Invisible Wall: Difference between revisions

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Not to be confused with the Gametrailers podcast/show of the same name.
{{examples}}
 
{{examples}}
* Used with and without explanation in ''[[City of Heroes]]'';/''[[City of Villains]]''. someSome urban missions are explicitly described as taking place in neighborhoods which have been isolated with portable forcefield units, but other urban missions, as well as tasks in the Spirit World, have transparent boundaries for no known reason. (And strictly speaking, these walls aren't invisible when you're are close up to them; then they're become transparent blue.) The "War Walls" separating the various zones serve a similar purpose, although they're are visible and again have an in-game explanation.
** Every outdoor area also has an Invisible Ceiling: you can only fly/teleport/etc. so high.
** There are standard-issue invisible walls in the Traininghero AreaTutorial zone, with no explanation. Interestingly, they aren't tall enough: the Jump Pack power lets you jump over them, leading to things looking a bit... [[Minus World|broken]].
** The Praetorian zones, which first appeared in the ''Going Rogue'' expansion, handle the "invisible wall" problem much better -- approaching any such wall (which are genuinely invisible) between the zones simply triggers a transition between them. And because of the defenses against the Devouring Earth encircling Praetoria, you can't actually get anywhere close to the outer boundaries of the playable area -- you are disabled and transported to a hospital if you try.
* ''[[X -Men Legends]]'' has these everywhere, and usually without explanation.
* In one episode of the game review show ''Reviews On The Run'', Tommy Tallarico memorably breaks into a long rant about the invisible walls in ''Bomberman Jetters''.
** In the past, Victor Lucas has shown [[Berserk Button|immense displeasure toward invisible walls]].
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** Some of the later games introduce another variant: You can't go into areas you're not supposed to go to at the moment, and your character will remind you that it's not the right way.
*** However, the ultimate example is probably the first area in The End of the World. It is literally an entire invisible MAZE. As in, it is a huge empty area full of invisible walls. Your only clue of how to navigate it is that the walls tend to intersect at the random bits of rock, which you are not actually told, you have to figure it out by trial-and-error. Also, certain parts of this maze will feature equally invisible battles that you can't run from. Some treasure chests are booby-trapped and sometimes an odd orb of darkness will hit you even if you don't open any chests. Some of these battles are even against the mini-boss that accompanies the game's difficulty spike, the Behemoth.
* ''[[The Elder Scrolls]]'' IV Oblivion; should you come to the edge of the map, a caption will come on the screen telling you that you can go no further, which by then is perfectly obvious. Given you literally cannot go any further. Nevermind that the land and/or water continues, and you can see the terrain continuing into the distance, often with locations that would give you a strategic advantage over the enemies, or some rare plants with precious alchemy components just out of your reach.<br />These border walls - unlike other invisible walls within the game - can be turned off with a switch in the game's .ini file. The area between them and the ''real'' end of the map is completely empty, consisting only of ground and vegetation. Similar to the "beauty strip" between a clearcut forest and a road, it exists only to mask the fact that at some point the world simply ceases to exist, cutting off in mid-air.
** Within the game world, invisible walls are sometimes used to make certain obstacles, such as burning houses and steep mountainsides truly insurmountable, which becomes obvious when the player is buffed to superhuman skill levels far beyond what is achievable through normal means. Even though the player should be able to leap low buildings (even burning ones) in a single bound, they are stopped in mid-leap - ostensibly by an obstacle that, the 3rd person view shows, doesn't even touch them.
*** While passing most invisible walls only results in a glimpse of every layer of the art framework until its sudden end, crossing the invisible walls in certain places, such as in the painted realm, will eternally trap the character on the wrong side.
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** There are also some invisible walls in the two main maps, but you really have to be exploring places you shouldn't be in at all in order to hit them.
** These were almost completely done away with in ''Cataclysm'', with flying mounts now allowed anywhere, the only invisible walls you'll ever hit are an invisible ceiling if you fly straight up, and if you fly too far out into the sea (where even if you do find the wall, you'll be garunteed to die of fatigue damage seconds later.) The invisible wall over the mountain range dividing the eastern plaguelands (Eastern kingdoms zone) with Ghostlands (Burning crusade zone) are still there, simply because it would take up too much data to make the entire mountain range into an instance portal to take you there.
* Like ''[[World of Warcraft]]'' and other "free roam" [[Massively Multiplayer Online Role Playing Game|MMOs]], ''[[The Lord of the Rings Online]]'' tends to use insurmountable terrain or blocked gates, as opposed to invisible walls, in order to keep players within the confines of the existing map. The only time invisible walls pop up, depicted as a red shimmering field and only when coming in contact with them, is in instances that make use of an actual in-game area.
* The ''[[Thief]]'' games have occasional invisible walls, but all in areas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
* Al of the [[Star Wars]] ''[[Rogue Squadron]]'' games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
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{{reflist}}
[[Category:Invisibility Index]]
[[Category:Invisible Wall{{PAGENAME}}]]