History Main / DualWorldGameplay

1st Jun '17 8:01:46 PM nombretomado
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* WhiteWolf loves this trope as an explanation for the creepy crawlies of the gamelines in ''TabletopGame/NewWorldOfDarkness'':

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* WhiteWolf Creator/WhiteWolf loves this trope as an explanation for the creepy crawlies of the gamelines in ''TabletopGame/NewWorldOfDarkness'':
18th Apr '17 1:00:58 PM Galacton
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* Closed off paths in one world are unobstructed in the other, and vice versa (a wall that's crumbled away in the future, walls are immaterial in the shadow world)

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* Closed off paths in one world are unobstructed in the other, and vice versa (a wall that's crumbled away in the future, walls are immaterial walls in the shadow world)
8th Apr '17 10:45:45 AM nombretomado
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* The ''[[RaidouKuzunohaVsTheSoullessArmy Raidou]] [[RaidouKuzunohaVsKingAbaddon Kuzunoha]]'' action RPG games have a normal world and a DarkWorld.

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* The ''[[RaidouKuzunohaVsTheSoullessArmy ''[[VideoGame/RaidouKuzunohaVsTheSoullessArmy Raidou]] [[RaidouKuzunohaVsKingAbaddon [[VideoGame/RaidouKuzunohaVsKingAbaddon Kuzunoha]]'' action RPG games have a normal world and a DarkWorld.
4th Apr '17 6:09:22 PM nombretomado
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** Classical version expanded and expounded in ''{{Planescape}}'' has Ethereal and Astral planes to connect everything else to the Prime (worlds of mortals) and consequently have corresponding areas. Ethereal has Borders, contacting Prime and Inner planes and separated from Deep Ethereal by curtains. Also, shadow mages discern Shadow Fringe -- less dark and dangerous part of Demiplane of Shadow connecting to the shadows in Prime. So, ghosts dwell in the Border Ethereal, invisible but able to see everything in reality within a few feet. When they want to haunt someone or something, they can "manifest" by moving halfway between the planes. Magic users can become ethereal to float through walls, "make a short cut" via Shadow Fringe or move to another plane entirely.

to:

** Classical version expanded and expounded in ''{{Planescape}}'' ''TabletopGame/{{Planescape}}'' has Ethereal and Astral planes to connect everything else to the Prime (worlds of mortals) and consequently have corresponding areas. Ethereal has Borders, contacting Prime and Inner planes and separated from Deep Ethereal by curtains. Also, shadow mages discern Shadow Fringe -- less dark and dangerous part of Demiplane of Shadow connecting to the shadows in Prime. So, ghosts dwell in the Border Ethereal, invisible but able to see everything in reality within a few feet. When they want to haunt someone or something, they can "manifest" by moving halfway between the planes. Magic users can become ethereal to float through walls, "make a short cut" via Shadow Fringe or move to another plane entirely.
21st Feb '17 7:11:57 PM SAMAS
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Added DiffLines:

* ''VideoGame/Titanfall2'' features a stage where Jack and BT investigate a ruined IMC facility to determine it's cause. As Jack explores the base, he finds time becoming unstable. Eventually, he gains a device that allows him to shift back and forth to the past, where it eventually becomes clear that [[PredestinationParadox he was at least partially responsible]]. The stage itself features several moments where Jack often has to time-shift between {{Parkour}} jumps and in and out of battles, culminating in a protracted firefight against a squad of soldiers in the past ''and'' a pack of hungry alien wolves in the present.
6th Feb '17 5:54:39 AM ChronoLegion
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Added DiffLines:

* ''VideoGame/{{Civilization}} II: Test of Time'' has two campaigns that each include multiple parallel "world" that can be played simultaneously. The science fiction campaign has Funestis (Earth-like), orbital platforms (SpaceZone), Naumachia (rocky planet with no water), and Nova ([[FloatingContinent floating platforms in a gas giant]]). The fantasy campaign and the Midgard scenario have the Surface World, the Underground World, the Cloud World, and the Undersea World.
28th Jan '17 11:45:13 PM Xtifr
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* ''VideoGame/{{Minecraft}}'' has the normal world and [[FireAndBrimstoneHell the Nether]], accessible through obsidian portals when lit on fire. (This creates an inconvenience in SMP - survival mode multi-player - where having two maps hosted on the same server can be a major memory strain.) The Nether is smaller than the normal world, as ten meters in the Nether is eighty meters outside. This makes it convenient for fast travel, [[EverythingTryingToKillYou assuming you can travel safely]]. Later on, at full release, ''Minecraft'' introduced a third world, called "The End". It's a floating landmass, full of Endermen and one of the game's bosses. To get there, you need to fix an enderportal, found in a Stronghold (found in the main world), with items obtained in the Nether. There's also a GameMod that introduces TheAether. It's a world made of floating islands and clouds. If you fall, it brings you back to the normal world. If you don't have a parachute, the fall will most likely kill you.

to:

* ''VideoGame/{{Minecraft}}'' has the normal world and [[FireAndBrimstoneHell the Nether]], accessible through obsidian portals when lit on fire. (This creates an inconvenience in SMP - survival mode multi-player - where having two maps hosted on the same server can be a major memory strain.) The Nether is smaller than the normal world, as ten meters in the Nether is eighty meters outside. This makes it convenient for fast travel, [[EverythingTryingToKillYou assuming you can travel safely]]. Later on, at full release, ''Minecraft'' introduced a third world, called "The End". It's a floating landmass, full of Endermen and one of the game's bosses. To get there, you need to fix an enderportal, found in a Stronghold (found in the main world), with items obtained in the Nether. There's also a GameMod that introduces TheAether.''VideoGame/TheAether''. It's a world made of floating islands and clouds. If you fall, it brings you back to the normal world. If you don't have a parachute, the fall will most likely kill you.
19th Jan '17 2:37:05 PM Darkmoonfire
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* The X-Dimension stages in ''Franchise/Disgaea'' are... sort of like this. Basically they're modified versions of the same stages from the story, but with higher level enemies, geo-block puzzles and occasionally other special conditions.

