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Seriously, Have you seen Ban Bans kindergarten?

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* ''VideoGame/GartenOfBanBan'', Oh boy... Where to begin?
** First, The BottomlessPits all around the place
** Second, The random FloatingPlatforms above said BottomlessPits
** Third, No fire exits! Establishments need at least one BigDamnFireExit !
** Fourth, [[MindYourStep Most stairs have no Rail Guards, or some steps are larger than others]]
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* Like ''F.E.A.R." above, ''VideoGame/Trepang2'' has a lot of buildings that don't make much practical sense. The first level has a great deal of heavy, bulletproof boxes all around the place, and not a single trolley to move them. The climax of the level is in some kind of storage room with a sunken area in the middle. The area has more of those heavy boxes. The only normal way to get down to that level is ''steps''. Also, when you shoot fire extinguishers, they explode hard enough to be deadly. Just a tad overcharged.
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* ''Videogame/FiveNightsAtFreddys'':

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* ''Videogame/FiveNightsAtFreddys'':''Franchise/FiveNightsAtFreddys'':



** The prequel, ''Videogame/FiveNightsAtFreddys2'', shows they've been fans of this for years. Instead of getting rid of the old, murder-happy bots, they added gigantic airvents where even one of the large, old animatronics can fit. Oh, and their idea of added security seems to have been giving the new bots facial recognition systems, complete with criminal database connections, and they can be fooled by putting an empty animatronic head on (well, not all of them, but the good majority will be fooled).

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** The prequel, ''Videogame/FiveNightsAtFreddys2'', ''VideoGame/FiveNightsAtFreddys2'', shows they've been fans of this for years. Instead of getting rid of the old, murder-happy bots, they added gigantic airvents where even one of the large, old animatronics can fit. Oh, and their idea of added security seems to have been giving the new bots facial recognition systems, complete with criminal database connections, and they can be fooled by putting an empty animatronic head on (well, not all of them, but the good majority will be fooled).
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** Deconstructed in ''VideoGame/{{Doom 3}}''. Even during the friendly introduction to the facility, numerous people complain about the dangerous conditions and complete lack of safety standards in their working environment. Somewhat lampshaded by the automatic announcement that the UAC "cares about the safety of its employees". There's a room that is sealed off because radiation levels are too high. In order to pass through this room, you need to play a minigame in which you pick up barrels of toxic waste with a crane and drop them into an incinerator. This is ironically the most OSHA-compliant room in the entire game. The EPA (Environmental Protection Agency), on the other hand, would probably want a word with you.
** ''VideoGame/{{Doom 2016}}'' continues this trend. There are a lot of risky jumps involved in making your way across the UAC facility, each conveniently marked and encouraged with prominent green lights. The Codexes and PA system also suggest that the UAC instituted a seven-day-a-week workweek, workers are encouraged to sell their souls for the sake of various projects, and that '''demonic incursions''' are a frequent occurrence.

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** Deconstructed in ''VideoGame/{{Doom 3}}''.''VideoGame/Doom3'': Deconstructed. Even during the friendly introduction to the facility, numerous people complain about the dangerous conditions and complete lack of safety standards in their working environment. Somewhat lampshaded by the automatic announcement that the UAC "cares about the safety of its employees". There's a room that is sealed off because radiation levels are too high. In order to pass through this room, you need to play a minigame in which you pick up barrels of toxic waste with a crane and drop them into an incinerator. This is ironically the most OSHA-compliant room in the entire game. The EPA (Environmental Protection Agency), on the other hand, would probably want a word with you.
** ''VideoGame/{{Doom 2016}}'' ''VideoGame/Doom2016'' continues this trend. There are a lot of risky jumps involved in making your way across the UAC facility, each conveniently marked and encouraged with prominent green lights. The Codexes and PA system also suggest that the UAC instituted a seven-day-a-week workweek, workers are encouraged to sell their souls for the sake of various projects, and that '''demonic incursions''' are a frequent occurrence.



** So too with ''VideoGame/DoomEternal''. Deag Ranak's Arctic base has traps all over the place that seem tailor-made to hurt his own cultists rather than assist them. Possibly justified in that said cultists are either demons, zombies, or well on their way to either, and therefore wouldn't be worried about such trivial things as health and safety … at least, when the Doom Slayer's not around.

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** So too with ''VideoGame/DoomEternal''. Deag Ranak's Arctic base has traps all over the place that seem tailor-made to hurt his own cultists rather than assist them. Possibly justified in that said cultists are either demons, zombies, or well on their way to either, and therefore wouldn't be worried about such trivial things as health and safety … at least, when the Doom Slayer's not around.

