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* ''VideoGame/PowerRangersLightspeedRescue'' only allows you to proceed to the next area ''after'' you [[GottaRescueThemAll rescued every captive in an area]]. Trying to leave without saving everyone and you'll comically hit a wall while the screen spells out "AREA NOT CLEARED" telling you to backtrack.
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* In an episode of ''WesternAnimation/EdEddnEddy'', the Eds have built an office-like area with nothing but lines of tape indicating where walls would go. At one point Ed smacks right into one.
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* In an episode of ''WesternAnimation/EdEddnEddy'', ''WesternAnimation/EdEddNEddy'', the Eds have built an office-like area with nothing but lines of tape indicating where walls would go. At one point Ed smacks right into one.
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* WebVideo/JonTron considers these a mostly harmless NecessaryWeasel, which is notable since he frequently nitpicks much smaller things for breaking a game's immersion or flow. He comments that a game can't go on forever and when you have to go out of your way past anything interesting to find them anyway, it's okay for the game to stop you before it crashes. He does have a problem with particularly blatant ones that look like somewhere you should be able to traverse, though.
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* WebVideo/JonTron considers these a invisible walls mostly harmless NecessaryWeasel, AcceptableBreaksFromReality, which is notable since he frequently nitpicks much smaller things for breaking a game's immersion or flow. He comments that a game can't go on forever and when you have to go out of your way past anything interesting to find them anyway, it's okay for the game to stop you before it crashes. He does have a problem with particularly blatant ones that look like somewhere you should be able to traverse, though.
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Just for future reference: Don't edit wikis with a word filter active. EVER😆
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The most extreme and JustForFun/{{egregious}} form of the InsurmountableWaistHeightFence. The Invisible Wall is ExactlyWhatItSaysOnTheTin: a boundary that limits where the player can go, even though there's nothing physically there to stop them. It's as if someone decided to build a glass wall. You try to walk past it, but your character just stops or walks in place. You can't see the boundary, but it's there. There's not even a flimsy HandWave as to why you can't keep going. You just can't.
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[[folder:Advertising]]
* A commercial for ''[[VideoGame/TonyHawksProSkater Tony Hawk's American Wasteland]]'' has the titular skater run into one of these. Blasted loading.
[[/folder]]
* A commercial for ''[[VideoGame/TonyHawksProSkater Tony Hawk's American Wasteland]]'' has the titular skater run into one of these. Blasted loading.
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*
%%* A commercial for ''[[VideoGame/TonyHawksProSkater Tony Hawk's American Wasteland]]'' has the titular skater run into one of these. Blasted
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%%[[/folder]]
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* "Literature/InTheWallsOfEryx" by Creator/HPLovecraft is a sci-fi horror tale about an alien maze built of these. A person trapped in the maze would die of thirst while looking at a nearby lake.
* Creator/GregEgan uses this in a rare non-video game example in ''Literature/PermutationCity''. The simulated city introduced right at the beginning contains a 3D model of a single apartment and enough of the rest of the city to accurately reproduce what you can see out of the window. However, get out of the apartment and the many limitations of the simulation become apparent very quickly, including that a couple of blocks out an invisible wall prevents you from proceeding further. Egan even wrote this specifically as an "edge of the universe" where any attempt to move outward is simply cancelled, rather than mere wall with a surface.
* Creator/GregEgan uses this in a rare non-video game example in ''Literature/PermutationCity''. The simulated city introduced right at the beginning contains a 3D model of a single apartment and enough of the rest of the city to accurately reproduce what you can see out of the window. However, get out of the apartment and the many limitations of the simulation become apparent very quickly, including that a couple of blocks out an invisible wall prevents you from proceeding further. Egan even wrote this specifically as an "edge of the universe" where any attempt to move outward is simply cancelled, rather than mere wall with a surface.
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*
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** There is the inevitable NoBudget version from Classic ''Who''. In "The Invasion of Time", Rodan's office is protected by a forcefield that doesn't even [[SomeKindOfForcefield have a flash or a sound effect]], just Leela miming "there's something blocking this apparently open doorway" and then Rodan explaining that there's a force field there.
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** There is the inevitable NoBudget version from Classic ''Who''. In "The Invasion of Time", Rodan's office is protected by a forcefield that doesn't even [[SomeKindOfForcefield have a flash or a sound effect]], just Leela miming "there's something blocking this apparently open doorway" and then Rodan explaining that there's a force field there.
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* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]] These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
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* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in ''VideoGame/ATVOffroadFury'': In Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]] These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
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* ''VideoGame/BloodyZombies'' have walls that can be seen onscreen, resembling red forcefields, which will remain active as long as there are zombies around - you ''must'' kill all zombies before the wall goes away allowing you to access the next area.
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* ''VideoGame/CityOfHeroes'': Used with and without explanation; some urban missions are explicitly described as taking place in neighborhoods which have been isolated with portable forcefield units, but other urban missions, as well as tasks in the Spirit World, have transparent boundaries for no known reason. (And strictly speaking, these walls aren't invisible when you're close up to them; then they're transparent blue.) The "War Walls" separating the various zones serve a similar purpose, although they're visible and again have an in-game explanation.
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* ''VideoGame/CityOfHeroes'': Used with and without explanation; In ''VideoGame/CityOfHeroes'', some urban missions are explicitly described as taking place in neighborhoods which have been isolated with portable forcefield units, but other urban missions, as well as tasks in the Spirit World, have transparent boundaries for no known reason. (And strictly speaking, these walls aren't invisible when you're close up to them; then they're transparent blue.) The "War Walls" separating the various zones serve a similar purpose, although they're visible and again have an in-game explanation.
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*** Used at the edge of the map. Should you try to cross it, a caption will come on the screen telling you that you can go no further, which by then is perfectly obvious given you literally cannot go any further. Nevermind that the land and/or water continues, and you can see the terrain continuing into the distance, often with locations that would give you a strategic advantage over the enemies, or some rare plants with precious alchemy components just out of your reach. These border walls -- unlike other invisible walls within the game -- can be turned off with a switch in the game's .ini file. The area between them and the ''real'' end of the map is completely empty, consisting only of ground and vegetation. Similar to the "beauty strip" between a clearcut forest and a road, it exists only to mask the fact that at some point the world simply ceases to exist, cutting off in mid-air.
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*** Used at the edge of the map. Should you try to cross it, the edge of the map, a caption will come on the screen telling you that you can go no further, which by then is perfectly obvious given you literally cannot go any further. Nevermind that the land and/or water continues, and you can see the terrain continuing into the distance, often with locations that would give you a strategic advantage over the enemies, or some rare plants with precious alchemy components just out of your reach. These border walls -- unlike other invisible walls within the game -- can be turned off with a switch in the game's .ini file. The area between them and the ''real'' end of the map is completely empty, consisting only of ground and vegetation. Similar to the "beauty strip" between a clearcut forest and a road, it exists only to mask the fact that at some point the world simply ceases to exist, cutting off in mid-air.
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* ''VideoGame/EuropaUniversalis'' has a variation of this: The map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)
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* ''VideoGame/EuropaUniversalis'' has a variation of this: The In ''VideoGame/EuropaUniversalis'', the map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)
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* ''WesternAnimation/FamilyGuy: The Game'' lampshades this, with an unobstructed street where a mime is moving back and forth along an invisible wall. Trying to go around the mime prompts Peter to say "Stupid mimes and their invisible walls..."
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* ''WesternAnimation/FamilyGuy: The Game'' lampshades this, with features an unobstructed street where a mime is moving back and forth along an invisible wall. Trying to go around the mime prompts Peter to say "Stupid mimes and their invisible walls..."
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** The series uses these a lot. Sometimes they're traditional, sometimes they're in-universe magical barriers locking you into a boss fight. The latter tend to be accompanied by camera shots of them flashing into life and disappearing.
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again in the final dungeon just before he fights Darkside.
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again in the final dungeon just before he fights Darkside.
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** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights
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* ''VideoGame/MonsterBash'': [=E1M4=] has one preceding the dragon guarding the exit until all the pets are found.
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* ''VideoGame/TheTalosPrinciple'': The levels without walls are relatively common, but if you try to stray too far from the puzzle area, you are treated to Elohim's BrokenRecord announcement (above). If you push on, you die. The explanation to that is [[spoiler:you can only exist within the boundaries of the simulated world, which are pretty limited]].
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* ''VideoGame/AnUntitledStory'' has these on the edges of game world, [[{{Metroidvania}} in a genre]] where world borders are usually closed with walls. They also appear during several boss fights as well as in the form of invisible ceiling in [=ButtRun and MountSide=].
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* Several areas in ''VideoGame/AnUntitledStory'' has these that are found on the edges of game the game's world, [[{{Metroidvania}} in a genre]] where world borders are usually closed such as [=FarFall=], tend to block the player from wandering off the edges with walls. They also appear during several boss fights as well as in the form of some invisible ceiling in [=ButtRun and MountSide=].forcefield that simply bounces the player away instead of using any physical obstacles. There are also areas like [[LevelInTheClouds CloudRun]] or [[DeathMountain MountSide]], where hitting the top of the screen will make the player similarily bounce off it.
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* ''VideoGame/XMenLegends'' has these everywhere, and usually without explanation.
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* ''VideoGame/GhostInTheShell'' have plenty of invisible fences that forbids you from leaving, say, if you attempt to flee from a boss. With the in-game warning telling you "Do not exit from the assigned area!"
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Direct link
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When the invisible wall prevents you from walking past the edge of a platform, be it next to a BottomlessPit or not, it's a case of EdgeGravity.
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When the invisible wall prevents you from walking past the edge of a platform, be it next to a BottomlessPit {{Bottomless Pit|s}} or not, it's a case of EdgeGravity.
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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' normally averts this -- should you continue out-bounds through glitches, Link will literally fall over the edge of the world in a huge BottomlessPit -- but Hyrule Castle and the path leading to it are surrounded by an extremely tall, invisible barrier.
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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' normally averts this -- should you continue out-bounds through glitches, Link will literally fall over the edge of the world in a huge BottomlessPit {{Bottomless Pit|s}} -- but Hyrule Castle and the path leading to it are surrounded by an extremely tall, invisible barrier.
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* ''VideoGame/MetalGearSolid2'': The action scenes often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
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* ''VideoGame/MetalGearSolid2'': ''VideoGame/MetalGearSolid2SonsOfLiberty'': The action scenes often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
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[[AcceptableBreaksFromReality Generally acceptable]] when used to demarcate the edge of a level, but invisible walls are a renowned ScrappyMechanic when used within levels, especially when mixed in with the regular level geometry, where they can seemingly arbitrarily block players off from routes or places that look viable. In the worst case scenarios, invisible walls can actually be bumped up against during regular gameplay, messing with the player's controls in the process. In all situations, the work of the designer is either to find "natural" ways to limit the player's movement, or at the very least to make it obvious what is and isn't meant for gameplay before the player tests it with their noggin.
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[[AcceptableBreaksFromReality Generally acceptable]] when used to demarcate the edge of a level, but invisible walls are a renowned ScrappyMechanic when used within levels, especially when mixed in with the regular level geometry, where they can seemingly arbitrarily block players off from routes or places that look viable. This goes double in games that encourage players to look for secrets, some of which are harder to encounter than invisible walls themselves. In the worst case scenarios, invisible walls can actually be bumped up against during regular gameplay, messing with the player's controls in the process. In all situations, the work of the designer is either to find "natural" ways to limit the player's movement, or at the very least to make it obvious what is and isn't meant for gameplay before the player tests it with their noggin.
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* ''VideoGame/{{Prodeus}}'' tried to avoid invisible walls. However, during the development, DoubleJump and dashing abilities were added. This resulted earlier levels receiving invisible walls in places where the player could obviously reach.
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* ''VideoGame/HuntDownTheFreeman'' has several particularly egregious instances during Act 3. One traditional example crops up when you have to hop onto a train bound for City 17, in which trying to walk the other direction will have you running into an unseen wall while Mitchell comments that "this is the wrong way". Then there are two more of the "advancing barrier" variety which prevent you from walking backwards or to the sides -- one when you have to follow a suicide bomber through the City 17 train station checkpoint, and another when Mitchell is being escorted to Boris' office by Combine soldiers.
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* ''VideoGame/DoomEternal'': Invisible walls are often located to block players from exiting the intended location. Sometimes they are very easy to reach. For an example, in Sentinel Prime, there are a few locations where the player could easily run into invisible walls.
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* ''VideoGame/BloodyZombies'' have walls that can be seen onscreen, resembling red forcefields, which will remain active as long as there are zombies around - you ''must'' kill all zombies before the wall goes away allowing you to access the next area.
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* Earth's gravity tends to pull back anyone who tries to go much further, a lot of technology, work and expenses are needed to get about 10km above the surface (a commercial airliner), effectively acting as a virtual invisible wall for the vast majority of mankind; that and the fact there's no breathabble air in space and falling from just a few meters results in instant death. The furthest humans have travelled from earth was 400,171 km,[[https://www.guinnessworldrecords.com/world-records/farthest-distance-from-earth-reached-by-humans/]] [[Film/Apollo13 and they barely managed to came back alive from this "invisible wall"]].
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* Earth's gravity tends to pull back anyone who tries to go much further, a lot of technology, work and expenses are needed to get about 10km above the surface (a commercial airliner), effectively acting as a virtual invisible wall for the vast majority of mankind; that and the fact there's no breathabble breathable air in space and falling from just a few meters results in instant death. The furthest humans have travelled from earth was 400,171 km,[[https://www.guinnessworldrecords.com/world-records/farthest-distance-from-earth-reached-by-humans/]] [[Film/Apollo13 and they barely managed to came back alive from this "invisible wall"]].
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shouldn't be hidden even if deadlinked until IP
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[[caption-width-right:327:[[InertiaIsACruelMistress The only thing to slow down]] [[Franchise/SonicTheHedgehog Sonic.]]]]
%% Original work: http://rdcarneiro.deviantart.com/art/Empty-walls-96634794
%% Original work: http://rdcarneiro.deviantart.com/art/Empty-walls-96634794
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[[caption-width-right:327:[[InertiaIsACruelMistress The only thing to slow down]] [[Franchise/SonicTheHedgehog Sonic.]]]]
%% Original work: http://rdcarneiro.]] [[note]][[http://rdcarneiro.deviantart.com/art/Empty-walls-96634794
com/art/Empty-walls-96634794 Original work]][[/note]]]]
%% Original work: http://rdcarneiro.
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* ''Series/DoctorWho'': In [[Recap/DoctorWhoS38E3Orphan55 "Orphan 55"]], the walls of the environmental dome Tranquillity Spa is secretly built inside of are hidden by holograms, with this effect, as shown when Graham bumps his head on the wall while trying to walk around an area where the hologram's been temporarily deactivated to show a breach.
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* ''Series/DoctorWho'': ''Series/DoctorWho''
** There is the inevitable NoBudget version from Classic ''Who''. In "The Invasion of Time", Rodan's office is protected by a forcefield that doesn't even [[SomeKindOfForcefield have a flash or a sound effect]], just Leela miming "there's something blocking this apparently open doorway" and then Rodan explaining that there's a force field there.
** In [[Recap/DoctorWhoS38E3Orphan55 "Orphan 55"]], the walls of the environmental dome Tranquillity Spa is secretly built inside of are hidden by holograms, with this effect, as shown when Graham bumps his head on the wall while trying to walk around an area where the hologram's been temporarily deactivated to show abreach.breach.
** In [[Recap/DoctorWhoS38E8TheHauntingOfVillaDiodati "The Haunting of Villa Diodati"]], the Doctor realises a PerceptionFilter is altering the appearance of the villa to stop them escaping. She works out where the door really is, opens it to walk through...and everyone winces as she smacks her face on an invisible wall.
** There is the inevitable NoBudget version from Classic ''Who''. In "The Invasion of Time", Rodan's office is protected by a forcefield that doesn't even [[SomeKindOfForcefield have a flash or a sound effect]], just Leela miming "there's something blocking this apparently open doorway" and then Rodan explaining that there's a force field there.
** In [[Recap/DoctorWhoS38E3Orphan55 "Orphan 55"]], the walls of the environmental dome Tranquillity Spa is secretly built inside of are hidden by holograms, with this effect, as shown when Graham bumps his head on the wall while trying to walk around an area where the hologram's been temporarily deactivated to show a
** In [[Recap/DoctorWhoS38E8TheHauntingOfVillaDiodati "The Haunting of Villa Diodati"]], the Doctor realises a PerceptionFilter is altering the appearance of the villa to stop them escaping. She works out where the door really is, opens it to walk through...and everyone winces as she smacks her face on an invisible wall.
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* ''Series/WhammyTheAllNewPressYourLuck'': One of the animations has a mime Whammy ''climbing over'' an invisible wall.
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* ''VideoGame/DevilMayCry1'': Mission 22 begins in a temple surrounded by columns and a white light enveloping the outside environment. The space between the columns actually have invisible walls that you can even [[WallJump "kick jump"]] on when there's nothing for Dante to bounce off from.
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* ''VideoGame/XenaWarriorPrincess'' throws several invisible barriers at the edge of levels to prevent Xena from wandering too far off from the game. The first level itself starts off with one solid wall with a forest painted on it, supposedly the "background".
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* ''Videogame/BatmanArkhamAsylum'' has a variation with the electrical force fields, and another to enforce [[ThouShallNotKill Batman's no killing rule]], as mook cannot be throwing off a high ledge onto solid ground, or into electrified water, for instance. ''Videogame/BatmanArkhamCity'' has an almost literal case in that if a gliding Batman gets to the border of the map, he'll do an elaborate flip to go in the opposite direction.