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* The X-Dimension stages in ''Franchise/Disgaea'' ''Franchise/{{Disgaea}}'' are... sort of like this. Basically they're modified versions of the same stages from the story, but with higher level enemies, geo-block puzzles and occasionally other special conditions.
19th Jan '17 2:27:50 PM Darkmoonfire
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* ''VideoGame/TheSplitting'' has two worlds, the normal world and the mirror world. The player character has to figure out how to progress by using objects from world in the other or modifying something in the normal world so the mirror world changes to match.
19th Jan '17 2:22:20 PM Darkmoonfire
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[[AC: Video Games]]

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[[AC: Video Games]]
[[foldercontrol]]

[[AC:Video Games]]

[[folder:Action Adventure]]
* ''VideoGame/CastlevaniaHarmonyOfDissonance'' does this. It's a bit of a reveal that the second castle exists though - then you warp back and forth between the two castles. This makes backtracking very annoying, especially before TheReveal of the two castles' natures. Near the end, you have to locate all six of Dracula's relics, hidden away in both castles. You'll have likely found two or three initially though. Where you fight at the end also determines the ending.
* ''VideoGame/{{Guacamelee}}'' shifts between the worlds of the living and the dead, and several platforms and enemies only exist in one or the other.
* ''VideoGame/LegacyOfKain: Soul Reaver'' featured an original take on this with the material realm/spectral plane mechanic: Since the player character is an undead wraith, he is a native of the spectral plane, his energy drains constantly in the material realm (unless he has maximum health, and the titular Soul Reaver on-hand), and losing all of his health kicks him back into the spectral plane, although he can shed his material form at any time. However, travelling back to the material realm requires the player to find a conduit and be at full health. In the spectral plane, time stands still, so the player can't open doors or push or pull items, but with a certain skill they can at least transition through gratings. In addition, the scenery in the spectral plane is twisted and contorted, so what was once an impassable gap in the material realm can turn into a doable jumping puzzle in the spectral plane. The duality factored into the combat as well: The player could find dangerous wraiths in the spectral plane, and revive their bodies in the material realm, where they were even more difficult to fight.



* ''VideoGame/HeartStar'' has a gimmick based around this, where pressing space cycles between the two worlds. The player's job is to get the two characters to the goal by cycling through the worlds.
* ''VideoGame/RadiantHistoria'' evokes a variation of this trope - instead of separate worlds, Stocke has to traverse two separate timelines, or "Histories". When you meet a road block in the "Standard History", you'll have to seek its solution in the "Alternate History", and vice versa.
* ''SugarWiki/{{Eversion}}'' actually has more than one layer: there are 8 in total, but per level, you'll only be using 2 or 3 of them. At different layers, different objects may be obstacles or even enemies. In the lower levels, clouds can be platforms. In the highest levels bushes are obstacles, go lower and they are death traps, beyond that they are just dead and background art. Enemies are deadly to different degrees with different one optimised for different levels.
* ''VideoGame/MetroidPrime2Echoes'' has Samus travel between Aether and Dark Aether. The planet was split by the impact of a [[spoiler:Phazon]] meteor, and the inhabitants of Dark Aether started an invasion. Even worse, [[ApocalypseHow Aether is in danger of being destroyed]] because the Ing stole critical technology from the native Luminoth. [[LateToTheTragedy Samus finds portals made by the Luminoth]] that let her travel there to set things right. Because Dark Aether isn't as interconnected, each level's DarkWorld feels like a claustrophobic, twisted splinter of reality. And the atmosphere of Dark Aether [[EverythingIsTryingToKillYou will eat your suit, just like everything else there]]. Fortunately your suit gets an upgrade somewhat early in the game that makes it more resistant to Dark Aether's atmosphere, and another upgrade near the end of the game that makes it completely immune.

to:

* ''VideoGame/HeartStar'' has a gimmick based around this, where pressing space cycles ''VideoGame/PrinceOfPersiaWarriorWithin'' had the Prince moving between the two worlds. The player's job is to get Island of Time's past and present. In the two past, he could access rooms that were destroyed in the present and meet characters that were long dead by that time. In the present, he could use the damage to the goal by cycling through the worlds.
* ''VideoGame/RadiantHistoria'' evokes a variation of this trope - instead of separate worlds, Stocke has
island to traverse two separate timelines, or "Histories". When you meet a road block access areas that are normally inaccessible in the "Standard History", you'll have to seek its solution in the "Alternate History", and vice versa.
past.
[[/folder]]

