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* ''[=TowerClimb=]'' can have creatures totally obscured by bushes, witches, or whatever else is in the foreground. Seeing as this is a NintendoHard action platformer where you're a OneHitPointWonder, this is FakeDifficulty of the highest order.
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* Arguably the best one-handed weapon in [[Skyrim]] - indeed, arguably the most powerful weapon of any kind in Skyrim - has a unique downside: It's enormous. Equipping it blocks a full third of your vision. Have fun.

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* Arguably the best one-handed weapon in [[Skyrim]] {{Skyrim}} - indeed, arguably the most powerful weapon of any kind in Skyrim - has a unique downside: It's enormous. Equipping it blocks a full third of your vision. Have fun.
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* Arguably the best one-handed weapon in [[Skyrim]] - indeed, arguably the most powerful weapon of any kind in Skyrim - has a unique downside: It's enormous. Equipping it blocks a full third of your vision. Have fun.
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* Used subtly in {{Streets of Rage}} 2 and 3. Although not particularly obstructive, it can cause some problems when you're being clobbered behind a pillar in the subway.

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* Used subtly in {{Streets of Rage}} StreetsOfRage 2 and 3. Although not particularly obstructive, it can cause some problems when you're being clobbered behind a pillar in the subway.



** Oddly, it creates a case of [[TheAIIsACheatingBastard "The Humans Are All Cheating Bastards"]] due to the touch screen map in the NintendoDS edition. The human player can remember level structures and traps (besides using the second screen to see weapons and traps from all over the level) while the computer doesn't know better are swerves left and right while slowing down.

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** Oddly, it creates a case of [[TheAIIsACheatingBastard "The Humans Are All Cheating Bastards"]] due to the touch screen map in the NintendoDS edition. The human player can remember level structures and traps (besides using the second screen to see weapons and traps from all over the level) while the computer doesn't know better are swerves left and right while slowing down.



* IWannaBeTheGuy has a couple of trees at the beginning of the Cart segment. Thankfully, they're not used to make the game harder.
* Freaking Air Man's stage in ''VideoGame/MegaMan2''. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.

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* IWannaBeTheGuy VideoGame/IWannaBeTheGuy has a couple of trees at the beginning of the Cart segment. Thankfully, they're not used to make the game harder.
* Freaking Air Man's stage in ''VideoGame/MegaMan2''. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.



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* In ''CommanderKeen Episode I'', you could walk through pipes but not see through them. They were perfect for hiding Gargs.

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* In ''CommanderKeen ''VideoGame/CommanderKeen Episode I'', you could walk through pipes but not see through them. They were perfect for hiding Gargs.
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* Not too much of a problem, usually, in CastleCrashers until you get to the final boss which darkens the screen, making the, usually clear, black-tinged rocks completely solid so you cannot see a damn thing when he is near the bottom of the screen.

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* Not too much of a problem, usually, in CastleCrashers ''VideoGame/CastleCrashers'' until you get to the final boss which darkens the screen, making the, usually clear, black-tinged rocks completely solid so you cannot see a damn thing when he is near the bottom of the screen.
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** Oddly, it creates a case of [[TheAIIsACheatingBastard "The Humans Are All Cheating Bastards"]] due to the touch screen map in the [[http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoDS Nintendo DS]] edition. The human player can remember level structures and traps (besides using the second screen to see weapons and traps from all over the level) while the computer doesn't know better are swerves left and right while slowing down.

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** Oddly, it creates a case of [[TheAIIsACheatingBastard "The Humans Are All Cheating Bastards"]] due to the touch screen map in the [[http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoDS Nintendo DS]] NintendoDS edition. The human player can remember level structures and traps (besides using the second screen to see weapons and traps from all over the level) while the computer doesn't know better are swerves left and right while slowing down.
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* ''{{Hammerfight}}'' runs into this if you try to fight too close to the top of the screen.
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* Level 9 of ''{{Battletoads}}'' has too many view-obstructing tubes you have to fight enemies around.

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* Level 9 of ''{{Battletoads}}'' ''VideoGame/{{Battletoads}}'' has too many view-obstructing tubes you have to fight enemies around.
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* Freaking Air Man's stage in ''Game/MegaMan 2''. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.

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* Freaking Air Man's stage in ''Game/MegaMan 2''.''VideoGame/MegaMan2''. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.
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* This is one of the suggested uses of the canvas feature of the SuperGameBoy, in its accompanying PlayersGuide.
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effected -> affected


** Did we mention the computers [[TheAIIsACheatingBastard aren't effected by this at all?]]

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** Did we mention the computers [[TheAIIsACheatingBastard aren't effected affected by this at all?]]
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* ''{{Torchlight}}'' has characters and enemies obstructed by 'foreground' very often but shows obstructed portions of all interactive objects as translucent color-coded versions of themselves ''through'' the foreground instead of removing it. Unfortunately non-interactive objects with hit boxes (read: obstacles) aren't given this effect so annoying situations still happen occasionally.

