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* The most important game mechanic in ''[=YesterMorrow=]'' is switching between BadFuture and the past where it can be prevented.

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* The most important game mechanic in ''[=YesterMorrow=]'' is switching between BadFuture and the past, also aging or de-aging the heroine. Mainly, it's used to circumnavigate the obstacles: in the future it's monsters and rubble, and in the past where it can be prevented. it's artificial obstacles and adults who [[CassandraTruth mistake the warnings as her hyperactive imagination]].
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* The most important game mechanic in ''[=YesterMorrow=]'' is switching between BadFuture and the past where it can be prevented.
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* ''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. The two worlds are so intricately connected, that at times opening a gate or moving a platform in one world shows a phantom of it's otherworld counterpart also moving shortly afterwards in turn.

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* ''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.
immune. The two worlds are so intricately connected, that at times opening a gate or moving a platform in one world shows a phantom of it's otherworld counterpart also moving shortly afterwards in turn.
* ''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. The two worlds are so intricately connected, that at times opening a gate or moving a platform in one world shows a phantom of it's otherworld counterpart also moving shortly afterwards in turn.
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* ''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.

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* ''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. The two worlds are so intricately connected, that at times opening a gate or moving a platform in one world shows a phantom of it's otherworld counterpart also moving shortly afterwards in turn.
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[[foler:Real-Time Strategy]]

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[[foler:Real-Time [[folder:Real-Time Strategy]]
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[[foler:Real-Time Strategy]]
* [[https://www.hiveworkshop.com/threads/good-evil-ii-between-worlds-v-0-7-for-patch-1-30-4-wc3.319433/ Good & Evil 2: Between Worlds]] is an RPG using the ''VideoGame/WarcraftIII'' engine which (as the name suggests) switches between two different worlds, a high-tech dystopia and a dangerous fantasy one.
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Please link properly


* [[VideoGame/ConquestOfElysium Conquest Of Elysium 4]] has multiple planes to conquer in each game; the most obvious example of this trope is the Underworld, a dead mirror of the living world filled with ghosts.

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* [[VideoGame/ConquestOfElysium ''[[VideoGame/ConquestOfElysium Conquest Of Elysium 4]] 4]]'' has multiple planes to conquer in each game; the most obvious example of this trope is the Underworld, a dead mirror of the living world filled with ghosts.
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* [[VideoGame/ConquestOfElysium Conquest Of Elysium 4]] has multiple planes to conquer in each game; the most obvious example of this trope is the Underworld, a dead mirror of the living world filled with ghosts.
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* ''WebVideo/{{Petscop}}'': As Paul discovers, things he does in the Gift Plane/Even Care affect things in the Newmaker Plane. For example, catching Care NLM in the Newmaker Plane requires him to go to Pen's room in Even care and set the interval meter to -1.
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* ''VideoGame/NiNoKuni'' has Oliver's world, and the fantasy world that he gets summoned to at the start of the game. While the worlds themselves aren't at all similar, some people in the fantasy world have "soulmates" back in his world, and travelling back and helping those soulmates is required at various points in order to progress the plot. Unlike many examples, you can travel between the two worlds anytime, anywhere.
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* ''VideoGame/NeedForSpeedHeat'' has you switching between day and night versions of Palm City. During the day, you can buy new cars, upgrade your existing ones, and compete in events to earn money. At night, you compete in a whole different set of events to earn Rep, which unlocks new cars and parts, but you also have to deal with the police, who'll pursue you if they spot you and arrest you if they catch you.
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* In ''VideoGame/BugsBunnyAndTazTimeBusters'', the Zoovania level can be switched from day to night, at which point all the animals turn monstrous and break out of their cages. This enables you to collect gears from the now-open cages, but the monstrous animals are now enemies, which they aren't in the daytime version.