[[folder:Adventure Game]]
* ''SugarWiki/{{Eversion}}'' actually has more than one layer: there ''VideoGame/DayOfTheTentacle'' features a novel variation. The three characters are 8 trapped in total, but per level, you'll only be using 2 or 3 of them. At three different layers, time periods and have to work together, [[BagOfSharing using items from different objects may be obstacles or even enemies. In the lower levels, clouds can be platforms. In the highest levels bushes are obstacles, go lower and they are death traps, beyond that they are just dead and background art. Enemies are deadly to different degrees with different one optimised for different levels.
* ''VideoGame/MetroidPrime2Echoes'' has Samus travel between Aether and Dark Aether. The planet was split
time periods]] [[JustifiedTrope by the impact of passing them through]] a [[spoiler:Phazon]] meteor, and the inhabitants of Dark Aether started an invasion. Even worse, [[ApocalypseHow Aether is in danger of being destroyed]] because the Ing stole critical technology from the native Luminoth. [[LateToTheTragedy Samus finds portals made by the Luminoth]] that let her travel there to set things right. Because Dark Aether isn't as interconnected, each level's DarkWorld feels like a claustrophobic, twisted splinter of reality. And the atmosphere of Dark Aether [[EverythingIsTryingToKillYou will eat your suit, just like everything else there]]. Fortunately your suit gets an upgrade somewhat early in the game that makes it more resistant to Dark Aether's atmosphere, and another upgrade near the end of the game that makes it completely immune.time-traveling toilet.



* The ''Franchise/SilentHill'' series is probably one of the better-known examples of gameplay involving switching back and forth between a {{Dark World}} and a... comparatively normal world, although it generally isn't really under the player's control. [[VideoGame/SilentHillOrigins One of the newer, not as well received games]], gave the player complete control.
* ''[[VideoGame/ChzoMythos Trilby's Notes]]'' has a normal world/dark world mechanic heavily inspired by ''Franchise/SilentHill'' -- the player can switch at will to a certain extent and often encountered the "path open in another world" technique, although the DarkWorld does pop up unexpectedly sometimes.
* For something rather different in genre, the ''[[RaidouKuzunohaVsTheSoullessArmy Raidou]] [[RaidouKuzunohaVsKingAbaddon Kuzunoha]]'' games have a normal world and a DarkWorld.
** Switching is entirely under the player's control but can be done only from one place. The Dark Capital is essentially a gloomy and overcast version of the regular capital. There are no people on the streets (normally); it's inhabited entirely by demons. Energy barriers called Dragon Gates block paths that are accessible in the normal version of the Capital, and you can only go between the regular Capital and the Dark Capital at certain shrines.
** The Dark Capital is useful to you in that it is your main source of demons to negotiate with, which gets you allies in battle. Refusing to visit it except strictly as necessary will leave you underpowered and ill-prepared for the challenges you'll face in the game.
** It's also necessary to the plot; oftentimes those kidnapped by demons wind up in the Dark Capital, and people harassed by demons usually require the problem to be traced back to the location's Dark Capital counterpart. As a Devil Summoner and a private investigator, that usually means it's Raidou's job (and thus, the player's) to do it.
* The Kabuki Cho prison in ''VideoGame/ShinMegamiTenseiIIINocturne'', where the other world is upside down, making it possible to get past [[InsurmountableWaistHeightFence the waist-height fences]].
* ''VideoGame/LegacyOfKain: Soul Reaver'' featured an original take on this with the material realm/spectral plane mechanic: Since the player character is an undead wraith, he is a native of the spectral plane, his energy drains constantly in the material realm (unless he has maximum health, and the titular Soul Reaver on-hand), and losing all of his health kicks him back into the spectral plane, although he can shed his material form at any time. However, travelling back to the material realm requires the player to find a conduit and be at full health. In the spectral plane, time stands still, so the player can't open doors or push or pull items, but with a certain skill they can at least transition through gratings. In addition, the scenery in the spectral plane is twisted and contorted, so what was once an impassable gap in the material realm can turn into a doable jumping puzzle in the spectral plane. The duality factored into the combat as well: The player could find dangerous wraiths in the spectral plane, and revive their bodies in the material realm, where they were even more difficult to fight.
* ''VideoGame/ChronoTrigger'' does this with seven different time periods, accessible via fixed [[PortalToThePast time gates]]. After you find [[CoolAirship The Epoch]], you can time travel anywhere on the world map. The two most closely linked time periods (and thus most true to the spirit of this trope) are the Modern (1000 AD) and Medieval (600 AD) eras.
* ''VideoGame/ChronoCross'' has parallel worlds from a different timeline each. There is only one portal to travel between them, and you have to figure out your own way to navigate the world map in each. Despite being parallel worlds, one side can affect the other (e.g. cooling scorched ground on an island in one world allows plant life to grow in the other world).
* ''VideoGame/DayOfTheTentacle'' features a novel variation. The three characters are trapped in three different time periods and have to work together, [[BagOfSharing using items from different time periods]] [[JustifiedTrope by passing them through]] a time-traveling toilet.
* ''VideoGame/PrinceOfPersiaWarriorWithin'' had the Prince moving between the Island of Time's past and present. In the past, he could access rooms that were destroyed in the present and meet characters that were long dead by that time. In the present, he could use the damage to the island to access areas that are normally inaccessible in the past.
* ''VideoGame/MasterOfMagic'' has Arcanus and Myrror. The latter is a MirrorUniverse with other races and more magic. Units can go back and forth via towers, "plane walk" spell and some on their own ability. The goal is to conquer both, anyway.
* ''VideoGame/AgeOfWonders: Shadow Magic'' one-ups this by having battles take place in up to ''three'' parallel worlds: the Surface world has varied terrain and mimics the real world (albeit with PatchworkMap tendancies), the Underground is a vast warren of caves that restricts movement and visibility for most races (giving an edge to natural burrower factions), and the Shadow world is a bizarre astral plane that allows rapid movement, but inflicts a debilitating shadow sickness on most races (giving a huge combat advantage to units immune to this effect).
* ''VideoGame/SpyroShadowLegacy'' pits the eponymous hero against enemies from the Shadow Realm. These creatures are impervious to standard attacks, which makes it easy for them to capture just about everyone; even [[TheChosenOne Spyro himself]] is initially powerless against them. After undergoing a crash course in new combat techniques, Spyro hops back and forth constantly between the material and shadow planes; some bosses require you to switch worlds multiple times to bring them down.
* The first stage in the "Milky Way Wishes" part of ''VideoGame/KirbySuperStar ([[UpdatedRerelease Ultra]])'' Is a stage with doors leading to the same area, only in a different season. The object was to traverse the stage in the right seasons to bypass obstacles.
* ''VideoGame/Prey2006'' lets you leave your body temporarily to walk around in the spirit realm. This lets you walk through force fields, kill enemies with arrows, and do some other nifty stuff.