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minor correction
* Earth's gravity tends to pull back anyone who tries to go much further, a lot of technology, work and expenses are needed to get about 10km above the surface (a commercial airliner), effectively acting as a virtual invisible wall for the vast majority of mankind; that and the fact there's no breathabble air in space and falling from just a few meters results in instant death. The furthest humans have travelled from earth was 400,171 km,[[https://www.guinnessworldrecords.com/world-records/farthest-distance-from-earth-reached-by-humans/]] [[Film/Apollo13 and they barely managed to came back alive from this "invisible wall"]].
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* Earth's gravity tends to pull back anyone who tries to go much further, a lot of technology, work and expenses are needed to get about 10km above the surface (a commercial airliner), effectively acting as a virtual invisible wall for the vast majority of mankind; that and the fact there's no breathabble air in space and falling from just a few meters results in instant death. The furthest humans have travelled from earth was 400,171 km,[[https://www.guinnessworldrecords.com/world-records/farthest-distance-from-earth-reached-by-humans/]] [[Film/Apollo13 and they barely managed to came back alive from this "invisible wall"]].
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Added real life example.
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* Earth's gravity tends to pull back anyone who tries to go much further, a lot of technology, work and expenses are needed to get about 10km above the surface (a commercial airliner), effectively acting as a virtual invisible wall for the vast majority of mankind; that and the fact there's no breathabble air in space and falling from just a few meters results in instant death. The furthest humans have travelled from earth was 400,171 km,[[https://www.guinnessworldrecords.com/world-records/farthest-distance-from-earth-reached-by-humans/]] [[Film/Apollo13 and they barely managed to came back alive from this "invisible wall"]].
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* ''VideoGame/FinalFantasyXIV'' has invisible walls that stop you if you try to use mount flying to go over an area's borders. Interestingly, they're not fully invisible, as bumping into one will form a BeehiveBarrier for a second.
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* ''VideoGame/RawFootage'': If you try to leave the level, you'll run into an invisible wall a few feet inward from the edge.
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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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%%* ''VideoGame/GauntletII'': Used in some stages, resulting in them looking all-but-empty.%%Meaning what?
* ''VideoGame/MonsterBash'': [=E1M4=] has one preceding the dragon guarding the exit until all the pets are found.
* ''VideoGame/MonsterBash'': [=E1M4=] has one preceding the dragon guarding the exit until all the pets are found.
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* ''VideoGame/AmericanMcGeesAlice'': There are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''VideoGame/{{Another}}'': There are more than one, and they keep you from exploring the city, or going onto the road.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there ''yet''. Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]] These crashes were actually pretty fun to watch... some
* ''James Cameron's Film/{{Avatar}}: The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear in
*
* ''VideoGame/BlackAndWhite'': In land 1, before you build the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
* ''VideoGame/{{Borderlands}}'' plays the trope straight when you're furiously trying to drive a vehicle through a vehicle-sized gap in a roadblock to no avail.
* ''VideoGame/ChampionsOnline'' has
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* ''VideoGame/RaymanOrigins'' oddly averts this in some levels; running off the screen to the left at the start or end of a level will eventually kill the player. But in this game, DeathIsASlapOnTheWrist, so it doesn't really matter.
* ''VideoGame/XMenLegends'' has these everywhere, and usually without explanation.
* ''Franchise/KingdomHearts'':
** The series uses these a lot. Sometimes they're traditional, sometimes they're in-universe magical barriers locking you into a boss fight. The latter tend to be accompanied by camera shots of them flashing into life and disappearing.
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again in the final dungeon just before he fights Darkside.
** The first area in the End of the World is literally an entire invisible ''maze'' -- as in, it is a huge empty area full of invisible walls. Your only clue of how to navigate it is the random bits of rock at the center of each intersection, which form arrows pointing in the direction you have to go. The battle zones are similarly invisible, but during said battles the maze is visible.
** ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' showed that this could be a blessing in disguise. It kept the "enemies heal when they disappear" mechanic KHII introduced, but not the "lock-on means you can't leave the area" mechanic, while several of its bosses don't use the invisible barriers. This means that you could be knocked out of an area by a particularly difficult boss's attack, only to return and find it fully healed.
** Some of the later games introduce another variant: you can't go into areas you're not supposed to go to at the moment, and your character will remind you that it's not the right way.
* ''VideoGame/XMenLegends'' has these everywhere, and usually without explanation.
* ''Franchise/KingdomHearts'':
** The series uses these a lot. Sometimes they're traditional, sometimes they're in-universe magical barriers locking you into a boss fight. The latter tend to be accompanied by camera shots of them flashing into life and disappearing.
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again in the final dungeon just before he fights Darkside.
** The first area in the End of the World is literally an entire invisible ''maze'' -- as in, it is a huge empty area full of invisible walls. Your only clue of how to navigate it is the random bits of rock at the center of each intersection, which form arrows pointing in the direction you have to go. The battle zones are similarly invisible, but during said battles the maze is visible.
** ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' showed that this could be a blessing in disguise. It kept the "enemies heal when they disappear" mechanic KHII introduced, but not the "lock-on means you can't leave the area" mechanic, while several of its bosses don't use the invisible barriers. This means that you could be knocked out of an area by a particularly difficult boss's attack, only to return and find it fully healed.
** Some of the later games introduce another variant: you can't go into areas you're not supposed to go to at the moment, and your character will remind you that it's not the right way.
to:
* ''VideoGame/RaymanOrigins'' oddly averts this ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls and respawn back in some levels; running the United States.
* ''VideoGame/DiddyKongRacing'' for the Nintendo 64 had a very noticeable example where you could barely get off thescreen to beach into the left at the start or end of a level will eventually kill the player. But in this game, DeathIsASlapOnTheWrist, so it doesn't really matter.
ocean before you hit it.
*''VideoGame/XMenLegends'' ''Videogame/{{Dishonored}}'' has these everywhere, and usually without explanation.
* ''Franchise/KingdomHearts'':
** The series uses these a lot. Sometimes they're traditional, sometimes they're in-universe magical barriers locking you into a boss fight. The latter tend to be accompanied by camera shotscovering the non-physical boundaries of them flashing into life and disappearing.each stage, along with [[BorderPatrol swarms of fish or rats]] that devour explorers who go near the edge.
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again * ''VideoGame/DonkeyKong64'' is very guilty of this in its hub area, set in the final dungeon just before he fights Darkside.
** The first area inocean. Trying to swim past the End limits of the World world just end up with your monkey wading at the same spot over and over.
* ''VideoGame/DragonAgeOrigins'' isliterally an entire invisible ''maze'' -- as in, it is a huge empty area full of invisible walls. Your only clue of how to navigate it is these. As well as forming the random bits of rock at the center boundary of each intersection, which form arrows pointing in discrete area, they're also used internally to railroad the direction party along a particular path within each area.
* ''VideoGame/{{Drakengard}}'': Invisible Walls keep youhave from plummeting to go. The battle zones are similarly invisible, your death in any of the dangerous-looking chasms. You can fly over them with the dragon, but during said battles the maze is visible.
** ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' showed that this could be a blessing in disguise. It kept the "enemies heal when they disappear" mechanic KHII introduced, but not the "lock-on meansyou sadly can't leave the area" mechanic, while several of its bosses don't use the invisible barriers. This means that you could be knocked out of an area by a particularly difficult boss's attack, only to return and find it fully healed.
** Some of the later games introduce another variant: you can't godismount into areas you're not supposed to go to at the moment, and your character will remind you that it's not the right way.them.
* ''VideoGame/DiddyKongRacing'' for the Nintendo 64 had a very noticeable example where you could barely get off the
*
* ''Franchise/KingdomHearts'':
** The series uses these a lot. Sometimes they're traditional, sometimes they're in-universe magical barriers locking you into a boss fight. The latter tend to be accompanied by camera shots
** The first area in
* ''VideoGame/DragonAgeOrigins'' is
* ''VideoGame/{{Drakengard}}'': Invisible Walls keep you
** ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' showed that this could be a blessing in disguise. It kept the "enemies heal when they disappear" mechanic KHII introduced, but not the "lock-on means
** Some of the later games introduce another variant: you can't go
Deleted line(s) 85,89 (click to see context) :
* ''VideoGame/MotocrossMadness'' has both a visible wall (in the form of [[GravityBarrier high cliffs]] surrounding the arena) and an invisible ''cannon''. Should you manage to scale the cliffs, you see an endless flat expanse, but driving more than a few feet into it gets you a free trip into the sky... for a few seconds. Then you crater back into the arena.
* ''Franchise/{{Halo}}'': In ''VideoGame/Halo2'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on "The Oracle"), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg. some seemingly insurmountable hills can be climbed, leading to major SequenceBreaking. Subsequent games have these, too, though the insta-kill barriers have been replaced by timed-kill ones.
* ''VideoGame/{{Drakengard}}'': Invisible Walls keep you from plummeting to your death in any of the dangerous-looking chasms. You can fly over them with the dragon, but you sadly can't dismount into them.
* ''VideoGame/TotalAnnihilation'': The player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.
%%* ''VideoGame/RiseOfNations'': The edge of the map is ''literally'' the edge of a map.
* ''Franchise/{{Halo}}'': In ''VideoGame/Halo2'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on "The Oracle"), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg. some seemingly insurmountable hills can be climbed, leading to major SequenceBreaking. Subsequent games have these, too, though the insta-kill barriers have been replaced by timed-kill ones.
* ''VideoGame/{{Drakengard}}'': Invisible Walls keep you from plummeting to your death in any of the dangerous-looking chasms. You can fly over them with the dragon, but you sadly can't dismount into them.
* ''VideoGame/TotalAnnihilation'': The player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.
%%* ''VideoGame/RiseOfNations'': The edge of the map is ''literally'' the edge of a map.
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* ''VideoGame/StarFox'':
** In the SNES original, all stages consist of a linear corridor. Approaching the edge will display a triple arrow guiding you back where you're supposed to be, and your ship will drift back in to the corridor unless you continue to push against the edge of the screen.
** ''VideoGame/StarFox64'': In addition to the corridor levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though. Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to the edge of a world.
* ''VideoGame/DiddyKongRacing'' for the Nintendo 64 had a very noticeable example where you could barely get off the beach into the ocean before you hit it.
** In the SNES original, all stages consist of a linear corridor. Approaching the edge will display a triple arrow guiding you back where you're supposed to be, and your ship will drift back in to the corridor unless you continue to push against the edge of the screen.
** ''VideoGame/StarFox64'': In addition to the corridor levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though. Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to the edge of a world.
* ''VideoGame/DiddyKongRacing'' for the Nintendo 64 had a very noticeable example where you could barely get off the beach into the ocean before you hit it.
to:
* ''VideoGame/StarFox'':
** In''VideoGame/EverQuest'' had this as the SNES original, all stages consist way to keep players from passing beyond the borders of a linear corridor. Approaching zone at any place other than a designated zone transition. Most zones in the game were basically large square or rectangular maps with a wall-like hill around the edge with an invisible wall about halfway up it, and early on, when the game had no maps for navigation it was common for players to navigate by following the zone walls.
* ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box willdisplay a triple arrow guiding tell you back where something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be, and your ship will drift back in be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the corridor unless frustrating situation of you continue being unable to push against climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago. Lampshaded in the edge of the screen.
** ''VideoGame/StarFox64'': In addition to the corridor levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/SuperMario64'' tells you about them withOperation: Anchorage expansion, which takes place in a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds computer simulation. There are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though. Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible semi-visible walls in random, unexplained places not related to the edge of a world.
* ''VideoGame/DiddyKongRacing'' for the Nintendo 64 had a very noticeable exampleshowing you where you could barely get off can't go in the beach simulation.
** ''VideoGame/FalloutNewVegas'' does this egregiously. Several mountain ranges that look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking the player. There are a few times these do make sense, such as the wire gate at the NCR Mojave Outpost which serves as a gateway in ''Lonesome Road'' after you choose to [[spoiler:'''nuke the NCR's only way into theocean before you hit it.Mojave''']].
** In
* ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will
** ''VideoGame/StarFox64'': In addition to the corridor levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/SuperMario64'' tells you about them with
* ''VideoGame/DiddyKongRacing'' for the Nintendo 64 had a very noticeable example
** ''VideoGame/FalloutNewVegas'' does this egregiously. Several mountain ranges that look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking the player. There are a few times these do make sense, such as the wire gate at the NCR Mojave Outpost which serves as a gateway in ''Lonesome Road'' after you choose to [[spoiler:'''nuke the NCR's only way into the
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* ''VideoGame/SnowboardKids'' you can do a jump and veer off to the side of the track, then hit an invisible wall in the middle of the sky and slide right back down.
* ''VideoGame/MetalGearSolid2'': The action scenes often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
* ''VideoGame/ReturnFire'': In the first game, you can pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdo it, a sub will surface right under you and shoot you with a homing missile that's absolutely impossible to evade and will kill you in one hit.
* ''VideoGame/GundamVsSeries'': The series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series have the outer limits of the stage be a line that, if crossed, forces your HumongousMecha to auto-pilot itself back into the stage, which is time-consuming, leaves you open to attack, and leads to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers -- everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the game-within-a-game. If you run into one, it briefly becomes a BeehiveBarrier.
* ''VideoGame/MetalGearSolid2'': The action scenes often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
* ''VideoGame/ReturnFire'': In the first game, you can pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdo it, a sub will surface right under you and shoot you with a homing missile that's absolutely impossible to evade and will kill you in one hit.
* ''VideoGame/GundamVsSeries'': The series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series have the outer limits of the stage be a line that, if crossed, forces your HumongousMecha to auto-pilot itself back into the stage, which is time-consuming, leaves you open to attack, and leads to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers -- everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the game-within-a-game. If you run into one, it briefly becomes a BeehiveBarrier.
to:
* ''VideoGame/SnowboardKids'' ''VideoGame/FirstEncounterAssaultRecon 3'' has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
* ''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
* ''VideoGame/FreshMintyAdventure'': There's one at the bottom left of the Cave of Wonder stopping Minty from riding a Timberwolf too far left of the tree branch.
* ''VideoGame/FuntimeWithBuffy'': While you cando a jump and veer off get to the side top of the track, then hit an fences if you know what to do, you can't go beyond them to see the rest of the neighbourhood, or to get away from [[LivingToys Buffy]].
* ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Gift to a fireplace, for example. [[spoiler:Also a very prominent one near Lolita's house]].
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor area. Ironically, ''visible'' walls have to have invisiblewall rebounder objects placed over them if they're in the middle of the sky and slide right back down.
screen.
*''VideoGame/MetalGearSolid2'': ''VideoGame/{{Gothic}}'': The action scenes often have these to prevent you from running past magical barrier that surrounds the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
* ''VideoGame/ReturnFire'': In the first game, you can pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdo it, a sub will surface right under you and shoot you with a homing missile that's absolutely impossible to evade and will kill you in one hit.
* ''VideoGame/GundamVsSeries'': The series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series have the outer limits of the stage be a line that, if crossed, forces your HumongousMecha to auto-pilot itself back into the stage, whichprison colony is time-consuming, leaves you open to attack, and leads to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''VideoGame/TheWorldEndsWithYou'' useslargely invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing until you to run as they want walk into it, at which point you to. Some of the walls are lowered surrounded by completing tasks assigned by Support Reapers -- everything crackling blue lightning. Keep walking, and you'll start taking damage and quickly die. Unsurprisingly, there have been no recorded escapes from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing this colony. ''Gothic II'' avoids invisible barriers overland (it just has [[GravityBarrier unclimbable mountains]]); but if you to cheat your way out of the game-within-a-game. If you run swim too far into one, it briefly becomes the ocean, you just get eaten by a BeehiveBarrier.[[BorderPatrol sea monster]].
* ''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
* ''VideoGame/FreshMintyAdventure'': There's one at the bottom left of the Cave of Wonder stopping Minty from riding a Timberwolf too far left of the tree branch.
* ''VideoGame/FuntimeWithBuffy'': While you can
* ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Gift to a fireplace, for example. [[spoiler:Also a very prominent one near Lolita's house]].
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor area. Ironically, ''visible'' walls have to have invisible
*
* ''VideoGame/ReturnFire'': In the first game, you can pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdo it, a sub will surface right under you and shoot you with a homing missile that's absolutely impossible to evade and will kill you in one hit.
* ''VideoGame/GundamVsSeries'': The series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series have the outer limits of the stage be a line that, if crossed, forces your HumongousMecha to auto-pilot itself back into the stage, which
* ''VideoGame/TheWorldEndsWithYou'' uses
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* ''VideoGame/{{Gothic}}'': The magical barrier that surrounds the prison colony is largely invisible until you walk into it, at which point you are surrounded by crackling blue lightning. Keep walking, and you'll start taking damage and quickly die. Unsurprisingly, there have been no recorded escapes from this colony. ''Gothic II'' avoids invisible barriers overland (it just has [[GravityBarrier unclimbable mountains]]); but if you swim too far into the ocean, you just get eaten by a [[BorderPatrol sea monster]].
to:
* ''VideoGame/{{Gothic}}'': The magical barrier that surrounds the prison colony is largely invisible until you walk into it, at which point you are surrounded by crackling blue lightning. Keep walking, and you'll start taking damage and quickly die. Unsurprisingly, there have been no recorded escapes from this colony. ''Gothic II'' avoids invisible ''VideoGame/GuildWars2'' has a mixture of Invisible Walls mixed with natural barriers overland (it just has [[GravityBarrier unclimbable mountains]]); but if you swim too far into (a 100-foot-high wall or the depths of the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
* ''VideoGame/GundamVsSeries'': The series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series have the outer limits of the stage be a line that, if crossed, forces your HumongousMecha to auto-pilot itself back into the stage, which is time-consuming, leaves youjust get eaten open to attack, and leads to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''Franchise/{{Halo}}'': In ''VideoGame/Halo2'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on "The Oracle"), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg. some seemingly insurmountable hills can be climbed, leading to major SequenceBreaking. Subsequent games have these, too, though the insta-kill barriers have been replaced bya [[BorderPatrol sea monster]].timed-kill ones.