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*** And this is all before you go into the single-player campaign, where floating platforms without railings and vertical ascents requiring ink make for a fun challenge, but also make for a question of how the non-flying, non-climbing members of the enemy army don't all fall to their deaths all the time. You can fall off just the hub level portions to your death if you're not careful. This goes even more for the sequel single player campaign, which has checkpoints in the final hub level [[AntiFrustrationFeatures in order to keep things reasonable]].



** And this is all before you go into the single-player campaign, where floating platforms without railings and vertical ascents requiring ink make for a fun challenge, but also make for a question of how the non-flying, non-climbing members of the enemy army don't all fall to their deaths all the time. You can fall off just the hub level portions to your death if you're not careful. This goes even more for the sequel single player campaign, which has checkpoints in the final hub level [[AntiFrustrationFeatures in order to keep things reasonable]].\\\
And all ''that'' is nothing compared to the sequel's ''Octo Expansion'', eighty levels of increasingly difficult "tests" that take everything about the single player campaign, kick it way up, then throw on a bomb strapped to your back that activates automatically should you fail to obey some arbitrary rules. [[spoiler:Then the final escape sequence sends you through a facility that was clearly not meant for living creatures... which makes sense, given that it's revealed to be built by an [[OmnicidalManiac omnicidal]] [[AllAIIsACrapshot AI]].]]

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** And this is all before you go into the single-player campaign, where floating platforms without railings and vertical ascents requiring ink make for a fun challenge, but also make for a question of how the non-flying, non-climbing members of the enemy army don't all fall to their deaths all the time. You can fall off just the hub level portions to your death if you're not careful. This goes even more for the sequel single player campaign, which has checkpoints in the final hub level [[AntiFrustrationFeatures in order to keep things reasonable]].\\\
And all ''that'' is nothing compared to the sequel's
*** ''Octo Expansion'', Expansion'' features eighty levels of increasingly difficult "tests" that take everything about the single player campaign, kick it way up, then throw on a bomb strapped to your back that activates automatically should you fail to obey some arbitrary rules. [[spoiler:Then the final escape sequence sends you through a facility that was clearly not meant for living creatures... which makes sense, given that it's revealed to be built by an [[OmnicidalManiac omnicidal]] [[AllAIIsACrapshot AI]].]]
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** The eponymous pizza place itself, which, rather than deathtraps in the ballpits or things like that, instead has insanely faulty and/or HostileAnimatronics that roam the place at night, and will kill anyone they find. And you're the only one that seems to give a crap about this fact, and even get ''fired'' if you fix them in the last night (but then again, you also have the choice to [[ViolationOfCommonSense make them even more aggressive]]).

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** [[SuckECheeses The eponymous pizza place itself, itself]], which, rather than deathtraps in the ballpits or things like that, instead has insanely faulty and/or HostileAnimatronics that roam the place at night, and will kill anyone they find. And you're the only one that seems to give a crap about this fact, and even get ''fired'' if you fix them in the last night (but then again, you also have the choice to [[ViolationOfCommonSense make them even more aggressive]]).

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** In the name of efficiency, players often won't design their mines to last any longer than is necessary for them to use it. Tunnels are quite often extremely thin and marginally well lit (which in ''Minecraft'' may mean a breeding ground for hostile mobs, including ''explosive'' creepers), with no hint that the player has lazily blocked up lava in a wall or the ceiling with just some dirt. Bridges are rarely wider than a block and rarer still made of anything that can resist an explosion, even in the Nether when they're built over ''lava oceans'' while Ghasts shoot explosive fireballs everywhere [[note]]Cobblestone is a semi-durable material that is often used as crude building material. Dirt blocks, Wood (planks or logs), and raw Netherrack blocks, however, are not as durable.[[/note]]. And this is just a few of the many hazards, all created (or at least left behind) by other players (excluding the natural generation of the world).

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** In the name of efficiency, players often won't design their mines to last any longer than is necessary for them to use it.them. Tunnels are quite often extremely thin and marginally well lit (which in ''Minecraft'' may mean a breeding ground for hostile mobs, including ''explosive'' creepers), with no hint that the player has lazily blocked up lava in a wall or the ceiling with just some dirt. Bridges are rarely wider than a block and rarer still made of anything that can resist an explosion, even in the Nether when they're built over ''lava oceans'' while Ghasts shoot explosive fireballs everywhere [[note]]Cobblestone is a semi-durable material that is often used as crude building material. Dirt blocks, Wood (planks or logs), and raw Netherrack blocks, however, are not as durable.[[/note]]. And this is just a few of the many hazards, all created (or at least left behind) by other players (excluding the natural generation of the world).



