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* ''VideoGame/Receiver2'', by virtue of being a DeconstructionGame, has a PlayerCharacter who can't jump very high, can get injured or die by falling from heights, and dies in one hit from turret fire or shock drones.
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* ''VideoGame/{{rain}}''

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* ''VideoGame/{{rain}}''''VideoGame/{{rain|2013}}''
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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 ''VideoGame/{{Prince of Persia|1}}'' their guiding line. The models look ugly by today's standards, though.

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* ''The Elder Scrolls Adventures: Redguard'', ''VideoGame/TheElderScrollsAdventuresRedguard'', a 3D parkour game from the same time as the first ''Franchise/TombRaider''. Its authors call the original ''VideoGame/{{Prince of Persia|1}}'' their guiding line. The models look ugly by today's standards, though.
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%% Image chosen via crowner in the Image Suggestions thread: https://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions140
%% https://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
%% Please do not replace or remove without starting a new thread.
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[[quoteright:350:[[VideoGame/MirrorsEdge https://static.tvtropes.org/pmwiki/pub/images/mirrors_edge_faith_gameplay.png]]]]
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Other typical characterstics of the genre include:

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Other typical characterstics characteristics of the genre include:
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* Human characters will have realistic proportions, unlike the SuperDeformed characters in (for example) SuperMarioBros.

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* Human characters will have realistic proportions, unlike the SuperDeformed characters in (for example) SuperMarioBros.Franchise/SuperMarioBros.



* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) SuperMarioBros where characters can jump higher than they are tall. This means that the way to get to higher places might involve walking up steps, climbing up ropes, or clambering up ledges, since simply jumping up there is not an option.

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* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) SuperMarioBros Franchise/SuperMarioBros where characters can jump higher than they are tall. This means that the way to get to higher places might involve walking up steps, climbing up ropes, or clambering up ledges, since simply jumping up there is not an option.
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* ''VideoGame/{{SOS}}'', a 1994 game with no enemies (except for the timer) and a focus on story.
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* TropeMaker: the original ''PrinceOfPersia''.

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* TropeMaker: the original ''PrinceOfPersia''.''VideoGame/PrinceOfPersia''.
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* ''Cyberpunk: Arasaka's Plot'' is a Java ME game for old mobiles by Mayhem Studio. Heavily inspired by {{Flashback}} and {{AnotherWorld}}. It also got some RPGElements. Really hard to play nowdays (need emulators), but worth it.

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* ''Cyberpunk: Arasaka's Plot'' is a Java ME game for old mobiles by Mayhem Studio. Heavily inspired by {{Flashback}} VideoGame/{{Flashback}} and {{AnotherWorld}}.VideoGame/AnotherWorld. It also got some RPGElements. Really hard to play nowdays (need emulators), but worth it.
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* ''VideoGame/BermudaSyndrome'', a 1995 game for Windows CD-ROM with beautiful 2D graphics and smooth character animations.
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** The same developer's earlier game ''{{Karateka}}'' featured rotoscoping and similar combat mechanics, but lacked the platforming elements, thus making it more of a BeatEmUp or an early FightingGame.

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** The same developer's earlier game ''{{Karateka}}'' ''VideoGame/{{Karateka}}'' featured rotoscoping {{Rotoscoping}} and similar combat mechanics, but lacked the platforming elements, thus making it more of a BeatEmUp or an early FightingGame.

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* ''VideoGame/MarcEckosGettingUpContentsUnderPressure'', which combines 3D platforming with hand-to-hand combat and graffiti minigames.

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* ''VideoGame/MarcEckosGettingUpContentsUnderPressure'', which combines 3D platforming with hand-to-hand combat brawling and graffiti minigames.


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* ''VideoGame/RememberMe'', combining 3D platforming with hand-to-hand brawling.
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* ''VideoGame/MarcEckosGettingUpContentsUnderPressure''.

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* ''VideoGame/MarcEckosGettingUpContentsUnderPressure''.''VideoGame/MarcEckosGettingUpContentsUnderPressure'', which combines 3D platforming with hand-to-hand combat and graffiti minigames.
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* ''Franchise/{{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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* ''Franchise/{{Tintin}} in Tibet'' was {{Infogrames}}' Creator/{{Infogrames}}' attempt at this. It didn't go as well as their more classic platformers like ''The Smurfs''.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' heavily incorporates these elements, as unlike previous 3D Zelda games, jumping is an entirely manual action.
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* ''Cyberpunk: Arasaka's Plot'' is a Java ME game for old mobiles by Mayhem Studio. Heavily inspired by {{Flashback}} and {{AnotherWorld}}. It also got some [[RPG Elements]]. Really hard to play nowdays (need emulators), but worth it.

