Invisible Wall: Difference between revisions

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** The mod "Oscuro's Oblivion Overhaul" does away with the invisible walls that form the world's boundary. There's nothing interesting on the other side, though; only an endless ocean or grassland.
** ''Skyrim'' continues this trend, although there is usually a wall of mountains blocking access anyway. There are a few paths that lead into other provinces but are blocked by invisible walls.
* The key challenge of ''[[Super Monkey Ball]]'' and its sequels is the ''lack'' of an [['''Invisible Wall]]'''; one slip and you fall off into oblivion.
* ''[[Motocross Madness]]'' has both a visible wall (in the form of [[Gravity Barrier|high cliffs]] surrounding the arena) and an invisible ''cannon''. Should you manage to scale the cliffs, you see an endless flat expanse, but driving more than a few feet into it gets you a free trip into the sky...for a few seconds. (Then you crater back into the arena)
* In ''[[Halo]] 2'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on The Oracle), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg some seemingly insurmountable hills can be climbed, leading to major [[Sequence Breaking]].
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* The action scenes in ''[[Metal Gear]] Solid 2'' often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an [[Immune to Bullets]] boss.
* In the first ''[[Return Fire]]'' game you could pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdid it, a sub would surface right under you and shoot you with a homing missile that was absolutely impossible to evade and would kill you in one hit.
* The ''[[Gundam vs. Series]]'' added these in ''[[Gundam Seed]]: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series had the outer limits of the stage be a line that, if crossed, forced your [[Humongous Mecha]] to auto-pilot itself back into the stage, which was time-consuming, left you open to attack, and lead to a [[Most Annoying Sound]] ("You've left the mission area, please return!"). The use of [[Invisible Wall|'''Invisible Walls]]''' speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* This is justified in ''[[The World Ends With You]]'' - the Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers - everything from defeating Noise in a certain fashion to bringing them food to answering a [[Pop Quiz]].
** And if you run into one, it briefly becomes a [[Beehive Barrier]].
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** It's done for a reason though. Basically, the trigger for the cutscene is below, and if you get past the wall (easiest with lightning shield) the boss screws up and can't attack, and you can still damage him. Not to mention that killing off a machine before Robotnik has even went in is a bit silly.
*** It's possible to fly behind it with Tails while it's rising up, slip in behind him, and kill him there.
** In Carnival Night Zone, when Knuckles appears to turn off the lights. Sonic just ''stops'', inches away from the smirking echidna...held back by an [['''Invisible Wall]]'''. Even worse, you can have all of the emeralds by this point, and so ''Super'' Sonic can be held at bay by it.
** When you're taken into the past by a lens flare in ''[[Sonic Adventure]]'', you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
** ''[[Sonic Colors]]'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the [[Bottomless Pits]] unfairly.
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* ''[[Parasite Eve]]'' has these for battles. You are confined to a small portion of the room you are in for fights.
* Parodied in an ad for ''[[Tony Hawks American Wasteland]]'', in which the titular skater runs into one of these. In live action.
* ''[[World of Warcraft]]'' completely averts this with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in instances, Outland, and the draenei and blood elf starting zones. In instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls, but they're often there as a backup, just in case you manage to actually surmount the [[Insurmountable Waist-Height Fence]]. Outland has invisible walls and an invisible ceiling for flying mounts. The new ''Burning Crusade'' starting areas are actually implemented as parts of the Outland map overlapping the old world; this is not visible to players if they access them conventionally (using teleportation, the Thalassian Pass, or the Auberdine-Azuremyst boat), but players trying to swim out of these zones will hit the plain old [['''Invisible Wall]]'''.
** There are certain instances that literally have an invisible wall, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
** 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.
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* ''ATV Offroad Fury 2'' has an extreme case of this. In Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle.
* One of the most egregious examples was ''Vampire Rain'' for the X-Box 360. You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!" So annoying.
* In ''[[Fable]] II'' whenever you try to swim too far away from the land mass, the game gives you an [['''Invisible Wall]]''' and says something along the lines of "There is no reason for you to go any farther." Still kills [[Willing Suspension of Disbelief]] a bit, but at least it's the truth...
* ''[[The Force Unleashed]]'' had lazy invisible walls during the whole prologue Level. You try to go over a cliff or jump? Nonono, young Padawan! You are allowed to do this first in level 2...it probably has something to do with you being unable to die in this level, even when your lifebar is nonexistent but they could have just taken the level deeper into the forest, where there are no descents.
* ''[[Super Mario Sunshine]]'' has one in the middle of the ocean which not only keeps you from going out too far, but also from sequence breaking by selecting a mission in one area and then swimming directly to another.
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* Most racing games have these when you get your car airbourne and attempt to jump over a wall or barrier of some sort.
** ''Forza Motorsport 4'' rather pointlessly has on on the ''Top Gear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
* ''[[Champions Online]]'' has an [['''Invisible Wall]]''' around the edge of every zone. While they may not be explained, you at least get a warning that you're about to reach it - the screen suddenly goes black and white, and just a bit blurry.
* [[F.E.A.R.|FEAR]] 3 has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
 
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