** ''Industrialcraft'', a GameMod for Mincraft, features nuclear reactors. ''Safe'' reactor designs use heat sinks and vents to manage the heat level. High capacity reactors skirt the dangerous levels where stuff surrounding it can catch fire and even turn blocks around into lava blocks.

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** ''Industrialcraft'', a GameMod for Mincraft, GameMod, features nuclear reactors. ''Safe'' reactor designs use heat sinks and vents to manage the heat level. High capacity reactors skirt the are so dangerous levels where that stuff surrounding it them can catch fire and even turn blocks around into lava blocks.lava.
* ''VideoGame/MonsterHunterWorld'':
** The Research Base is a ''candlelit'' tower of wood, exposed books, and draperies. They're lucky the nearby monsters aren't of the fire-breathing variety...
** Astera, built by the same group, is also comprised entirely of wood and stacks of books exposed to the elements. The kitchen and forge are in stone caves, but if a fire started anywhere else, it would burn the whole town down before hitting the sea beneath. It's a good thing none of the Anjanaths held there have ever woken up and torched it.



* ''VideoGame/{{Nier}}'': The Aerie, one of the villages in the game, is a series of huts and bridged built into the cliff sides of a canyon. Not only do the platforms barely have any guardrails, but the ones they do have look like they could maybe make it up to Nier's knees. Plus, if an enemy smacks Nier at the right moment, Nier will go falling into the chasm below.

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* ''VideoGame/{{Nier}}'': The Aerie, one of the villages in the game, is a series of huts and bridged bridges built into the cliff sides cliffsides of a canyon. Not only do the platforms barely have any guardrails, but the ones they do have look like they could maybe make it up to Nier's knees. Plus, if an enemy smacks Nier at the right moment, Nier will go falling into the chasm below.

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Crosswicking


* The Old Clockworks in ''VideoGame/LuigisMansionDarkMoon''. Unsafe pieces of machinery and gears everywhere, an ancient Egyptian set of ruins underneath the creaky floor, plus a clock tower in which Luigi actually fights the boss on the clock face make it one hell of a dangerous location. Same deal with the Secret Mine and its machinery, like the cable car system with no seats and the only way across being to hang on to a tiny pole above an endless abyss in blizzard conditions.

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* The ''VideoGame/LuigisMansionDarkMoon'' has the Old Clockworks in ''VideoGame/LuigisMansionDarkMoon''.Clockworks. Unsafe pieces of machinery and gears everywhere, an ancient Egyptian set of ruins underneath the creaky floor, plus a clock tower in which Luigi actually fights the boss on the clock face make it one hell of a dangerous location. Same deal with the Secret Mine and its machinery, like the cable car system with no seats and the only way across being to hang on to a tiny pole above an endless abyss in blizzard conditions.conditions.
* ''VideoGame/LuigisMansion3'':
** The Boilerworks on the lower basement level would not be safe for the living to work in due to the presence of spikes, hazardous walkways, and frequent flooding. Though considering the hotel staff are all ghosts, this isn't much of an issue for them.
** In the credits, [[spoiler:everyone helps re-build the hotel. Cue pictures of Luigi and co. sitting on girders and the like without any kind of safety equipment to stop them from falling off.]]
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*** Grunty Industries is a giant five-story factory full of dangerous exposed machinery such as giant crushers, frayed wires, exposed grinders, entire ''floors'' covered with acid, and air vents full of slime creatures that fart toxic gas. It wouldn't look so bad outside if it weren't surrounded by a moat of purple slime full of hungry mutants.
*** Witchyworld, a rundown, decrepit theme park with broken, dangerous rides and deranged employees that will attack anyone on sight. The level was based on the real life Ride/ActionPark, which was known for its rowdy patrons, incompetent staff, and malfunctioning rides.
*** [[AbandonedMine Glitter Gulch Mine]], has a flavor of the Wild West. It is a dark underground cavern rich in ore of varying colors that fell into disuse over time. There are several [[BlackoutBasement very dark rooms]] in the mine where Fire Eggs and/or the Wonderwing prove useful for illumination, while others are full of a [[DeadlyGas green toxic gas]] that depletes your air meter

