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* Several dungeons in the ''VideoGame/ValkyrieProfile'' series will have obstructions in the foreground that will block your view of chests and things. While the [[VideoGame/ValkyrieProfile2Silmeria 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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* Several dungeons in the ''VideoGame/ValkyrieProfile'' series will have obstructions in the foreground that will block your view of chests and things. While the [[VideoGame/ValkyrieProfile2Silmeria 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. Thankfullly, there's an item that causes a floating orb of light to appear near your character when there's unopened treasure chests in the room.
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[[caption-width-right:320:Good thing cellphones made those obsolete.]]

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[[caption-width-right:320:Good [[caption-width-right:308:Good thing cellphones made those obsolete.]]
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[[caption-width-right:320:Good thing cellphones made those obsolete.]]
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* The Forest of Illusion in ''VideoGame/SuperMarioWorld''
* Shows up in ''VideoGame/SuperSmashBros Brawl'' with the Nintendogs and Mr. Resetti "Assist Trophies", who are there solely to take up screen space. Gods help you if you're on a small stage, or worse, a moving one.
** The closest ''Melee'' had was a Pokemon capable of plunging the whole stage in darkness, but this is more InterfaceScrew.
** Did we mention the computers [[TheAllSeeingAI aren't affected by this at all?]]

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* The Forest of Illusion in ''VideoGame/SuperMarioWorld''
''VideoGame/SuperMarioWorld'' has several trees blocking your view.
* ''VideoGame/SuperSmashBros'':
** The closest ''VideoGame/SuperSmashBrosMelee'' had was a Pokemon capable of plunging the whole stage in darkness, but this is more InterfaceScrew.
**
Shows up properly in ''VideoGame/SuperSmashBros Brawl'' ''VideoGame/SuperSmashBrosBrawl'' with the Nintendogs and Mr. Resetti "Assist Trophies", who are there solely to take up screen space. Gods help you if you're on a small stage, or worse, a moving one.
** The closest ''Melee'' had was a Pokemon capable of plunging the whole stage in darkness,
one. Not only that, but this is more InterfaceScrew.
** Did we mention the computers
[[TheAllSeeingAI aren't the AI isn't affected by this it at all?]]all]].
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* In ''VideoGame/PokemonDiamondAndPearl'', the entrance to a certain cave--[[GuideDangIt the only place you can catch Gible, even though the Pokedex misleadingly indicates that a less-invisible cave nearby would also work]]--is under a bike bridge, hidden by the top-down viewpoint.
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* ''VideoGame/{{Cuphead}}'' is a [[{{Retraux}} throwback]] to 1930's cartoons with 1980's gameplay, including obstructive foreground elements.
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* ''[=McDonald's=] Treasure Land Adventure'' has a major case of this in the tree area of the first level.

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* ''[=McDonald's=] Treasure Land Adventure'' ''VideoGame/McDonaldsTreasureLandAdventure'' has a major case of this in the tree area of the first level.
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* ''VideoGame/HotlineMiami2WrongNumber'' likes to hide enemies in bushes; even indoors. The console version allows you to lock on to unseen enemies, but it's disabled on Hard mode. It's always lovely when you are missing one enemy who then shoots you from his hideout, which is especially annoying due to the trial-and-error gameplay.

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** Subverted in ''VideoGame/MetroidZeroMission,'' in which hidden passages like the ones seen in ''Super Metroid'' turn translucent when Samus walks into them.
*** You do have to find them first, however. Power Bombs can help by making them momentarily visible.

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** Subverted in ''VideoGame/MetroidZeroMission,'' in which hidden passages like the ones seen in ''Super Metroid'' turn translucent when Samus walks into them.
*** You
them, though you do have to find them first, however. Power Bombs can help by making them momentarily visible.yourself first.

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* Quite common in the ''VideoGame/YoshisIsland'' series and made worse by how some enemies always hide behind bushes, crystals or other things, even though the Yoshis themselves should be able to see them, and react accordingly, just fine.



* Quite common in the ''VideoGame/YoshisIsland'' series and made worse by how some enemies always hide behind bushes, crystals or other things, even though the Yoshis themselves should be able to see them, and react accordingly, just fine.
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Added DiffLines:

* Quite common in the ''VideoGame/YoshisIsland'' series and made worse by how some enemies always hide behind bushes, crystals or other things, even though the Yoshis themselves should be able to see them, and react accordingly, just fine.
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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.

