grenades, C4, missile launchers, and even rail gun fire.
* [[Lampshade Hanging]] in Privates, where the player is frequently informed that "We can't get past these little velvety ropes just yet."
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* ''[[Syphon Filter]]'': Grate blocking subway ramp? You can't use grenades on it, only C4 will take it down, from the other side. Hedge maze in Washington Park? No, you can't climb over the hedges. Cars blocking the road? Forget about climbing over them. And outside of cutscenes, falling more than about 10 feet kills you instantly (no falling damage in between).
* In ''[[Vette]]'', large sections of San Francisco are blocked off by insurmountable fences, some waist height (No, you can't jump over them with low gravity, either). [[Handwaved]] in the manual as being due to "earthquake damage". And if you try to jump over Lombard Street, you hit an [[Invisible Wall]].
* In the first ''The Lord of the Rings'' jump-and-run for the [[Play StationPlayStation 2]]-era consoles, insurmountable waist height fences would team up with invisible walls and insurmountable shrubbery and fallen trees to form a path as linear as the early Crash Bandicoot games.
* ''[[Jagged Alliance]] 2'' lets you vault over fences and climb any house that has a flat roof. But you can't climb over crates, tables and pretty much everything else that isn't either a fence or a flat topped building.
** This is more a coding issue than intentional blockage for the most part. Fan-mods fix this up some.
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* In ''[[Two Best Friends Play]]: [[Captain America (film)|Captain America]]: Super Soldier'', Matt and Pat take delight in pointing out how illogical some of the obstacles blocking Captain America are.
{{quote|'''Matt:''' I'm not super enough or soldier enough to go up these one foot tall sandbags! ''50 million dollars well spent!''}}
* Lampshaded in ''[[FreemansFreeman's Mind]]'' on multiple occasions as Gordon complains about bullet-proof glass in exit doors, invulnerable doors, and the many other inconveniences he faces.
{{quote|'''Gordon''': What the ''fuck''? We installed bulletproof glass in our exit doors? That stuff's not cheap! How retarded are we? I don't even know anymore!}}
** The basic trope is averted; the author occasionally uses cheats to let Gordon lift himself over a head-height barrier or up onto a slightly higher platform.