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*** Grunty Industries is a giant five-story factory full of dangerous exposed machinery such as giant crushers, frayed wires, exposed grinders, entire ''floors'' covered with acid, and air vents full of slime creatures that fart toxic gas. It wouldn't look so bad outside if it weren't surrounded by a moat of purple slime full of hungry mutants.
mutated monsters.
*** Witchyworld, a rundown, decrepit theme park with broken, dangerous rides and deranged employees that will attack anyone on sight. The level was based on the real life Ride/ActionPark, which was known notorious for its rowdy patrons, incompetent staff, and malfunctioning rides.
poor safety record.
*** [[AbandonedMine Glitter Gulch Mine]], has a flavor of the Wild West. It is a dark underground cavern rich in ore of varying colors that fell into disuse over time. There are several [[BlackoutBasement very dark rooms]] in the mine where Fire Eggs and/or the Wonderwing prove useful for illumination, while others are full of a [[DeadlyGas green toxic gas]] that depletes your air metermeter.
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* In ''VideoGame/{{Satisfactory}}'', implementing OSHA compliance in your factory is entirely up to you. It is your responsibility to make sure your factory doesn't force you to walk dangerously close to nuclear waste, have to mind unrailed gaping chasms that can lead you to fall hundreds of meters, or make you cross railroads that could run you over and insta-kill you.
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* ''VideoGame/NoMoreHeroes'': Even by Santa Destroy standards, Body Slam Beach is one massive health code nightmare. According to the town guide, the water is so highly contaminated from industrial waste and sewage, that beachgoers only come to sunbathe. However, the U.S. military also used the beach to test land mines, and there are still active mines buried in the sand.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'': With the shift to an 8-bit style, the job mini-games are much more comically hazardous than the first game's. Aside from job hazards from the previous game such as falling coconuts and scorpions, Travis also has to deal with angry customers throwing forks at his face or dealing with asteroids while picking trash in space. The intro text to some of these jobs have Travis taking these jobs because one of their employees died or became ill on the job. "Man the Meat" (the game with the aforementioned angry customers) had the previous cook somehow contract Mad Cow Disease and butcher the rest of the staff, and the end dialogue implies this a frequent occurrence. "Tile in Style" had the previous tile-layer accidentally fall into a vat of artisan concrete.

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* ''VideoGame/NoMoreHeroes'': Even by [[ViceCity Santa Destroy Destroy]] standards, Body Slam Beach is one massive health code nightmare. According to the town guide, the water is so highly contaminated from industrial waste and sewage, that beachgoers only come to sunbathe. However, the U.S. military also used the beach to test land mines, and there are still active mines buried in the sand.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'': With the shift to an 8-bit style, the job mini-games are much more comically hazardous than the first game's. Aside from job hazards from the previous game such as [[CoconutMeetsCranium falling coconuts coconuts]] and scorpions, Travis also has to deal with angry customers throwing forks at his face or dealing with asteroids while picking trash in space. The intro text to some of these jobs have Travis taking these jobs because one of their employees died or became ill on the job. "Man the Meat" (the game with the aforementioned angry customers) had the previous cook somehow contract Mad Cow Disease and butcher the rest of the staff, and the end dialogue implies this a frequent occurrence. "Tile in Style" had the previous tile-layer accidentally fall into a vat of artisan concrete.

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*** All of Clanker's Cavern is a massive sewer. To put it in perspective, the central room contains the level's eponymous whale-sized robot shark.



*** The "Grunty Industries" level is a giant five-story factory full of dangerous exposed machinery such as giant crushers, frayed wires, exposed grinders, entire ''floors'' covered with acid, and air vents full of slime creatures that fart toxic gas. It wouldn't look so bad outside if it weren't surrounded by a moat of purple slime full of hungry mutants.

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*** The "Grunty Industries" level Grunty Industries is a giant five-story factory full of dangerous exposed machinery such as giant crushers, frayed wires, exposed grinders, entire ''floors'' covered with acid, and air vents full of slime creatures that fart toxic gas. It wouldn't look so bad outside if it weren't surrounded by a moat of purple slime full of hungry mutants.


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*** [[AbandonedMine Glitter Gulch Mine]], has a flavor of the Wild West. It is a dark underground cavern rich in ore of varying colors that fell into disuse over time. There are several [[BlackoutBasement very dark rooms]] in the mine where Fire Eggs and/or the Wonderwing prove useful for illumination, while others are full of a [[DeadlyGas green toxic gas]] that depletes your air meter
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*** Witchyworld, a rundown, decrepit theme park with broken, dangerous rides and deranged employees that will attack anyone on sight.

