History Main / DirectContinuousLevels

16th Sep '17 11:33:00 PM jtierney50
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* Done in the ''VideoGame/BioShock'' games: each "level" blends into the next, the only indication that you've changed levels being the different locales - and in ''VideoGame/BioShockInfinite'', Booker's narration on the loading screen.
15th Sep '17 8:45:31 PM HyperEmerson
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** ''VideoGame/SonicTimeTwisted'' has both act and zone transitions. Unlike in ''Sonic 3'', zones also transition from one to the next without a fadeout.
** ''VideoGame/SonicMania'' has act and zone transitions, but most of the zones take place in different islands of the series' setting. The player is usually teleported between them through the power of the Phantom Ruby, but some transitions are [[PlotHole missing]] from the story.
27th Aug '17 1:36:43 AM SeptimusHeap
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* ''{{Quake}} II'' and ''IV''. The units or missions in the former each have a logical connection to the next, and you can (and usually need to) backtrack to areas within a unit, ala {{Metroidvania}}; also, some missions in ''IV'' backtrack through previous levels.

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* ''{{Quake}} ''VideoGame/{{Quake}} II'' and ''IV''. The units or missions in the former each have a logical connection to the next, and you can (and usually need to) backtrack to areas within a unit, ala {{Metroidvania}}; also, some missions in ''IV'' backtrack through previous levels.



* ''RedFaction'' is continuous most if not all the way, with only loading screens and sometimes cutscenes marking the end of each section. The second game also does this, with the exception of the break between the prologue and the main story.

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* ''RedFaction'' ''VideoGame/RedFaction'' is continuous most if not all the way, with only loading screens and sometimes cutscenes marking the end of each section. The second game also does this, with the exception of the break between the prologue and the main story.
13th Mar '17 9:24:33 PM DastardlyDemolition
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* Aside from one point where you're [[spoiler: captured by goblins]], ''{{Rune}}'' sees you go every inch from [[UpToEleven under the underworld]] to mountaintop fortresses and back again, the hard way.

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* Aside from one point where you're [[spoiler: captured by goblins]], ''{{Rune}}'' ''VideoGame/{{Rune}}'' sees you go every inch from [[UpToEleven under the underworld]] to mountaintop fortresses and back again, the hard way.
29th Dec '16 11:44:10 AM Xtifr
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* In ''ResidentEvil5'', each chapter's area connects to the next in some manner, for example Chapter 1-2 starts in the area where 1-1 left off, and at the end of 1-2 an elevator leads from the furnace area to the garage where Chapter 2-1 starts.

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* In ''ResidentEvil5'', ''VideoGame/ResidentEvil5'', each chapter's area connects to the next in some manner, for example Chapter 1-2 starts in the area where 1-1 left off, and at the end of 1-2 an elevator leads from the furnace area to the garage where Chapter 2-1 starts.
4th Aug '16 8:49:33 PM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. All of ''VideoGame/{{Halo 2}}'''s missions are pairs of contiguous levels: The Armory->Cairo Station, Outskirts->Metropolis, The Arbiter->The Oracle, Delta Halo->Regret, Sacred Icon->Quarantine Zone, Gravemind->High Charity, and Uprising->The Great Journey. ''Halo 3'' has Crow's Nest-->Tsavo Highway-->The Storm-->Floodgate.
** ''VideoGame/HaloReach'' also has seamless transitions between most levels, such as at, the end of Winter Contingency, you hitch a ride on a Falcon to ONI Sword Base in real time, complete with SceneryPorn. Tip of the Spear picks up where Nightfall left off. Long Night of Solace ends with Noble Six falling from orbit, and the next level, Exodus, starts right after his landing.

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* ''Franchise/{{Halo}}'' ''Franchise/{{Halo}}'':
** The games generally
smoothly transitions transition into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. immediately.
** ''VideoGame/HaloCombatEvolved'': The first level ends with you getting into an escape pod, and the second level starts with you getting out of said pod. Also, "343 Guilty Spark", "The Library", "Two Betrayals", and "Keyes" form a continuous chain via literal teleportation, with each level taking place immediately after the previous one.
**
All of ''VideoGame/{{Halo 2}}'''s missions are pairs of contiguous levels: The Armory->Cairo Station, Outskirts->Metropolis, The Arbiter->The Oracle, Delta Halo->Regret, Sacred Icon->Quarantine Zone, Gravemind->High Charity, and Uprising->The Great Journey. ''Halo 3'' Journey.
** ''VideoGame/{{Halo 3}}''
has Crow's Nest-->Tsavo Highway-->The Storm-->Floodgate.
** The three "present-time" levels in ''VideoGame/Halo3ODST'' all transition seamlessly into each other: Mombasa Streets-->Data Hive-->Coastal Highway.
** ''VideoGame/HaloReach'' also has seamless transitions between most levels, such as at, levels; at the end of Winter Contingency, "Winter Contingency", you hitch a ride on a Falcon to ONI "ONI: Sword Base Base" in real time, complete with SceneryPorn. Tip "Tip of the Spear Spear" picks up where Nightfall "Nightfall" left off. Long "Long Night of Solace Solace" ends with Noble Six falling from orbit, and the next level, Exodus, "Exodus", starts right after his landing.their landing.
** ''VideoGame/{{Halo 4}}'': The first three levels ("Dawn", "Requiem", and "Forerunner") have almost no breaks in between them. Also, while "Reclaimer", "Shutdown", "Composer", and "Midnight" each take place far away from each other, each level's ending cutscene fits in seamlessly with the next one's opening cutscene.
** ''VideoGame/Halo5Guardians'' has several pairs of contiguous levels: Glassed->Meridian Station, Unconfirmed->Evacuation, and Battle of Sunaion->Genesis.
3rd Jun '16 9:53:29 AM nombretomado
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* Most missions in ''VideoGame/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 missions in ''VideoGame/SoldierOfFortune II'', and a few levels of the original. The PS2 [=PS2=] version of the original divided the levels into contiguous sublevels.
12th Mar '16 8:34:48 PM LucaEarlgrey
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* ''VideoGame/{{Ketsui}}'' shows a results screen between stages, but otherwise keeps the player in control of their craft at all times and seamlessly transitions from one stage to the next.
5th Dec '15 9:25:31 PM Prfnoff
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* Quite a few shmups by {{Toaplan}} (''Truxton'', ''Vimana'', ''VideoGame/{{Dogyuun}}'', ''VideoGame/FireShark'' etc.) play like one really long [[EndlessGame (often looping)]] level occasionally broken up by boss fights.

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* Quite a few shmups by {{Toaplan}} Creator/{{Toaplan}} (''Truxton'', ''Vimana'', ''VideoGame/{{Dogyuun}}'', ''VideoGame/FireShark'' etc.) play like one really long [[EndlessGame (often looping)]] level occasionally broken up by boss fights.


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* Creator/{{Konami}}'s ''Lightning Fighters'' is one long vertical scroll which doesn't even momentarily stop for the end-of-stage messages.
2nd Dec '15 6:14:37 PM nombretomado
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* Stages 4-6, 9-10, and 11-14 in ''VideoGame/WonderBoyIIIMonsterLair''. Not so in the MegaDrive version, which cuts out five of these levels.

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* Stages 4-6, 9-10, and 11-14 in ''VideoGame/WonderBoyIIIMonsterLair''. Not so in the MegaDrive UsefulNotes/MegaDrive version, which cuts out five of these levels.
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