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* ''The Elder Scrolls Adventures: Redguard'', a 3D parkour game from the same time as the first ''Franchise/TombRaider''. Its authors call the original ''PrinceOfPersia'' their guiding line. The models look ugly by today's standards, though.
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* ''The Elder Scrolls Adventures: Redguard'', a 3D parkour game from the same time as the first ''Franchise/TombRaider''. Its authors call the original ''PrinceOfPersia'' ''VideoGame/{{Prince of Persia|1}}'' their guiding line. The models look ugly by today's standards, though.
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* ''Technocop'' features this style of platforming in the second half of each stage, though the protagonist can still jump his own height despite being realistically animated.
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* ''VideoGame/Deadlight''
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* ''VideoGame/Deadlight''''VideoGame/{{Deadlight}}''
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Redguard
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* ''The Elder Scrolls Adventures: Redguard'', a 3D parkour game from the same time as the first ''Franchise/TombRaider''. Its authors call the original ''PrinceOfPersia'' their guiding line. The models look ugly by today's standards, though.
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Changed line(s) 39 (click to see context) from:
* The ''TombRaider'' series, although it uses a 3D third-person perspective, has similar gameplay.
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* The ''TombRaider'' ''Franchise/TombRaider'' series, although it uses a 3D third-person perspective, has similar gameplay.
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* ''VideoGame/DarkCastle'' features a realistically animated protagonist who gains very little height from jumping.
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** ''VideoGame/AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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** ''VideoGame/AssassinsCreed'' ''Franchise/AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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** ''AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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** ''AssassinsCreed'' ''VideoGame/AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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* ''{{Blackthorne}}'', which also includes some elements of graphical [[AdventureGame adventure games]], such as an item inventory system.
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* ''{{Blackthorne}}'', ''VideoGame/{{Blackthorne}}'', which also includes some elements of graphical [[AdventureGame adventure games]], such as an item inventory system.
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* ''{{Tintin}} in Tibet'' was Infogrames' attempt at this. It didn't go as well as their more classic platformers like ''The Smurfs''.
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* ''{{Tintin}} in Tibet'' was Infogrames' {{Infogrames}}' attempt at this. It didn't go as well as their more classic platformers like ''The Smurfs''.
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* Characters cannot change their direction of motion while they are in midair.
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* Characters cannot [[JumpPhysics change their direction of motion while they are in midair.midair]].
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** ''[=~Assassin's Creed~=]'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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** ''[=~Assassin's Creed~=]'' ''AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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----
<<|VideoGameGenres|>>
<<|VideoGameGenres|>>
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<<|VideoGameGenres|>>
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* ''[[MirrorsEdge Mirror's Edge]]'', one of the biggest games to try this in a first-person viewpoint.
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* ''[[MirrorsEdge ''[[VideoGame/MirrorsEdge Mirror's Edge]]'', one of the biggest games to try this in a first-person viewpoint.
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* ''{{ICO}}''.
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* ''{{ICO}}''.''VideoGame/{{ICO}}''.
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SO i saw that someone called ICO the trope codifier for cinematic platformers, then i looked up what trope codifier means, than i laughed rudely
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* TropeCodifier: ''{{ICO}}''.
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* TropeCodifier: ''{{ICO}}''.
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* Characters cannot instantly stop moving or instantly accelerate to their maximum walking/running speed; it takes time for them to decelerate or accelerate.
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* Characters cannot instantly stop moving or instantly accelerate to their maximum walking/running speed; it takes time for them to decelerate or accelerate. Nor can they make an {{Instant 180 Degree Turn}}.
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Discontinuity cleanup
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** ''Heart of the Alien'', a sequel to ''Another World'' that wasn't by the original developer. Many fans of the original treat it as DisContinuity.
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** ''Heart of the Alien'', a sequel to ''Another World'' that wasn't by the original developer. Many fans of the original treat it as DisContinuity.FanonDiscontinuity.
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* ''Nosferatu'' on the SNES fits the majority of the criteria of this.
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** ''Game/HeartOfDarkness'', by the same developer.
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** ''Game/HeartOfDarkness'', ''VideoGame/HeartOfDarkness'', by the same developer.
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* ''{{Game/Flashback}}'', frequently considered a SpiritualSuccessor to ''Another World''.
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* ''{{Game/Flashback}}'', ''VideoGame/{{Flashback}}'', frequently considered a SpiritualSuccessor to ''Another World''.
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* ''Game/AnotherWorld'' was particularly notable for its complete lack of on-screen user interface elements during gameplay, and for its use of 2D vector graphics to achieve a much more detailed / less repetitive level design than its contemporaries.
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* ''Game/AnotherWorld'' ''VideoGame/AnotherWorld'' was particularly notable for its complete lack of on-screen user interface elements during gameplay, and for its use of 2D vector graphics to achieve a much more detailed / less repetitive level design than its contemporaries.
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* ''{{Tintin}} in Tibet'' was Infogrames' attempt at this. It didn't go as well as their more classic platformers like ''The Smurfs''.
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** ''AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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** ''AssassinsCreed'' ''[=~Assassin's Creed~=]'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
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* ''{{EnslavedOdysseyToTheWest}}''
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* ''{{EnslavedOdysseyToTheWest}}'' ''EnslavedOdysseyToTheWest''
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* Usually screen-flipping is used, instead of scrolling.
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* Usually screen-flipping [[FlipScreenScrolling screen-flipping]] is used, instead of scrolling.
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*** ''The Sands of Time'', on the other hand, waited for it to go up before climbing up.
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*** ''The Sands of Time'', on the other hand, waited for it to go up before climbing up. It used [[LeParkour parkour]] to do so, codifying another part of the genre.
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* ''{{EnslavedOddyseyToTheWest}}''
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* ''{{EnslavedOddyseyToTheWest}}'' ''{{EnslavedOdysseyToTheWest}}''