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* The layers of reality in ''VideoGame/{{Submachine}} 8: The Plan'' work like this, with each layer looking very different, but being connected somehow. For instance, in one layer you find a freestanding wheel you can turn, and in another you find a sealed circular safe in exactly the same place. Turning the wheel to the correct position unlocks the safe. Continuity between the layers is provided by things like that and also your freedom of movement; while there are many paths that only exist in some levels, there's enough similarity to allow you to keep your bearings regarding which screens are "equivalent" to each other.
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* ''VideoGame/GianaSisterTwistedDreams'' is built entirely around this concept. Every level has two variations: a bright and colorful SugarBowl and a gloomier, more macabre realm of nightmares. You can switch between both worlds on the fly, and the effect changes not just how the level looks, but how enemies behave, what items you can get, what areas you can access, what abilities Giana can use, and even the music.

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* ''VideoGame/GianaSisterTwistedDreams'' ''VideoGame/GianaSistersTwistedDreams'' is built entirely around this concept. Every level has two variations: a bright and colorful SugarBowl and a gloomier, more macabre realm of nightmares. You can switch between both worlds on the fly, and the effect changes not just how the level looks, but how enemies behave, what items you can get, what areas you can access, what abilities Giana can use, and even the music.
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* ''VideoGame/GianaSisterwTwistedDreams'' is built entirely around this concept. Every level has two variations: a bright and colorful SugarBowl and a gloomier, more macabre realm of nightmares. You can switch between both worlds on the fly, and the effect changes not just how the level looks, but how enemies behave, what items you can get, what areas you can access, what abilities Giana can use, and even the music.

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* ''VideoGame/GianaSisterwTwistedDreams'' ''VideoGame/GianaSisterTwistedDreams'' is built entirely around this concept. Every level has two variations: a bright and colorful SugarBowl and a gloomier, more macabre realm of nightmares. You can switch between both worlds on the fly, and the effect changes not just how the level looks, but how enemies behave, what items you can get, what areas you can access, what abilities Giana can use, and even the music.
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* ''VideoGame/GianaSisterwTwistedDreams'' is built entirely around this concept. Every level has two variations: a bright and colorful SugarBowl and a gloomier, more macabre realm of nightmares. You can switch between both worlds on the fly, and the effect changes not just how the level looks, but how enemies behave, what items you can get, what areas you can access, what abilities Giana can use, and even the music.
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* Character's actions in one world directly effect the other (a seed planted in the present grows into a climbable tree in the future)

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* Character's actions in one world directly effect affect the other (a seed planted in the present grows into a climbable tree in the future)
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[[folder:First Person Shooter]]

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[[folder:First Person [[folder:First-Person Shooter]]



[[folder:4X]]

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[[folder:4X]] [[folder:[=4X=]]]



[[folder:Puzzle]]
* ''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.

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[[folder:Puzzle]]
[[folder:Puzzle Games]]
* ''SugarWiki/{{Eversion}}'' ''VideoGame/{{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.



[[folder:RPG]]

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[[folder:RPG]] [[folder:Role-Playing Games]]



[[folder:Turn Based Strategy]]

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[[folder:Turn Based [[folder:Turn-Based Strategy]]
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* In ''VideoGame/LaraCroftGO'', the ''Mirror of Spirits'' downloadable expansion features levels in which Lara's world comes parallel to a world of spirits, containing a mirror Lara. This alternate Lara makes exactly the same moves as "real" Lara -- but the spirit world isn't an exact clone of the real one. To progress, players have to find moves which work in both worlds rather than just one of them.
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*** The companion game, ''Seasons'', features season-changing gameplay. Every part of the world map is mapped differently for each of the four seasons. Spring makes big flowers grow that shoot you up cliffs, water dries up and vines grow up walls in the summer, leaves cover pits and mushrooms soften in the fall, and water freezes and snow piles up in the winter.

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*** The companion game, ''Seasons'', features a considerably [[DownplayedTrope downplayed version]] with its season-changing gameplay. Every part of the world map is mapped differently for each of the four seasons. Spring makes big flowers grow that shoot you up cliffs, water dries up and vines grow up walls in the summer, leaves cover pits and mushrooms soften in the fall, and water freezes and snow piles up in the winter. Note that this is all the same land of Holodrum, just with the natural changes that the turning of the seasons would bring naturally (albeit radically accelerated), but from a gameplay perspective it fits the trope.
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More accurate.


* ''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.

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* ''VideoGame/LegacyOfKain: Soul Reaver'' ''VideoGame/LegacyOfKainSoulReaver'' 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.
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More accurate.