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*** Witchyworld, a rundown, decrepit theme park with broken, dangerous rides and deranged employees that will attack anyone on sight. The level was based on the real life Ride/ActionPark, which was known for its rowdy patrons, incompetent staff, and malfunctioning rides.
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Crosswicking

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* ''VideoGame/TheLegendOfZeldaSkywardSword'': Lanayru Mining Facility is unusually dangerous for non-Hylians. The workers used to be robots before their extinction, and due to the lack of maintenance the dungeon became even more dangerous ever since.
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Crosswicking

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* ''VideoGame/NoMoreHeroes'': Even by Santa Destroy standards, Body Slam Beach is one massive health code nightmare. According to the town guide, the water is so highly contaminated from industrial waste and sewage, that beachgoers only come to sunbathe. However, the U.S. military also used the beach to test land mines, and there are still active mines buried in the sand.
* ''VideoGame/NoMoreHeroes2DesperateStruggle'': With the shift to an 8-bit style, the job mini-games are much more comically hazardous than the first game's. Aside from job hazards from the previous game such as falling coconuts and scorpions, Travis also has to deal with angry customers throwing forks at his face or dealing with asteroids while picking trash in space. The intro text to some of these jobs have Travis taking these jobs because one of their employees died or became ill on the job. "Man the Meat" (the game with the aforementioned angry customers) had the previous cook somehow contract Mad Cow Disease and butcher the rest of the staff, and the end dialogue implies this a frequent occurrence. "Tile in Style" had the previous tile-layer accidentally fall into a vat of artisan concrete.
* ''VideoGame/NoMoreHeroesIII'': Much like the previous games, some of the volunteer jobs are ridiculously unsafe. One of the jobs has you picking trash in alligator-infested water (and these gators are ''enormous''), with only Travis's professional wrestling moves to defend himself. Another job has you mining WESN (an alien mineral and one of the game's currency) in a cave with lava pits and geysers, and said job is explicitly stated to be so dangerous that no one else has ever come back alive from it.
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* The ''VideoGame/{{Splatoon}}'' series has an interesting take on this trope. The player characters can demonstrably fall from pretty far heights, two or three stories, and land without injury due to being celephapods, but they also dissolve and drown in water due to having bodies made of ink. And a lot of stages in the multiplayer game have water fixtures--granted, the danger is part of the sport, but many stages are implied to serve as actual places of business when not in play. To wit:
** The first game:

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* The ''VideoGame/{{Splatoon}}'' ''Franchise/{{Splatoon}}'' series has an interesting take on this trope. The player characters can demonstrably fall from pretty far heights, two or three stories, and land without injury due to being celephapods, but they also dissolve and drown in water due to having bodies made of ink. And a lot of stages in the multiplayer game have water fixtures--granted, fixtures -- granted, the danger is part of the sport, but many stages are implied to serve as actual places of business when not in play. To wit:
** The first game:''VideoGame/Splatoon1'':



*** Piranha Pit is an actual quarry. With operational and pointless conveyor belts.

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*** Piranha Pit is an actual quarry. With operational and pointless (and pointless) conveyor belts.



*** The sequel also brings Salmon Run mode. Not only are you fighting hordes of enemies on an island of varying tide levels, one of your key mobility options (the Super Jump) is disabled, you ''can't'' pick your weapon, and instead of respawning you are stuck in a slow-moving life ring until another player revives you. Then again, your employer is all but stated to be corrupt, so this could be justified.

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*** The sequel also brings introduces the Salmon Run mode. mode to the series. Not only are you fighting hordes of enemies on an island islands of varying tide levels, one of your key mobility options (the Super Jump) is disabled, you ''can't'' pick your weapon, and instead of respawning you are stuck in a slow-moving life ring until another player revives you. Then again, your employer is all but stated to be corrupt, so this could be justified.
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Up To Eleven is a defunct trope


* ''VideoGame/DragonAgeII'' has some really absurd examples of this. Gameplay wise, nothing changes, but most of [[CityofAdventure Kirkwall's]] railings are rusty-looking ''jagged metal spikes''. The biggest cause of death (next to [[PlayerCharacter Hawke]]) would probably be tetanus. They're even on the [[UptoEleven windowsills]]!

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* ''VideoGame/DragonAgeII'' has some really absurd examples of this. Gameplay wise, nothing changes, but most of [[CityofAdventure Kirkwall's]] railings are rusty-looking ''jagged metal spikes''. The biggest cause of death (next to [[PlayerCharacter Hawke]]) would probably be tetanus. They're even on the [[UptoEleven windowsills]]!windowsills!