to:

* The ''Franchise/SilentHill'' series is probably one of the better-known examples of gameplay involving switching back and forth between a {{Dark World}} and a... comparatively normal world, although it generally isn't really under the player's control. [[VideoGame/SilentHillOrigins One of the newer, not as well received games]], gave the player complete control.
* ''[[VideoGame/ChzoMythos Trilby's Notes]]'' has a normal world/dark world mechanic heavily inspired by ''Franchise/SilentHill'' -- the player can switch at will to a certain extent and often encountered the "path open in another world" technique, although the DarkWorld does pop up unexpectedly sometimes.
* For something rather different in genre, the ''[[RaidouKuzunohaVsTheSoullessArmy Raidou]] [[RaidouKuzunohaVsKingAbaddon Kuzunoha]]'' games have a normal world and a DarkWorld.
** Switching is entirely under the player's control but can be done only from one place. The Dark Capital is essentially a gloomy and overcast version of the regular capital. There are no people on the streets (normally); it's inhabited entirely by demons. Energy barriers called Dragon Gates block paths that are accessible in the normal version of the Capital, and you can only go between the regular Capital and the Dark Capital at certain shrines.
** The Dark Capital is useful to you in that it is your main source of demons to negotiate with, which gets you allies in battle. Refusing to visit it except strictly as necessary will leave you underpowered and ill-prepared for the challenges you'll face in the game.
** It's also necessary to the plot; oftentimes those kidnapped by demons wind up in the Dark Capital, and people harassed by demons usually require the problem to be traced back to the location's Dark Capital counterpart. As a Devil Summoner and a private investigator, that usually means it's Raidou's job (and thus, the player's) to do it.
* The Kabuki Cho prison in ''VideoGame/ShinMegamiTenseiIIINocturne'', where the other world is upside down, making it possible to get past [[InsurmountableWaistHeightFence the waist-height fences]].
* ''VideoGame/LegacyOfKain: Soul Reaver'' featured an original take on this with the material realm/spectral plane mechanic: Since the player character is an undead wraith, he is a native of the spectral plane, his energy drains constantly in the material realm (unless he has maximum health, and the titular Soul Reaver on-hand), and losing all of his health kicks him back into the spectral plane, although he can shed his material form at any time. However, travelling back to the material realm requires the player to find a conduit and be at full health. In the spectral plane, time stands still, so the player can't open doors or push or pull items, but with a certain skill they can at least transition through gratings. In addition, the scenery in the spectral plane is twisted and contorted, so what was once an impassable gap in the material realm can turn into a doable jumping puzzle in the spectral plane. The duality factored into the combat as well: The player could find dangerous wraiths in the spectral plane, and revive their bodies in the material realm, where they were even more difficult to fight.
* ''VideoGame/ChronoTrigger'' does this with seven different time periods, accessible via fixed [[PortalToThePast time gates]]. After you find [[CoolAirship The Epoch]], you can time travel anywhere on the world map. The two most closely linked time periods (and thus most true to the spirit of this trope) are the Modern (1000 AD) and Medieval (600 AD) eras.
* ''VideoGame/ChronoCross'' has parallel worlds from a different timeline each. There is only one portal to travel between them, and you have to figure out your own way to navigate the world map in each. Despite being parallel worlds, one side can affect the other (e.g. cooling scorched ground on an island in one world allows plant life to grow in the other world).
* ''VideoGame/DayOfTheTentacle''
''VideoGame/MysteryOfMortlakeMansion'' features a novel variation. The three characters are trapped in three different time periods real-world mansion and have to work together, [[BagOfSharing using items from different time periods]] [[JustifiedTrope by passing them through]] a time-traveling toilet.
* ''VideoGame/PrinceOfPersiaWarriorWithin'' had the Prince moving
its "shadowy" counterpart, between which the Island protagonist must frequently travel.
[[/folder]]

[[folder:Fighting Game]]
* Happens in ''The Lake'' stage in [[VideoGame/SuperSmashBros The Subspace Emissary]]. Reused in [[TheVeryDefinitelyFinalDungeon The Great Maze]] as well.
[[/folder]]

