Follow TV Tropes

Following

History Main / BenevolentArchitecture

Go To

OR

Is there an issue? Send a MessageReason:
None


[[caption-width-right:350:Man is only separated from heaven by that which he will not ramp.]]

to:

[[caption-width-right:350:Man [[caption-width-right:350:[-Man is only separated from heaven by that which he will not ramp.]]
-]]]

Added: 871

Changed: 1015

Removed: 175

Is there an issue? Send a MessageReason:
None


* Many stages in the ''VideoGame/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.
** Speed Highway in ''VideoGame/SonicAdventure'' and Radical Highway in ''VideoGame/SonicAdventure2''.

to:

* ''VideoGame/SonicTheHedgehog'':
**
Many stages in the ''VideoGame/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.
** Speed Highway in ''VideoGame/SonicAdventure'' and Radical Highway in ''VideoGame/SonicAdventure2''.No matter where Sonic goes, from high-facilities, to ancient, long-abandoned ruins, there's never a shortage of conspicuous red springs, launchers, anti-gravity rails, etc



** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''. Earlier in that stage is a ledge the Werehog can grab onto in the form of a rooftop. When he climbs onto the rooftop, the gradually turns into a small local park with no change in elevation.

to:

%% ** Speed Highway in ''VideoGame/SonicAdventure'' and Radical Highway in ''VideoGame/SonicAdventure2''.
** ''VideoGame/SonicUnleashed'':
***
One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''. Earlier in that stage is a ledge the Werehog can grab onto in the form of a rooftop. When he climbs onto the rooftop, the gradually turns into a small local park with no change in elevation.



** No matter where Sonic goes, from high-facilities, to ancient, long-abandoned ruins, there's never a shortage of conspicuous red springs, launchers, anti-gravity rails, etc.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Which you can actually use.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* While the ''VideoGame/DarkSouls'' series is more notable for [[MalevolentArchitecture active hostility to the player]], there are some areas where the environment is set up to do you favours. For example, many gruelling areas, especially in the first and third games, are designed so that once you've fought your way past a small army of Hollows or whatever the issue is, you'll find either a bonfire or a reusable shortcut back to a bonfire you've already used. There are also boss arenas that are designed with exploitable elements: the Asylum Demon and Taurus Demon in ''VideoGame/DarkSoulsI'' can be fought in areas that allow you to drop violently on their heads, for example. The otherwise extremely difficult fight with two of Sulyvahn's Beasts behind an illusory wall in Irithyll of the Boreal Valley in ''VideoGame/DarkSoulsIII'' is particularly generous: the arena is laid out so that you can pick a fight with one Beast without attracting the other if you're careful, and there's a gigantic ladder that the animalistic Beasts can't use, allowing you to do plunging attacks.
Is there an issue? Send a MessageReason:
None


* Many stages in the ''Franchise/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.

to:

* Many stages in the ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Many behind the scenes videos make it clear - it's both. He uses everything that's there that he can use, and if it's not enough, he adds more. He also makes some (visible or invisible) changes to make dangerous stunts more survivable. Of course, it's all well planned and choreographed long before any shooting happens, unlike with the characters who can improbably improvise on the spot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** No matter where Sonic goes, from high-facilities, to ancient, long-abandoned ruins, there's never a shortage of conspicuous red springs, launchers, anti-gravity rails, etc.
Is there an issue? Send a MessageReason:


* It's amazing how convenient the architecture can be for Franchise/SlyCooper and his various abilities. Apparently criminals are fond of putting hooks randomly around to swing from, or peaks to land on. The only time hooks, peaks, and so on became dangerous was ... [[VideoGame/Sly3HonorAmongThieves the Cooper vault]] itself, built by the guys who actually use the manoeuvres.

to:

* It's amazing how convenient the architecture can be for Franchise/SlyCooper VideoGame/SlyCooper and his various abilities. Apparently criminals are fond of putting hooks randomly around to swing from, or peaks to land on. The only time hooks, peaks, and so on became dangerous was ... [[VideoGame/Sly3HonorAmongThieves the Cooper vault]] itself, built by the guys who actually use the manoeuvres.
Is there an issue? Send a MessageReason:
None


* {{Lampshaded}} big time in the first ''ComicBook/SecretWars'' when ''SpiderMan'' spends a couple of panels wondering if all the Mysterious Alien Architecture he is swinging from was placed on War World strictly for his benefit.

to:

* {{Lampshaded}} big time in the first ''ComicBook/SecretWars'' when ''SpiderMan'' ComicBook/SpiderMan spends a couple of panels wondering if all the Mysterious Alien Architecture he is swinging from was placed on War World strictly for his benefit.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/NoMansSky:'' Even the most barren, agoraphobic wasteland worlds are guaranteed to have at least a little bit of Sodium (for powering your hazard-proof shields), Carbon (for powering your mining beam), Ferrite (for powering your excavation beam), Hydrogen (for taking off) and Oxygen (for breathing). In outer space, you're guaranteed to find an asteroid field with Tritium for powering your high speed Pulse Engine.
Is there an issue? Send a MessageReason:
The Collector Ship was the aforementioned "location where you keep finding waist-high walls etc. etc."