* ''VideoGame/GundamVsSeries'': The series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series have the outer limits of the stage be a line that, if crossed, forces your HumongousMecha to auto-pilot itself back into the stage, which is time-consuming, leaves you
* ''Franchise/{{Halo}}'': In ''VideoGame/Halo2'', horizontal instant-kill barriers prevent the player from taking a shortcut from the top to the bottom of certain areas (for example, the elevator shaft on "The Oracle"), despite there being no fall damage in the rest of the game. Vertical "death walls" are also used, in addition to nonlethal invisible walls. They apparently forgot to patch up the holes in some places, though, eg. some seemingly insurmountable hills can be climbed, leading to major SequenceBreaking. Subsequent games have these, too, though the insta-kill barriers have been replaced by
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* ''VideoGame/{{Wizardry}} VII'' has a whole city full of invisible walls. The city is inhabited by ''a race that flies,'' which is comparable to making a snake with wheels.
* ''VideoGame/SonicTheHedgehog'':
** ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' pulls the Invisible Wall at the first Launch Base Act 2 boss. You SHOULD be able to jump to that ledge but you can't, and until Robotnik jumps into his machine, you can't do anything to him. Annoying, considering that the invisible wall disappears once he's been defeated.
** In Carnival Night Zone, when Knuckles appears to turn off the lights. Sonic just ''stops'', inches away from the smirking echidna... held back by an Invisible Wall. Even worse, you can have all of the emeralds by this point, and so ''Super'' Sonic can be held at bay by it.
** ''VideoGame/SonicAdventure'': When you're taken into the past by a lens flare, you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
** ''VideoGame/SonicColors'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the BottomlessPits unfairly.
** ''VideoGame/SonicTheHedgehog2006'': The second hub city had giant invisible walls on the streets between buildings, with no indication that you can't go over there on your map. The game often ropes you into doing side quests by having the police [[NPCRoadblock block the way]], even though you can jump over, move around, and in at least one case, walk BEHIND the officer in question.
* ''VideoGame/ParasiteEve'' has these for battles. You are confined to a small portion of the room you are in for fights.
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this once flying mounts came out with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in Outland, and the Draenei and Blood Elf starting zones. In Instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls (many of them are dungeons of some kind anyway), but they're still there as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
*** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
*** Instead of Invisible Walls, Warcraft mostly has invisible ceilings that are so high that you can't actually see the ground at that height anyway, and if you fly too far out into the sea you'll shortly die of Fatigue damage. The exception is the invisible wall over the mountain range dividing the Eastern Plaguelands and Ghostlands. This is because it would take up too much data to make the entire mountain range into an instance portal. Instead there is a portal at the gates through which you must go to get there. Even if you pay for a ride there, you still go through that gate.
* ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all in areas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
* ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there ''yet''. Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* ''VideoGame/SpaceQuestITheSarienEncounter'': The town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor area. Ironically, ''visible'' walls have to have invisible rebounder objects placed over them if they're in the middle of the screen.
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago. Lampshaded in the Operation: Anchorage expansion, which takes place in a computer simulation. There are semi-visible walls showing you where you can't go in the simulation.
** ''VideoGame/FalloutNewVegas'' does this egregiously. Several mountain ranges that look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking the player. There are a few times these do make sense, such as the wire gate at the NCR Mojave Outpost which serves as a gateway in ''Lonesome Road'' after you choose to [[spoiler:'''nuke the NCR's only way into the Mojave''']].
* ''VideoGame/SonicTheHedgehog'':
** ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' pulls the Invisible Wall at the first Launch Base Act 2 boss. You SHOULD be able to jump to that ledge but you can't, and until Robotnik jumps into his machine, you can't do anything to him. Annoying, considering that the invisible wall disappears once he's been defeated.
** In Carnival Night Zone, when Knuckles appears to turn off the lights. Sonic just ''stops'', inches away from the smirking echidna... held back by an Invisible Wall. Even worse, you can have all of the emeralds by this point, and so ''Super'' Sonic can be held at bay by it.
** ''VideoGame/SonicAdventure'': When you're taken into the past by a lens flare, you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
** ''VideoGame/SonicColors'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the BottomlessPits unfairly.
** ''VideoGame/SonicTheHedgehog2006'': The second hub city had giant invisible walls on the streets between buildings, with no indication that you can't go over there on your map. The game often ropes you into doing side quests by having the police [[NPCRoadblock block the way]], even though you can jump over, move around, and in at least one case, walk BEHIND the officer in question.
* ''VideoGame/ParasiteEve'' has these for battles. You are confined to a small portion of the room you are in for fights.
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this once flying mounts came out with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in Outland, and the Draenei and Blood Elf starting zones. In Instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls (many of them are dungeons of some kind anyway), but they're still there as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
*** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
*** Instead of Invisible Walls, Warcraft mostly has invisible ceilings that are so high that you can't actually see the ground at that height anyway, and if you fly too far out into the sea you'll shortly die of Fatigue damage. The exception is the invisible wall over the mountain range dividing the Eastern Plaguelands and Ghostlands. This is because it would take up too much data to make the entire mountain range into an instance portal. Instead there is a portal at the gates through which you must go to get there. Even if you pay for a ride there, you still go through that gate.
* ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all in areas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
* ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there ''yet''. Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* ''VideoGame/SpaceQuestITheSarienEncounter'': The town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor area. Ironically, ''visible'' walls have to have invisible rebounder objects placed over them if they're in the middle of the screen.
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago. Lampshaded in the Operation: Anchorage expansion, which takes place in a computer simulation. There are semi-visible walls showing you where you can't go in the simulation.
** ''VideoGame/FalloutNewVegas'' does this egregiously. Several mountain ranges that look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking the player. There are a few times these do make sense, such as the wire gate at the NCR Mojave Outpost which serves as a gateway in ''Lonesome Road'' after you choose to [[spoiler:'''nuke the NCR's only way into the Mojave''']].
to:
* ''VideoGame/{{Wizardry}} VII'' has ''Franchise/KingdomHearts'':
** The series uses these awhole city lot. Sometimes they're traditional, sometimes they're in-universe magical barriers locking you into a boss fight. The latter tend to be accompanied by camera shots of them flashing into life and disappearing.
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again in the final dungeon just before he fights Darkside.
** The first area in the End of the World is literally an entire invisible ''maze'' -- as in, it is a huge empty area full of invisible walls.The city Your only clue of how to navigate it is inhabited by ''a race that flies,'' which is comparable to making a snake with wheels.
* ''VideoGame/SonicTheHedgehog'':
** ''[[VideoGame/Sonic3AndKnuckles Sonicthe Hedgehog 3]]'' pulls the Invisible Wall random bits of rock at the first Launch Base Act 2 boss. You SHOULD be able center of each intersection, which form arrows pointing in the direction you have to jump to go. The battle zones are similarly invisible, but during said battles the maze is visible.
** ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' showed thatledge this could be a blessing in disguise. It kept the "enemies heal when they disappear" mechanic KHII introduced, but you can't, and until Robotnik jumps into his machine, not the "lock-on means you can't do anything to him. Annoying, considering that leave the area" mechanic, while several of its bosses don't use the invisible wall disappears once he's been defeated.
** In Carnival Night Zone, when Knuckles appears to turn off the lights. Sonic just ''stops'', inches away from the smirking echidna... held back by an Invisible Wall. Even worse,barriers. This means that you can have all could be knocked out of an area by a particularly difficult boss's attack, only to return and find it fully healed.
** Some of theemeralds by this point, and so ''Super'' Sonic can be held at bay by it.
** ''VideoGame/SonicAdventure'': When you're taken into the past by a lens flare, you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
** ''VideoGame/SonicColors'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the BottomlessPits unfairly.
** ''VideoGame/SonicTheHedgehog2006'': The second hub city had giant invisible walls on the streets between buildings, with no indication thatlater games introduce another variant: you can't go over there on your map. The game often ropes you into doing side quests by having the police [[NPCRoadblock block the way]], even though you can jump over, move around, and in at least one case, walk BEHIND the officer in question.
* ''VideoGame/ParasiteEve'' has these for battles. You are confined to a small portion of the room you are in for fights.
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this once flying mounts came out with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in Outland, and the Draenei and Blood Elf starting zones. In Instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls (many of them are dungeons of some kind anyway), but they're still there as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
*** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
*** Instead of Invisible Walls, Warcraft mostly has invisible ceilings that are so high that you can't actually see the ground at that height anyway, and if you fly too far out into the sea you'll shortly die of Fatigue damage. The exception is the invisible wall over the mountain range dividing the Eastern Plaguelands and Ghostlands. This is because it would take up too much data to make the entire mountain range into an instance portal. Instead there is a portal at the gates through which you must go to get there. Even if you pay for a ride there, you still go through that gate.
* ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all inareas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
* ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there ''yet''. Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* ''VideoGame/SpaceQuestITheSarienEncounter'': The town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor area. Ironically, ''visible'' walls have to have invisible rebounder objects placed over them if they're in the middle of the screen.
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubbleyou're not supposed to be able go to pass, but at the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of moment, and your character will remind you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago. Lampshaded in the Operation: Anchorage expansion, which takes place in a computer simulation. There are semi-visible walls showing you where you can't go in the simulation.
** ''VideoGame/FalloutNewVegas'' does this egregiously. Several mountain rangesthat look like you should be able to jump over them just randomly won't let you. It's understandable when it's there to prevent SequenceBreaking, but in some areas it's pointless and completely arbitrary. Especially when they already have a perfectly good BeefGate blocking not the player. There are a few times these do make sense, such as the wire gate at the NCR Mojave Outpost which serves as a gateway in ''Lonesome Road'' after you choose to [[spoiler:'''nuke the NCR's only way into the Mojave''']].right way.
** The series uses these a
** In ''VideoGame/KingdomHeartsI'', Goofy and Donald bounce off invisible walls just before Sora fights Possessed! Riku. It happens again in the final dungeon just before he fights Darkside.
** The first area in the End of the World is literally an entire invisible ''maze'' -- as in, it is a huge empty area full of invisible walls.
* ''VideoGame/SonicTheHedgehog'':
** ''[[VideoGame/Sonic3AndKnuckles Sonic
** ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'' showed that
** In Carnival Night Zone, when Knuckles appears to turn off the lights. Sonic just ''stops'', inches away from the smirking echidna... held back by an Invisible Wall. Even worse,
** Some of the
** ''VideoGame/SonicAdventure'': When you're taken into the past by a lens flare, you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
** ''VideoGame/SonicColors'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the BottomlessPits unfairly.
** ''VideoGame/SonicTheHedgehog2006'': The second hub city had giant invisible walls on the streets between buildings, with no indication that
* ''VideoGame/ParasiteEve'' has these for battles. You are confined to a small portion of the room you are in for fights.
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this once flying mounts came out with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in Outland, and the Draenei and Blood Elf starting zones. In Instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls (many of them are dungeons of some kind anyway), but they're still there as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
*** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
*** Instead of Invisible Walls, Warcraft mostly has invisible ceilings that are so high that you can't actually see the ground at that height anyway, and if you fly too far out into the sea you'll shortly die of Fatigue damage. The exception is the invisible wall over the mountain range dividing the Eastern Plaguelands and Ghostlands. This is because it would take up too much data to make the entire mountain range into an instance portal. Instead there is a portal at the gates through which you must go to get there. Even if you pay for a ride there, you still go through that gate.
* ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all in
* ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there ''yet''. Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* ''VideoGame/SpaceQuestITheSarienEncounter'': The town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor area. Ironically, ''visible'' walls have to have invisible rebounder objects placed over them if they're in the middle of the screen.
* ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble
** ''VideoGame/FalloutNewVegas'' does this egregiously. Several mountain ranges
Changed line(s) 130,135 (click to see context) from:
* ''VideoGame/MagicalBattleArena'' marks the boundaries of the battlefield with a literal invisible wall: a pink grid-like magical barrier that only becomes visible when you touch it (or try to blow it up), and only that specific spot that you touch. It's visible on the HUD minimap, though.
* ''VideoGame/MountAndBlade'': Every combat map is surrounded by a perfectly rectangular one of these. The wall itself isn't invisible, but if you're sufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack them. There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you from leaving. Way to tax SuspensionOfDisbelief, guys!
* ''VideoGame/DonkeyKong64'' is very guilty of this in its hub area, set in the ocean. Trying to swim past the limits of the world just end up with your monkey wading at the same spot over and over.
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance. ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* ''VideoGame/TeamFortress2'': A few fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''. Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, the invisible walls are called in. Can be particularly annoying not having an indication of which rooftops you can access and which are behind unseen barriers. Also, in one map, there are some roadside barriers keeping you away from barren desert. All normal jumps don't go taller than them, but the scout's double jump does. Invisible wall right there.
* ''VideoGame/MountAndBlade'': Every combat map is surrounded by a perfectly rectangular one of these. The wall itself isn't invisible, but if you're sufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack them. There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you from leaving. Way to tax SuspensionOfDisbelief, guys!
* ''VideoGame/DonkeyKong64'' is very guilty of this in its hub area, set in the ocean. Trying to swim past the limits of the world just end up with your monkey wading at the same spot over and over.
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance. ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* ''VideoGame/TeamFortress2'': A few fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''. Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, the invisible walls are called in. Can be particularly annoying not having an indication of which rooftops you can access and which are behind unseen barriers. Also, in one map, there are some roadside barriers keeping you away from barren desert. All normal jumps don't go taller than them, but the scout's double jump does. Invisible wall right there.
to:
* ''VideoGame/MagicalBattleArena'' marks ''Videogame/KnightsOfTheOldRepublic'': On Tatooine, the boundaries explorable areas of the battlefield with a literal invisible wall: a pink grid-like magical barrier that only becomes visible when you touch it (or try to blow it up), and only that specific spot that you touch. It's visible on the HUD minimap, though.
* ''VideoGame/MountAndBlade'': Every combat map isplanet's deserts are surrounded by a perfectly rectangular one series of these. The wall itself isn't invisible, glowing posts. They don't physically prevent your passage, but if you can only walk past them for a metre or so before a message pops up pointing out that traipsing off into the endless desert is not a good idea.
* ''VideoGame/Left4Dead'' has them, but unless you'resufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that Infected who got bored you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attacklikely won't run into them. There's also a flashback segment where The game lampshades it when you're recalling what happened before the quarantine came into effect. If you try close enough by putting up a "Wrong Way" sign. It is quite possible to leave the island, no military air strike happens, but the invisible wall still keeps you from leaving. Way to tax SuspensionOfDisbelief, guys!
* ''VideoGame/DonkeyKong64'' is very guilty of this in its hub area, set in the ocean. Trying to swim past the limits of the world just end up with your monkey wading at the same spot over and over.
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance. ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* ''VideoGame/TeamFortress2'': A few fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''. Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, theencounter invisible walls while playing as the survivors, but you would rarely find them. They are called in. Can be particularly annoying not having an indication of which rooftops you can access a bit more common in ''VideoGame/Left4Dead2'' and which are behind unseen barriers. Also, in one map, there are some roadside barriers keeping you away places such as over a fence or on top of a wrecked bus. This is to prevent players from barren desert. All normal jumps don't go taller than them, but exploiting the scout's double jump does. Invisible wall right there. maps by being tossed in the air when knocked over by a Charger.
* ''VideoGame/MountAndBlade'': Every combat map is
* ''VideoGame/Left4Dead'' has them, but unless you're
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack
* ''VideoGame/DonkeyKong64'' is very guilty of this in its hub area, set in the ocean. Trying to swim past the limits of the world just end up with your monkey wading at the same spot over and over.
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance. ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* ''VideoGame/TeamFortress2'': A few fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''. Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, the
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* ''VideoGame/{{Borderlands}}'' plays the trope straight when you're furiously trying to drive a vehicle through a vehicle-sized gap in a roadblock to no avail.
* ''Franchise/SpyroTheDragon'': In the early games, some kind of invisible force field keeps you from wandering off the map in some levels. Probably the most well-known are the barriers around Stone Hill in the original game, and those in Metropolis in the sequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]] Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
* ''VideoGame/DragonAgeOrigins'' is full of these. As well as forming the boundary of each discrete area, they're also used internally to railroad the party along a particular path within each area.
* ''VideoGame/Action52'': The fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent invisible wall (or collision detection glitch) at the beginning of the level.
* ''Franchise/SpyroTheDragon'': In the early games, some kind of invisible force field keeps you from wandering off the map in some levels. Probably the most well-known are the barriers around Stone Hill in the original game, and those in Metropolis in the sequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]] Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
* ''VideoGame/DragonAgeOrigins'' is full of these. As well as forming the boundary of each discrete area, they're also used internally to railroad the party along a particular path within each area.
* ''VideoGame/Action52'': The fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent invisible wall (or collision detection glitch) at the beginning of the level.
to:
* ''VideoGame/{{Borderlands}}'' plays ''VideoGame/LEGOAdaptationGame'': Certain games, such as ''DC'' and ''Marvel Super Heroes'', have these surrounding their respective open worlds. In the trope straight case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side. LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
* ''VideoGame/MagicalBattleArena'' marks the boundaries of the battlefield with a literal invisible wall: a pink grid-like magical barrier that only becomes visible when you touch it (or try to blow it up), and only that specific spot that you touch. It's visible on the HUD minimap, though.