[[folder:First Person Shooter]]
* The Vault
of Time's Glass in ''VideoGame/{{Destiny}}'' has this when you're facing Atheon, the portals are the same place but in the past and present. In the past, he could access rooms that were destroyed in the present and meet characters that were long dead by that time. In the present, he could use the damage to the island to access areas that are normally inaccessible in the past.
* ''VideoGame/MasterOfMagic'' has Arcanus and Myrror. The latter is a MirrorUniverse with other races and more magic. Units can go back and forth via towers, "plane walk" spell and some on their own ability. The goal is to conquer both, anyway.
* ''VideoGame/AgeOfWonders: Shadow Magic'' one-ups this by having battles take place in up to ''three'' parallel worlds: the Surface world has varied terrain and mimics the real world (albeit with PatchworkMap tendancies), the Underground is a vast warren of caves that restricts movement and visibility for most races (giving an edge to natural burrower factions), and the Shadow world is a bizarre astral plane that allows rapid movement, but inflicts a debilitating shadow sickness on most races (giving a huge combat advantage to units immune to this effect).
* ''VideoGame/SpyroShadowLegacy'' pits the eponymous hero against enemies from the Shadow Realm. These creatures are impervious to standard attacks, which makes it easy for them to capture just about everyone; even [[TheChosenOne Spyro himself]] is initially powerless against them. After undergoing a crash course in new combat techniques, Spyro hops back and forth constantly between the material and shadow planes; some bosses require you to switch worlds multiple times to bring them down.
* The first stage in the "Milky Way Wishes" part of ''VideoGame/KirbySuperStar ([[UpdatedRerelease Ultra]])'' Is a stage with doors leading to the same area, only in a different season. The object was to traverse the stage in the right seasons to bypass obstacles.
* ''VideoGame/Prey2006'' lets you leave your body temporarily to walk around in the spirit realm. This lets you walk through force fields, kill enemies with arrows, and do some other nifty stuff.
future.



* ''VideoGame/MetroidPrime2Echoes'' has Samus travel between Aether and Dark Aether. The planet was split by the impact of a [[spoiler:Phazon]] meteor, and the inhabitants of Dark Aether started an invasion. Even worse, [[ApocalypseHow Aether is in danger of being destroyed]] because the Ing stole critical technology from the native Luminoth. [[LateToTheTragedy Samus finds portals made by the Luminoth]] that let her travel there to set things right. Because Dark Aether isn't as interconnected, each level's DarkWorld feels like a claustrophobic, twisted splinter of reality. And the atmosphere of Dark Aether [[EverythingIsTryingToKillYou will eat your suit, just like everything else there]]. Fortunately your suit gets an upgrade somewhat early in the game that makes it more resistant to Dark Aether's atmosphere, and another upgrade near the end of the game that makes it completely immune.
* ''VideoGame/Prey2006'' lets you leave your body temporarily to walk around in the spirit realm. This lets you walk through force fields, kill enemies with arrows, and do some other nifty stuff.
* ''TNT: Evilution'' does this in Map 4, which has a regular world and a [[DarkWorld Dark]] MirrorWorld. Subverted to an extent, as the latter ends up being superfluous to completing it.
* ''VideoGame/{{Wolfenstein|2009}}'' (2009) has the Veil, a strange area between dimensions that can alter the appearance of the environment (i.e. brand new airplanes appear derelict) and is what powers the Amulet's abilities.
[[/folder]]

[[folder:4X]]
* ''VideoGame/MasterOfMagic'' has Arcanus and Myrror. The latter is a MirrorUniverse with other races and more magic. Units can go back and forth via towers, "plane walk" spell and some on their own ability. The goal is to conquer both, anyway.
* ''VideoGame/AgeOfWonders: Shadow Magic'' one-ups this by having battles take place in up to ''three'' parallel worlds: the Surface world has varied terrain and mimics the real world (albeit with PatchworkMap tendancies), the Underground is a vast warren of caves that restricts movement and visibility for most races (giving an edge to natural burrower factions), and the Shadow world is a bizarre astral plane that allows rapid movement, but inflicts a debilitating shadow sickness on most races (giving a huge combat advantage to units immune to this effect).
[[/folder]]

[[folder:Party Games]]
* ''VideoGame/MarioParty'' has a few boards that change state. All of the boards in ''VideoGame/MarioParty 6'' undergo a day/night cycle.
[[/folder]]

[[folder:Platformer]]
* Click Clock Wood in ''VideoGame/BanjoKazooie'' is a vertically sprawling forest which you must enter in four different seasons of weather, via four separate doors. They differ in terms of aesthetic, enemies, and accessible areas, and some puzzles must be solved by hopping among the seasons, affecting future seasons. Such a big challenge is fitting for the last main level.
* The first stage in the "Milky Way Wishes" part of ''VideoGame/KirbySuperStar ([[UpdatedRerelease Ultra]])'' Is a stage with doors leading to the same area, only in a different season. The object was to traverse the stage in the right seasons to bypass obstacles.



* Final chapter of ''VideoGame/NeverwinterNights: Hordes of the Underdark'' features a ring that shifts you into a parallel world when equipped, which is required to pass some obstacles. ''Shadows of Undrentide'' also has a short plane-shifting sequence.
* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'' does this. Things in the plane of shadows are shaped differently than in the material plane. Most notably the small temple of Kelemvor becomes the massive Death God's Vault. You can use portals to the plane of shadow to pass obstacles or find things that don't exist in the material plane, or find people hiding out in the plane of shadows.