** Aboard the Collector Ship in ''2'', you walk through a series of corridors where there's waist high architecture, which is basically screaming that they'll be needed on the way ''back''.
Is there an issue? Send a MessageReason:


* In the ''Franchise/JakAndDaxter'' games, there always seems to be a source of eco ''just'' when Jak really needs it.

to:

* In the ''Franchise/JakAndDaxter'' ''VideoGame/JakAndDaxter'' games, there always seems to be a source of eco ''just'' when Jak really needs it.

Added: 192

Changed: 30

Is there an issue? Send a MessageReason:
None


* In ''[[VideoGame/ChibiRobo Chibi-Robo!]]'', there was always some way for Chibi to get to seemingly out of the way areas, be it by cord, house plant, books, etc.

to:

* In ''[[VideoGame/ChibiRobo Chibi-Robo!]]'', ''VideoGame/ChibiRobo'', there was always some way for Chibi to get to seemingly out of the way areas, be it by cord, house plant, books, etc.



** [[VideoGame/DeadSpace2 The Sprawl]] is similarly designed.

to:

** [[VideoGame/DeadSpace2 * In ''VideoGame/DeadSpace2 '', The Sprawl]] Sprawl is similarly designed.designed.
* ''VideoGame/DonkeyKongCountry2DiddysKongQuest'': In many of the boss battles, weapons you need in order to hurt the boss conveniently fall near you after a certain amount of time has passed.
Is there an issue? Send a MessageReason:
None


* Somehow everything in the ''VideoGame/PrinceOfPersia'' series that causes damage to a building will turn the MalevolentArchitecture that would be impossible to traverse into Benevolent. Ages of disuse have created the perfect path for the Prince to climb and jump across.

to:

* Somehow everything in the ''VideoGame/PrinceOfPersia'' ''Franchise/PrinceOfPersia'' series that causes damage to a building will turn the MalevolentArchitecture that would be impossible to traverse into Benevolent. Ages of disuse have created the perfect path for the Prince to climb and jump across.



* Lampshaded in [[http://www.virtualshackles.com/137 this]] Webcomic/VirtualShackles strip, which explains the strange interior designs in the ''VideoGame/PrinceOfPersia'' series.

to:

* Lampshaded in [[http://www.virtualshackles.com/137 this]] Webcomic/VirtualShackles strip, which explains the strange interior designs in the ''VideoGame/PrinceOfPersia'' ''Franchise/PrinceOfPersia'' series.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/FarCry4:'' Enemy outposts and fortresses are nearly always overlooked by good sniping positions.
Is there an issue? Send a MessageReason:
None


* Buildings in ''[[NexusWar Nexus Clash]]'' can accommodate an unlimited number of characters and their summoned minions, whether the building is a huge stadium or a tiny, cramped hut. This is justified by just how inconvenient it would be for players if space considerations were more realistic, but does lead to some pretty comical situations whenever an event leads to (for instance) hundreds of characters and summons holed up in a single bar.

to:

* Buildings in ''[[NexusWar Nexus Clash]]'' ''VideoGame/NexusClash'' can accommodate an unlimited number of characters and their summoned minions, whether the building is a huge stadium or a tiny, cramped hut. This is justified by just how inconvenient it would be for players if space considerations were more realistic, but does lead to some pretty comical situations whenever an event leads to (for instance) hundreds of characters and summons holed up in a single bar.
Is there an issue? Send a MessageReason:
None


-->-- ''Webcomic/AwkwardZombie'', regarding ''VideoGame/MassEffect3''

to:

-->-- ''Webcomic/AwkwardZombie'', regarding [[http://www.awkwardzombie.com/index.php?page=0&comic=041612 regarding]] ''VideoGame/MassEffect3''
Is there an issue? Send a MessageReason:
None


* Almost any video game vehicle sequence that isn't actually set on a track has these, but the example that springs to mind are the ''VideoGame/{{Half-Life 2}}'' vehicles. Oh Grandma, what conveniently angled logs you have!

to:

* Almost any video game vehicle sequence that isn't actually set on a track has these, but the example that springs to mind are the ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' vehicles. Oh Grandma, what conveniently angled logs you have!
Is there an issue? Send a MessageReason:
None