*** The final chapters of the game take the DeathCourse aspect UpToEleven, but it's justified there in that [[spoiler:the AI now running the place is a complete idiot with no concept of proper test design and, at the end, is in fact trying to kill you]]. This is also lampshaded in one of the deep-down levels of the complex when an office has a notice instructing employees to alert their supervisor if they see various authorities. The ''very first one'' on the list is an OSHA inspector.

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*** The final chapters of the game take the DeathCourse aspect UpToEleven, up to eleven, but it's justified there in that [[spoiler:the AI now running the place is a complete idiot with no concept of proper test design and, at the end, is in fact trying to kill you]]. This is also lampshaded in one of the deep-down levels of the complex when an office has a notice instructing employees to alert their supervisor if they see various authorities. The ''very first one'' on the list is an OSHA inspector.



And all ''that'' is nothing compared to the sequel's ''Octo Expansion'', eighty levels of increasingly difficult "tests" that take everything about the single player campaign, [[UpToEleven kick it way up]], then throw on a bomb strapped to your back that activates automatically should you fail to obey some arbitrary rules. [[spoiler:Then the final escape sequence sends you through a facility that was clearly not meant for living creatures... which makes sense, given that it's revealed to be built by an [[OmnicidalManiac omnicidal]] [[AllAIIsACrapshot AI]].]]

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And all ''that'' is nothing compared to the sequel's ''Octo Expansion'', eighty levels of increasingly difficult "tests" that take everything about the single player campaign, [[UpToEleven kick it way up]], up, then throw on a bomb strapped to your back that activates automatically should you fail to obey some arbitrary rules. [[spoiler:Then the final escape sequence sends you through a facility that was clearly not meant for living creatures... which makes sense, given that it's revealed to be built by an [[OmnicidalManiac omnicidal]] [[AllAIIsACrapshot AI]].]]
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Added Unrailed! Under folder 'U'

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* ''Unrailed!''
** The entire premise of the game is to build a railroad for a train and see how far you can go before your train crashes. The catch is you have to harvest resources, lay track, and fill the train's water tank, all by hand. The bigger catch? ''The train never stops moving'' and will happily careen off the end of the track and [[MadeOfExplodium explode car-by-car]] if you can't complete the connection to the next station.
** Also, it's possible to blow yourself and your crewmates up with your own sticks of dynamite. Luckily, you have infinite respawns.
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* ''[[ChzoMythos 7 Days a Skeptic]] takes place in a spaceship in the future. There are some questionable decisions, but the most glaring one has to be the fact that the escape pods need to be activated and then wait for them to be automatically prepped, which takes ''several hours'', making them useless for their purpose as an emergency escape.

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* ''[[ChzoMythos ''[[VideoGame/ChzoMythos 7 Days a Skeptic]] Skeptic]]'' takes place in a spaceship in the future. There are some questionable decisions, but the most glaring one has to be the fact that the escape pods need to be activated and then wait for them to be automatically prepped, which takes ''several hours'', making them useless for their purpose as an emergency escape.
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* ''[[ChzoMythos 7 Days a Skeptic]] takes place in a spaceship in the future. There are some questionable decisions, but the most glaring one has to be the fact that the escape pods need to be activated and then wait for them to be automatically prepped, which takes ''several hours'', making them useless for their purpose as an emergency escape.
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* ''VideoGame/Hitman3'': The winery in Mendoza is ''full'' of death traps; fermentation tanks with openings big enough to toss people into, a grape crusher that can easily grind up anyone who falls into it, an industrial freezer with no doors on the inside, and a giant press that can crush a human body with a press of a button, ''which tourists are encouraged to stand under''. Miraculously, they claim there hasn't been any workplace-related accidents in the facility, though being the MurderSimulator ''Hitman'' is, you can change that.
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* ''VideoGame/BloodBreed'': The Killamoor Meat Works was shut down a year ago today by the owner, also a disgraced biologist, massacring his whole staff with the help of his son. One must wonder why [=THAT=] was what it took to do it, considering the fact that it's full of [=GIANT=] [=EXPOSED=] [=CIRCULAR=] [=SAW=] [=BLADES=] moving back and forth in so many rooms.

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* Grineer facilities in ''Videogame/{{Warframe}}'' have exposed reactors, arcing generators, and lethal drops with no guardrails. Possibly [[JustifiedTrope justified]]; the Grineer are clones produced in industrial quantities, and it may be better to weed out the dumb clones who fall to their death ''before'' they waste ammunition on the battlefield. Surprisingly averted with the Corpus, OneNationUnderCopyright, who always have guardrails and warning signs around their dangerous equipment, and detune their weapons to prevent them from being dangerous to the user.

