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The best traps in gaming

LordKasual

Banned
This one in Bloodborne is hilarious

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fuck that trap, my dumb ass got killed first by the swing, and on my very next life by the roll
 
D

Deleted member 57681

Unconfirmed Member
First thing I thought of were the boulder traps in the courtyard part of Resident Evil.
lyoak.jpg

Somehow manages to be the most ridiculously impractical contraption in a mansion full of ridiculously impractical contraptions.
 

Toxi

Banned
I actually feel like the mimic chests are not good traps. They get you the first time, then you spend the rest of the time whacking every chest just in case. Instead, you should have to try to open the chest to know if it's a mimic, but have enough time to react and dodge away from the mimic.
Dark Souls 2 has a nasty twist: Mimics can grab you even if you attack them. Also, chests in Dark Souls 2 can break if you hit them too many times.

Man, Dark Souls 2 really loves to fuck with players.
 

LordKasual

Banned
I can't recall any specifics, but the original Tomb Raider has enough great trap designs to fill this thread. Many of the game's platforming "puzzles" were essentially just traps that required enough foresight to navigate.

People never believe me...but the only game that has ever come close to the amount of genuine fear the Soulsborne games can instill in me have been the original Tomb Raider games.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
8nyPzDA.gif

This fucking shit used to get me so good but then you play it as an adult and you can use it on Riku. Also, fuck Riku, as if this cheating SOB didn't sabotage that bridge.
 

Ouroboros

Member
Answering incorrectly when you first meet Yuffie in FF7. If memory serves she takes all your materia and you don't get it back until she joins your party. PAIN!
 
I generally hate traps that the game throws at you. However, laying out traps of your own is awesome.

Bioshock 1 and 2 were really great at letting you combine environmental hazards with your own traps.

Rivets, crossbow electrocution tripwires, exploding barrels. Greatness.

Honorable mention to Dishonored of course.
 

jwhit28

Member
I've always had an immense hate for wallmasters in Zelda (the hands that fall from the ceiling and move you to the beginning of a room). I never found them scary, just annoying. Same with like-likes in Zelda stealing your equipment.
 

Aeana

Member
Welp today I learned "trap" is extremely offensive online. I've had friends call themselves that endearingly, never heard it used as a slur like "tranny" and so on.

More you know I guess. Perma-ban seems really harsh.


Anyway my vote goes to Mimicuties from Kid Icarus Uprising.
Nobody except a single junior member was permed in this thread. And perming junior members on any offense is site policy.
 

Vibranium

Banned
First thing I thought of were the boulder traps in the courtyard part of Resident Evil.
lyoak.jpg

Somehow manages to be the most ridiculously impractical contraption in a mansion full of ridiculously impractical contraptions.

Chris would get his revenge on that boulder 10 years later.
 

Tagyhag

Member
Sounds like a Resistance mine? Maybe I'm wrong.

Nah, I know World at War had a bouncing betty so it might be a part of the campaign that I'm remembering it.

But I think that in the actual game that I'm remembering, is that it acted like a bouncing betty, but it wasn't called that, so that's why I can't find games like Resistance on the Giant Bomb Wiki.
 

Hilbert

Deep into his 30th decade
How about this classic? (what edition of the game is this image from? I mostly just know the NES version)

Hand_trap.PNG
 

Rygar 8 Bit

Jaguar 64-bit
Serious question: Did Dark Souls invent the image of a mimic with long legs that likes to kick you upside the head? Because my image of mimics before then were just treasure chests that tried to eat you, without any complex leg based combos and such

the mimics from nox would go from chests to crazy beetle things theres one on the left in the image
zhpd6vp
 

etrain911

Member
I don't know if it is technically a trap but in Paper Mario, a buzzard asks you who you are and if you respond with "Luigi", he'll leave you alone. Otherwise, he'll ambush you and a boss battle begins.
 

Wanderer5

Member
Probably a few to pick from Tomb Raider, but I just go with St Francis Folly's Damocles room in Tomb Raider 1/Anniversary that includes huge swords from the ceiling that comes crashing down if you get close.

greece03.jpg


I especially love this room in Anniversary (and St. Francis Folly as a whole really compare to the original), where the swords have just the right enough of impact when they fall, and also the additions of spike traps to make this room even more deadly.
 
Do not use trap to refer to transgender characters. Don't use it even if the character isn't. It is disrespectful and you will be banned immediately for it.

Mimics in Dragon Quest are my favorite but that's also because they're kinda lovable, in a "They're gonna critical hit you" kinda way.

I have heard the term but had no idea it was derogatory. Luckily haven't used the term before, and definitely won't now.
 