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* ''Cyberpunk: Arasaka's Plot'' is a Java ME game for old mobiles by Mayhem Studio. Heavily inspired by {{Flashback}} and {{AnotherWorld}}. It also got some [[RPG Elements]].RPGElements. Really hard to play nowdays (need emulators), but worth it.
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Good game, make part of the subgenre

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* ''Cyberpunk: Arasaka's Plot'' is a Java ME game for old mobiles by Mayhem Studio. Heavily inspired by {{Flashback}} and {{AnotherWorld}}. It also got some [[RPG Elements]]. Really hard to play nowdays (need emulators), but worth it.
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** ''VideoGame/TheLastGuardian''
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* ''[[VideoGame/MirrorsEdge Mirror's Edge]]'', one of the biggest games to try this in a first-person viewpoint.

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* ''[[VideoGame/MirrorsEdge Mirror's Edge]]'', one of the biggest games to try this in a first-person viewpoint.viewpoint (and for that matter one of the only first-person games to be focussed almost exclusively on platforming of any kind).
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* ''VideoGame/MarkEckosGettingUpContentsUnderPressure''

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* ''VideoGame/MarkEckosGettingUpContentsUnderPressure''''VideoGame/MarcEckosGettingUpContentsUnderPressure''.
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* ''VideoGame/MarkEckosGettingUpContentsUnderPressure''
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Uncharted doesn\'t play like one of these. It only really qualifies if you take \"cinematic\" literally.


* ''VideoGame/{{Uncharted}}''. Maybe the most "cinematic" game series ever made.
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* ''VideoGame/ValiantHearts'' is one set during WWI.
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* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) SuperMarioBros where characters can jump higher than they are tall. This means that the way to get to higher places might involve walking up steps, climbing up ropes, or mantling ledges, since simply jumping up there is not an option.

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* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) SuperMarioBros where characters can jump higher than they are tall. This means that the way to get to higher places might involve walking up steps, climbing up ropes, or mantling clambering up ledges, since simply jumping up there is not an option.
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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}} ''Franchise/{{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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* Characters have to draw their sword or gun before attacking, and then [[DoNotRunWithAGun their movement is limited until they sheath it again]].



** ''PrinceOfPersia 2: The Shadow and the Flame''
** ''PrinceOfPersia 3D'' tried to adapt the run/climb/fight mechanics into a 3D third-person environment. It hit the PolygonCeiling ''hard''.
*** ''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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** ''PrinceOfPersia 2: ''VideoGame/PrinceOfPersia2: The Shadow and the Flame''
** ''PrinceOfPersia 3D'' ''VideoGame/PrinceOfPersia3D'' tried to adapt the run/climb/fight mechanics into a 3D third-person environment. It hit the PolygonCeiling ''hard''.
*** ''The Sands of Time'', ** ''VideoGame/PrinceOfPersiaTheSandsOfTime'', 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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* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) SuperMarioBros where characters can jump higher than they are tall.

to:

* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) SuperMarioBros where characters can jump higher than they are tall. This means that the way to get to higher places might involve walking up steps, climbing up ropes, or mantling ledges, since simply jumping up there is not an option.
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* [[NotTheFallThatKillsYou A sufficiently long fall]] will kill a character.

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* [[NotTheFallThatKillsYou A sufficiently long fall]] fall [[FallingDamage will kill a character.character]].
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** ''ShadowOfTheColossus''

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** ''ShadowOfTheColossus''''VideoGame/ShadowOfTheColossus''



* ''onEscapee'', which also includes point-and-click puzzles similar to those in first-person graphical [[AdventureGame adventure games]].
* The first two ''{{Oddworld}}'' games. Your main character can't even directly harm anything.

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* ''onEscapee'', ''VideoGame/{{onEscapee}}'', which also includes point-and-click puzzles similar to those in first-person graphical [[AdventureGame adventure games]].
* The first two ''{{Oddworld}}'' ''VideoGame/{{Oddworld}}'' games. Your main character can't even directly harm anything.



* ''{{Wet}}'' combines cinematic platforming with ThirdPersonShooter action.
* ''{{Uncharted}}''. Maybe the most "cinematic" game series ever made.
* ''EnslavedOdysseyToTheWest''

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* ''{{Wet}}'' ''VideoGame/{{WET}}'' combines cinematic platforming with ThirdPersonShooter action.
* ''{{Uncharted}}''.''VideoGame/{{Uncharted}}''. Maybe the most "cinematic" game series ever made.
* ''EnslavedOdysseyToTheWest'' ''VideoGame/EnslavedOdysseyToTheWest''


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* ''VideoGame/{{rain}}''

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