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* Final chapter Every stage in ''VideoGame/SonicTheHedgehogCD'' has four variants: Past, Present, Good Future, and BadFuture. Each of ''VideoGame/NeverwinterNights: Hordes of the Underdark'' features a ring that shifts you into a parallel world when equipped, which is required to pass these variants has slightly different stage design, and some obstacles. ''Shadows of Undrentide'' also has a short plane-shifting sequence.
* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'' does this. Things in the plane of shadows are shaped
stage gimmicks work differently than between the four of them. While in the past, Sonic can destroy a Metal Sonic projection to free the animals, upon which they'll leap around in the present and future; and destroy a robot generator, which renders the stage free of enemies in other time periods and changes the future from bad to good.
* A variation of the trope is present throughout ''VideoGame/SonicUnleashed''. Not only do the "dual-worlds" in question (daytime/nighttime) have completely different level designs, but they also have [[PlatformGame different]] [[BeatEmUp gameplay]] styles between them.
* ''VideoGame/SpyroShadowLegacy'' pits the eponymous hero against enemies from the Shadow Realm. These creatures are impervious to standard attacks, which makes it easy for them to capture just about everyone; even [[TheChosenOne Spyro himself]] is initially powerless against them. After undergoing a crash course in new combat techniques, Spyro hops back and forth constantly between
the material plane. Most notably the small temple of Kelemvor becomes the massive Death God's Vault. You can use portals to the plane of and shadow planes; some bosses require you to pass obstacles or find things that don't exist in the material plane, or find people hiding out in the plane of shadows.switch worlds multiple times to bring them down.



* ''VideoGame/{{Minecraft}}'' has the normal world and [[FireAndBrimstoneHell the Nether]], accessible through obsidian portals when lit on fire. (This creates an inconvenience in SMP - survival mode multi-player - where having two maps hosted on the same server can be a major memory strain.) The Nether is smaller than the normal world, as ten meters in the Nether is eighty meters outside. This makes it convenient for fast travel, [[EverythingTryingToKillYou assuming you can travel safely]]. Later on, at full release, ''Minecraft'' introduced a third world, called "The End". It's a floating landmass, full of Endermen and one of the game's bosses. To get there, you need to fix an enderportal, found in a Stronghold (found in the main world), with items obtained in the Nether. There's also a GameMod that introduces TheAether. It's a world made of floating islands and clouds. If you fall, it brings you back to the normal world. If you don't have a parachute, the fall will most likely kill you.
* The Digipen game [[https://www.digipen.edu/?id=1170&proj=11752 Duality]].

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[[/folder]]

[[folder:Puzzle]]
* ''VideoGame/{{Minecraft}}'' ''SugarWiki/{{Eversion}}'' actually has more than one layer: there are 8 in total, but per level, you'll only be using 2 or 3 of them. At different layers, different objects may be obstacles or even enemies. In the normal world lower levels, clouds can be platforms. In the highest levels bushes are obstacles, go lower and [[FireAndBrimstoneHell they are death traps, beyond that they are just dead and background art. Enemies are deadly to different degrees with different one optimised for different levels.
* ''VideoGame/HeartStar'' has a gimmick based around this, where pressing space cycles between
the Nether]], two worlds. The player's job is to get the two characters to the goal by cycling through the worlds.
[[/folder]]

[[folder:Racing Games]]
* ''VideoGame/MarioKart8'': The Animal Crossing DLC stage has four different variants that move between seasons, but also between the time of day. The spring track is in the morning, summer occurs during the day, autumn is in the evening, and winter takes place at night.
[[/folder]]

[[folder:RPG]]
* The second ''VideoGame/{{Boktai}}'' game features the BonusDungeon House of Time, where you travel between past and present to advance.
* ''VideoGame/ChronoTrigger'' does this with seven different time periods,
accessible through obsidian portals when lit on fire. (This creates an inconvenience in SMP - survival mode multi-player - where having two maps hosted on the same server can be a major memory strain.) via fixed [[PortalToThePast time gates]]. After you find [[CoolAirship The Nether is smaller than the normal world, as ten meters in the Nether is eighty meters outside. This makes it convenient for fast travel, [[EverythingTryingToKillYou assuming Epoch]], you can time travel safely]]. Later on, at full release, ''Minecraft'' introduced a third world, called "The End". It's a floating landmass, full anywhere on the world map. The two most closely linked time periods (and thus most true to the spirit of Endermen this trope) are the Modern (1000 AD) and Medieval (600 AD) eras.
* ''VideoGame/ChronoCross'' has parallel worlds from a different timeline each. There is only
one of portal to travel between them, and you have to figure out your own way to navigate the game's bosses. To get there, you need world map in each. Despite being parallel worlds, one side can affect the other (e.g. cooling scorched ground on an island in one world allows plant life to fix an enderportal, found in a Stronghold (found grow in the main world), with items obtained other world).
* Technically turns up
in ''VideoGame/DragonAgeII'', where the Nether. There's also a GameMod that introduces TheAether. It's a world made of floating islands and clouds. If you fall, it brings you back to the normal world. If you don't have a parachute, the fall will most likely kill you.
* The Digipen game [[https://www.digipen.edu/?id=1170&proj=11752 Duality]].
"other world" is simply Kirkwall at night.



