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* ''Sensory Overload'' for the Macintosh used elevators, stairways, or airlocks for transitions between levels.

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* ''Sensory Overload'' for the Macintosh used elevators, stairways, or airlocks airlocks(inexplicably) for transitions between levels.
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* The ''SyphonFilter'' series does this frequently. Case in point: the first level has you racing to the bottom of a subway station to disarm a bomb, the second has you climbing out of said station after it is destroyed, and the third has you chasing one of the villains through the main subway line, [[RailroadTracksOfDoom which is still active]].
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* Stages 4-6, 9-10, and 11-13 in ''WonderBoy III: Monster Lair''.

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* Stages 4-6, 9-10, and 11-13 in ''WonderBoy III: Monster Lair''. Not so in the MegaDrive version, which cuts out some of these levels.
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* Stages 4-6, 9-10, and 11-13 in ''WonderBoy III: Monster Lair''.
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* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. ''{{Halo 2}}'' has several pairs of contiguous levels, such as "Outskirts/Metropolis", "The Arbiter/The Oracle", and "Delta Halo/Regret".

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* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. ''{{Halo 2}}'' has several pairs of contiguous levels, such as "Outskirts/Metropolis", "The Arbiter/The Oracle", and "Delta Halo/Regret". ''Halo 3'' has Crow's Nest-->Tsavo Highway-->The Storm-->Floodgate.
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* ''{{Quake}} II'' and ''IV''.

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* ''{{Quake}} II'' and ''IV''. The transitions between units(missions) in the former were also usually continuous.
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* ''{{Quake}} II'' and ''IV''.
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* Most of ''SoldierOfFortune II'', and a few levels of the original. The PS2 version of the original divided the levels into contiguous sublevels.

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* Most of missions in ''SoldierOfFortune II'', and a few levels of the original. The PS2 version of the original divided the levels into contiguous sublevels.
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* ''Sensory Overload'' for the Macintosh used elevators, stairways, or airlocks for transitions between levels.
* Most of ''SoldierOfFortune II'', and a few levels of the original. The PS2 version of the original divided the levels into contiguous sublevels.
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** The older ''MOH'' games also did this, eg "Battle in the Bocage" in ''Allied Assault'' directly continues to "The Nebelwerfer Hunt", and "Sniper's Last Stand" is made up of two contiguous levels, same for "Yard By Yard/Arnhem Knights" and "Clipping Their Wings/Enemy Mine" in ''Frontline''.

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** The older ''MOH'' games also did this, eg "Battle in the Bocage" in ''Allied Assault'' directly continues to "The Nebelwerfer Hunt", and "Sniper's Last Stand" is made up of two contiguous levels, same and "Return to Schmerzen" is a continuous set of ''five'' levels. Same for "Eye of the Storm/A Chance Meeting", "Yard By Yard/Arnhem Knights" Knights", and "Clipping Their Wings/Enemy Mine" in ''Frontline''.
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** The older ''MOH'' games also did this, eg "Battle in the Bocage" in ''Allied Assault'' directly continues to "The Nebelwerfer Hunt", and "Sniper's Last Stand" is made up of two contiguous levels, same for "Yard By Yard/Arnhem Knights" and "Clipping Their Wings/Enemy Mine" in ''Frontline''.
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* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. In ''{{Halo 2}}'', some levels are contiguous, such as "Outskirts/Metropolis", "The Arbiter/The Oracle", and "Delta Halo/Regret".

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* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. In ''{{Halo 2}}'', some levels are contiguous, 2}}'' has several pairs of contiguous levels, such as "Outskirts/Metropolis", "The Arbiter/The Oracle", and "Delta Halo/Regret".
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* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately.

to:

* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. In ''{{Halo 2}}'', some levels are contiguous, such as "Outskirts/Metropolis", "The Arbiter/The Oracle", and "Delta Halo/Regret".
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* ''Game/{{Unreal}}'' did this too, seldom allowing you to go back to a previous level but always maintaining a certain direct progression from one area to the next.

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* ''Game/{{Unreal}}'' ''VideoGame/{{Unreal}}'' did this too, seldom allowing you to go back to a previous level but always maintaining a certain direct progression from one area to the next.
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* The original ''{{Unreal}}'' did this too, seldom allowing you to go back to a previous level but always maintaining a certain direct progression from one area to the next.

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* The original ''{{Unreal}}'' ''Game/{{Unreal}}'' did this too, seldom allowing you to go back to a previous level but always maintaining a certain direct progression from one area to the next.
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** Same in [[{{Portal 2}} the sequel]].
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*Squaresoft shooter, Einhander, offered smooth transitions after beating each level.
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* Each act of ''{{Return to Castle Wolfenstein]]'' is contiguous, and extremely large. Several even invoke [[TakeYourTime something of a hot pursuit]].

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* Each act of ''{{Return to Castle Wolfenstein]]'' Wolfenstein}}'' is contiguous, and extremely large. Several even invoke [[TakeYourTime something of a hot pursuit]].

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* The ''GodOfWar'' series. No division into levels, and no loadscreens to break up areas.

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* The ''GodOfWar'' ''{{God of War}}'' series. No division into levels, and no loadscreens to break up areas.



* ''Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.

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* ''Sonic3AndKnuckles'' ''{{Sonic 3 and Knuckles}}'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.