Wanderer5

Member
I can't recall any specifics, but the original Tomb Raider has enough great trap designs to fill this thread. Many of the game's platforming "puzzles" were essentially just traps that required enough foresight to navigate.

People never believe me...but the only game that has ever come close to the amount of genuine fear the Soulsborne games can instill in me have been the original Tomb Raider games.

Tomb Raider 2 had a freaking gauntlet in its opening level heh. I love that maybe 2/3 of The Great Wall felt more on the calm side, and then suddenly you're thrown into a series of traps.

TR3 also had a kind of tough opening level that led to quite a brutal level (Temple Ruins) which that one probably is almost Temple of Xian level of brutal.
 
On the bans:

1. Just because they do not know that they are using a slur does not mean that they did not. They know now, and they now know it is banworthy.
2. Even if we argue ignorance as a defense, the posts were potentially derailing.
3. I heard the argument that because some trans people use it, it might make it confusing. That isn't entirely wrong, but I would compare it to the argument of "I heard a black guy call himself the n-word." It's certainly more apparent that you should not use that word, but equally so, you should use neither in that way.

On topic:

I really like Mimics, especially as they are in Dragon Quest and Kid Icarus. I also rather like traps in board/card games, especially One Night Ultimate Werewolf. Playing Tanner, Minion, Cursed, and Robber (the way I play him anyway) is just a lot of fun.
 
But those units become arguably near the best in their respective games if you spend the time on them.
Nino appears so late in the game and requires so much experience to level up, that by the time she is ready for battle you will only have 3-5 maps to actually use her. And in the end her offensive stats are barely better than Erk or Pent, and she's weaker defensively. Amelia as a Paladin/General/Great Knight is weaker than most equivalent units except in the areas of speed and luck (seriously, Seth, the guy you start with on map 1 has higher averages than her in most stats).

And on top of this these characters are big experience leaches early on while contributing little or nothing to battle. You could just as easily give that experience to a unit who can hold their own and will be equally effective by the endgame. I can't speak for Donnie as I only played all the way through Awakening once, but he still has the same experience hogging and low contribution problems early on as the other two.
 

Van Bur3n

Member
I felt one particular area of Bloodborne did traps in a clever way: the Research Hall.

1855a37cd733f26fd1ed6ef907676201.jpg


Not only were there plates that blended in seamlessly with the flooring that would cause shelves to explode and do absurd amounts of damage but the ways the crazed patients were designed was quite impressive.

There were certain areas in the Research Hall where it would trigger the patients to end up ambushing you and leaving you trapped between a rock and a hard place, forcing you to make drastic decisions. There is one walkway that upon reaching the end of it for loot, a group of patients will come walking towards you from another room if you decided to just pass by it and leave you trapped in a dead end.

The same happens when you decide to sneak past a group of them walking by only to climb up a ladder to see there is much larger and dangerous patient above. However, if you try to climb down the ladder, that group of patients you sneaked past returned and are below you.

Research Hall is probably some of the best level design in Bloodborne though.
 
Nino appears so late in the game and requires so much experience to level up, that by the time she is ready for battle you will only have 3-5 maps to actually use her. And in the end her offensive stats are barely better than Erk or Pent, and she's weaker defensively. Amelia as a Paladin/General/Great Knight is weaker than most equivalent units except in the areas of speed and luck (seriously, Seth, the guy you start with on map 1 has higher averages than her in most stats).

And on top of this these characters are big experience leaches early on while contributing little or nothing to battle. You could just as easily give that experience to a unit who can hold their own and will be equally effective by the endgame. I can't speak for Donnie as I only played all the way through Awakening once, but he still has the same experience hogging and low contribution problems early on as the other two.
I'm pretty sure Donel gets pretty good
 

eot

Banned
Probably a few to pick from Tomb Raider, but I just go with St Francis Folly's Damocles room in Tomb Raider 1/Anniversary that includes huge swords from the ceiling that comes crashing down if you get close.

greece03.jpg


I especially love this room in Anniversary (and St. Francis Folly as a whole really compare to the original), where the swords have just the right enough of impact when they fall, and also the additions of spike traps to make this room even more deadly.

Yup, it's probably the most well re-imagined level in Anniversary. Stays true to the original, while being greatly expanded.
 

Wanderer5

Member
Yup, it's probably the most well re-imagined level in Anniversary. Stays true to the original, while being greatly expanded.

Definitely the best level from that game, and probably one of my favorite in the series. The 4 puzzle rooms really needed to be expanded on especially, and CD did a wonderful job. Wish I can say the same to a few other levels heh.
 
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