* ''VideoGame/MarioParty'' has a few boards that change state. All of the boards in ''VideoGame/MarioParty 6'' undergo a day/night cycle.
* Happens in ''The Lake'' stage in [[VideoGame/SuperSmashBros The Subspace Emissary]]. Reused in [[TheVeryDefinitelyFinalDungeon The Great Maze]] as well.
* Every stage in ''VideoGame/SonicTheHedgehogCD'' has four variants: Past, Present, Good Future, and BadFuture. Each of these variants has slightly different stage design, and some stage gimmicks work differently between the four of them. While in the past, Sonic can destroy a Metal Sonic projection to free the animals, upon which they'll leap around in the present and future; and destroy a robot generator, which renders the stage free of enemies in other time periods and changes the future from bad to good.
* A variation of the trope is present throughout ''VideoGame/SonicUnleashed''. Not only do the "dual-worlds" in question (daytime/nighttime) have completely different level designs, but they also have [[PlatformGame different]] [[BeatEmUp gameplay]] styles between them.
* ''VideoGame/CastlevaniaHarmonyOfDissonance'' does this. It's a bit of a reveal that the second castle exists though - then you warp back and forth between the two castles. This makes backtracking very annoying, especially before TheReveal of the two castles' natures. Near the end, you have to locate all six of Dracula's relics, hidden away in both castles. You'll have likely found two or three initially though. Where you fight at the end also determines the ending.
* The X-Dimension stages in Disgaea are... sort of like this. Basically they're modified versions of the same stages from the story, but with higher level enemies, geo-block puzzles and occasionally other special conditions.
* The second ''VideoGame/{{Boktai}}'' game features the BonusDungeon House of Time, where you travel between past and present to advance.
* ''ChaosField'' has the Order Field and Chaos Field, hence the name. In the latter, the player's weapons are more powerful, but the boss's attacks [[BulletHell increase in intensity]].
* ''TNT: Evilution'' does this in Map 4, which has a regular world and a [[DarkWorld Dark]] MirrorWorld. Subverted to an extent, as the latter ends up being superfluous to completing it.
* ''VideoGame/{{Wolfenstein|2009}}'' (2009) has the Veil, a strange area between dimensions that can alter the appearance of the environment (i.e. brand new airplanes appear derelict) and is what powers the Amulet's abilities.
* Technically turns up in ''VideoGame/DragonAgeII'', where the "other world" is simply Kirkwall at night.
* ''VideoGame/{{Guacamelee}}'' shifts between the worlds of the living and the dead, and several platforms and enemies only exist in one or the other.
* Click Clock Wood in ''VideoGame/BanjoKazooie'' is a vertically sprawling forest which you must enter in four different seasons of weather, via four separate doors. They differ in terms of aesthetic, enemies, and accessible areas, and some puzzles must be solved by hopping among the seasons, affecting future seasons. Such a big challenge is fitting for the last main level.

to:

* ''VideoGame/MarioParty'' has a few boards that change state. All Final chapter of ''VideoGame/NeverwinterNights: Hordes of the boards in ''VideoGame/MarioParty 6'' undergo Underdark'' features a day/night cycle.
* Happens in ''The Lake'' stage in [[VideoGame/SuperSmashBros The Subspace Emissary]]. Reused in [[TheVeryDefinitelyFinalDungeon The Great Maze]] as well.
* Every stage in ''VideoGame/SonicTheHedgehogCD'' has four variants: Past, Present, Good Future, and BadFuture. Each of these variants has slightly different stage design, and
ring that shifts you into a parallel world when equipped, which is required to pass some stage gimmicks work obstacles. ''Shadows of Undrentide'' also has a short plane-shifting sequence.
* ''VideoGame/NeverwinterNights2: Mask of the Betrayer'' does this. Things in the plane of shadows are shaped
differently between the four of them. While than in the past, Sonic material plane. Most notably the small temple of Kelemvor becomes the massive Death God's Vault. You can destroy a Metal Sonic projection use portals to free the animals, upon which they'll leap around plane of shadow to pass obstacles or find things that don't exist in the present and future; and destroy a robot generator, which renders material plane, or find people hiding out in the stage free plane of enemies in other time periods and changes the future from bad to good.
shadows.
* A ''VideoGame/RadiantHistoria'' evokes a variation of the this trope is present throughout ''VideoGame/SonicUnleashed''. Not only do - instead of separate worlds, Stocke has to traverse two separate timelines, or "Histories". When you meet a road block in the "dual-worlds" in question (daytime/nighttime) have completely different level designs, but they also have [[PlatformGame different]] [[BeatEmUp gameplay]] styles between them.
* ''VideoGame/CastlevaniaHarmonyOfDissonance'' does this. It's a bit of a reveal that the second castle exists though - then you warp back and forth between the two castles. This makes backtracking very annoying, especially before TheReveal of the two castles' natures. Near the end, you
"Standard History", you'll have to locate all six of Dracula's relics, hidden away seek its solution in both castles. You'll have likely found two or three initially though. Where you fight at the end also determines the ending."Alternate History", and vice versa.
* The X-Dimension stages ''[[RaidouKuzunohaVsTheSoullessArmy Raidou]] [[RaidouKuzunohaVsKingAbaddon Kuzunoha]]'' action RPG games have a normal world and a DarkWorld.
** Switching is entirely under the player's control but can be done only from one place. The Dark Capital is essentially a gloomy and overcast version of the regular capital. There are no people on the streets (normally); it's inhabited entirely by demons. Energy barriers called Dragon Gates block paths that are accessible
in Disgaea are... sort the normal version of like this. Basically they're modified versions the Capital, and you can only go between the regular Capital and the Dark Capital at certain shrines.
** The Dark Capital is useful to you in that it is your main source
of demons to negotiate with, which gets you allies in battle. Refusing to visit it except strictly as necessary will leave you underpowered and ill-prepared for the challenges you'll face in the game.
** It's also necessary to the plot; oftentimes those kidnapped by demons wind up in the Dark Capital, and people harassed by demons usually require the problem to be traced back to the location's Dark Capital counterpart. As a Devil Summoner and a private investigator, that usually means it's Raidou's job (and thus, the player's) to do it.
* The Kabuki Cho prison in ''VideoGame/ShinMegamiTenseiIIINocturne'', where the other world is upside down, making it possible to get past [[InsurmountableWaistHeightFence the waist-height fences]].
[[/folder]]

