Scenery as You Go: Difference between revisions
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{{trope}}
The main character is walking through [[The Very Definitely Final Dungeon]], and approaches what appears to be (let's say) a broken bridge! Is this a [[Broken Bridge]], or is it the variety of [[Locked Door]] where you need to find a completely alternate route? It's
It doesn't have to be a bridge, per se, but it must (a) allow the main character to progress to the next area with no other means of getting there, and (b) occur ''independently'' of the character's own actions, except that he's simply approaching it. So the scene from the ''[[X-Men (
{{examples}}
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* In ''[[Prey]]'', this happens with entire rooms near the end.
* In ''[[Doom]] 3'', in Hell, at one point you're stuck on a floating platform the size of a city block until you kill a bunch of Imps, at which point a bridge creates itself leading to a nearby structure, though that's more an example of "kill all monsters to open the [[Locked Door]]".
* In ''[[
** There's a much bigger puzzle of this variety for Space Junk Galaxy's Purple Comet. Ten groups of Purple Coins scattered across a huge field with more complex paths. And the black hole below it appears to be bigger, but like the first puzzle, as long as you don't fall off, you're fine.
** And in the final level, during one of the 2D gameplay segments, there will also be blocks being summoned up that you'll have to make use of. Mind you, they also disappear again if you're not moving fast enough.
** ''[[
* In the first ''[[Prince of Persia]]'' game, after {{spoiler|merging with the Shadow}}, you are faced with a gap that would appear to be insurmountable even with a running jump. Run across it, and floor tiles will instantly appear.
* This also happens in ''[[Clive
* In ''[[
* ''[[American McGee's Alice]]'' does a variant on this in a couple of rooms. A path over infinity leapfrogs over to you, making a path as you go. And behind you, the path is disintegrating at a somewhat alarming pace!
* The rainbow bridge to Asgard in ''[[Valkyrie Profile]] 2'' seems to only actually materialize where you're ''actually'' standing. As you run, it materializes under your feet, and disintegrates behind you.
* The gimmick of the custom ''[[
* In ''[[Kingdom Hearts]] 2'', Sora & Co. run into a great chasm within [[The Very Definitely Final Dungeon]]. A shimmering staircase materializes beneath their feet as they cross it, stopping only to do battle at every landing.
* ''[[Ico]]'' has two of these in the reflector buildings.
* [[The Last Remnant]] has architecture that shifts around allowing you to advance in The Sacred Lands and beneath Undelwalt.
* ''[[Halo]]'''s Light Bridges. Pointless, solid, bright, and always off, they are turned on by you.
* Starlight Carnival Zone from ''[[
* The Highways of Iacon City in the Autobot campaign of ''[[Transformers: War for
* One sub-mission in ''[[Mondo Agency]]'' has a maze of floating tiles that appear when approached by the player or laser indians.
* In ''[[Will Rock]]'', during the last level, [[Big Bad|Zeus]] is nice enough to provide you a stair of floating platforms leading across a '''HUGE''' lava-filled chasm and to his lair. However if you're not fast enough the platforms will crumble.
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* ''[[Bastion]]'' does this from the very beginning. The narrator even mentions it.
* In the [[Metro 2033]] game, Artyom is {{spoiler|trapped in a psychic maze by the Dark Ones and this is how the last area manifests.}} Notably, running too fast, before allowing the path to fully form can actually [[Subverted Trope|kill you as you fall into the abyss]].
* In ''[[The Legend of Zelda: Skyward Sword
* The last room in ''[[Video Game/Windosill|Windosill]]'' is in what appears to be an unfinished colosseum, or a construction of one. When you drag the toy train up the outside spiral of the colosseum, the unfinished sections suddenly float up and become a rigid road.
{{reflist}}
[[Category:
[[Category:Video Game Tropes]]
[[Category:Scenery
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