History Main / FirstPersonGhost

24th Nov '17 4:20:29 PM Kadorhal
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In many [[FirstPersonShooter First Person Shooters]] you might notice that something odd about your character: you don't seem to have much in the way of a [[IntangibleMan bodily presence]]. Instead of feeling like [[ThisIsReality you're actually there, in the game]], you almost feel instead like you're simply controlling a flying RC helicopter with a camera attached to it, or [[Disney/WreckItRalph driving a robot on tank treads that has a two-way TV screen for a face]].

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In many [[FirstPersonShooter First Person Shooters]] FirstPersonShooter[=s=] you might notice that something odd about your character: you don't seem to have much in the way of a [[IntangibleMan bodily presence]]. Instead of feeling like [[ThisIsReality you're actually there, in the game]], you almost feel instead like you're simply controlling a flying RC helicopter with a camera attached to it, or [[Disney/WreckItRalph driving a robot on tank treads that has a two-way TV screen for a face]].



*** ''VideoGame/GarrysMod'' can have this subverted by player made addons and gamemodes by rendering the legs, torso, (and arms/hands if using a swep that makes you unarmed) although there can be the occasional artifact depending on the player model.
* ''VideoGame/JediKnightIIJediOutcast'' has much like the first ''[=HL2=]'' example. Like the preceding ''VideoGame/{{Jedi Knight|DarkForcesII}}'', Kyle is fully modeled and animated in third-person, but has the usual "arms only" thing when in first-person. While the lightsaber in ''Jedi Knight'' was properly modeled and animated for both first- and third-person (though very much meant to be used in third-person, even having a toggle option in the menu to automatically switch to third-person when using the saber then back with anything else), in ''Jedi Outcast'', trying to use the lightsaber in first-person turns Kyle into nothing but a pair of hands and maybe half of their attached forearms gripping onto said lightsaber, using the third-person animations. ''VideoGame/JediKnightJediAcademy'' "fixed" that by forcing a third-person perspective when using the lightsaber.
* As with ''Mirror's Edge'', the developers of ''VideoGame/DeadIsland'' opted to use the same third-person model for the first-person viewpoint; toggling third-person especially on the [[ObviousBeta pre-patched]] PC version would end up with the player character [[https://www.youtube.com/watch?v=hXmZX8iz2SE being no better off than a typical zombie]].

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*** ''VideoGame/GarrysMod'' can have this subverted by player made addons and gamemodes by rendering the legs, torso, legs andtorso (and arms/hands if using a swep that makes you unarmed) unarmed), although there can be the occasional artifact depending on the player model.
* ''VideoGame/JediKnightIIJediOutcast'' has much like the first ''[=HL2=]'' example. Like the preceding ''VideoGame/{{Jedi Knight|DarkForcesII}}'', Kyle is fully modeled and animated in third-person, but has the usual "arms only" thing when in first-person. While the lightsaber in ''Jedi Knight'' was properly modeled and animated for both first- and third-person (though very much meant to be used in third-person, even having a toggle option in the menu to automatically switch to third-person when using the saber then back with anything else), in ''Jedi Outcast'', trying to use the lightsaber in first-person turns Kyle into nothing but a pair of hands and with maybe half of their attached forearms fading out into nothing, gripping onto said lightsaber, lightsaber and using the third-person animations. ''VideoGame/JediKnightJediAcademy'' "fixed" that by forcing a By the time of ''VideoGame/JediKnightJediAcademy'', which added [[DualWielding dual]] and [[DoubleWeapon double-bladed]] lightsabers, the devs completely gave up on trying to make convincing first-person animations for the saber and forced the third-person perspective when using the lightsaber.
it.
* As with ''Mirror's Edge'', the developers of ''VideoGame/DeadIsland'' opted to use the same third-person model for the first-person viewpoint; toggling third-person third-person, especially on the [[ObviousBeta pre-patched]] PC version version, would end up with the player character [[https://www.youtube.com/watch?v=hXmZX8iz2SE being no better off than a typical zombie]].



* ''VideoGame/DukeNukem3D'' was one of the first FPS games with mouselook, and therefore one of the first examples of this trope. Of course, in early versions, you ''could'' see both of Duke's feet, but only when attacking with them (the left foot was the QuickMelee and the right foot the melee EmergencyWeapon).

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* ''VideoGame/DukeNukem3D'' was one of the first FPS games with mouselook, and therefore one of the first examples of this trope. Of course, in early versions, you ''could'' see both of Duke's feet, but only when attacking with them (the left foot was the QuickMelee and the right foot the melee EmergencyWeapon).EmergencyWeapon), but the effect was closer to making Duke perform [[ThatRussianSquatDance Hopak]] than actually watching him walk from his own perspective.



** So did early ''VideoGame/RainbowSix'' games before ''Raven Shield'' (and yes, ''Ghost Recon'' ran on the same engine).

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** So did early ''VideoGame/RainbowSix'' games before ''Raven Shield'' Shield''[='=]s presentation upgrade (and yes, ''Ghost Recon'' ran on the same engine).



** Jo-Beth Casey shares the same FPS view as her changeling counterpart despite the changeling having mirrored clothing and tentacles instead of arms.

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** Jo-Beth Casey shares the same FPS view as her changeling counterpart counterpart, despite the changeling having mirrored clothing and tentacles instead of arms.