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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 UsefulNotes/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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* In the ''WesternAnimation/BeavisAndButthead'' LicensedGame for the UsefulNotes/SegaGenesis, at one point in the Burger World level, the two titular protagonists are supposed to drop a rat that ate [[PlotCoupon a piece of their tickets to a GWAR concert]] and some fries into the fryer so they can serve them to a customer and he can throw the piece of the ticket back up (ItMakesSenseInContext). The trick to getting the rat in the fryer is to select it, then use the C button, instead of selecting the drop option, as the drop option is only for dropping things on the floor. Thus, if you drop the rat on the floor by accident, you won't be able to see where you dropped it, due to the kitchen's foreground obstructing the view of the floor.

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* In the ''WesternAnimation/BeavisAndButthead'' LicensedGame for the UsefulNotes/SegaGenesis, at one point in the Burger World level, the two titular protagonists are supposed to drop a rat that ate [[PlotCoupon a piece of their tickets to a GWAR concert]] and some fries into the fryer so they can serve them to a customer and he can throw the piece of the ticket back up (ItMakesSenseInContext).(ItMakesJustAsMuchSenseInContext). The trick to getting the rat in the fryer is to select it, then use the C button, instead of selecting the drop option, as the drop option is only for dropping things on the floor. Thus, if you drop the rat on the floor by accident, you won't be able to see where you dropped it, due to the kitchen's foreground obstructing the view of the floor.
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Added DiffLines:

** A similar effect happened with the short-lived [=FoxTrax=] puck-tracking system, in which the blue glow that was superimposed over the puck would end up being layered over the near boards.
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--> '''[=JdG=]''' ([[http://www.joueurdugrenier.fr/joueur-du-grenier-les-jeux-disney/ reviewing]] the UsefulNotes/MegaDrive version of ''Disney/{{Fantasia}}''), ''WebVideo/JoueurDuGrenier''

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--> -->-- '''[=JdG=]''' ([[http://www.joueurdugrenier.fr/joueur-du-grenier-les-jeux-disney/ reviewing]] the UsefulNotes/MegaDrive version of ''Disney/{{Fantasia}}''), ''WebVideo/JoueurDuGrenier''
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--> '''WebVideo/JoueurDuGrenier''', [[http://www.joueurdugrenier.fr/joueur-du-grenier-les-jeux-disney/ reviewing]] the UsefulNotes/MegaDrive version of ''Disney/{{Fantasia}}''

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--> '''WebVideo/JoueurDuGrenier''', [[http://www.'''[=JdG=]''' ([[http://www.joueurdugrenier.fr/joueur-du-grenier-les-jeux-disney/ reviewing]] the UsefulNotes/MegaDrive version of ''Disney/{{Fantasia}}''
''Disney/{{Fantasia}}''), ''WebVideo/JoueurDuGrenier''
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Added DiffLines:

* In the ''WesternAnimation/BeavisAndButthead'' LicensedGame for the UsefulNotes/SegaGenesis, at one point in the Burger World level, the two titular protagonists are supposed to drop a rat that ate [[PlotCoupon a piece of their tickets to a GWAR concert]] and some fries into the fryer so they can serve them to a customer and he can throw the piece of the ticket back up (ItMakesSenseInContext). The trick to getting the rat in the fryer is to select it, then use the C button, instead of selecting the drop option, as the drop option is only for dropping things on the floor. Thus, if you drop the rat on the floor by accident, you won't be able to see where you dropped it, due to the kitchen's foreground obstructing the view of the floor.
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* A frequent element in the ''Franchise/ResidentEvil'' franchise.
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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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* This is one of the suggested uses of the canvas feature of the SuperGameBoy, UsefulNotes/SuperGameBoy, in its accompanying PlayersGuide.
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--> '''WebVideo/JoueurDuGrenier''', [[http://www.joueurdugrenier.fr/joueur-du-grenier-les-jeux-disney/ reviewing]] the MegaDrive version of ''Disney/{{Fantasia}}''

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--> '''WebVideo/JoueurDuGrenier''', [[http://www.joueurdugrenier.fr/joueur-du-grenier-les-jeux-disney/ reviewing]] the MegaDrive UsefulNotes/MegaDrive version of ''Disney/{{Fantasia}}''
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* ''Saboteur'', for its time, had large (though single-color) sprites, but they could still be masked by foreground objects, particularly [[CrateExpectations crates and barrels]].

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* The UsefulNotes/ZXSpectrum game ''Saboteur'', for its time, had large (though single-color) sprites, but they could still be masked by foreground objects, particularly [[CrateExpectations crates and barrels]].
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* ''Saboteur'', for its time, had large (though single-color) sprites, but they could still be masked by foreground objects, particularly [[CrateExpectations crates and barrels]].