* ''VideoGame/MetalGearSolid2'': The action scenes often have these to prevent you from running past the enemies you'refuriously supposed to shoot, or punching out an ImmuneToBullets boss.
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
* ''VideoGame/MicrosoftFlightSimulator'': Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* ''VideoGame/MonsterBash'': [=E1M4=] has one preceding the dragon guarding the exit until all the pets are found.
* ''VideoGame/MotocrossMadness'' has both a visible wall (in the form of [[GravityBarrier high cliffs]] surrounding the arena) and an invisible ''cannon''. Should you manage to scale the cliffs, you see an endless flat expanse, but driving more than a few feet into it gets you a free trip into the sky... for a few seconds. Then you crater back into the arena.
* ''VideoGame/MountAndBlade'': Every combat map is surrounded by a perfectly rectangular one of these. The wall itself isn't invisible, but if you're sufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying todrive a vehicle through a vehicle-sized gap go on it or over it results in Claris or Elliot being flung back a roadblock to no avail.
* ''Franchise/SpyroTheDragon'': Inlarge distance. ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the early games, some kind original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become very obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* ''VideoGame/ParasiteEve'' has these for battles. You are confined to a small portion of the room you are in for fights.
* ''VideoGame/Persona4Arena'': These are plot-relevant. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
* ''VideoGame/PokemonRedAndBlue'': The Fuchsia City Gym has a Gym puzzle of invisibleforce field walls. However (until the remakes, at least), there are slight pattern differences in the floor tiles that determine tiles which have invisible walls on them. If one plays the original games on a Game Boy Color, Game Boy Advance, or Game Boy Advance SP, the invisible walls can be seen.
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack them. There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you fromwandering leaving. Way to tax SuspensionOfDisbelief, guys!
* ''VideoGame/RaymanOrigins'' oddly averts this in some levels; running off themap in some levels. Probably screen to the most well-known are left at the barriers around Stone Hill in start or end of a level will eventually kill the original player. But in this game, and those in Metropolis in DeathIsASlapOnTheWrist, so it doesn't really matter.
* ''VideoGame/ReturnFire'': In thesequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]] Amusingly, with codes first game, you can jump over many of these pilot the helicopter off the main play area (always an island) and walk away in the distance. However, if you overdo it, a sub will surface right under you and shoot you with a homing missile that's absolutely impossible to evade and will kill you in one hit.
* ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside theborders. Go mission area. Sometimes it's explained (getting too far and you'll find that from the ground no longer action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/SeriousSam II'' hascollision data, and through the floor you'll go.
* ''VideoGame/DragonAgeOrigins'' is fulla lot of these. As well as forming the boundary of each discrete area, they're also used internally to railroad the party along a particular path within each area.
* ''VideoGame/Action52'': The fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparentinvisible wall (or collision detection glitch) at walls to prevent the beginning of player from escaping the level.stage or falling off. ''Serious Sam I'' uses teleport triggers instead and jump pads for those who still manage to get out.
* ''VideoGame/MagicalBattleArena'' marks the boundaries of the battlefield with a literal invisible wall: a pink grid-like magical barrier that only becomes visible when you touch it (or try to blow it up), and only that specific spot that you touch. It's visible on the HUD minimap, though.
* ''VideoGame/MetalGearSolid2'': The action scenes often have these to prevent you from running past the enemies you're
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
* ''VideoGame/MicrosoftFlightSimulator'': Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* ''VideoGame/MonsterBash'': [=E1M4=] has one preceding the dragon guarding the exit until all the pets are found.
* ''VideoGame/MotocrossMadness'' has both a visible wall (in the form of [[GravityBarrier high cliffs]] surrounding the arena) and an invisible ''cannon''. Should you manage to scale the cliffs, you see an endless flat expanse, but driving more than a few feet into it gets you a free trip into the sky... for a few seconds. Then you crater back into the arena.
* ''VideoGame/MountAndBlade'': Every combat map is surrounded by a perfectly rectangular one of these. The wall itself isn't invisible, but if you're sufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to
* ''Franchise/SpyroTheDragon'': In
* ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become very obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* ''VideoGame/ParasiteEve'' has these for battles. You are confined to a small portion of the room you are in for fights.
* ''VideoGame/Persona4Arena'': These are plot-relevant. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
* ''VideoGame/PokemonRedAndBlue'': The Fuchsia City Gym has a Gym puzzle of invisible
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack them. There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you from
* ''VideoGame/RaymanOrigins'' oddly averts this in some levels; running off the
* ''VideoGame/ReturnFire'': In the
* ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside the
* ''VideoGame/SeriousSam II'' has
* ''VideoGame/DragonAgeOrigins'' is full
* ''VideoGame/Action52'': The fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent
Changed line(s) 147,156 (click to see context) from:
* ''VideoGame/Left4Dead'' has them, but unless you're an Infected who got bored you likely won't run into them. The game lampshades it when you're close enough by putting up a "Wrong Way" sign. It is quite possible to encounter invisible walls while playing as the survivors, but you would rarely find them. They are a bit more common in ''VideoGame/Left4Dead2'' and are in places such as over a fence or on top of a wrecked bus. This is to prevent players from exploiting the maps by being tossed in the air when knocked over by a Charger.
* ''VideoGame/AmericanMcGeesAlice'': There are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron's Film/{{Avatar}}: The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear in the middle of the most obvious route, enemies just beyond range of your gun safely shoot at you from the other side, and your vehicle takes damage as you crash into them.
* ''VideoGame/BlackAndWhite'': In land 1, before you build the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
* ''VideoGame/EverQuest'' had this as the way to keep players from passing beyond the borders of a zone at any place other than a designated zone transition. Most zones in the game were basically large square or rectangular maps with a wall-like hill around the edge with an invisible wall about halfway up it, and early on, when the game had no maps for navigation it was common for players to navigate by following the zone walls.
* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]] These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
* ''VideoGame/VampireRain'': You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!"
* ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
* ''VideoGame/TheForceUnleashed'' had lazy invisible walls during the whole prologue Level. You try to go over a cliff or jump? Nonono, young Padawan! You are allowed to do this first in level 2... it probably has something to do with you being unable to die in this level, even when your lifebar is nonexistent but they could have just taken the level deeper into the forest, where there are no descents.
* ''VideoGame/FuntimeWithBuffy'': While you can get to the top of the fences if you know what to do, you can't go beyond them to see the rest of the neighbourhood, or to get away from [[LivingToys Buffy]].
* ''VideoGame/AmericanMcGeesAlice'': There are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron's Film/{{Avatar}}: The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear in the middle of the most obvious route, enemies just beyond range of your gun safely shoot at you from the other side, and your vehicle takes damage as you crash into them.
* ''VideoGame/BlackAndWhite'': In land 1, before you build the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
* ''VideoGame/EverQuest'' had this as the way to keep players from passing beyond the borders of a zone at any place other than a designated zone transition. Most zones in the game were basically large square or rectangular maps with a wall-like hill around the edge with an invisible wall about halfway up it, and early on, when the game had no maps for navigation it was common for players to navigate by following the zone walls.
* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]] These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
* ''VideoGame/VampireRain'': You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!"
* ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
* ''VideoGame/TheForceUnleashed'' had lazy invisible walls during the whole prologue Level. You try to go over a cliff or jump? Nonono, young Padawan! You are allowed to do this first in level 2... it probably has something to do with you being unable to die in this level, even when your lifebar is nonexistent but they could have just taken the level deeper into the forest, where there are no descents.
* ''VideoGame/FuntimeWithBuffy'': While you can get to the top of the fences if you know what to do, you can't go beyond them to see the rest of the neighbourhood, or to get away from [[LivingToys Buffy]].
to:
* ''VideoGame/Left4Dead'' has them, but unless you're an Infected who got bored ''VideoGame/SnowboardKids'' you likely won't run into them. The game lampshades it when you're close enough by putting up can do a "Wrong Way" sign. It is quite possible jump and veer off to encounter the side of the track, then hit an invisible walls while playing as the survivors, but you would rarely find them. They are a bit more common in ''VideoGame/Left4Dead2'' and are in places such as over a fence or on top of a wrecked bus. This is to prevent players from exploiting the maps by being tossed in the air when knocked over by a Charger.
* ''VideoGame/AmericanMcGeesAlice'': There are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron's Film/{{Avatar}}: The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appearwall in the middle of the most obvious route, enemies just beyond range of your gun safely shoot sky and slide right back down.
* ''VideoGame/SonicTheHedgehog'':
** ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' pulls the Invisible Wall at the first Launch Base Act 2 boss. You SHOULD be able to jump to that ledge but youfrom the other side, can't, and your vehicle takes damage as you crash until Robotnik jumps into them.
* ''VideoGame/BlackAndWhite'': In land 1, beforehis machine, you build can't do anything to him. Annoying, considering that the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
* ''VideoGame/EverQuest'' had this as the way to keep players from passing beyond the borders of a zone at any place other than a designated zone transition. Most zones in the game were basically large square or rectangular maps with a wall-like hill around the edge with aninvisible wall about halfway up it, and early on, disappears once he's been defeated.
** In Carnival Night Zone, when Knuckles appears to turn off thegame had no maps for navigation it was common for players to navigate by following lights. Sonic just ''stops'', inches away from the zone walls.
* ''VideoGame/ATVOffroadFury'' hassmirking echidna... held back by an extreme case Invisible Wall. Even worse, you can have all of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash emeralds by this point, and so ''Super'' Sonic can be held at bay by it.
** ''VideoGame/SonicAdventure'': When you're taken intoan invisible wall, but also fly the past by a bajillion times farther than lens flare, you would upon hitting may see these little structures that are basically a normal obstacle. [[ArsonMurderAndJaywalking roof and four supports at the corners. You also could not quick-reset if you bail through can't go under them. Perhaps this means.]] These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride is because they wanted it's easier to see if they could ever kill define an object as being simply this high, that wide, and that long rather than defining all the rider. (They couldn't.)
* ''VideoGame/VampireRain'': You're a stealth operative on the street trying to sneak around the city and avoid all detection, because mostdetails of the people shape of that object, especially when there's no reason to do so. It's still a little strange.
** ''VideoGame/SonicColors'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the BottomlessPits unfairly.
** ''VideoGame/SonicTheHedgehog2006'': The second hub cityare vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are had giant invisible walls all on the streets between buildings, with no indication that you can't go over the place to keep you focused there on your next objective, and map. The game often ropes you likely won't into doing side quests by having the police [[NPCRoadblock block the way]], even realize it until though you try to cross a street to avoid a vampire can jump over, move around, and BZZT! "Mission Boundary!"
* ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, butin at least it's one case, walk BEHIND the truth...
officer in question.
*''VideoGame/TheForceUnleashed'' ''VideoGame/SpaceQuestITheSarienEncounter'': The town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* ''Franchise/SpyroTheDragon'': In the early games, some kind of invisible force field keeps you from wandering off the map in some levels. Probably the most well-known are the barriers around Stone Hill in the original game, and those in Metropolis in the sequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]] Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
* ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
* ''VideoGame/StarFox'':
** In the SNES original, all stages consist of a linear corridor. Approaching the edge will display a triple arrow guiding you back where you're supposed to be, and your ship will drift back in to the corridor unless you continue to push against the edge of the screen.
** ''VideoGame/StarFox64'': In addition to the corridor levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/StarWarsTheForceUnleashed'' had lazy invisible walls during the whole prologue Level. You try to go over a cliff or jump? Nonono, young Padawan! You are allowed to do this first in level 2... it probably has something to do with you being unable to die in this level, even when your lifebar is nonexistent but they could have just taken the level deeper into the forest, where there are no descents.
*''VideoGame/FuntimeWithBuffy'': While ''Videogame/SunlessSkies:'' Rather than the BorderPatrol methods ''Videogame/SunlessSea'' used, when you're heading too far outside a star system the locomotive will automatically stop at the invisible wall, with a mark in your logbook that only an infinite, starless black void seems to stretch forth in that direction. Since "starless" means not even the laws of physics or anything resembling them apply in there, it's likely the captain hitting the brakes; you can explicitly need the protection granted at Singh-Jenkins relays to avoid being torn apart by the sheer nonexistence or [[EldritchAbomination the things that don't exist in there]].
* ''Videogame/SunsetOverdrive'' actually has [=FizzCo=]-branded Invisible Walls around Sunset City, [[BreakingTheFourthWall as per the game's style]]. [[FridgeBrilliance It is actually justifiable though]] as [=FizzCo=] have likely put them up to contain the OD outbreak and maintain the conspiracy. Oddly, [[MindScrew the walls are totally visible when you get close to them]].
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though. Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to thetop edge of the fences if you know what to do, you can't go beyond them to see the rest of the neighbourhood, or to get away from [[LivingToys Buffy]].a world.
* ''VideoGame/AmericanMcGeesAlice'': There are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron's Film/{{Avatar}}: The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear
* ''VideoGame/SonicTheHedgehog'':
** ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' pulls the Invisible Wall at the first Launch Base Act 2 boss. You SHOULD be able to jump to that ledge but you
* ''VideoGame/BlackAndWhite'': In land 1, before
* ''VideoGame/EverQuest'' had this as the way to keep players from passing beyond the borders of a zone at any place other than a designated zone transition. Most zones in the game were basically large square or rectangular maps with a wall-like hill around the edge with an
** In Carnival Night Zone, when Knuckles appears to turn off the
* ''VideoGame/ATVOffroadFury'' has
** ''VideoGame/SonicAdventure'': When you're taken into
* ''VideoGame/VampireRain'': You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most
** ''VideoGame/SonicColors'' uses Invisible Walls in spades. They get annoying in 2D as they prohibit backtracking in some areas, but in 3D, they're really for the best: they line the stage so that the player doesn't fall into the BottomlessPits unfairly.
** ''VideoGame/SonicTheHedgehog2006'': The second hub city
* ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but
*
* ''Franchise/SpyroTheDragon'': In the early games, some kind of invisible force field keeps you from wandering off the map in some levels. Probably the most well-known are the barriers around Stone Hill in the original game, and those in Metropolis in the sequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]] Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
* ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
* ''VideoGame/StarFox'':
** In the SNES original, all stages consist of a linear corridor. Approaching the edge will display a triple arrow guiding you back where you're supposed to be, and your ship will drift back in to the corridor unless you continue to push against the edge of the screen.
** ''VideoGame/StarFox64'': In addition to the corridor levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/StarWarsTheForceUnleashed'' had lazy invisible walls during the whole prologue Level. You try to go over a cliff or jump? Nonono, young Padawan! You are allowed to do this first in level 2... it probably has something to do with you being unable to die in this level, even when your lifebar is nonexistent but they could have just taken the level deeper into the forest, where there are no descents.
*
* ''Videogame/SunsetOverdrive'' actually has [=FizzCo=]-branded Invisible Walls around Sunset City, [[BreakingTheFourthWall as per the game's style]]. [[FridgeBrilliance It is actually justifiable though]] as [=FizzCo=] have likely put them up to contain the OD outbreak and maintain the conspiracy. Oddly, [[MindScrew the walls are totally visible when you get close to them]].
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though. Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to the
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%%* ''VideoGame/{{Painkiller}}'': Used, though for the most part they're in context.
to:
* ''VideoGame/TeamFortress2'': A few fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''. Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most
* ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all in areas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
* ''VideoGame/TotalAnnihilation'': The player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.
Changed line(s) 160,181 (click to see context) from:
* ''VideoGame/PokemonRedAndBlue'': The Fuchsia City Gym has a Gym puzzle of invisible walls. However (until the remakes, at least), there are slight pattern differences in the floor tiles that determine tiles which have invisible walls on them. If one plays the original games on a Game Boy Color, Game Boy Advance, or Game Boy Advance SP, the invisible walls can be seen.
* ''VideoGame/SeriousSam II'' has a lot of invisible walls to prevent the player from escaping the stage or falling off. ''Serious Sam I'' uses teleport triggers instead and jump pads for those who still manage to get out.
* ''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
* ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls and respawn back in the United States.
* ''VideoGame/ChampionsOnline'' has an Invisible Wall around the edge of every zone. While they may not be explained, you at least get a warning that you're about to reach it -- the screen suddenly goes black and white, and just a bit blurry.
* ''VideoGame/FirstEncounterAssaultRecon 3'' has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
* ''VideoGame/GuildWars2'' has a mixture of Invisible Walls mixed with natural barriers (a 100-foot-high wall or the depths of the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
* ''VideoGame/MicrosoftFlightSimulator'': Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become very obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* ''VideoGame/LEGOAdaptationGame'': Certain games, such as ''DC'' and ''Marvel Super Heroes'', have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side. LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
* ''Videogame/{{Dishonored}}'' has these covering the non-physical boundaries of each stage, along with [[BorderPatrol swarms of fish or rats]] that devour explorers who go near the edge.
* ''Videogame/SunsetOverdrive'' actually has [=FizzCo=]-branded Invisible Walls around Sunset City, [[BreakingTheFourthWall as per the game's style]]. [[FridgeBrilliance It is actually justifiable though]] as [=FizzCo=] have likely put them up to contain the OD outbreak and maintain the conspiracy. Oddly, [[MindScrew the walls are totally visible when you get close to them]].
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
* ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
* ''VideoGame/Persona4Arena'': These are plot-relevant. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
* ''VideoGame/TheTalosPrinciple'': The levels without walls are relatively common, but if you try to stray too far from the puzzle area, you are treated to Elohim's BrokenRecord announcement (above). If you push on, you die. The explanation to that is [[spoiler:you can only exist within the boundaries of the simulated world, which are pretty limited]].
* ''VideoGame/{{Another}}'': There are more than one, and they keep you from exploring the city, or going onto the road.
