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History VideoGame / ThirtyFlightsOfLoving

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You can't list Lets Play as an example. Removed Self Imposed Challenge because it's a YMMV trope and more like general trivia about developement.


* LetsPlay: A particularly [[SugarWiki/FunnyMoments hilarious]] one by [[https://www.youtube.com/watch?v=jUchLf1F3GU EatMyDiction1]].
** Cry also did a [[https://www.youtube.com/watch?v=G9bt0CQzojg&list=SPA3AEA8270AC7F7E0 LP]].



* SelfImposedChallenge: The developer, Brendon Chung, wanted to make the game without ever using dialogue text, voice-overs or [=HUD=], and thus relying on the clues left in the environment alone. The only break from this are the two static montages which
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Per TRS.


''Thirty Flights of Loving'' is a 2012 EnvironmentalNarrativeGame, and the sequel/SpiritualSuccessor to ''VideoGame/GravityBone'', with which it now comes bundled. In it, you start off playing as an unknown man, who is planning some sort of heist with co-conspirators Anita and Winston. And then [[MindScrew things]] [[WidgetSeries get]] [[AnachronicOrder weird]]. It is focused on abstract, non-linear storytelling and often credited being the first game to introduce jump cuts into the gameplay itself, which inspired spiritual successors of its own, such as ''VideoGame/{{Virginia}}''. However, this came at the price of further stripping down the already limited gameplay mechanics in ''Gravity Bone's'', often reducing the player's role to simply walking from the start of one scene to the transition point where it cuts into the next.

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''Thirty Flights of Loving'' is a 2012 EnvironmentalNarrativeGame, and the sequel/SpiritualSuccessor to ''VideoGame/GravityBone'', with which it now comes bundled. In it, you start off playing as an unknown man, who is planning some sort of heist with co-conspirators Anita and Winston. And then [[MindScrew things]] [[WidgetSeries things get]] [[AnachronicOrder weird]]. It is focused on abstract, non-linear storytelling and often credited being the first game to introduce jump cuts into the gameplay itself, which inspired spiritual successors of its own, such as ''VideoGame/{{Virginia}}''. However, this came at the price of further stripping down the already limited gameplay mechanics in ''Gravity Bone's'', often reducing the player's role to simply walking from the start of one scene to the transition point where it cuts into the next.
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Up To Eleven is a defunct trope


* FailedASpotCheck: Taken to the absurd levels. In the very first scene at the bar, you can take every single bottle of the Maple Victory in sight, with no indication of paying for it. There are two bartenders watching you who do absolutely nothing, and it's not like they are unable to stop you - jumping onto and behind the counter will reveal that there is an [=UZI=]-like gun stashed there. [[UpToEleven You can take that gun as well, which also elicits no reaction.]] Sure, they ARE letting your group use their place as a hide-out, but still...

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* FailedASpotCheck: Taken to the absurd levels. In the very first scene at the bar, you can take every single bottle of the Maple Victory in sight, with no indication of paying for it. There are two bartenders watching you who do absolutely nothing, and it's not like they are unable to stop you - jumping onto and behind the counter will reveal that there is an [=UZI=]-like gun stashed there. [[UpToEleven You can take that gun as well, which also elicits no reaction.]] reaction. Sure, they ARE letting your group use their place as a hide-out, but still...

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