History Main / DirectContinuousLevels

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.
7th Oct '15 10:04:41 PM wolftickets1969
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* ''FarCry'' follows this format, with the only separations being the mission debriefing screens.\

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* ''FarCry'' follows this format, with the only separations being the mission debriefing screens.\
7th Oct '15 10:02:21 PM wolftickets1969
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* ''FarCry'' follows this format, with the only separations being the mission debriefing screens.

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* ''FarCry'' follows this format, with the only separations being the mission debriefing screens.\
* In ''VideoGame/RainbowSixVegas 1'' and ''2'', each Act is a continuous series of Scenes (levels), with the TitleIn being the only indication of a level transition.
30th Jul '15 4:20:28 PM nombretomado
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** Each act in ''VideoGame/CallOfDuty 4: ModernWarfare'' is contiguous for the most part, e.g. Blackout->Hunted->Death from Above,The Bog->War Pig->Shock and Awe, All Ghillied Up->One Shot, One Kill, and Ultimatum->All In->No Fighting in the War Room->Game Over, although the levels [[TwoLinesNoWaiting alternate between]] the American and British storylines for the first act, and there are occasional hard breaks.

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** Each act in ''VideoGame/CallOfDuty 4: ModernWarfare'' VideoGame/ModernWarfare'' is contiguous for the most part, e.g. Blackout->Hunted->Death from Above,The Bog->War Pig->Shock and Awe, All Ghillied Up->One Shot, One Kill, and Ultimatum->All In->No Fighting in the War Room->Game Over, although the levels [[TwoLinesNoWaiting alternate between]] the American and British storylines for the first act, and there are occasional hard breaks.
20th Jul '15 11:27:37 AM nombretomado
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* The 2010 ''MedalOfHonor'' game does this to great affect. With a few exceptions, there aren't even anything like mission briefings before each mission, instead you get your instructions as the action unfolds, or as part of a discussion between characters as you get to the first objective. Each mission is separated by a (typically short) transition cutscene, in the later missions, typically only long enough to make it clear you are playing a different character. As an example, one mission ends with a pair of helicopters arriving. The cutscene shows them leaving, and the next level puts you in the gunner's seat of one of the choppers. At the end of that level, you have a cutscene of your choppers flying over the character you play for the next level. Probably half or more of the levels transition this way in the game.

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* The 2010 ''MedalOfHonor'' ''VideoGame/MedalOfHonor'' game does this to great affect. With a few exceptions, there aren't even anything like mission briefings before each mission, instead you get your instructions as the action unfolds, or as part of a discussion between characters as you get to the first objective. Each mission is separated by a (typically short) transition cutscene, in the later missions, typically only long enough to make it clear you are playing a different character. As an example, one mission ends with a pair of helicopters arriving. The cutscene shows them leaving, and the next level puts you in the gunner's seat of one of the choppers. At the end of that level, you have a cutscene of your choppers flying over the character you play for the next level. Probably half or more of the levels transition this way in the game.
15th May '15 9:44:53 PM nombretomado
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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", "Diverting the Enemy" ends with you crashing the gates to "The Command Post", "Sniper's Last Stand" is made up of two contiguous levels which in turn seque to "Hunt for the King Tiger", and "Return to Schmerzen" has a logical progression all the way through. Same for most of the levels in ''Frontline''.
* ''{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. All of ''{{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.

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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", "Diverting the Enemy" ends with you crashing the gates to "The Command Post", "Sniper's Last Stand" is made up of two contiguous levels which in turn seque segue to "Hunt for the King Tiger", and "Return to Schmerzen" has a logical progression all the way through. Same for most of the levels in ''Frontline''.
* ''{{Halo}}'' ''Franchise/{{Halo}}'' smoothly transitions into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately. All of ''{{Halo ''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.
9th Apr '15 7:16:52 PM jormis29
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* ''{{Uncharted}}'' does this to maintain its movie-like feel. Chapter numbers and titles sometimes appear onscreen, but while you're still moving your character and in full control. No loading screens show up inbetween areas, and the game flows continuously. On the rare times that Nate ends up somewhere completely unexpected (usually as a result of loss of consciousness), it tends to be as jarring for the player as it is for him.

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* ''{{Uncharted}}'' ''VideoGame/{{Uncharted}}'' does this to maintain its movie-like feel. Chapter numbers and titles sometimes appear onscreen, but while you're still moving your character and in full control. No loading screens show up inbetween areas, and the game flows continuously. On the rare times that Nate ends up somewhere completely unexpected (usually as a result of loss of consciousness), it tends to be as jarring for the player as it is for him.
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