[[folder:Sandbox]]
* ''VideoGame/{{Minecraft}}'' has the normal world and [[FireAndBrimstoneHell the Nether]], accessible through obsidian portals when lit on fire. (This creates an inconvenience in SMP - survival mode multi-player - where having two maps hosted on
the same stages from server can be a major memory strain.) The Nether is smaller than the story, but with higher level enemies, geo-block puzzles and occasionally other special conditions.
* The second ''VideoGame/{{Boktai}}'' game features
normal world, as ten meters in the BonusDungeon House of Time, where Nether is eighty meters outside. This makes it convenient for fast travel, [[EverythingTryingToKillYou assuming you can travel between past safely]]. Later on, at full release, ''Minecraft'' introduced a third world, called "The End". It's a floating landmass, full of Endermen and present one of the game's bosses. To get there, you need to advance.
fix an enderportal, found in a Stronghold (found in the main world), with items obtained in the Nether. There's also a GameMod that introduces TheAether. It's a world made of floating islands and clouds. If you fall, it brings you back to the normal world. If you don't have a parachute, the fall will most likely kill you.
[[/folder]]

[[folder:Shoot 'em Up]]
* ''ChaosField'' ''Chaos Field'' has the Order Field and Chaos Field, hence the name. In the latter, the player's weapons are more powerful, but the boss's attacks [[BulletHell increase in intensity]].
* ''TNT: Evilution'' does this in Map 4, which has a regular world and a [[DarkWorld Dark]] MirrorWorld. Subverted to an extent, as the latter ends up being superfluous to completing it.
* ''VideoGame/{{Wolfenstein|2009}}'' (2009) has the Veil, a strange area between dimensions that can alter the appearance of the environment (i.e. brand new airplanes appear derelict) and is what powers the Amulet's abilities.
* Technically turns up in ''VideoGame/DragonAgeII'', where the "other world" is simply Kirkwall at night.
* ''VideoGame/{{Guacamelee}}'' shifts between the worlds of the living and the dead, and several platforms and enemies only exist in one or the other.
* Click Clock Wood in ''VideoGame/BanjoKazooie'' is a vertically sprawling forest which you must enter in four different seasons of weather, via four separate doors. They differ in terms of aesthetic, enemies, and accessible areas, and some puzzles must be solved by hopping among the seasons, affecting future seasons. Such a big challenge is fitting for the last main level.
[[/folder]]

[[folder:Stealth Games]]



* ''VideoGame/MysteryOfMortlakeMansion'' features a real-world mansion and its "shadowy" counterpart, between which the protagonist must frequently travel.
* The Vault of Glass in Destiny has this when you're facing Atheon, the portals are the same place but in the past and future.
* ''VideoGame/MarioKart8'': The Animal Crossing DLC stage has four different variants that move between seasons, but also between the time of day. The spring track is in the morning, summer occurs during the day, autumn is in the evening, and winter takes place at night.
[[AC:Tabletop Games]]

to:

[[/folder]]

[[folder:Survival Horror]]
* ''VideoGame/MysteryOfMortlakeMansion'' features a real-world mansion The ''Franchise/SilentHill'' series is probably one of the better-known examples of gameplay involving switching back and its "shadowy" counterpart, forth between which a {{Dark World}} and a... comparatively normal world, although it generally isn't really under the protagonist must frequently travel.
player's control. [[VideoGame/SilentHillOrigins One of the newer, not as well received games]], gave the player complete control.
* ''[[VideoGame/ChzoMythos Trilby's Notes]]'' has a normal world/dark world mechanic heavily inspired by ''Franchise/SilentHill'' -- the player can switch at will to a certain extent and often encountered the "path open in another world" technique, although the DarkWorld does pop up unexpectedly sometimes.
[[/folder]]

[[folder:Turn Based Strategy]]
* The Vault X-Dimension stages in ''Franchise/Disgaea'' are... sort of Glass in Destiny has this when you're facing Atheon, the portals are like this. Basically they're modified versions of the same place stages from the story, but in the past with higher level enemies, geo-block puzzles and future.
* ''VideoGame/MarioKart8'': The Animal Crossing DLC stage has four different variants that move between seasons, but also between the time of day. The spring track is in the morning, summer occurs during the day, autumn is in the evening, and winter takes place at night.
[[AC:Tabletop
occasionally other special conditions.
[[/folder]]

[[AC:Other Games]]

[[folder:Tabletop
Games]]




[[AC:Board Games]]

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\n[[AC:Board [[/folder]]

[[folder:Board
Games]]


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[[/folder]]
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