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

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

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* ''VideoGame/TheMagicOfScheherazade'' features two time periods per area (sometimes you go to the future, sometimes to the past) with similar-but-not-identical geography and goals that only exist in the other time period (for example, finding a legendary object or recruiting a new ally).



* ''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.

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* ''VideoGame/DayOfTheTentacle'' features a novel variation. The three characters are trapped in the same house 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.

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* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMario64'' features Tiny-Huge Island, where Mario can go through pipes to change size. As a giant, Mario can easily jump up cliffs and doesn't need to worry much about enemies. As a midget, Mario can ride on breezes and enter narrow passages. This is implemented by two different maps of the same island. ''VideoGame/SuperMarioBros3'' has a similar level, where going through doors shrinks the normally enormous enemies to normal size. The environment remains big, however.
** Happens strangely in ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]''. In some places, Bowser can do things that change some aspects of his internal workings. If he drinks water, some areas become covered in such, allowing the Bros to swim. Standing in front of an X-ray sheds light on invisible blocks and causes ghostly blocks to vanish. And so on.
** A variation is used in ''VideoGame/MarioAndLuigiDreamTeam''. While Pi'illo Island and the Dream World don't have nearly identical maps like most examples of this trope do (largely because the former having ThreeQuartersView and latter having SideView make this impossible), the part of Pi'illo Island where the Dream World is accessed affects the latter's layout. For instance, if Luigi falls asleep on a pillow where a windmill is in the vicinity, that windmill will appear in the dream (though with a much different positioning and use).

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* ''Franchise/SuperMarioBros'':
**
''VideoGame/SuperMario64'' features Tiny-Huge Island, where Mario can go through pipes to change size. As a giant, Mario can easily jump up cliffs and doesn't need to worry much about enemies. As a midget, Mario can ride on breezes and enter narrow passages. This is implemented by two different maps of the same island. ''VideoGame/SuperMarioBros3'' has a similar level, where going through doors shrinks the normally enormous enemies to normal size. The environment remains big, however.
** Happens strangely in ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]''. In some places, Bowser can do things that change some aspects of his internal workings. If he drinks water, some areas become covered in such, allowing the Bros to swim. Standing in front of an X-ray sheds light on invisible blocks and causes ghostly blocks to vanish. And so on.
** A variation is used in ''VideoGame/MarioAndLuigiDreamTeam''. While Pi'illo Island and the Dream World don't have nearly identical maps like most examples of this trope do (largely because the former having ThreeQuartersView and latter having SideView make this impossible), the part of Pi'illo Island where the Dream World is accessed affects the latter's layout. For instance, if Luigi falls asleep on a pillow where a windmill is in the vicinity, that windmill will appear in the dream (though with a much different positioning and use).
however.



** ''VideoGame/MarioAndLuigiPartnersInTime'' had the bros. and their baby selves alternate their travels between past and present. This is, however, a [[DownplayedTrope downplayed]] example, as the only location you can explore in the present is Peach's Castle, which isn't accessible in the past until the very end of the game.
** ''VideoGame/MarioAndLuigiBowsersInsideStory'' had the player frequently alternate between playing as [[VillainProtagonist Bowser]] in the overworld, and as the bros. [[FantasticVoyagePlot inside]] [[WombLevel Bowser's body]]. The actions of either would frequently affect the other, requiring teamwork to advance through the game.
** ''VideoGame/MarioAndLuigiDreamTeam'' had the dream world. The bros would alternate between exploring the real world, and lulling Luigi to sleep with his fast sleeping skills to open a portal to the dream world, which follows different laws of physics. It's perhaps the truest example of this trope in the entire series.