*** The games (at least the ''Prime'' series, typically via scans) usually try to provide explanations for why certain obstacles are present (some are natural, serve certain functions, and some are a result of environmental or structural damage). Samus can just be seen as improvising. It's strange, though, that many of the tunnels she goes through seem just big enough to fit through with the Morph Ball and why there are a bunch of places that require a spherical object that just so happens to be the same size as the Morph Ball to receive kinetic energy or fire said object.

to:

*** The games (at least the ''Prime'' series, ''VideoGame/MetroidPrimeTrilogy'', typically via scans) usually try to provide explanations for why certain obstacles are present (some are natural, serve certain functions, and some are a result of environmental or structural damage). Samus can just be seen as improvising. It's strange, though, that many of the tunnels she goes through seem just big enough to fit through with the Morph Ball and why there are a bunch of places that require a spherical object that just so happens to be the same size as the Morph Ball to receive kinetic energy or fire said object.
Is there an issue? Send a MessageReason:
None


*** Somewhat believably {{hand wave}}d for the most part by explaining that much of the games' environments were either directly built by the Chozo or, as was the case with ''VideoGame/MetroidPrime 2: Echoes'', built by people with whom the Chozo shared their technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...
*** ''Prime 3'' kind of does this offscreen, as the Space Pirates seems to use them to transport Crawltanks, and most civilizations have either insects that burrow or maintenance drones.

to:

*** Somewhat believably {{hand wave}}d for the most part by explaining that much of the games' environments were either directly built by the Chozo or, as was the case with ''VideoGame/MetroidPrime 2: Echoes'', ''VideoGame/MetroidPrime2Echoes'', built by people with whom the Chozo shared their technology; so it is reasonable to believe that Samus and her Chozo-created suit can navigate them. As for why the Space Pirates and other places do this...
*** ''Prime 3'' ''VideoGame/MetroidPrime3Corruption'' kind of does this offscreen, as the Space Pirates seems to use them to transport Crawltanks, and most civilizations have either insects that burrow or maintenance drones.
Is there an issue? Send a MessageReason:
None


* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image) [[http://drmcninja.com/page.php?pageNum=23&issue=15 here,]] where a foreman yells about people leaving rampable wooden pallets around.

to:

* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image) [[http://drmcninja.com/page.php?pageNum=23&issue=15 com/archives/comic/15p23/ here,]] where a foreman yells about people leaving rampable wooden pallets around.
Is there an issue? Send a MessageReason:
None


* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image)[[http://drmcninja.com/page.php?pageNum=23&issue=15 here]], where a foreman yells about people leaving rampable wooden pallets around.

to:

* {{Lampshade|Hanging}}d brilliantly in ''Webcomic/TheAdventuresOfDrMcNinja'' (as seen in the page image)[[http://drmcninja.image) [[http://drmcninja.com/page.php?pageNum=23&issue=15 here]], here,]] where a foreman yells about people leaving rampable wooden pallets around.
Is there an issue? Send a MessageReason:
None


* In the ''VideoGame/BatmanArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/BatmanArkhamAsylum, takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.

to:

* In the ''VideoGame/BatmanArkhamSeries'', Batman and his villains live a Gotham City where essentially every building is either an ArtDeco skyscraper or a Gothic cathedral. As such, there are simply a ton of conveniently located gargoyles, sculptures, ledges, terraces and other architectural features for Batman to grapple onto in the middle of a firefight for an easy escape. The first game in the series, VideoGame/BatmanArkhamAsylum, ''VideoGame/BatmanArkhamAsylum'', takes place in the titular [[BedlamHouse loony bin]], and there are gargoyles liberally spread throughout the complex.
Is there an issue? Send a MessageReason:
None


* In the second game of VideoGame/{{Portal}}, there are ruins that are conveniently just ruined enough to give you a path out. Granted, [[GuideDangIt you have to really search for some]], but they're still there. And one has to wonder about the convenient placement of the paints.

to:

* In the second game of VideoGame/{{Portal}}, ''VideoGame/Portal2'', there are ruins that are conveniently just ruined enough to give you a path out. Granted, [[GuideDangIt you have to really search for some]], but they're still there. And one has to wonder about the convenient placement of the paints.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Much in the same vein, the {{Carmageddon}} series has always featured environments that are suspiciously apt for the insane sort of racing that goes on in those games. Ridiculously steep country roads that no actual car could hope to climb, industrial machinery with just-large-enough passages, buildings with unfeasibly wide windows and corridors and cities whose layout makes very little sense in the context of traffic. But then, ''Carmageddon'' takes a very lax approach to realism even compared to ''Grand Theft Auto''...
Is there an issue? Send a MessageReason:
None


* WiiWare game ''VideoGame/{{LIT}}'', ostensibly set in a darkened school, has windows that once shattered spill outside light into the room, providing a path to safely walk to the exit (or next light source). These windows are on almost every wall of each room, even the ones facing [[{{Bizarrchitecture}} further into the school]], where there should be no light from outside.

to:

* WiiWare UsefulNotes/WiiWare game ''VideoGame/{{LIT}}'', ostensibly set in a darkened school, has windows that once shattered spill outside light into the room, providing a path to safely walk to the exit (or next light source). These windows are on almost every wall of each room, even the ones facing [[{{Bizarrchitecture}} further into the school]], where there should be no light from outside.