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Moving to Camera Screw


* Sometimes appears in the ''KatamariDamacy'' games. While usually there's meant to be a cutaway graphic that surrounds your katamari when you're behind something big, it doesn't always work...
* Inverted just as annoyingly in ''Messiah'' where the camera is always between you and the closest obstruction behind you, which can mean lining up for difficult jumps when all you can see is your character's backside.

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* Sometimes appears in the ''KatamariDamacy'' ''VideoGame/KatamariDamacy'' games. While usually there's meant to be a cutaway graphic that surrounds your katamari when you're behind something big, it doesn't always work...
* Inverted just as annoyingly in ''Messiah'' where the camera is always between you and the closest obstruction behind you, which can mean lining up for difficult jumps when all you can see is your character's backside.
work...
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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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* ''[=TowerClimb=]'' ''VideoGame/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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* ''VideoGame/SonicTheHedgehog1'' does this with metal girders in the Starlight Zone, and with plant leaves in Angel Island Zone.

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* ''VideoGame/SonicTheHedgehog1'' does this with metal girders in the Starlight Star Light Zone, and ''VideoGame/SonicTheHedgehog3'' does likewise with plant leaves in Angel Island Zone.
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* ''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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* ''Sacred ''VideoGame/{{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.



* 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.
** Also, in ''WorldOfWarcraft'', partway into the main questline of Jade Forest, the Horde version of the "sniper" quest is particularly annoying because you zoom in on the Jinyu village. Said village is underneath trees with large amounts of hanging vines with large leaves which obstructs the view of the things you're supposed to shoot to save the friendly NPC from the enemies. The Alliance version of this quest does not suffer from this particular annoyance; there are no similar obstructions near the Hozen village.

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* Of all games WorldOfWarcraft ''VideoGame/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.
** Also, in ''WorldOfWarcraft'', ''World of Warcraft'', partway into the main questline of Jade Forest, the Horde version of the "sniper" quest is particularly annoying because you zoom in on the Jinyu village. Said village is underneath trees with large amounts of hanging vines with large leaves which obstructs the view of the things you're supposed to shoot to save the friendly NPC from the enemies. The Alliance version of this quest does not suffer from this particular annoyance; there are no similar obstructions near the Hozen village.




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* ''[=McDonald's=] Treasure Land Adventure'' has a major case of this in the tree area of the first level.
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* LaMulana has it in a few locations.
* So does ''{{Gish}}'' when trying to get to some secrets.

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* LaMulana VideoGame/LaMulana has it in a few locations.
* So does ''{{Gish}}'' ''VideoGame/{{Gish}}'' when trying to get to some secrets.



* Intentionally used in ''BattleCity'' and ''Tank Force'' with tree tiles which makes it harder to see what's underneath them.
* Used in one stage of the second NES NinjaGaiden, to infuriating effect.
* Several dungeons in the ''ValkyrieProfile'' series will have obstructions in the foreground that will block your view of chests and things. While the [[VideoGame/ValkyrieProfile2Silmeria 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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* Intentionally used in ''BattleCity'' ''VideoGame/BattleCity'' and ''Tank Force'' with tree tiles which makes it harder to see what's underneath them.
* Used in one stage of the second NES NinjaGaiden, VideoGame/NinjaGaiden, to infuriating effect.
* Several dungeons in the ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' series will have obstructions in the foreground that will block your view of chests and things. While the [[VideoGame/ValkyrieProfile2Silmeria 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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Added DiffLines:

*** Not to mention using the map to drive while your view is obstructed, which is so easy to make the ink blocking your view entirely pointless. It makes the computer opponent getting a Blooper a relief, considering the alternative of getting a Lightning bolt, a red shell or (god help you) a ''blue shell.''
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** Subverted in ''{{Metroid}}: Zero Mission,'' in which hidden passages like the ones seen in ''Super Metroid'' turn translucent when Samus walks into them.

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** Subverted in ''{{Metroid}}: Zero Mission,'' ''VideoGame/MetroidZeroMission,'' in which hidden passages like the ones seen in ''Super Metroid'' turn translucent when Samus walks into them.



* The Forest of Illusion in ''SuperMario World''
* Shows up in ''SuperSmashBros Brawl'' with the Nintendogs and Mr. Resetti "Assist Trophies", who are there solely to take up screen space. Gods help you if you're on a small stage, or worse, a moving one.

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* The Forest of Illusion in ''SuperMario World''
''VideoGame/SuperMarioWorld''
* Shows up in ''SuperSmashBros ''VideoGame/SuperSmashBros Brawl'' with the Nintendogs and Mr. Resetti "Assist Trophies", who are there solely to take up screen space. Gods help you if you're on a small stage, or worse, a moving one.



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

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

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