* ''VideoGame/BeyondTwoSouls'': A variation. While there ''are'' invisible walls in several places, usually if a character wanders away from the areas the devs intended, they'll briefly stop to collect themselves and turn around.
* ''Videogame/SunlessSkies:'' Rather than the BorderPatrol methods ''Videogame/SunlessSea'' used, when you're heading too far outside a star system the locomotive will automatically stop at the invisible wall, with a mark in your logbook that only an infinite, starless black void seems to stretch forth in that direction. Since "starless" means not even the laws of physics or anything resembling them apply in there, it's likely the captain hitting the brakes; you explicitly need the protection granted at Singh-Jenkins relays to avoid being torn apart by the sheer nonexistence or [[EldritchAbomination the things that don't exist in there]].
* ''Videogame/KnightsOfTheOldRepublic'': On Tatooine, the explorable areas of the planet's deserts are surrounded by a series of glowing posts. They don't physically prevent your passage, but you can only walk past them for a metre or so before a message pops up pointing out that traipsing off into the endless desert is not a good idea.
* ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Gift to a fireplace, for example. [[spoiler:Also a very prominent one near Lolita's house]].
* ''VideoGame/FreshMintyAdventure'': There's one at the bottom left of the Cave of Wonder stopping Minty from riding a Timberwolf too far left of the tree branch.
* ''VideoGame/SeriousSam II'' has a lot of invisible walls to prevent the player from escaping the stage or falling off. ''Serious Sam I'' uses teleport triggers instead and jump pads for those who still manage to get out.
* ''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
* ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls and respawn back in the United States.
* ''VideoGame/ChampionsOnline'' has an Invisible Wall around the edge of every zone. While they may not be explained, you at least get a warning that you're about to reach it -- the screen suddenly goes black and white, and just a bit blurry.
* ''VideoGame/FirstEncounterAssaultRecon 3'' has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
* ''VideoGame/GuildWars2'' has a mixture of Invisible Walls mixed with natural barriers (a 100-foot-high wall or the depths of the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
* ''VideoGame/MicrosoftFlightSimulator'': Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become very obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* ''VideoGame/LEGOAdaptationGame'': Certain games, such as ''DC'' and ''Marvel Super Heroes'', have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side. LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
* ''Videogame/{{Dishonored}}'' has these covering the non-physical boundaries of each stage, along with [[BorderPatrol swarms of fish or rats]] that devour explorers who go near the edge.
* ''Videogame/SunsetOverdrive'' actually has [=FizzCo=]-branded Invisible Walls around Sunset City, [[BreakingTheFourthWall as per the game's style]]. [[FridgeBrilliance It is actually justifiable though]] as [=FizzCo=] have likely put them up to contain the OD outbreak and maintain the conspiracy. Oddly, [[MindScrew the walls are totally visible when you get close to them]].
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
* ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
* ''VideoGame/Persona4Arena'': These are plot-relevant. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
* ''VideoGame/TheTalosPrinciple'': The levels without walls are relatively common, but if you try to stray too far from the puzzle area, you are treated to Elohim's BrokenRecord announcement (above). If you push on, you die. The explanation to that is [[spoiler:you can only exist within the boundaries of the simulated world, which are pretty limited]].
* ''VideoGame/{{Another}}'': There are more than one, and they keep you from exploring the city, or going onto the road.
* ''VideoGame/BeyondTwoSouls'': A variation. While there ''are'' invisible walls in several places, usually if a character wanders away from the areas the devs intended, they'll briefly stop to collect themselves and turn around.
* ''Videogame/SunlessSkies:'' Rather than the BorderPatrol methods ''Videogame/SunlessSea'' used, when you're heading too far outside a star system the locomotive will automatically stop at the invisible wall, with a mark in your logbook that only an infinite, starless black void seems to stretch forth in that direction. Since "starless" means not even the laws of physics or anything resembling them apply in there, it's likely the captain hitting the brakes; you explicitly need the protection granted at Singh-Jenkins relays to avoid being torn apart by the sheer nonexistence or [[EldritchAbomination the things that don't exist in there]].
* ''Videogame/KnightsOfTheOldRepublic'': On Tatooine, the explorable areas of the planet's deserts are surrounded by a series of glowing posts. They don't physically prevent your passage, but you can only walk past them for a metre or so before a message pops up pointing out that traipsing off into the endless desert is not a good idea.
* ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Gift to a fireplace, for example. [[spoiler:Also a very prominent one near Lolita's house]].
* ''VideoGame/FreshMintyAdventure'': There's one at the bottom left of the Cave of Wonder stopping Minty from riding a Timberwolf too far left of the tree branch.
to:
* ''VideoGame/PokemonRedAndBlue'': The Fuchsia City Gym has ''VideoGame/VampireRain'': You're a Gym puzzle of invisible walls. However (until stealth operative on the remakes, street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at least), any given time but there are slight pattern differences in the floor tiles that determine tiles which have invisible walls on them. If one plays the original games on a Game Boy Color, Game Boy Advance, or Game Boy Advance SP, the invisible walls can be seen.
* ''VideoGame/SeriousSam II'' has a lot of invisible walls to prevent the player from escaping the stage or falling off. ''Serious Sam I'' uses teleport triggers instead and jump pads for those who still manage to get out.
* ''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwardsall over the hump on Gambon corner fast enough, place to keep you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
* ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stallsfocused on your next objective, and respawn back in you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!"
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with theUnited States.
* ''VideoGame/ChampionsOnline'' has an Invisible Wall aroundone exception of whirlwinds, which are able to move at least a short distance off the edge of every zone. While they may not be explained, you at least get a warning that you're about to reach it -- the screen suddenly goes black map and white, and just a bit blurry.
* ''VideoGame/FirstEncounterAssaultRecon 3'' has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
* ''VideoGame/GuildWars2'' has a mixture of Invisible Walls mixedthen return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this once flying mounts came out withnatural barriers (a 100-foot-high wall or its two main maps, Kalimdor and the depths of Eastern Kingdoms. However, this trope kicks in full force in Outland, and the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
* ''VideoGame/MicrosoftFlightSimulator'': Flying too far northDraenei and possibly south results in the plane hitting an invisible wall, beyond Blood Elf starting zones. In Instances, each of which the terrain is very low-res. Interestingly, the plane does not its own isolated mini-map, you aren't actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become very obvious if you decidesupposed to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* ''VideoGame/LEGOAdaptationGame'': Certain games, such as ''DC'' and ''Marvel Super Heroes'', have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side. LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
* ''Videogame/{{Dishonored}}'' has these covering the non-physical boundaries of each stage, along with [[BorderPatrol swarms of fish or rats]] that devour explorers who go near the edge.
* ''Videogame/SunsetOverdrive'' actually has [=FizzCo=]-branded Invisible Walls around Sunset City, [[BreakingTheFourthWall as per the game's style]]. [[FridgeBrilliance It is actually justifiable though]] as [=FizzCo=] have likely put them up to contain the OD outbreak and maintain the conspiracy. Oddly, [[MindScrew the walls are totally visible when you get close to them]].
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
* ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
* ''VideoGame/Persona4Arena'': These are plot-relevant. The main charactersrun into invisible walls while exploring the TV World Yasogami High School, which trap (many of them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
* ''VideoGame/TheTalosPrinciple'': The levels without wallsare relatively common, dungeons of some kind anyway), but if you try to stray too far from the puzzle area, you are treated to Elohim's BrokenRecord announcement (above). If you push on, you die. The explanation to that is [[spoiler:you can only exist within the boundaries of the simulated world, which are pretty limited]].
* ''VideoGame/{{Another}}'': There are more than one, and they keep you from exploring the city, or going onto the road.
* ''VideoGame/BeyondTwoSouls'': A variation. Whilethey're still there ''are'' as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
*** There are certain Instances that DO have invisible walls, notably those featured inseveral places, usually if a character wanders away from the areas Caverns of Time. These contain a replica of a present-day zone as it was at some point in the devs intended, they'll briefly stop to collect themselves and turn around.
* ''Videogame/SunlessSkies:'' Rather thanpast. If you leave the BorderPatrol methods ''Videogame/SunlessSea'' used, when you're heading too far outside standard play area, a star system the locomotive will automatically stop at mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, with a mark in your logbook forcing you to turn around.
*** Instead of Invisible Walls, Warcraft mostly has invisible ceilings thatonly an infinite, starless black void seems to stretch forth in are so high that direction. Since "starless" means not even you can't actually see the laws of physics or anything resembling them apply in there, it's likely the captain hitting the brakes; you explicitly need the protection granted ground at Singh-Jenkins relays to avoid being torn apart by the sheer nonexistence or [[EldritchAbomination the things that don't exist in there]].
* ''Videogame/KnightsOfTheOldRepublic'': On Tatooine, the explorable areas of the planet's deserts are surrounded by a series of glowing posts. They don't physically prevent your passage, butheight anyway, and if you can only walk past them for a metre or so before a message pops up pointing fly too far out that traipsing off into the endless desert sea you'll shortly die of Fatigue damage. The exception is not a good idea.
* ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Giftthe invisible wall over the mountain range dividing the Eastern Plaguelands and Ghostlands. This is because it would take up too much data to make the entire mountain range into an instance portal. Instead there is a fireplace, portal at the gates through which you must go to get there. Even if you pay for example. [[spoiler:Also a ride there, you still go through that gate.
* ''VideoGame/{{Wizardry}} VII'' has a whole city full of invisible walls. The city is inhabited by ''a race that flies,'' which is comparable to making a snake with wheels.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a veryprominent one near Lolita's house]].
* ''VideoGame/FreshMintyAdventure'': There's one atFourthWall-nudging way. The Reapers make the bottom left Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the Cave of Wonder stopping Minty walls are lowered by completing tasks assigned by Support Reapers -- everything from riding defeating Noise in a Timberwolf too far left certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the tree branch.game-within-a-game. If you run into one, it briefly becomes a BeehiveBarrier.
* ''VideoGame/XMenLegends'' has these everywhere, and usually without explanation.
* ''VideoGame/SeriousSam II'' has a lot of invisible walls to prevent the player from escaping the stage or falling off. ''Serious Sam I'' uses teleport triggers instead and jump pads for those who still manage to get out.
* ''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwards
* ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with the
* ''VideoGame/ChampionsOnline'' has an Invisible Wall around
* ''VideoGame/FirstEncounterAssaultRecon 3'' has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
* ''VideoGame/GuildWars2'' has a mixture of Invisible Walls mixed
** ''VideoGame/WorldOfWarcraft'' mostly averted this once flying mounts came out with
* ''VideoGame/MicrosoftFlightSimulator'': Flying too far north
* ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become very obvious if you decide
* ''VideoGame/LEGOAdaptationGame'': Certain games, such as ''DC'' and ''Marvel Super Heroes'', have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side. LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
* ''Videogame/{{Dishonored}}'' has these covering the non-physical boundaries of each stage, along with [[BorderPatrol swarms of fish or rats]] that devour explorers who go near the edge.
* ''Videogame/SunsetOverdrive'' actually has [=FizzCo=]-branded Invisible Walls around Sunset City, [[BreakingTheFourthWall as per the game's style]]. [[FridgeBrilliance It is actually justifiable though]] as [=FizzCo=] have likely put them up to contain the OD outbreak and maintain the conspiracy. Oddly, [[MindScrew the walls are totally visible when you get close to them]].
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
* ''VideoGame/StarControlII'' has this in both Hyperspace and Quasispace. Once you arrive to the borders of the maps of both dimensions you cannot go further away.
* ''VideoGame/Persona4Arena'': These are plot-relevant. The main characters
* ''VideoGame/TheTalosPrinciple'': The levels without walls
* ''VideoGame/{{Another}}'': There are more than one, and they keep you from exploring the city, or going onto the road.
* ''VideoGame/BeyondTwoSouls'': A variation. While
*** There are certain Instances that DO have invisible walls, notably those featured in
* ''Videogame/SunlessSkies:'' Rather than
*** Instead of Invisible Walls, Warcraft mostly has invisible ceilings that
* ''Videogame/KnightsOfTheOldRepublic'': On Tatooine, the explorable areas of the planet's deserts are surrounded by a series of glowing posts. They don't physically prevent your passage, but
* ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Gift
* ''VideoGame/{{Wizardry}} VII'' has a whole city full of invisible walls. The city is inhabited by ''a race that flies,'' which is comparable to making a snake with wheels.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very
* ''VideoGame/FreshMintyAdventure'': There's one at
* ''VideoGame/XMenLegends'' has these everywhere, and usually without explanation.
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* ''VideoGame/FreshMintyAdventure'': There's one at the bottom left of the Cave of Wonder stopping Minty from riding a Timberwolf too far left of the tree branch.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has invisible walls surrounding the edges of the Gerudo Desert and the ocean. Trying to go beyond the borders has the wall stop you with the game telling you that you can't go any farther. The north and northwestern parts of the world map are separated by a massive chasm that's too large to cross -- attempting to glide across inevitably ends with Link plummeting into the abyss. There's also an invisible barrier in the sky if you somehow manage to get Link high enough in the air.
to:
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has invisible walls surrounding the edges of the Gerudo Desert and the ocean. Trying to go beyond the borders has the wall stop you with the game telling you that you can't go any farther. The north and northwestern parts of the world map are separated by a massive chasm that's too large to cross and where constant winds blow back towards Hyrule -- attempting to glide across inevitably ends with Link plummeting into the abyss. There's also an invisible barrier in the sky if you somehow manage to get Link high enough in the air.
Is there an issue? Send a MessageReason:
Cleanup.
Changed line(s) 64,66 (click to see context) from:
* Used in some stages of ''Gauntlet II'', resulting in them looking all-but-empty.
* [=E1M4=] of ''VideoGame/MonsterBash'' has one preceding the dragon guarding the exit until all the pets are found.
* Used with and without explanation in ''VideoGame/CityOfHeroes''; some urban missions are explicitly described as taking place in neighborhoods which have been isolated with portable forcefield units, but other urban missions, as well as tasks in the Spirit World, have transparent boundaries for no known reason. (And strictly speaking, these walls aren't invisible when you're close up to them; then they're transparent blue.) The "War Walls" separating the various zones serve a similar purpose, although they're visible and again have an in-game explanation.
* [=E1M4=] of ''VideoGame/MonsterBash'' has one preceding the dragon guarding the exit until all the pets are found.
* Used with and without explanation in ''VideoGame/CityOfHeroes''; some urban missions are explicitly described as taking place in neighborhoods which have been isolated with portable forcefield units, but other urban missions, as well as tasks in the Spirit World, have transparent boundaries for no known reason. (And strictly speaking, these walls aren't invisible when you're close up to them; then they're transparent blue.) The "War Walls" separating the various zones serve a similar purpose, although they're visible and again have an in-game explanation.
to:
* ''VideoGame/MonsterBash'': [=E1M4=]
* ''VideoGame/CityOfHeroes'': Used with and without
Deleted line(s) 71,72 (click to see context) :
* In one episode of the game review show ''Reviews On The Run'', Tommy Tallarico memorably breaks into a long rant about the invisible walls in ''Bomberman Jetters''.
** In the past, Victor Lucas has shown [[BerserkButton immense displeasure toward invisible walls]].
** In the past, Victor Lucas has shown [[BerserkButton immense displeasure toward invisible walls]].
Changed line(s) 76 (click to see context) from:
** However, the ultimate example is probably the first area in The End of the World. It is literally an entire invisible MAZE. As in, it is a huge empty area full of invisible walls. Your only clue of how to navigate it is the random bits of rock at the center of each intersection, which form arrows pointing in the direction you have to go. The battle zones are similarly invisible, but during said battles the maze is visible.
to:
** However, the ultimate example is probably the The first area in The the End of the World. It World is literally an entire invisible MAZE. As ''maze'' -- as in, it is a huge empty area full of invisible walls. Your only clue of how to navigate it is the random bits of rock at the center of each intersection, which form arrows pointing in the direction you have to go. The battle zones are similarly invisible, but during said battles the maze is visible.
Changed line(s) 89,94 (click to see context) from:
* Invisible Walls keep you from plummeting to your death in any of ''VideoGame/{{Drakengard}}'s'' dangerous looking chasms. You can fly over them with the dragon, but you sadly can't dismount into them.
* Most strategy games have these at the border of the map. The more recent ones tend to show terrain beyond that point to make it less obvious and the map more realistic.
** In ''VideoGame/TotalAnnihilation'' the player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.
** Similarly, ''[[VideoGame/WarCraft WarCraft 2]]'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** In ''VideoGame/RiseOfNations'', the edge of the map is ''literally'' the edge of a map.
** ''VideoGame/EuropaUniversalis'' has a variation of this: The map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)
* Most strategy games have these at the border of the map. The more recent ones tend to show terrain beyond that point to make it less obvious and the map more realistic.
** In ''VideoGame/TotalAnnihilation'' the player's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.
** Similarly, ''[[VideoGame/WarCraft WarCraft 2]]'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** In ''VideoGame/RiseOfNations'', the edge of the map is ''literally'' the edge of a map.
** ''VideoGame/EuropaUniversalis'' has a variation of this: The map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)
to:
* ''VideoGame/{{Drakengard}}'': Invisible Walls keep you from plummeting to your death in any of ''VideoGame/{{Drakengard}}'s'' dangerous looking the dangerous-looking chasms. You can fly over them with the dragon, but you sadly can't dismount into them.
*Most strategy games have these at the border of the map. ''VideoGame/TotalAnnihilation'': The more recent ones tend to show terrain beyond that point to make it less obvious and the map more realistic.
** In ''VideoGame/TotalAnnihilation'' theplayer's inability to move the mouse pointer outside the world limit makes it impossible to order units off it. However, should you order bomber planes to attack an enemy object that's close to the limit, they'll cheerfully fly off it and come back raining death. They can't land outside the world, though; tell them to stop and they'll first come back, and then land.