Added: 179

Changed: 946

Is there an issue? Send a MessageReason:
None


* Many stages in the ''Franchise/SonicTheHedgehog'' series.

to:

* Many stages in the ''Franchise/SonicTheHedgehog'' series. Most obvious are loop-de-loops as natural formations or as urban structures that no one but Sonic can reasonably take.



** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''.
*** The highways in Skyscraper Scamper stage can be this.

to:

** One particularly glaring example occurs in ''VideoGame/SonicUnleashed'', during an early Werehog stage. The Werehog can hang from ledges and edge along them. There's a ledge that's blocked by a wooden balcony, so the player has to drop down so he can hand-over-hand. On the other side is a ledge with a staircase going up to a locked door. Below is a hundred-foot doubtlessly fatal drop to the sea. The balcony mentioned earlier is coming out of ''the side of the staircase'', which is a ''blank wall''.
wall''. Earlier in that stage is a ledge the Werehog can grab onto in the form of a rooftop. When he climbs onto the rooftop, the gradually turns into a small local park with no change in elevation.
*** The highways in Skyscraper Scamper stage can be this. Some of them lead directly into the sides of buildings. One of them, in particular, shows traffic traveling on it. If you watch the cars and trucks when they reach the buildingside, they travel right through the building. Some of the skyscrapers themselves are also so unusually shaped as to make no sense. One such building in a Werehog stage has so little area per floor that there's not enough space for stairs and barely enough for an elevator (without a counterweight). And then there's the area's counterpart to the Manhattan Bridge, which for no in-universe reason, leads to a flat island, then continues 90 degrees to the left.
** City Escape Act 2 in ''VideoGame/SonicGenerations'' has one section set in a public park. The only exit to this park leads to a wide halfpipe, then down the side of a building.

Added: 69

Changed: 610

Is there an issue? Send a MessageReason:
Quote changed per this thread.


->''"The two opposing armies have both realized that chest-high walls are the key to victory: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!"''
-->-- '''Ben ''[[WebAnimation/ZeroPunctuation "Yahtzee"]]'' Croshaw''', on ''[[GearsOfWar Gears of War 2]]''

to:

->''"The two opposing armies have both realized that chest-high walls are the key ->'''Shepherd:''' Hold on. We're about to victory: every single battleground is littered with chest-high walls, everyone's bombs seem specifically designed to reduce buildings to chest-high walls, the Locust have developed technology to make chest-high walls rise out of the ground, and if all else fails, Mother Nature herself will step in and make rocks fall from the ceiling, forming chest-high walls!"''
find hostiles.\\
'''Garrus:''' What makes you say that?\\
'''Shepherd:''' ''[points]'' Strategic cover.
-->-- '''Ben ''[[WebAnimation/ZeroPunctuation "Yahtzee"]]'' Croshaw''', on ''[[GearsOfWar Gears of War 2]]''
''Webcomic/AwkwardZombie'', regarding ''VideoGame/MassEffect3''
Is there an issue? Send a MessageReason:
None


* {{Lampshade}}d and discussed in ''Lord Of The Isles'' by Creator/DavidDrake. It's BenevolentArchitecture that a building crumbled in such a way that one character can easily climb the rubble from higher levels to reach a second-story window--but it's MalevolentArchitecture that said rubble blocked the front door.

to:

* {{Lampshade}}d and discussed in ''Lord Of The Isles'' ''Literature/TheLordOfTheIsles'' by Creator/DavidDrake. It's BenevolentArchitecture that a building crumbled in such a way that one character can easily climb the rubble from higher levels to reach a second-story window--but it's MalevolentArchitecture that said rubble blocked the front door.
Is there an issue? Send a MessageReason:
Nexus universe example

Added DiffLines:

* Buildings in ''[[NexusWar Nexus Clash]]'' can accommodate an unlimited number of characters and their summoned minions, whether the building is a huge stadium or a tiny, cramped hut. This is justified by just how inconvenient it would be for players if space considerations were more realistic, but does lead to some pretty comical situations whenever an event leads to (for instance) hundreds of characters and summons holed up in a single bar.

Top