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* ''{{Torchlight}}'' ''VideoGame/{{Torchlight}}'' has characters and enemies obstructed by 'foreground' very often but shows obstructed portions of all interactive objects as translucent color-coded versions of themselves ''through'' the foreground instead of removing it. Unfortunately non-interactive objects with hit boxes (read: obstacles) aren't given this effect so annoying situations still happen occasionally.
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Compare BehindTheBlack.
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* Of all games WorldOfWarcraft did fall prone to this with the release of the Firelands raid. Even with the movable camera, one boss in particular (Lord Ryolith) is so huge and massive that it's borderline impossible to target the small adds the ranged have to kill when he is in the way. Oh, and he WILL be in the way, because he aimlessly wanders around his platform and can only be directed in certain limits.

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* ''VideoGame/AladdinVirginGames'' made annoying use of this.



<<|VideoGameDifficultyTropes|>>

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* Happens from time to time in [[Gothic2]]. Sometimes you will be unable to see what's happening in combat because there is a tree or other scenery between the camera and your character.

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* Happens from time to time in [[Gothic2]]. ''{{Gothic}} 2''. Sometimes you will be unable to see what's happening in combat because there is a tree or other scenery between the camera and your character.character.
* ''{{Torchlight}}'' has characters and enemies obstructed by 'foreground' very often but shows obstructed portions of all interactive objects as translucent color-coded versions of themselves ''through'' the foreground instead of removing it. Unfortunately non-interactive objects with hit boxes (read: obstacles) aren't given this effect so annoying situations still happen occasionally.
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* [[MarioKart Mario Kart]] DS and Wii have the Blooper item which squirts ink on opponents' screens, obstructing their view. Since CPU opponents don't have to look at a screen, they will swerve back and forth instead.

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* [[MarioKart Mario Kart]] DS ''VideoGame/MarioKart DS'' and Wii have the Blooper item which squirts ink on opponents' screens, obstructing their view. Since CPU opponents don't have to look at a screen, they will swerve back and forth instead.
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* Happens from time to time in [[Gothic2]]. Sometimes you will be unable to see what's happening in combat because there is a tree or other scenery between the camera and your character.
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*** You do have to find them first, however. Power Bombs can help by making them momentarily visible.


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* Low-lying foreground terrain can occasionally obscure items or traps in OdinSphere, but fortunately enemies are always tall enough to be easily seen.
* ''Sacred 2'' has a fixed top-down camera angle, but fades out tree canopies and ceilings so you can see what you're doing without zooming in.
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* One of the many things that made the SNES version of ''Batman Forever'' SoBadItsHorrible was the foreground in levels (such as the columns in the bank level from the AVGN run) making it difficult to see what the hell you were doing.

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* One of the many things that made the SNES version of ''Batman Forever'' SoBadItsHorrible completely awful was the foreground in levels (such as the columns in the bank level from the AVGN run) making it difficult to see what the hell you were doing.
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Adding detail how background affects overall gameplay in Mario Kart,

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** Oddly, it creates a case of [[TheAIIsACheatingBastard "The Humans Are All Cheating Bastards"]] due to the touch screen map in the [[http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoDS Nintendo DS]] edition. The human player can remember level structures and traps (besides using the second screen to see weapons and traps from all over the level) while the computer doesn't know better are swerves left and right while slowing down.
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Note that in some cases, Obstructive Foreground is done deliberately.
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*Not too much of a problem, usually, in CastleCrashers until you get to the final boss which darkens the screen, making the, usually clear, black-tinged rocks completely solid so you cannot see a damn thing when he is near the bottom of the screen.
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* Several dungeons in the ''ValkyrieProfile'' series will have obstructions in the foreground that will block your view of chests and things. While the [[ValkyrieProfileSilmeria second game]] always puts a prompt on screen to open a chest, the previous game does no such thing, meaning you can walk right by chests without ever even knowing they're there.
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* Used in one stage of the second NES NinjaGaiden, to infuriating effect.
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* Intentionally used in ''BattleCity'' and 'Tank Force'' with tree tiles which makes it harder to see what's underneath them.

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* Intentionally used in ''BattleCity'' and 'Tank ''Tank Force'' with tree tiles which makes it harder to see what's underneath them.
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* Intentionally used in ''BattleCity'' and 'Tank Force'' with tree tiles which makes it harder to see what's underneath them.
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* Freaking Air Man's stage in [[MegaMan Mega Man 2]]. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.

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* Freaking Air Man's stage in [[MegaMan Mega Man 2]].''Game/MegaMan 2''. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.
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* Freaking Air Man's stage in [[MegaMan Mega Man 2]]. No, [[MemeticMutation I can defeat Air Man,]] I just can't defeat the clouds blocking enemies and their attacks around halfway through the stage.

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