Stupidity Is the Only Option: Difference between revisions

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** The obvious example from the second game is the infamous scene where James reaches into the hole in the wall, a move that a more [[Genre Savvy]] character would do well to avoid.
** And then there's the series of seemingly bottomless pits that you have to jump into in order to progress through a later area of the game. And this is ''after'' James has found a note addressed specifically to him, warning him that very bad things will happen if he keeps up his search.
* ''[[Call of Cthulhu (tabletop game)]]: [[Dark Corners of the Earth]]'' has a house with a growling, unruly thing locked behind a door in an upstairs room. Everyone tells you not to free it. The game is extremely [[Rail Roaded]], so guess what you have to do.
** There's also the hotel in which you stay on your first night in Innsmouth. The developers must have been worried that some players wouldn't pick up the atmosphere of "subtle" menace that suffuses the place, its proprietor, and every line of dialogue he speaks, so they helpfully included an easily accessible (almost impossible to miss, really) ''room full of hacked-up human bodyparts'', complete with a bloodstained journal recounting the hotel owner's murders. So naturally you go to your room and curl up for a good night's rest, [[I Can't Use These Things Together|unconcernedly talking to yourself]] about how you're not likely to find a better place to sleep. Guess who tries to do what to you later that night. (Although staying on the streets of Innsmouth at night is hardly a better option than the hotel.)
* In ''[[The Suffering]]: Ties That Bind'', in order to get to the Big Bad, you must {{spoiler|leap into a pit that just manifested not one, but two horrific demonic adversaries. Not to mention it being similar to other pits which have spewed deadly horrors. Belly-flopping into a three-foot deep pool of toxic sewage is just a goofy bonus}}.