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* ''Videogame/{{Warframe}}'':
**
Grineer facilities in ''Videogame/{{Warframe}}'' have exposed reactors, arcing generators, and lethal drops with no guardrails. Possibly [[JustifiedTrope justified]]; the Grineer are clones produced in industrial quantities, and it may be better to weed out the dumb clones who fall to their death ''before'' they waste ammunition on the battlefield. Surprisingly battlefield.
** Mostly
averted with the Corpus, OneNationUnderCopyright, who always have guardrails and warning signs around their dangerous equipment, and detune their weapons to prevent them from being dangerous to the user.user. However, the Reactor Sabotage missions, which both the Grineer and Corpus have, showcase a particularly idiotic design choice for their ships' reactors: the fuel and coolant cells both have the exact same shape, so you can take out the coolant cell and stick it where fuel is supposed to go (or vice-versa), with obviously catastrophic results. Or, you can just stick the fuel cell back in there after removing the coolant, causing the reactor to overheat and melt down, because apparently there's no failsafe to stop the reactor before it reaches dangerous temperatures.
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* ''Videogame/SpaceStation13'' has the eponymous space station. It's powered by a black hole and nobody understands how it works, bombs are produced and detonated inside of it, the air system is prone to flooding the entire place with poisonous flammable gasses, experiments are carried out on dangerous aliens, and deadly viruses are tested on monkeys that are prone to escape. Its still safer than the mining asteroid.

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* ''Videogame/SpaceStation13'' has the eponymous space station. It's powered by a black hole and nobody understands how it works, bombs are produced and detonated inside of it, the air system is prone to flooding the entire place with poisonous flammable gasses, experiments are carried out on dangerous aliens, and deadly viruses are tested on monkeys that are prone to escape. That is before the players (which include literal clowns) either deliberately or unintentionally mess things up. Its still safer than the mining asteroid.
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SRO pothole removal


*** Fazbear's Fright: The Horror Attraction. In addition to the killer animatronic which has a long-dead corpse inside of it, the barely functional equipment, and the ventilation shafts that go offline and cause hallucinations due to lack of oxygen, there's also purposefully old wiring that is stated in game to be likely to cause a fire. [[spoiler:Which is ''exactly'' [[SurprisinglyRealisticOutcome what happens in the game's ending]]]].

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*** Fazbear's Fright: The Horror Attraction. In addition to the killer animatronic which has a long-dead corpse inside of it, the barely functional equipment, and the ventilation shafts that go offline and cause hallucinations due to lack of oxygen, there's also purposefully old wiring that is stated in game to be likely to cause a fire. [[spoiler:Which is ''exactly'' [[SurprisinglyRealisticOutcome what happens in the game's ending]]]].ending]].



** ''Videogame/FreddyFazbearsPizzeriaSimulator'' makes ignoring safety part of the management gameplay. Sure, you can add safety straps to the ball pits or not let the murder animatronics into your pizzeria, but you can also buy deeply discounted items with high liability ratings to increase the fun on the cheap. [[SurprisinglyRealisticOutcome Of course, you will get hit with potentially daily lawsuits if you do so.]] The Blacklisted ending actually requires that you get sued three times per day. [[spoiler:Of course, the entire pizzeria is a giant trap for the remaining animatronics and is designed to burn down once all of them are inside.]]

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** ''Videogame/FreddyFazbearsPizzeriaSimulator'' makes ignoring safety part of the management gameplay. Sure, you can add safety straps to the ball pits or not let the murder animatronics into your pizzeria, but you can also buy deeply discounted items with high liability ratings to increase the fun on the cheap. [[SurprisinglyRealisticOutcome Of course, you will get hit with potentially daily lawsuits if you do so.]] so. The Blacklisted ending actually requires that you get sued three times per day. [[spoiler:Of course, the entire pizzeria is a giant trap for the remaining animatronics and is designed to burn down once all of them are inside.]]
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SRO pothole removal


** This tends to happen a lot when making large buildings, either far above ground or above one of the nigh-bottomless pits underground. Dwarves don't need handrails or safety ropes; as long as they have their four square feet of stairwell to stand on, they're perfectly capable of constructing buildings with their bare hands... unless they get into a fight for whatever reason and [[TooDumbToLive dodge the wrong way]], in which case they are likely to [[SurprisinglyRealisticOutcome fall to their deaths]].

