Invisible Wall: Difference between revisions

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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.