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* Each act of ''{{Return to Castle Wolfenstein]]'' is contiguous, and extremely large. Several even invoke [[TakeYourTime something of a hot pursuit]].
* Aside from one point where you're [[spoiler: captured by goblins]], ''{{Rune}}'' sees you go every inch from [[BeyondTheImpossible under the underworld]] to mountaintop fortresses and back again, the hard way.
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* ''DukeNukem 3d'' plays with it. The first two episodes aren't too concerned about it, but by episode three a lot of the levels begin precisely where the previous level ended. In E3L2, for example, you start off in the final area of E3L1.

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* ''DukeNukem 3d'' 3D'' plays with it. The first two episodes aren't too concerned about it, but by episode three a lot of the levels begin precisely where the previous level ended. In E3L2, e3l2, for example, you start off in the final area of E3L1.e3l1.
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* The original ''{{Unreal}}'' did this too, seldom allowing you to go back to a previous level but always maintaining a certain direct progression from one area to the next.
* ''DukeNukem 3d'' plays with it. The first two episodes aren't too concerned about it, but by episode three a lot of the levels begin precisely where the previous level ended. In E3L2, for example, you start off in the final area of E3L1.
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** That said, when the narrator speaks, it ''feels'' like a hard-break.

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* The ''SilentHill'' series does this. Every area you go to logically progresses from the immediate previous one, with rarely a cutscene showing, say, a car or boat ride to the next place.
* ''{{Portal}}'', even with its linear set of testing chambers, is this, particularly once you escape them.
* ''[[RaySeries RayForce]]''. It does briefly show the individual level's names, but there's no score screen or Fade To Black and all of the levels have a logical link between them, unlike most shmups.

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* The Every area you go to in ''SilentHill'' series does this. Every area you go to logically progresses from the immediate previous one, with rarely a cutscene {{cutscene}} showing, say, a car or boat ride to the next place.
* ''{{Portal}}'', even with ''{{Portal}}'' uses elevators for the transition between its linear set of testing chambers, is this, chambers but never breaks your control of Chell, particularly once you escape them.
into the backrooms.
* ''[[RaySeries RayForce]]''. It RayForce]]'' does briefly show the individual level's names, but there's no score screen or Fade To Black and all of the levels have a logical link between them, unlike most shmups.{{Shoot Em Up}}s.



* ''Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (i.e. falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.

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* ''Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (i.e. (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.


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* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately.

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WideOpenSandbox games are not this, since they are not linear and not divided into straightforward "levels" anyway. This trope is when linear games are either divided into levels that connect naturally, or do a good job of hiding the fact that they are, to try to give the illusion of continual progression through the world as you get closer to your goal.

See also {{Metroidvania}}.

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WideOpenSandbox games and {{Metroidvania}} games are not this, since they are not linear and not divided into straightforward "levels" anyway. This trope is when linear games are either divided into levels that connect naturally, or do a good job of hiding the fact that they are, to try to give the illusion of continual progression through the world as you get closer to your goal. \n\nSee also {{Metroidvania}}.

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WideOpenSandbox games are not this, since they are not linear and not divided into straightforward "levels" anyway. This trope is when linear games are either divided into levels that connect naturally, or do a good job of hiding the fact that they are, to try to give the illusion of continual progression through the world as you get closer to your goal.

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WideOpenSandbox games are not this, since they are not linear and not divided into straightforward "levels" anyway. This trope is when linear games are either divided into levels that connect naturally, or do a good job of hiding the fact that they are, to try to give the illusion of continual progression through the world as you get closer to your goal.

See also {{Metroidvania}}.



* ''SonicTheHedgehog3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (i.e. falling down a cliff and beginning the next level in the place where you end up), but the zone transition isn't quite an example of this trope, while the act transition is.
* The Arcade versions of the first and second DoubleDragon games.

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* ''SonicTheHedgehog3AndKnuckles'' ''Sonic3AndKnuckles'' did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (i.e. falling down a cliff and beginning into the next level in - Angel Island > Hydrocity - or being shot from a cannon into the place where you end up), next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.
* The Arcade versions of the first and second DoubleDragon ''DoubleDragon'' games.
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Other games go a bit further, and do away with beginning/end of level screens altogether, along with the entire concept of "levels" as distinctly different places. Those tend to be games that go for a more cinematic feel. Some of them may display chapter titles onscreen at intervals, some may even have loading times hidden within tunnels or hallways (i.e. ''HalfLife''), but they do away both with outright stating that you're in a level, and having any sort of level intro/results screen.

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Other games go a bit further, and do away with beginning/end of level screens altogether, along with the entire concept of "levels" as distinctly different places. Those tend to be games that go for a more cinematic feel. Some of them may display chapter titles onscreen at intervals, some may even have loading times hidden within tunnels or hallways (i.e.(e.g. ''HalfLife''), but they do away both with outright stating that you're in a level, and having any sort of level intro/results screen.
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* The Arcade versions of the first and second DoubleDragon games.
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* ''SonicTheHedgehog3AndKnuckles'' did this, by showing how Sonic (Or Knuckles) moved from one level to another.

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* ''SonicTheHedgehog3AndKnuckles'' did this, by showing how Sonic (Or Knuckles) moved from this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (i.e. falling down a cliff and beginning the next level to another.in the place where you end up), but the zone transition isn't quite an example of this trope, while the act transition is.
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* ''SonicTheHedgehog3AndKnuckled'' did this, by showing how Sonic (Or Knuckles) moved from one level to another.

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* ''SonicTheHedgehog3AndKnuckled'' ''SonicTheHedgehog3AndKnuckles'' did this, by showing how Sonic (Or Knuckles) moved from one level to another.
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Added DiffLines:

* ''SonicTheHedgehog3AndKnuckled'' did this, by showing how Sonic (Or Knuckles) moved from one level to another.

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