** Similarly, ''[[VideoGame/WarCraft WarCraft 2]]'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** In ''VideoGame/RiseOfNations'', the%%* ''VideoGame/RiseOfNations'': The edge of the map is ''literally'' the edge of a map.
** * ''VideoGame/EuropaUniversalis'' has a variation of this: The map is spherical (but you can't travel to the poles) but certain areas are designated as "Permanent Terra Incognita" and cannot be explored (includes the interiors of Africa, Australia and the Americas.)
*
** In ''VideoGame/TotalAnnihilation'' the
** In ''VideoGame/RiseOfNations'', the
Changed line(s) 97,99 (click to see context) from:
** In addition to the corridor levels in ''VideoGame/StarFox64'', during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though.
** Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to the edge of a world.
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion though.
** Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to the edge of a world.
to:
** ''VideoGame/StarFox64'': In addition to the corridor levels in ''VideoGame/StarFox64'', levels, during the "all-range mode" segments, reaching the edge of the map causes your ship to automatically turn around.
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusionthough.
**though. Still, [[http://speeddemosarchive.com/Mario64.html#SS100p some gamers]] have encountered invisible walls in random, unexplained places not related to the edge of a world.
* ''VideoGame/SuperMario64'' tells you about them with a sign, saying that's where the paintings end. Seeing as all of Mario 64's worlds are in paintings, it... kind of works. The hub-world's castle grounds and separated garden, ruin the illusion
**
Changed line(s) 102,109 (click to see context) from:
* In the N64 game ''VideoGame/SnowboardKids'', you could do a jump and veer off to the side of the track, then hit an invisible wall in the middle of the sky and slide right back down.
* The action scenes in ''VideoGame/MetalGearSolid2'' often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
* In the first ''Return Fire'' game you could pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdid it, a sub would surface right under you and shoot you with a homing missile that was absolutely impossible to evade and would kill you in one hit.
* The ''VideoGame/GundamVsSeries'' added these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series had the outer limits of the stage be a line that, if crossed, forced your HumongousMecha to auto-pilot itself back into the stage, which was time-consuming, left you open to attack, and lead to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers -- everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the game-within-a-game.
** And if you run into one, it briefly becomes a BeehiveBarrier.
* ''VideoGame/GrandTheftAuto: San Andreas'' had a unique way of confining the player to certain areas of the game. Certain parts of the state are closed off to traffic with the use of barriers, but if you manage to go past the barriers (swimming, use of a boat, or flying a plane for example), you'll instantly get a high warrant level. Even if you use a cheat or the Pay n' Spray in the restricted areas, the warrant levels never go away until you go back where you're supposed to be. The barriers will disappear as you make progress in the storyline.
** ''GTA 3'' and ''Vice City'' had invisible walls in the ocean. If you kept trying to leave the city, an invisible wall would bring your boat or plane to a stop. ''San Andreas'' allowed the player to go as far as they wanted. However, the farther out you go will equal to the same amount of time it will take to travel back.
* The action scenes in ''VideoGame/MetalGearSolid2'' often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
* In the first ''Return Fire'' game you could pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdid it, a sub would surface right under you and shoot you with a homing missile that was absolutely impossible to evade and would kill you in one hit.
* The ''VideoGame/GundamVsSeries'' added these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series had the outer limits of the stage be a line that, if crossed, forced your HumongousMecha to auto-pilot itself back into the stage, which was time-consuming, left you open to attack, and lead to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers -- everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the game-within-a-game.
** And if you run into one, it briefly becomes a BeehiveBarrier.
* ''VideoGame/GrandTheftAuto: San Andreas'' had a unique way of confining the player to certain areas of the game. Certain parts of the state are closed off to traffic with the use of barriers, but if you manage to go past the barriers (swimming, use of a boat, or flying a plane for example), you'll instantly get a high warrant level. Even if you use a cheat or the Pay n' Spray in the restricted areas, the warrant levels never go away until you go back where you're supposed to be. The barriers will disappear as you make progress in the storyline.
** ''GTA 3'' and ''Vice City'' had invisible walls in the ocean. If you kept trying to leave the city, an invisible wall would bring your boat or plane to a stop. ''San Andreas'' allowed the player to go as far as they wanted. However, the farther out you go will equal to the same amount of time it will take to travel back.
to:
* In the N64 game ''VideoGame/SnowboardKids'', ''VideoGame/SnowboardKids'' you could can do a jump and veer off to the side of the track, then hit an invisible wall in the middle of the sky and slide right back down.
* ''VideoGame/MetalGearSolid2'': The action scenesin ''VideoGame/MetalGearSolid2'' often have these to prevent you from running past the enemies you're supposed to shoot, or punching out an ImmuneToBullets boss.
* ''VideoGame/ReturnFire'': In the first''Return Fire'' game game, you could can pilot the helicopter off the main play area (always an island) and away in the distance. However, if you overdid overdo it, a sub would will surface right under you and shoot you with a homing missile that was that's absolutely impossible to evade and would will kill you in one hit.
* ''VideoGame/GundamVsSeries'': The''VideoGame/GundamVsSeries'' added series adds these in ''Anime/MobileSuitGundamSEED: Alliance vs. ZAFT'', and for once it's actually a good thing. Past iterations of the series had have the outer limits of the stage be a line that, if crossed, forced forces your HumongousMecha to auto-pilot itself back into the stage, which was is time-consuming, left leaves you open to attack, and lead leads to an annoying sound ("You've left the mission area, please return!"). The use of Invisible Walls speeds up gameplay greatly, and they don't significantly reduce the size of the stages, so it ends up working out well in the end.
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers -- everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of thegame-within-a-game.
** And ifgame-within-a-game. If you run into one, it briefly becomes a BeehiveBarrier.
*''VideoGame/GrandTheftAuto: San ''VideoGame/GrandTheftAuto'':
** ''San Andreas''had has a unique way of confining the player to certain areas of the game. Certain parts of the state are closed off to traffic with the use of barriers, but if you manage to go past the barriers (swimming, use of a boat, or flying a plane for example), you'll instantly get a high warrant level. Even if you use a cheat or the Pay n' Spray in the restricted areas, the warrant levels never go away until you go back where you're supposed to be. The barriers will disappear as you make progress in the storyline.
** ''GTA 3'' and ''Vice City''had have invisible walls in the ocean. If you kept keep trying to leave the city, an invisible wall would will bring your boat or plane to a stop. ''San Andreas'' allowed allows the player to go as far as they wanted. want. However, there's nothing interesting out there and the farther out you go will equal to the same amount of more time it will take to travel back.
* ''VideoGame/MetalGearSolid2'': The action scenes
* ''VideoGame/ReturnFire'': In the first
* ''VideoGame/GundamVsSeries'': The
* ''VideoGame/TheWorldEndsWithYou'' uses invisible walls in a very FourthWall-nudging way. The Reapers make the Reaper's Game more interesting by blocking off sections of Shibuya, forcing you to run as they want you to. Some of the walls are lowered by completing tasks assigned by Support Reapers -- everything from defeating Noise in a certain fashion to bringing them food to answering a PopQuiz. Later in the story, a character gains the ability to smash holes in them, allowing you to cheat your way out of the
** And if
*
** ''San Andreas''
** ''GTA 3'' and ''Vice City''
Changed line(s) 111,113 (click to see context) from:
* In ''VideoGame/{{Gothic}}'', the magical barrier that surrounds the prison colony is largely invisible until you walk into it, at which point you are surrounded by crackling blue lightning. Keep walking, and you'll start taking damage and quickly die. Unsurprisingly, there have been no recorded escapes from this colony.
** ''Gothic II'' avoids invisible barriers overland (it just has [[GravityBarrier unclimbable mountains]]); but if you swim too far into the ocean, you just get eaten by a [[BorderPatrol sea monster]].
* In ''VideoGame/HelloNeighbor'', these prevent you from exploring the background neighborhood. Interestingly enough, in Alpha at least they aren't insurmountable, since they are not infinitely high and there's a glitch that allows you to levitate via jumping in a trash can. Go high enough, and you can jump over the barrier and explore the rest of the map.
** ''Gothic II'' avoids invisible barriers overland (it just has [[GravityBarrier unclimbable mountains]]); but if you swim too far into the ocean, you just get eaten by a [[BorderPatrol sea monster]].
* In ''VideoGame/HelloNeighbor'', these prevent you from exploring the background neighborhood. Interestingly enough, in Alpha at least they aren't insurmountable, since they are not infinitely high and there's a glitch that allows you to levitate via jumping in a trash can. Go high enough, and you can jump over the barrier and explore the rest of the map.
to:
* In ''VideoGame/{{Gothic}}'', the ''VideoGame/{{Gothic}}'': The magical barrier that surrounds the prison colony is largely invisible until you walk into it, at which point you are surrounded by crackling blue lightning. Keep walking, and you'll start taking damage and quickly die. Unsurprisingly, there have been no recorded escapes from this colony.
**colony. ''Gothic II'' avoids invisible barriers overland (it just has [[GravityBarrier unclimbable mountains]]); but if you swim too far into the ocean, you just get eaten by a [[BorderPatrol sea monster]].
*In ''VideoGame/HelloNeighbor'', these ''VideoGame/HelloNeighbor'': These prevent you from exploring the background neighborhood. Interestingly enough, in Alpha at least they aren't insurmountable, since they are not infinitely high and there's a glitch that allows you to levitate via jumping in a trash can. Go high enough, and you can jump over the barrier and explore the rest of the map.
**
*
Changed line(s) 116 (click to see context) from:
** ''[[VideoGame/Sonic3AndKnuckles Sonic The Hedgehog 3]]'' pulls the Invisible Wall at the first Launch Base Act 2 boss. You SHOULD be able to jump to that ledge but you can't, and until Robotnik jumps into his machine, you can't do anything to him. Annoying, considering that the invisible wall disappears once he's been defeated.
to:
** ''[[VideoGame/Sonic3AndKnuckles Sonic The the Hedgehog 3]]'' pulls the Invisible Wall at the first Launch Base Act 2 boss. You SHOULD be able to jump to that ledge but you can't, and until Robotnik jumps into his machine, you can't do anything to him. Annoying, considering that the invisible wall disappears once he's been defeated.
Changed line(s) 118 (click to see context) from:
** When you're taken into the past by a lens flare in ''VideoGame/SonicAdventure'', you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
to:
** ''VideoGame/SonicAdventure'': When you're taken into the past by a lens flare in ''VideoGame/SonicAdventure'', flare, you may see these little structures that are basically a roof and four supports at the corners. You can't go under them. Perhaps this is because it's easier to define an object as being simply this high, that wide, and that long rather than defining all the details of the shape of that object, especially when there's no reason to do so. It's still a little strange.
Changed line(s) 120 (click to see context) from:
** ''[[VideoGame/SonicTheHedgehog2006 Sonic '06]]'': The second hub city had giant invisible walls on the streets between buildings, with no indication that you can't go over there on your map. The game often ropes you into doing side quests by having the police [[NPCRoadblock block the way]], even though you can jump over, move around, and in at least one case, walk BEHIND the officer in question.
to:
** ''[[VideoGame/SonicTheHedgehog2006 Sonic '06]]'': ''VideoGame/SonicTheHedgehog2006'': The second hub city had giant invisible walls on the streets between buildings, with no indication that you can't go over there on your map. The game often ropes you into doing side quests by having the police [[NPCRoadblock block the way]], even though you can jump over, move around, and in at least one case, walk BEHIND the officer in question.
Changed line(s) 122,123 (click to see context) from:
* ''VideoGame/WorldOfWarcraft'' mostly averted this once Flying mounts came out with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in Outland, and the Draenei and Blood Elf starting zones. In Instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls (many of them are dungeons of some kind anyway), but they're still there as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
to:
* ''VideoGame/{{Warcraft}}'':
** ''Warcraft 2'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this onceFlying flying mounts came out with its two main maps, Kalimdor and the Eastern Kingdoms. However, this trope kicks in full force in Outland, and the Draenei and Blood Elf starting zones. In Instances, each of which is its own isolated mini-map, you aren't actually supposed to run into invisible walls (many of them are dungeons of some kind anyway), but they're still there as a backup, just in case you manage to actually surmount the InsurmountableWaistHeightFence. Outland has invisible walls and an invisible ceiling for flying mounts.
** *** There are certain Instances that DO have invisible walls, notably those featured in the Caverns of Time. These contain a replica of a present-day zone as it was at some point in the past. If you leave the standard play area, a mist forms around you, essentially warning that you can't go much farther. And then you hit the invisible wall, forcing you to turn around.
** ''Warcraft 2'' almost plays this straight, with the one exception of whirlwinds, which are able to move at least a short distance off the edge of the map and then return.
** ''VideoGame/WorldOfWarcraft'' mostly averted this once
Changed line(s) 125,132 (click to see context) from:
* The ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all in areas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
* Al of the StarWars ''VideoGame/RogueSquadron'' games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there YET!
** Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* In ''VideoGame/SpaceQuestITheSarienEncounter'', the town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* Invisible walls are typically found at the edge of any outdoor area in ''VideoGame/GliderPRO''. (Ironically, ''visible'' walls had to have invisible rebounder objects placed over them if they were in the middle of the screen.)
* ''VideoGame/Fallout3'' has these in much the same way ''VideoGame/TheElderScrollsIVOblivion'' does -- try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago.
** Lampshaded in the Operation: Anchorage expansion, which takes place in a computer simulation. There are semi-visible walls showing you where you can't go in the simulation.
* Al of the StarWars ''VideoGame/RogueSquadron'' games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there YET!
** Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
* In ''VideoGame/SpaceQuestITheSarienEncounter'', the town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* Invisible walls are typically found at the edge of any outdoor area in ''VideoGame/GliderPRO''. (Ironically, ''visible'' walls had to have invisible rebounder objects placed over them if they were in the middle of the screen.)
* ''VideoGame/Fallout3'' has these in much the same way ''VideoGame/TheElderScrollsIVOblivion'' does -- try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds ago.
** Lampshaded in the Operation: Anchorage expansion, which takes place in a computer simulation. There are semi-visible walls showing you where you can't go in the simulation.
to:
* The ''VideoGame/{{Thief}}'' games have occasional invisible walls, but all in areas the player isn't supposed to reach (such as the roofs of buildings). However, these are notable in that they are apparently made of invisible wood, and as such the player can smash them aside with their sword and continue.
*Al of the StarWars ''VideoGame/RogueSquadron'' ''VideoGame/RogueSquadron'': The games will turn your ship around if you go too far outside the mission area. Sometimes it's explained (getting too far from the action), on others (like the infinite featureless plane of the Death Star endurance level) it feels a little limiting.
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go thereYET!
**''yet''. Not only that, but the wall only blocks Altaïr if he attempts to walk into it at ground level. It's possible for Altaïr to cross over this wall at a higher point (say, by momentum from LeParkour off a nearby building), but the moment you land ''you will die''.
*In ''VideoGame/SpaceQuestITheSarienEncounter'', the ''VideoGame/SpaceQuestITheSarienEncounter'': The town of Ulence Flats is surrounded by a literal force field that prevents you from walking out (but doesn't obstruct airborne vehicles). Averted in other areas, where they use BorderPatrol such as man-eating sand serpents to discourage going out of bounds.
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoorarea in ''VideoGame/GliderPRO''. (Ironically, area. Ironically, ''visible'' walls had have to have invisible rebounder objects placed over them if they were they're in the middle of the screen.)
screen.
*''VideoGame/Fallout3'' has these in much the same way ''VideoGame/TheElderScrollsIVOblivion'' does -- try ''VideoGame/{{Fallout}}'':
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just secondsago.
**ago. Lampshaded in the Operation: Anchorage expansion, which takes place in a computer simulation. There are semi-visible walls showing you where you can't go in the simulation.
*
* ''VideoGame/AssassinsCreedI'' has points where whenever Altaïr attempts to wander off somewhere he's technically never been to yet, a not-quite-invisible wall appears and blocks his path, along with a message from the Animus stating that he cannot go there
**
*
* ''VideoGame/GliderPRO'': Invisible walls are typically found at the edge of any outdoor
*
** ''VideoGame/Fallout3'': Try to walk off the map, and a pop-up box will tell you something along the lines of "You cannot go any farther north." Also combined with InsurmountableWaistHighFence, particularly obvious in parts of downtown: there are piles of rubble you're not supposed to be able to pass, but the actual Invisible Wall is often halfway up the slope, leading to the frustrating situation of you being unable to climb a two-foot block suddenly, despite having easily leapt over noticeably taller barriers just seconds
**
Changed line(s) 134,135 (click to see context) from:
* ''VideoGame/KirbyAirRide'' has one around every course, a well as the city in City Trial mode.
** The City Trail mode has an odd one, though. Though there are the normal invisible walls around the sides of the map, if you go at them from a high altitude you'll go through them. However, all you can do outside of the invisible walls is ride around on water, and if you continue going away from the city you'll reach another set of invisible walls which can't be bypassed. What's odd about the invisible wall system, though, is that in some places there are small ramps outside of the first invisible wall which will bring you back into the map instead of getting stuck at a wall, meaning the developers [[DevelopersForesight anticipated]] people bypassing the walls.
** The City Trail mode has an odd one, though. Though there are the normal invisible walls around the sides of the map, if you go at them from a high altitude you'll go through them. However, all you can do outside of the invisible walls is ride around on water, and if you continue going away from the city you'll reach another set of invisible walls which can't be bypassed. What's odd about the invisible wall system, though, is that in some places there are small ramps outside of the first invisible wall which will bring you back into the map instead of getting stuck at a wall, meaning the developers [[DevelopersForesight anticipated]] people bypassing the walls.
to:
* ''VideoGame/KirbyAirRide'' has one around every course, a well as the city in City Trial mode.
