Even if you catch up to him before he can make it and attack him some more, when at low health he just stops taking damage and can't be defeated. right into the heart of the enemy stronghold. Hyrule Warriors: In the "Enduring Resolve" Legends map, after you beat on him a bit Ghirahim turns tail and flees, crying that he's outmatched against you.You're flat out told that pulling the sword out will release Sealed Evil in a Can, but if you refuse you'll just be stuck there until you do. Four Swords Adventures starts with you being dumped in front of a sword in a pedestal Shadow Link jumps around.At least killing them afterwards is pretty satisfying. Even though all four girls are extremely suspicious (including doing their damnedest to get you captured by monsters), you have no choice in the matter and need to save them, at which point they turn out to be the dungeon boss. In Phantom Hourglass, when you board the Ghost Ship, you are asked by a creepy girl to help rescue her sisters.What makes this even stupider is what happens if you do it in a linked game, as Impa appears in Oracle of Seasons and yet seems to not remember you at this point in Ages. Of course, it turns out that she's possessed by Veran. In The Legend of Zelda: Oracle of Ages, the game begins with you meeting Impa, whose skin is inexplicably blue, and having to get through a rock that only the Hero can push.Also compare Trap Is the Only Option, where the characters themselves are aware of an Obvious Trap but still feel it's the only way to progress.Ĭommon consequences of this trope include: Contrast Violation of Common Sense, where the stupid action is optional, but results in rewards for the player instead of punishment. Stupidity is the only option.Ĭompare Press X to Die, where the stupid action is entirely optional. Too hard to figure out a way to trick the player, or at least the character, into the blindingly obvious trap? Just force 'em in. There's a third option, though: enforced stupidity. In other games, a player sees where a plot point is going - or perhaps a villain-cam scene outright shows the betrayal awaiting Our Heroes – but the characters themselves are clueless, so this is also acceptable. This is fine great characters make great mistakes. In more "literary" game stories, this might be explained for the same reasons as in a book - the character makes a mistake for perfectly understandable reasons, and perhaps even the other characters realize this. Whether it's due to a Cutscene or But Thou Must!, the game simply cannot progress until the awaiting disaster is triggered. What happens when the plot needs you personally to fail? Why, force the error, of course. Video game stories, however, have the protagonist controlled by you the player. Setbacks and challenges are a core building block of narrative, so this is fine. They need to be captured by the guards, inadvertently allow the villain to get the MacGuffin, be betrayed, walk into a trap, or free the Sealed Evil in a Can. Sometimes a story requires the heroes to fail.
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