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** ''VideoGame/MarioAndLuigiPartnersInTime'' had has the bros. and their baby selves alternate their travels between past and present. This is, however, a [[DownplayedTrope downplayed]] example, as the only location you can explore in the present is Peach's Castle, which isn't accessible in the past until the very end of the game.
** ''VideoGame/MarioAndLuigiBowsersInsideStory'' had the player frequently alternate between playing as [[VillainProtagonist Bowser]] Happens strangely in the overworld, and as the bros. [[FantasticVoyagePlot inside]] [[WombLevel ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's body]]. The actions Inside Story]]''. In some places, Bowser can do things that change some aspects of either would frequently affect his internal workings. If he drinks water, some areas become covered in such, allowing the other, requiring teamwork Bros to advance through swim. Standing in front of an X-ray sheds light on invisible blocks and causes ghostly blocks to vanish. And so on.
** A variation is used in ''VideoGame/MarioAndLuigiDreamTeam''. While Pi'illo Island and
the game.
** ''VideoGame/MarioAndLuigiDreamTeam'' had the dream world. The bros would alternate between exploring the real world, and lulling Luigi to sleep with his fast sleeping skills to open a portal to the dream world, which follows different laws of physics. It's perhaps the truest example
Dream World don't have nearly identical maps like most examples of this trope do (largely because the former having ThreeQuartersView and latter having SideView make this impossible), the part of Pi'illo Island where the Dream World is accessed affects the latter's layout. For instance, if Luigi falls asleep on a pillow where a windmill is in the entire series.vicinity, that windmill will appear in the dream (though with a much different positioning and use).
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* Three of the five ''VideoGame/MarioAndLuigi'' games have had this mechanic as their gimmick.
** ''VideoGame/MarioAndLuigiPartnersInTime'' had the bros. and their baby selves alternate their travels between past and present. This is, however, a [[DownplayedTrope downplayed]] example, as the only location you can explore in the present is Peach's Castle, which isn't accessible in the past until the very end of the game.
** ''VideoGame/MarioAndLuigiBowsersInsideStory'' had the player frequently alternate between playing as [[VillainProtagonist Bowser]] in the overworld, and as the bros. [[FantasticVoyagePlot inside]] [[WombLevel Bowser's body]]. The actions of either would frequently affect the other, requiring teamwork to advance through the game.
** ''VideoGame/MarioAndLuigiDreamTeam'' had the dream world. The bros would alternate between exploring the real world, and lulling Luigi to sleep with his fast sleeping skills to open a portal to the dream world, which follows different laws of physics. It's perhaps the truest example of this trope in the entire series.
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** Happens strangely in ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]''. In some places, Bowser can do things that change some aspects of his internal workings. If he drinks water, some areas become covered in such, allowing the Bros to swim. Standing in front of an X-ray reveals some passages. And so on.

to:

** Happens strangely in ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]''. In some places, Bowser can do things that change some aspects of his internal workings. If he drinks water, some areas become covered in such, allowing the Bros to swim. Standing in front of an X-ray reveals some passages.sheds light on invisible blocks and causes ghostly blocks to vanish. And so on.
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* In ''VideoGame/Dishonored2'', one of the missions takes place in a mansion where an occult ritual went terribly wrong and as a result the house is permanently in a nested time crunch with parts of it in the past and other parts showing the present while also preventing you from using any of your powers. The Outsider gives you a timepiece that lets you navigate the simultaneous timelines and also has a set of retractable glass shards that give you a view into one timeline while you're in the other.
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* ''VideoGame/DragonQuestVI'' takes place [[spoiler: mostly]] in the Dream World and the Real World, which look very much alike, (though they have different layouts, some towns exist in both worlds) and you'll be traveling between them often.

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* ''VideoGame/DragonQuestVI'' takes place [[spoiler: mostly]] [[spoiler:mostly]] in the Dream World and the Real World, which look very much alike, (though they have different layouts, some towns exist in both worlds) and you'll be traveling between them often.
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* 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.

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* The ''Franchise/SilentHill'' series is probably one of the better-known examples of gameplay involving switching back and forth between a {{Dark World}} the [[DarkWorld Otherworld]] and a... the comparatively normal world, Fog World, although it generally isn't really under in most cases it's mechanically a "stage transition". In certain cases there's also a Dark World, essentially the player's control. [[VideoGame/SilentHillOrigins One of the newer, not as well received games]], gave Fog World [[BlackoutBasement but in almost total darkness]]. ''VideoGame/SilentHillOrigins'' gives the player complete control.control of shifting between the Fog World and the Otherworld for navigating past obstacles and solving many of the game's puzzles.
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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'':

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