**mode. The City Trail mode has an odd one, though. Though there are the normal invisible walls around the sides of the map, if you go at them from a high altitude you'll go through them. However, all you can do outside of the invisible walls is ride around on water, and if you continue going away from the city you'll reach another set of invisible walls which can't be bypassed. What's odd about the invisible wall system, though, is that in some places there are small ramps outside of the first invisible wall which will bring you back into the map instead of getting stuck at a wall, meaning the developers [[DevelopersForesight anticipated]] people bypassing the walls.
**
Changed line(s) 137,139 (click to see context) from:
* Every combat map in ''VideoGame/MountAndBlade'' is surrounded by a perfectly rectangular one of these. The wall itself isn't invisible, but if you're sufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack them.
** There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you from leaving. Way to tax SuspensionOfDisbelief, guys!
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack them.
** There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you from leaving. Way to tax SuspensionOfDisbelief, guys!
to:
* ''VideoGame/MountAndBlade'': Every combat map in ''VideoGame/MountAndBlade'' is surrounded by a perfectly rectangular one of these. The wall itself isn't invisible, but if you're sufficiently close to it, you'll notice an abrupt change in the texture of the ground, as well as the fact that you cannot walk or ride across this change in texture. It's encountered most often with the highly mobile horse-versus-horse encounters, since the slower infantry don't usually get very far from the center.
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attackthem.
**them. There's also a flashback segment where you're recalling what happened before the quarantine came into effect. If you try to leave the island, no military air strike happens, but the invisible wall still keeps you from leaving. Way to tax SuspensionOfDisbelief, guys!
* ''VideoGame/{{Prototype}}'' tries to avert this by having the military launch air strikes at you if you try to leave the quarantined island, but it's fairly easy to dodge them on foot while running across a bridge, which lets you reach an invisible wall. The camera moves to an overhead view to stop you from seeing any further, but strangely, you can still target enemies beyond the wall - you just can't attack
**
Changed line(s) 141,146 (click to see context) from:
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance.
** ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* A few ''VideoGame/TeamFortress2'' fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''.
** Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, the invisible walls are called in. Can be particularly annoying not having an indication of which rooftops you can access and which are behind unseen barriers.
*** Also, in one map, there are some roadside barriers keeping you away from barren desert. All normal jumps don't go taller than them, but the scout's double jump does. Invisible wall right there.
* They're everywhere in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', though most of them involve using the levitation code on a Game Shark to get to places you couldn't normally go. You can however reach the one behind the windmill at Kakariko village using the cuckoo in the windmill. Sometimes you can hookshot or shoot your arrows at invisible walls without realizing it.
** ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* A few ''VideoGame/TeamFortress2'' fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''.
** Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, the invisible walls are called in. Can be particularly annoying not having an indication of which rooftops you can access and which are behind unseen barriers.
*** Also, in one map, there are some roadside barriers keeping you away from barren desert. All normal jumps don't go taller than them, but the scout's double jump does. Invisible wall right there.
* They're everywhere in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', though most of them involve using the levitation code on a Game Shark to get to places you couldn't normally go. You can however reach the one behind the windmill at Kakariko village using the cuckoo in the windmill. Sometimes you can hookshot or shoot your arrows at invisible walls without realizing it.
to:
* ''VideoGame/NiGHTSIntoDreams'' includes a variation of the Invisible Wall combined with an invisible cannon, ala ''Motocross Madness''. The edge of a Dream World is marked by a change in the floor to a strange purple surface, and trying to go on it or over it results in Claris or Elliot being flung back a large distance.
**distance. ''VideoGame/NiGHTSJourneyOfDreams'' plays this normally. Quite annoying, since in the original, at least you could temporarily stop the Egg Timer. Here, the Awakers can't be stopped, so if you come up against an Invisible Wall, you're pretty much screwed.
* ''VideoGame/TeamFortress2'': A few''VideoGame/TeamFortress2'' fan-made maps feature these on staircases. One server has dubbed them "Stairways to Heaven" because they have to go ''somewhere''.
**''somewhere''. Although maps generally make good use of the InsurmountableWaistHighFence, the Demoman and Soldier are able to send themselves flying all over the place, easily clearing most all of these. As a result, the invisible walls are called in. Can be particularly annoying not having an indication of which rooftops you can access and which are behind unseen barriers.
***barriers. Also, in one map, there are some roadside barriers keeping you away from barren desert. All normal jumps don't go taller than them, but the scout's double jump does. Invisible wall right there.
*They're everywhere in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has invisible walls everywhere, though most of them involve using the levitation code on a Game Shark to get to places you couldn't normally go. You can however reach the one behind the windmill at Kakariko village using the cuckoo in the windmill. Sometimes you can hookshot or shoot your arrows at invisible walls without realizingit.it.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' normally averts this -- should you continue out-bounds through glitches, Link will literally fall over the edge of the world in a huge BottomlessPit -- but Hyrule Castle and the path leading to it are surrounded by an extremely tall, invisible barrier.
**
* ''VideoGame/TeamFortress2'': A few
**
***
*
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has invisible walls everywhere, though most of them involve using the levitation code on a Game Shark to get to places you couldn't normally go. You can however reach the one behind the windmill at Kakariko village using the cuckoo in the windmill. Sometimes you can hookshot or shoot your arrows at invisible walls without realizing
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' normally averts this -- should you continue out-bounds through glitches, Link will literally fall over the edge of the world in a huge BottomlessPit -- but Hyrule Castle and the path leading to it are surrounded by an extremely tall, invisible barrier.
Changed line(s) 148,152 (click to see context) from:
** Its direct predecessor, ''VideoGame/TheLegendOfZeldaTheWindWaker'', however, [[AvertedTrope averts this trope spectacularly]]: Despite resorting to your boat telling you "It's too dangerous to continue", and some short patches of instant-kill water should Link swim there alone, is notable for averting this completely: some TAS-ers discovered some physically doable glitches to override these barriers (although a simple moonjump cheat code is more than enough), and, should you continue out-bounds, Link will literally 'fall over the edge of the world', or rather the Great Sea, in a huge BottomlessPit.
*** Played painfully straight with the ridiculously high barrier surrounding Hyrule Castle.
*** In the original Japanese release, sunken Hyrule had barriers that were made to prevent players from leaving the path to Ganon's Castle and exploring the incomplete fields beyond. However, they weren't high enough to prevent some clever players and their Deku Leaves, so in the International versions, the walls were made higher.
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' Nintendo did their best to hide them, but you can sometimes encounter them with the Beetle (which has a way of timing out faster than normal when you start to explore an area [[DevelopersForesight the developers don't want you to]]).
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has invisible walls surrounding the edges of the Gerudo Desert and the ocean. Trying to go beyond the borders has the wall stop you with the game telling you that you can't go any farther. The north and northwestern parts of the world map are separated by a massive chasm that's too large to cross. There's also an invisible barrier in the sky if you somehow manage to get Link high in the air.
*** Played painfully straight with the ridiculously high barrier surrounding Hyrule Castle.
*** In the original Japanese release, sunken Hyrule had barriers that were made to prevent players from leaving the path to Ganon's Castle and exploring the incomplete fields beyond. However, they weren't high enough to prevent some clever players and their Deku Leaves, so in the International versions, the walls were made higher.
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' Nintendo did their best to hide them, but you can sometimes encounter them with the Beetle (which has a way of timing out faster than normal when you start to explore an area [[DevelopersForesight the developers don't want you to]]).
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has invisible walls surrounding the edges of the Gerudo Desert and the ocean. Trying to go beyond the borders has the wall stop you with the game telling you that you can't go any farther. The north and northwestern parts of the world map are separated by a massive chasm that's too large to cross. There's also an invisible barrier in the sky if you somehow manage to get Link high in the air.
to:
** Its direct predecessor, ''VideoGame/TheLegendOfZeldaTheWindWaker'', however, [[AvertedTrope averts this trope spectacularly]]: Despite resorting to your boat telling you "It's too dangerous to continue", and some short patches of instant-kill water should Link swim there alone, is notable for averting this completely: some TAS-ers discovered some physically doable glitches to override these barriers (although a simple moonjump cheat code is more than enough), and, should you continue out-bounds, Link will literally 'fall over the edge of the world', or rather the Great Sea, in a huge BottomlessPit.
*** Played painfully straight with the ridiculously high barrier surrounding Hyrule Castle.
*** In the original Japanese release, sunken Hyrule had barriers that were made to prevent players from leaving the path to Ganon's Castle and exploring the incomplete fields beyond. However, they weren't high enough to prevent some clever players and their Deku Leaves, so in the International versions, the walls were made higher.
** In ''VideoGame/TheLegendOfZeldaSkywardSword''''VideoGame/TheLegendOfZeldaSkywardSword'': Nintendo did their best to hide them, but you can sometimes encounter them with the Beetle (which has a way of timing out faster than normal when you start to explore an area [[DevelopersForesight the developers don't want you to]]).
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has invisible walls surrounding the edges of the Gerudo Desert and the ocean. Trying to go beyond the borders has the wall stop you with the game telling you that you can't go any farther. The north and northwestern parts of the world map are separated by a massive chasm that's too large tocross. cross -- attempting to glide across inevitably ends with Link plummeting into the abyss. There's also an invisible barrier in the sky if you somehow manage to get Link high enough in the air.
*** Played painfully straight with the ridiculously high barrier surrounding Hyrule Castle.
*** In the original Japanese release, sunken Hyrule had barriers that were made to prevent players from leaving the path to Ganon's Castle and exploring the incomplete fields beyond. However, they weren't high enough to prevent some clever players and their Deku Leaves, so in the International versions, the walls were made higher.
** In ''VideoGame/TheLegendOfZeldaSkywardSword''
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has invisible walls surrounding the edges of the Gerudo Desert and the ocean. Trying to go beyond the borders has the wall stop you with the game telling you that you can't go any farther. The north and northwestern parts of the world map are separated by a massive chasm that's too large to
Changed line(s) 154,155 (click to see context) from:
* In the early ''Franchise/SpyroTheDragon'' games, some kind of invisible force field keeps you from wandering off the map in some levels. Probably the most well-known are the barriers around Stone Hill in the original game, and those in Metropolis in the sequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]]
** Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
** Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
to:
* ''Franchise/SpyroTheDragon'': In the early ''Franchise/SpyroTheDragon'' games, some kind of invisible force field keeps you from wandering off the map in some levels. Probably the most well-known are the barriers around Stone Hill in the original game, and those in Metropolis in the sequel. Most of these examples are [[JustifiedTrope justified]] through the use of little structures basically serving as fence-posts. [[FridgeLogic Though that does make one wonder who put them up, and why.]]
**]] Amusingly, with codes you can jump over many of these and walk around outside the borders. Go too far and you'll find that the ground no longer has collision data, and through the floor you'll go.
**
Changed line(s) 157,163 (click to see context) from:
* In ''VideoGame/{{Action52}}'', the fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent invisible wall (or collision detection glitch) at the beginning of the level.
* In the early ''Franchise/SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''VideoGame/SilentHill3''.
* ''VideoGame/Left4Dead'' has them, but unless you're an Infected who got bored you likely won't run into them. The game lampshades it when you're close enough by putting up a "Wrong Way" sign.
** It is quite possible to encounter invisible walls while playing as the survivors, but you would rarely find them. They are a bit more common in ''VideoGame/Left4Dead2'' and are in places such as over a fence or on top of a wrecked bus. This is to prevent players from exploiting the maps by being tossed in the air when knocked over by a Charger.
* In ''VideoGame/AmericanMcGeesAlice'', there are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron's Film/{{Avatar}} The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear in the middle of the most obvious route, enemies just beyond range of your gun safely shoot at you from the other side, and your vehicle takes damage as you crash into them.
* In ''VideoGame/BlackAndWhite'', land 1, before you build the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
* In the early ''Franchise/SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''VideoGame/SilentHill3''.
* ''VideoGame/Left4Dead'' has them, but unless you're an Infected who got bored you likely won't run into them. The game lampshades it when you're close enough by putting up a "Wrong Way" sign.
** It is quite possible to encounter invisible walls while playing as the survivors, but you would rarely find them. They are a bit more common in ''VideoGame/Left4Dead2'' and are in places such as over a fence or on top of a wrecked bus. This is to prevent players from exploiting the maps by being tossed in the air when knocked over by a Charger.
* In ''VideoGame/AmericanMcGeesAlice'', there are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron's Film/{{Avatar}} The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear in the middle of the most obvious route, enemies just beyond range of your gun safely shoot at you from the other side, and your vehicle takes damage as you crash into them.
* In ''VideoGame/BlackAndWhite'', land 1, before you build the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
to:
* In ''VideoGame/{{Action52}}'', the ''VideoGame/Action52'': The fifth level of ''Atmos Quake'' is {{Unwinnable}} due to an apparent invisible wall (or collision detection glitch) at the beginning of the level.
* ''Franchise/SilentHill'': In the early''Franchise/SilentHill'' games, invisible walls prevent you from falling into BottomlessPits. Not so starting with ''VideoGame/SilentHill3''.
* ''VideoGame/Left4Dead'' has them, but unless you're an Infected who got bored you likely won't run into them. The game lampshades it when you're close enough by putting up a "Wrong Way"sign.
**sign. It is quite possible to encounter invisible walls while playing as the survivors, but you would rarely find them. They are a bit more common in ''VideoGame/Left4Dead2'' and are in places such as over a fence or on top of a wrecked bus. This is to prevent players from exploiting the maps by being tossed in the air when knocked over by a Charger.
*In ''VideoGame/AmericanMcGeesAlice'', there ''VideoGame/AmericanMcGeesAlice'': There are several invisible walls. But they also use giant slimy tentacles as walls. You can jump on just about anything, but you can't jump on those tentacles -- you have to find a way around them.
* ''James Cameron'sFilm/{{Avatar}} Film/{{Avatar}}: The Game'' usually makes a reasonable use of solid walls and only occasionally abuses a Gentle Slope of Unclimbability, but once you start riding a banshee or flying a helicopter, the invisible walls become your ultimate menace as they appear in the middle of the most obvious route, enemies just beyond range of your gun safely shoot at you from the other side, and your vehicle takes damage as you crash into them.
* ''VideoGame/BlackAndWhite'': In''VideoGame/BlackAndWhite'', land 1, before you build the temple or get your Creature, if you try going near the Aztec village or beyond the gates, you get blocked by an invisible wall. It lights up white if you crash into it, but if you don't it's invisible.
* ''Franchise/SilentHill'': In the early
* ''VideoGame/Left4Dead'' has them, but unless you're an Infected who got bored you likely won't run into them. The game lampshades it when you're close enough by putting up a "Wrong Way"
**
*
* ''James Cameron's
* ''VideoGame/BlackAndWhite'': In
Changed line(s) 165,168 (click to see context) from:
* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]]
** These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
* One of the most egregious examples was ''VideoGame/VampireRain''. You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!" So annoying.
* In ''VideoGame/FableII'' whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
** These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
* One of the most egregious examples was ''VideoGame/VampireRain''. You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!" So annoying.
* In ''VideoGame/FableII'' whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
to:
* ''VideoGame/ATVOffroadFury'' has an extreme case of this. Similar to the ''VideoGame/MotocrossMadness'' example above, in Freestyle mode, if you go too far, you not only crash into an invisible wall, but also fly a bajillion times farther than you would upon hitting a normal obstacle. [[ArsonMurderAndJaywalking You also could not quick-reset if you bail through this means.]]
**]] These crashes were actually pretty fun to watch... some people didn't even bother trying anything but freeride because they wanted to see if they could ever kill the rider. (They couldn't.)
*One of the most egregious examples was ''VideoGame/VampireRain''. ''VideoGame/VampireRain'': You're a stealth operative on the street trying to sneak around the city and avoid all detection, because most of the people in the city are vampires who will rip you in half the moment they see you. Most of the city is rendered at any given time but there are invisible walls all over the place to keep you focused on your next objective, and you likely won't even realize it until you try to cross a street to avoid a vampire and BZZT! "Mission Boundary!" So annoying.
Boundary!"
*In ''VideoGame/FableII'' whenever ''VideoGame/FableII'': Whenever you try to swim too far away from the land mass, the game gives you an Invisible Wall and says something along the lines of "There is no reason for you to go any farther." Still kills WillingSuspensionOfDisbelief a bit, but at least it's the truth...
**
*
*
Changed line(s) 172,173 (click to see context) from:
* Quite gratuitously used in ''VideoGame/{{Painkiller}}'', though for the most part they're in context.
* Averted in ''VideoGame/BigRigsOverTheRoadRacing'', one can climb over the slopes (no matter how steep) where the walls would be and continue to drive into the white void.
* Averted in ''VideoGame/BigRigsOverTheRoadRacing'', one can climb over the slopes (no matter how steep) where the walls would be and continue to drive into the white void.
to:
* Averted in ''VideoGame/BigRigsOverTheRoadRacing'', one can climb over the slopes (no matter how steep) where the walls would be and continue to drive into the white void.
Changed line(s) 175,176 (click to see context) from:
* The Fushia City Gym in ''VideoGame/PokemonRedAndBlue'' has a Gym puzzle of invisible walls. However (until the remakes, at least), there are slight pattern differences in the floor tiles that determine tiles which have invisible walls on them.
** If one plays the original games on a Game Boy Color, Game Boy Advance, or Game Boy Advance SP, the invisible walls can be seen.
** If one plays the original games on a Game Boy Color, Game Boy Advance, or Game Boy Advance SP, the invisible walls can be seen.
to:
* ''VideoGame/PokemonRedAndBlue'': The Fushia Fuchsia City Gym in ''VideoGame/PokemonRedAndBlue'' has a Gym puzzle of invisible walls. However (until the remakes, at least), there are slight pattern differences in the floor tiles that determine tiles which have invisible walls on them.
