The TVTropes Trope Finder is where you can come to ask questions like "Do we have this one?" and "What's the trope about...?" Trying to rediscover a long lost show or other medium but need a little help? Head to Media Finder and try your luck there. Want to propose a new trope? You should be over at You Know, That Thing Where.
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openFluff and Crunch Segregation Videogame
I put this under "Videogames", but it also applies to tabletop games. Gameplay and Story Segregation is when the cutscenes and gameplay don't match up, but what about when the gameplay mechanics and their description, aka "fluff" and "crunch" don't match up?
Examples:
- The manual says such-and-such weapon's main advantage is its long-range accuracy, but in the actual game everything has the same range.
- A particular skill is supposedly one of a monster hunter's greatests assets. In gameplay, it's useless for monster-hunting.
- An item's description states it's extraordinarily rare, but you'll have a packful of them after a few minutes of playing.
(edit: added title.)
Edited by BicornopenNo Title Videogame
Does it count for Boss Remix when the boss's actual theme is remixed for the same boss's Desperation Attack? And if not, then where does it fit?
For example, this (original) and this (remixed) from Touhou Project.
And is that a correct possessive for "boss"?
Edited by OneMoreopenNo Title Videogame
Is there a trope for enemies who hide in the background/wall, in a hole or pipe for instance, and which lunge out to get you when you approach before retreating back into the hole/pipe. On the top of my head I can think of a few examples of this, the frog-looking guys from Clanker's Cavern in Banjo Kazooie, there are also frog enemies in Kirby 64 similarly in the background that pop out of pipes, try to eat you, and then return back in. I can think of many more, does this trope have a name?
Edited by WanderFrostopenNo Title Videogame
What's that trope where the quality of your teammates in a multiplayer game is invariably low when it's a group of randoms? Those kind of players have been called "pub players" or "pubbers" as well. I think the trope name had the word "guild" in it.
openNo Title Videogame
Flashlights are often shown in video games to illuminate only a small circular area and leave the rest completely dark, but in reality turning on a flashlight even in a pitch black room will light up a sizable area around the light source. Do we have a trope for this?
This notably occurs in horror games, like Left 4 Dead and the Grudge.
openNo Title Videogame
I'm almost sure I've already encountered this trope on the site, but I'm just unable to find it again... Video game bug: a character "gets cloned" because of neglection of the developer. Simply there will be 2 or more instances of them. In my actual RPG example, the character is already in my party, still I can see the character outside my party and I can even talk to him.
openNo Title Videogame
I could have sworn there was a trope that was the level equivalent of Final-Exam Boss which referred to an entire level which requires you to use all the skills, abilities and items introduced during the course of a game (presumably differing from the majority of game play). An example is the Cooper Vault in Sly Raccoon 3.
openNo Title Videogame
Okay so, I'm looking for a trope that fits this:
You know when in a video game, you're on a ship/airplane or something and it starts to crash/sink?
You run into some mooks, and instead of trying to get on an escape pod/life boat, they preoccupy their time with trying to kill you. Even when there's a time limit to get off of said boat/plane for the player.
Most recent video game example I've had was in Saints Row 3, you end up making the boat's machinery start to explode all over, and STAG just plain tries to kill you instead of getting off the boat.
openNo Title Videogame
So, you've got a squad of heroes, and the camera pans to the side to see them lining up to fire in a sort of formation (usually against incredible odds- often a rallying moment or a 'we're all toast' moment.) The best example I can come up with is parts of the End mission of Mass Effect 2; but I don't know what it's called. "Firing Line" gave me nothing. Ideas?
openNo Title Videogame
So, I've really only noticed this in one game, but it's done often enough in different situations in said game that it made me wonder if it is in fact an established trope: The 2010 Splatterhouse remake has this recurring practice of showing how dangerous something is via having it kill off enemies in scripted events or cutscenes before you can. Say you enter a room full of Smashing Hallway Traps of Doom, and this is revealed to you by having bunch of mooks flattened by it. Or, alternately, say you walk into a room full of what were up until now the strongest bad guys you've had to face... Then a previously unseen, much bigger enemy smashes through a wall and slaughters them all at once, and that's what you're up against.
Edited by MikeKopenNo Title Videogame
Is there a trope for video-game enemies who are the polar opposite of the Fragile Speedster?
For example, take the Overclocked Viruses and the Hardened Viruses from System Protocol One - the Overclocked Viruses are your classic Fragile Speedsters (smaller than most other enemies, fast, and very low health), while the Hardened Viruses are bigger than most other viruses, slower, but able to withstand a lot more damage (and even ignore certain low-level attacks, such as ones from un-upgraded countermeasures).
openNo Title Videogame
One rather common videogame trope which bothers me that I can't find an article on here for is one where the main character in a game that allows you to control multiple characters is not quite but almost overpowered. I searched for similar articles like intentionally overpowered but it doesn't really fit IMO. I think a new trope for this should be added but I figure I should post about it here first.
Sometimes the main character is flat out more powerful than everyone else statistically. Sometimes they get access to a weapon more powerful than any other character's "ultimate" weapon, which is NOT used for one boss or for story, but something you actually get to keep for the full duration of the game (and not just the final boss or something). Sometimes they're for all intents and purposes equal to the other characters, except they get access to their ultimate weapons or spells or whatever first. Point is they might not be overpowered story-wise, but the game makes them statistically, or practically superior to the other characters in some kind of easily noticeable way.
Some examples: Chrono Trigger: Chrono can obtain to the Rainbow sword late in the game, which features comparably best in game attack power, with a built in crit modifier that is so high, that you'll dish out more crits with it than Frog would using the upgraded Masemune AND hero medal combined (rainbow sword doesn't need a wasted accessory for this feature). In addition, ALL the triple techs in the game that do not require an accessory involve him. I do not know if this was changed in the remakes, I only know the SNES version.
Final Fantasy 12: Vaan, is among the "top 3 best characters to use this" for each and every single weapon class, nobody else is. There's a VERY technical and well-done weapon guide up on gamefaqs for evidence.
Riviera: Kind of justified since the protagonist is an angel, but he's the only playable character in the game (other than the intentionally overpowered mentor dude at the very start of the game that leaves right away) with execution level specials. Just pointing out how the trope I have in mind might be justified by the story somehow, or might not, doesn't really matter.
I think Cloud in FF 7 was statistically overpowered, and omnislash blew the socks off of all the other limit breaks, but I can't remember since I wasn't a huge fan of FF 7.
Fei In Xenogears was a big culprit. He got 2 extra overpowered deathblows, his stats were pretty high in every catagory, and he got extremely easy access to infinity mode compared to the rest of the cast regardless of using weltell mk2 OR xenogears.
Those are enough examples for now I reckon, thanks for any help! >=)
openNo Title Videogame
Is there a trope for where defeating a video-game enemy is based not on how much damage you do to it, but how many times you hit it? (I.e., you have to hit the enemy five times to defeat it, regardless of whether you do 1 damage per hit or 1000.)
The only example I have offhand is the Refurbished Virus from System Protocol One.
Let's imagine that either Final Boss or True Final Boss fight happens at the beginning location, or near it..
The example would be Metroid Fusion (inb4 Omega Metroid is fought in the docking bay, where is Samus's ship located).
So... is there a trope for this?