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** This tends to happen a lot when making large buildings, either far above ground or above one of the nigh-bottomless pits underground. Dwarves don't need handrails or safety ropes; as long as they have their four square feet of stairwell to stand on, they're perfectly capable of constructing buildings with their bare hands... unless they get into a fight for whatever reason and [[TooDumbToLive dodge the wrong way]], in which case they are likely to [[SurprisinglyRealisticOutcome fall to their deaths]].deaths.
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* ''VideoGame/StarWarsJediFallenOrder'': The Scrapper yard on Bracca is very up to Imperial safety standards, which is almost none. The Scrappers take apart downed Clone War-era ships with giant lasers and stand on top of the salvaged parts with very little safety gear at elevated heights. When there's a malfunction with some equipment, Cal has to climb around without a harness (while, oddly enough, he has several sturdy O-rings on his outfit that a harness lanyard could attach to). In addition, some of these scrapping sites are situated right above the mouth of a Sarlacc-like creature called the Ibdis Maw (which is actually a super-organism with multiple mouths scattered across the planet), mainly so that the Scrappers can feed it the scraps from what they salvage and collect its mineral-rich feces to sell. From Codex entries, it's actually [[JustifiedTrope a deliberate attitude from the Empire]] to punish Bracca for siding with the Separatists during the Clone Wars. Also justified from a gameplay perspective since, as the first level, it allows player to quickly familiarize themselves with the jumping and climbing mechanics, which are an integral part of the game.

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* ''VideoGame/StarWarsJediFallenOrder'': The Scrapper yard on Bracca is very up to Imperial safety standards, which is almost none. The Scrappers take apart downed Clone War-era ships with giant lasers and stand on top of the salvaged parts with very little safety gear at elevated heights. When there's a malfunction with some equipment, Cal has to climb around without a harness (while, oddly enough, he has several sturdy O-rings on his outfit that a harness lanyard could attach to). In addition, some of these scrapping sites are situated right above the mouth of a Sarlacc-like creature called the Ibdis Maw (which is actually a super-organism with multiple mouths scattered across the planet), mainly so that the Scrappers can feed it the scraps from what they salvage and collect its [[SolidGoldPoop mineral-rich feces to sell.sell]]. From Codex entries, it's actually [[JustifiedTrope a deliberate attitude from the Empire]] to punish Bracca for siding with the Separatists during the Clone Wars. Also justified from a gameplay perspective since, as the first level, it allows player to quickly familiarize themselves with the jumping and climbing mechanics, which are an integral part of the game.
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Added DiffLines:

* The factory stage from ''VideoGame/DarkJudgement'' contains catwalks without railings, and plenty of moving crates that constantly threatens to knock anyone on it to their dooms. While it may be justified that the factory is staffed usually by [[AttackDrone hovering drone enemies]] and you're an intruder, occasionally you'll also be fighting human personnel on those walkways.
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** Fazbear entertainment has not learned their lesson by ''VideoGame/FiveNightsAtFreddysSecurityBreach''. Backup gas generators are litered throughout a play structure meant for toddlers, people can just walk into the kitchen trash compactor (with the trash dumped into the facility's basement to shore up the foundations), and the one fire escape is only accessible from the VIP area.

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** Fazbear entertainment Entertainment has not learned their lesson by ''VideoGame/FiveNightsAtFreddysSecurityBreach''. Backup gas generators are litered littered throughout a play structure meant for toddlers, people can just walk into the kitchen trash compactor (with the trash dumped into the facility's basement to shore up the foundations), and the one fire escape is only accessible from the VIP area.
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** The Origin Facility in ''F.E.A.R.'' Pits with low handrails (if they're there ''at all''), exposed machinery, electrical circuits out in the open... Armacham certainly cut their budget on safety there. Multiple areas which would be difficult to even work in, much less be safe in. One of the worst examples is the cleaning closet with a wall that's a working elevator shaft, and an ''unlocked'' door that opens onto a standard office area. The first level has employee information signs that read: "Remember it's Quantity, Quality, Safety, ''in that order''."

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** The Origin Facility in ''F.E.A.R.'' Pits with low handrails (if they're there ''at all''), exposed machinery, electrical circuits out in the open... Armacham certainly cut their budget on safety there. Multiple open, multiple areas which would be difficult to even work ''work'' in, much less be safe in.safe. Armacham certainly cut their budget there. One of the worst examples is the cleaning closet with a wall that's a working elevator shaft, and an ''unlocked'' door that opens onto a standard office area. The first level has employee information signs that read: "Remember it's Quantity, Quality, Safety, ''in that order''."

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