**them. If one plays the original games on a Game Boy Color, Game Boy Advance, or Game Boy Advance SP, the invisible walls can be seen.
**
Changed line(s) 178,180 (click to see context) from:
* Most {{racing game}}s have these when you get your car airbourne and attempt to jump over a wall or barrier of some sort.
** ''Forza Motorsport 4'' rather pointlessly has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
** ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls and respawn back in the United States.
** ''Forza Motorsport 4'' rather pointlessly has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
** ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls and respawn back in the United States.
to:
* Most {{racing game}}s have these when you get your car airbourne and attempt to jump over a wall or barrier of some sort.
** ''Forza Motorsport 4'' rather pointlessly''VideoGame/ForzaMotorsport4'' has on on the ''Series/TopGear'' test track. If you go backwards over the hump on Gambon corner fast enough, you hit an Invisible Wall coming up from a wall that seems to be about a foot high.
** * ''VideoGame/TheCrew'' has invisible barriers that, when passed, allows players to enter Canada or Mexico for a only a brief moment before their car stalls and respawn back in the United States.
** ''Forza Motorsport 4'' rather pointlessly
Changed line(s) 182,187 (click to see context) from:
* [[VideoGame/FirstEncounterAssaultRecon FEAR]] 3 has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
* In ''VideoGame/GuildWars2'', the game has a mixture of Invisible Walls mixed with natural barriers (a 100-foot-high wall or the depths of the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
* Invisible walls can be found, surprisingly, in ''VideoGame/MicrosoftFlightSimulator 2002''. Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* While ''{{VideoGame/Okami}}'' mostly avoids them by having reasonable barriers, they become painfully obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* The newer ''VideoGame/LEGOAdaptationGame''''s'' such as DC and Marvel Super Heroes have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side.
** LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
* In ''VideoGame/GuildWars2'', the game has a mixture of Invisible Walls mixed with natural barriers (a 100-foot-high wall or the depths of the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
* Invisible walls can be found, surprisingly, in ''VideoGame/MicrosoftFlightSimulator 2002''. Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
* While ''{{VideoGame/Okami}}'' mostly avoids them by having reasonable barriers, they become painfully obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* The newer ''VideoGame/LEGOAdaptationGame''''s'' such as DC and Marvel Super Heroes have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side.
** LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
to:
* [[VideoGame/FirstEncounterAssaultRecon FEAR]] 3 ''VideoGame/FirstEncounterAssaultRecon 3'' has many, many places you should be able to get though, boxes you should be able to jump on and surfaces you should be able to climb, only for you to bounce off mid air if you attempt to.
*In ''VideoGame/GuildWars2'', the game ''VideoGame/GuildWars2'' has a mixture of Invisible Walls mixed with natural barriers (a 100-foot-high wall or the depths of the ocean, for example), but sometimes the wall is seen in places that should be logically explorable, or the wall is extended a bit too far away from the steep mountain your character has come up against.
*Invisible walls can be found, surprisingly, in ''VideoGame/MicrosoftFlightSimulator 2002''. ''VideoGame/MicrosoftFlightSimulator'': Flying too far north and possibly south results in the plane hitting an invisible wall, beyond which the terrain is very low-res. Interestingly, the plane does not actually "crash" into the wall; instead, physics turns off for the plane, leaving it hanging in the air, until the plane is no longer in contact with the wall.
*While ''{{VideoGame/Okami}}'' ''VideoGame/{{Okami}}'' mostly avoids them by having reasonable barriers, but they become painfully very obvious if you decide to explore the coastal areas a bit more after getting the [[WalkOnWater Water Tablet]]. In certain spots there are even islands you can see but not get to because Ammy just won't advance past a certain point.
* The newer ''VideoGame/LEGOAdaptationGame''''s'' * ''VideoGame/LEGOAdaptationGame'': Certain games, such as DC ''DC'' and Marvel ''Marvel Super Heroes Heroes'', have these surrounding their respective open worlds. In the case of Manhattan, the walls cut halfway across the bridges, where a construction worker informs you that the bridge is under maintenance. Keep trying to cross for long enough, and he'll confide in you that nothing exists on the other side.
**side. LEGO Batman ''really'' pushes this in the level ''Flight of the Bat''. To progress through the level you need to take out obstacles like billboards and walls of flame. The only reason you ''can't fly right around them'' is you either hit an invisible wall or Bats turns the Batplane around. The only reason you can't fly over or under them is you can't change altitude.
*
*
*
**
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* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms).
** It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
** It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
to:
* ''VideoGame/MetroidOtherM'' has you run into what appears to be one of these in the Biosphere, but almost immediately afterwards you run into a control panel that reveals that it was a real wall -- the {{skybox}}es in the ship's artificial biomes are holograms of some sort. Occasionally you will have to disable them to reveal an actual door to leave the room (presumably the panel locks the doors automatically when it turns on the holograms).
**holograms). It later plays it straight with an [[https://www.youtube.com/watch?v=o_nS1ADTJY0 infuriating Missile Tank]].
**
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* These are plot-relevant in ''VideoGame/Persona4Arena''. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
to:
* ''VideoGame/Persona4Arena'': These are plot-relevant in ''VideoGame/Persona4Arena''.plot-relevant. The main characters run into invisible walls while exploring the TV World Yasogami High School, which trap them and prevents them from exploring further. The only way to pass these walls is to beat another person who is trapped within the same room.
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* ''VideoGame/{{Gift|2001}}'': Sometimes pretty nasty ones preventing Gift to a fireplace, for example. [[spoiler:Also a very prominent one near Lolita's house]].
to:
* ''VideoGame/{{Gift|2001}}'': ''VideoGame/Gift2001'': Sometimes pretty nasty ones preventing Gift to a fireplace, for example. [[spoiler:Also a very prominent one near Lolita's house]].
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[[folder:Web Comics]]
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Moving here because we're talking about a commercial
[[folder:Advertising]]
* A commercial for ''[[VideoGame/TonyHawksProSkater Tony Hawk's American Wasteland]]'' has the titular skater run into one of these. Blasted loading.
[[/folder]]
* A commercial for ''[[VideoGame/TonyHawksProSkater Tony Hawk's American Wasteland]]'' has the titular skater run into one of these. Blasted loading.
[[/folder]]
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* Parodied in an ad for ''[[VideoGame/TonyHawksProSkater Tony Hawk's American Wasteland]]'', in which the titular skater runs into one of these. In live action.
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Alphabetized all folders except Video Games
* In the movie ''Film/TheCabinInTheWoods'', the entire campground is surrounded by one of these (except for a small tunnel), as some of the campers find when they try to escape. When run into, the wall becomes a BeehiveBarrier.
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* In the movie ''Film/TheCabinInTheWoods'', the entire campground is surrounded by one of these (except for a small tunnel), as some of the campers find when they try to escape. When run into, the wall becomes a BeehiveBarrier.
* "Literature/InTheWallsOfEryx" by Creator/HPLovecraft is a sci-fi horror tale about an alien maze built of these. A person trapped in the maze would die of thirst while looking at a nearby lake.
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* "Literature/InTheWallsOfEryx" by Creator/HPLovecraft is a sci-fi horror tale about an alien maze built of these. A person trapped in the maze would die of thirst while looking at a nearby lake.
* ''Series/ThirdRockFromTheSun''. Dick Solomon is trapped in an invisible box by his EvilTwin. When he tries to get out, he quickly realises the horrible implications. "My God... [[AnythingButThat HE'S TURNED ME INTO A]] [[EveryoneHatesMimes MIIIIIME!]]"
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* ''Series/ThirdRockFromTheSun''. Dick Solomon is trapped in an invisible box by his EvilTwin. When he tries to get out, he quickly realises the horrible implications. "My God... [[AnythingButThat HE'S TURNED ME INTO A]] [[EveryoneHatesMimes MIIIIIME!]]"
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None
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[[folder: Film -- Live Action]]
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[[folder: Literature]]
* The arenas used for ''Literature/TheHungerGames'' are surrounded with forcefields that repel anything that runs into them. Of course, the Gamemakers have plenty of other ways to shepherd wayward Tributes back towards the middle.
** ''Catching Fire'' also has one that traps [[spoiler:Katniss and Finnick]] with the jabberjays sounding off the cries of their loved ones in pain.
* The arenas used for ''Literature/TheHungerGames'' are surrounded with forcefields that repel anything that runs into them. Of course, the Gamemakers have plenty of other ways to shepherd wayward Tributes back towards the middle.
** ''Catching Fire'' also has one that traps [[spoiler:Katniss and Finnick]] with the jabberjays sounding off the cries of their loved ones in pain.
to:
* The arenas used for ''Literature/TheHungerGames'' are surrounded with forcefields that repel anything that runs into them. Of course, the Gamemakers have plenty of other ways to shepherd wayward Tributes back towards the
**
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[[folder: Roleplay]]
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[[folder: Theatre]]
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[[folder: Video Games]]
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[[folder: Webcomics]]
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[[folder: Real Life]]
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Putting the examples into folders
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!!Video Games:
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[[folder: Film -- Live Action]]
* Kevin and his gang encounter an invisible wall in ''Film/TimeBandits'' while on the beach. It turns out to be an optical illusion; smashing it reveals the EvilTowerOfOminousness behind it.
-->'''Kevin:''' So this is what an invisible barrier looks like.
* In the movie ''Film/TheCabinInTheWoods'', the entire campground is surrounded by one of these (except for a small tunnel), as some of the campers find when they try to escape. When run into, the wall becomes a BeehiveBarrier.
[[/folder]]
[[folder: Literature]]
* The arenas used for ''Literature/TheHungerGames'' are surrounded with forcefields that repel anything that runs into them. Of course, the Gamemakers have plenty of other ways to shepherd wayward Tributes back towards the middle.
** ''Catching Fire'' also has one that traps [[spoiler:Katniss and Finnick]] with the jabberjays sounding off the cries of their loved ones in pain.
* Creator/GregEgan uses this in a rare non-video game example in ''Literature/PermutationCity''. The simulated city introduced right at the beginning contains a 3D model of a single apartment and enough of the rest of the city to accurately reproduce what you can see out of the window. However, get out of the apartment and the many limitations of the simulation become apparent very quickly, including that a couple of blocks out an invisible wall prevents you from proceeding further. Egan even wrote this specifically as an "edge of the universe" where any attempt to move outward is simply cancelled, rather than mere wall with a surface.
* "Literature/InTheWallsOfEryx" by Creator/HPLovecraft is a sci-fi horror tale about an alien maze built of these. A person trapped in the maze would die of thirst while looking at a nearby lake.
[[/folder]]
[[folder: Live-Action TV]]
* In the short-lived ''The Cosby Mysteries'', Bill Cosby's character confronts the murderer with his evidence. Naturally she tries to shoot him, only to find there's a screen of bulletproof glass between them.
* ''Series/DoctorWho'': In [[Recap/DoctorWhoS38E3Orphan55 "Orphan 55"]], the walls of the environmental dome Tranquillity Spa is secretly built inside of are hidden by holograms, with this effect, as shown when Graham bumps his head on the wall while trying to walk around an area where the hologram's been temporarily deactivated to show a breach.
* ''Series/TheTwilightZone1959'': In "[[Recap/TheTwilightZoneS4E105ValleyOfTheShadow Valley of the Shadow]]", after Philip Redfield learns that there is something unusual about the town of Peaceful Valley, UsefulNotes/NewMexico, its mayor Dorn activates an invisible wall to prevent him from leaving. His car crashes into it and his dog Rollie is killed, though he [[BackFromTheDead is brought back to life]]. Later, Philip very reluctantly agrees to remain in town and another invisible wall is erected around his house.
* ''Series/TheTwilightZone1985'': In "I of Newton", the demon creates an invisible wall so that Sam can't escape his classroom.
* In a sort of inversion, newsman Les Nessman of ''Series/WKRPInCincinnati'' would ''really'' like a private office, but it's not in the budget, so he surrounds his desk with taped lines on the floor. Les acts, and expects everyone else to act, as if these were invisible walls, and gets annoyed if anyone enters his "office" without "knocking" ... or comes in through a "wall" instead of where he's decided the "door" is supposed to be.
* ''Series/ThirdRockFromTheSun''. Dick Solomon is trapped in an invisible box by his EvilTwin. When he tries to get out, he quickly realises the horrible implications. "My God... [[AnythingButThat HE'S TURNED ME INTO A]] [[EveryoneHatesMimes MIIIIIME!]]"
[[/folder]]
[[folder: Roleplay]]
* In ''Roleplay/DawnOfANewAgeOldportBlues'', invisible walls cover every exit of Rogers High School while the MassSuperEmpoweringEvent is happening. However, it only affects the students who are being given superpowers; normal people are [[InvisibleToNormals blind to what's happening]] and can walk through the walls freely.
[[/folder]]
[[folder: Theatre]]
* In ''Theatre/{{Camelot}}'', Morgan le Fay builds an invisible wall around Arthur at Mordred's request.
* In ''Theatre/{{Godspell}}'', Judas starts to change his mind about the betrayal, but finds that invisible walls are cutting off every direction he can go except the one leading to Jesus.
[[/folder]]
[[folder: Video Games]]
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!!Non-Video Game
[[AC:{{Film}}]]
* Kevin and his gang encounter an invisible wall in ''Film/TimeBandits'' while on the beach. It turns out to be an optical illusion; smashing it reveals the EvilTowerOfOminousness behind it.
-->'''Kevin:''' So this is what an invisible barrier looks like.
* In the movie ''Film/TheCabinInTheWoods'', the entire campground is surrounded by one of these (except for a small tunnel), as some of the campers find when they try to escape. When run into, the wall becomes a BeehiveBarrier.
[[AC:{{Literature}}]]
* The arenas used for ''Literature/TheHungerGames'' are surrounded with forcefields that repel anything that runs into them. Of course, the Gamemakers have plenty of other ways to shepherd wayward Tributes back towards the middle.
** ''Catching Fire'' also has one that traps [[spoiler:Katniss and Finnick]] with the jabberjays sounding off the cries of their loved ones in pain.
* Creator/GregEgan uses this in a rare non-video game example in ''Literature/PermutationCity''. The simulated city introduced right at the beginning contains a 3D model of a single apartment and enough of the rest of the city to accurately reproduce what you can see out of the window. However, get out of the apartment and the many limitations of the simulation become apparent very quickly, including that a couple of blocks out an invisible wall prevents you from proceeding further. Egan even wrote this specifically as an "edge of the universe" where any attempt to move outward is simply cancelled, rather than mere wall with a surface.
* "Literature/InTheWallsOfEryx" by Creator/HPLovecraft is a sci-fi horror tale about an alien maze built of these. A person trapped in the maze would die of thirst while looking at a nearby lake.
[[AC:LiveActionTV]]
* In the short-lived ''The Cosby Mysteries'', Bill Cosby's character confronts the murderer with his evidence. Naturally she tries to shoot him, only to find there's a screen of bulletproof glass between them.
* ''Series/DoctorWho'': In [[Recap/DoctorWhoS38E3Orphan55 "Orphan 55"]], the walls of the environmental dome Tranquillity Spa is secretly built inside of are hidden by holograms, with this effect, as shown when Graham bumps his head on the wall while trying to walk around an area where the hologram's been temporarily deactivated to show a breach.
* ''Series/TheTwilightZone1959'': In "[[Recap/TheTwilightZoneS4E105ValleyOfTheShadow Valley of the Shadow]]", after Philip Redfield learns that there is something unusual about the town of Peaceful Valley, UsefulNotes/NewMexico, its mayor Dorn activates an invisible wall to prevent him from leaving. His car crashes into it and his dog Rollie is killed, though he [[BackFromTheDead is brought back to life]]. Later, Philip very reluctantly agrees to remain in town and another invisible wall is erected around his house.
* ''Series/TheTwilightZone1985'': In "I of Newton", the demon creates an invisible wall so that Sam can't escape his classroom.
* In a sort of inversion, newsman Les Nessman of ''Series/WKRPInCincinnati'' would ''really'' like a private office, but it's not in the budget, so he surrounds his desk with taped lines on the floor. Les acts, and expects everyone else to act, as if these were invisible walls, and gets annoyed if anyone enters his "office" without "knocking" ... or comes in through a "wall" instead of where he's decided the "door" is supposed to be.
* ''Series/ThirdRockFromTheSun''. Dick Solomon is trapped in an invisible box by his EvilTwin. When he tries to get out, he quickly realises the horrible implications. "My God... [[AnythingButThat HE'S TURNED ME INTO A]] [[EveryoneHatesMimes MIIIIIME!]]"
[[AC:Roleplay]]
* In ''Roleplay/DawnOfANewAgeOldportBlues'', invisible walls cover every exit of Rogers High School while the MassSuperEmpoweringEvent is happening. However, it only affects the students who are being given superpowers; normal people are [[InvisibleToNormals blind to what's happening]] and can walk through the walls freely.
[[AC:{{Theatre}}]]
* In ''Theatre/{{Camelot}}'', Morgan le Fay builds an invisible wall around Arthur at Mordred's request.
* In ''Theatre/{{Godspell}}'', Judas starts to change his mind about the betrayal, but finds that invisible walls are cutting off every direction he can go except the one leading to Jesus.
[[AC:{{Webcomics}}]]
to:
[[folder: Webcomics]]
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[[AC:WebVideo]]
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[[folder: Web Video]]
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[[AC:WesternAnimation]]
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[[folder: Western Animation]]
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[[AC:RealLife]]
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[[folder: Real Life]]
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[[/folder]]