* ''VideoGame/{{Portal}}'' lets you see Chell by looking through the portals, but you can't look down to see her legs and she doesn't cast a shadow (even in rooms in ''VideoGame/{{Portal 2}}'' when other objects do). As with ''VideoGame/HalfLife2'''s gravity gun, you use the portal gun to pick up objects, but before you get it Chell seems to pick up things by glaring at them. [[http://cloud-4.steampowered.com/ugc/40861869135388711/7B4911C953C7458C90F4F0F19CB1382FEF704755/ Looking at yourself through the first portal, or the same portal's cameo in Portal 2 shows any object you're holding floating in midair. ]]

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* ''VideoGame/{{Portal}}'' lets you see Chell by looking through the portals, but you can't look down to see her legs and she doesn't cast a shadow (even in rooms in ''VideoGame/{{Portal 2}}'' when other objects do). As with ''VideoGame/HalfLife2'''s gravity gun, you use the portal gun to pick up objects, but before you get it Chell seems to pick up things by glaring at them. [[http://cloud-4.steampowered.com/ugc/40861869135388711/7B4911C953C7458C90F4F0F19CB1382FEF704755/ Looking at yourself through the first portal, or the same portal's cameo in Portal 2 shows any object you're holding floating in midair. ]]



** In ''FEAR 2'' there are a small number of mirrors where you can see your character model. They also changed it so that you ''do'' have to use your hands to press buttons, turn wheels, and move objects - but still not to open doors (unless you like to bash them open with melee attacks, since they added that too).

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** In ''FEAR 2'' there are a small number of mirrors where you can see your character model. They also changed it so that you ''do'' have to use your hands to press buttons, turn wheels, and move objects - but still not to open doors (unless you like to [[DynamicEntry loudly bash them open with melee attacks, attacks]], since they added that too).



** Ditto ''VideoGame/FarCry3'' and its sequels. The game never leaves first-person mode; not even during cutscenes, which all play from Jason's perspective. Additionally, nearly every interaction with the environment is animated, including opening doors, climbing ledges, looting bodies, skinning animals, entering vehicles, and so on.

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** Ditto ''VideoGame/FarCry3'' and its sequels. The Outside of the introductory cutscene, presented as a video recorded at least in part by someone else, the game never leaves first-person mode; not even during cutscenes, which all play from Jason's perspective. Additionally, nearly every interaction with the environment is animated, including opening doors, climbing ledges, looting bodies, skinning animals, entering vehicles, and so on.
7th Oct '17 12:43:39 AM Abodos
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* ''VideoGame/MetroidPrime 3'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
** ''Metroid Prime'' in general. You can see Samus' eyes reflected in the Visor whenever a flash of light comes close, you can see her reflection in various reflective surfaces, etc.

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* ''VideoGame/MetroidPrime 3'' ''VideoGame/MetroidPrime3Corruption'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
** ''Metroid Prime'' The ''VideoGame/MetroidPrimeTrilogy'' in general. You can see Samus' eyes reflected in the Visor whenever a flash of light comes close, you can see her reflection in various reflective surfaces, etc.
25th Aug '17 2:40:24 PM Kadorhal
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[[quoteright:268:[[VideoGame/JurassicParkTrespasser http://static.tvtropes.org/pmwiki/pub/images/7-trespasseryx8_612.png]]]]

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[[quoteright:268:[[VideoGame/JurassicParkTrespasser http://static.[[quoteright:268:http://static.tvtropes.org/pmwiki/pub/images/7-trespasseryx8_612.png]]]]png]]
25th Aug '17 2:32:57 PM Kadorhal
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* ''[[VideoGame/DarkForcesSaga Jedi Knight II: Jedi Outcast]]'' has much like the first ''[=HL2=]'' example. Kyle, while being fully modeled and animated in third-person, has the usual "arms only" thing when in first-person - which gets even worse when you attempt to use the lightsaber in first-person, at which point Kyle is nothing but a pair of hands and maybe half of their attached forearms gripping onto said lightsaber, using the third-person animations. ''Jedi Academy'' "fixed" that by forcing a third-person perspective when using the lightsaber.

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* ''[[VideoGame/DarkForcesSaga Jedi Knight II: Jedi Outcast]]'' ''VideoGame/JediKnightIIJediOutcast'' has much like the first ''[=HL2=]'' example. Kyle, while being Like the preceding ''VideoGame/{{Jedi Knight|DarkForcesII}}'', Kyle is fully modeled and animated in third-person, but has the usual "arms only" thing when in first-person - which gets first-person. While the lightsaber in ''Jedi Knight'' was properly modeled and animated for both first- and third-person (though very much meant to be used in third-person, even worse having a toggle option in the menu to automatically switch to third-person when you attempt using the saber then back with anything else), in ''Jedi Outcast'', trying to use the lightsaber in first-person, at which point first-person turns Kyle is into nothing but a pair of hands and maybe half of their attached forearms gripping onto said lightsaber, using the third-person animations. ''Jedi Academy'' ''VideoGame/JediKnightJediAcademy'' "fixed" that by forcing a third-person perspective when using the lightsaber.



** Some characters also have their arms "off synch" and [[SpecialEffectsFailure the part where their arms end is visible]].

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** Some characters also have their arms "off synch" sync" and [[SpecialEffectsFailure the part where their arms end is visible]].



** No matter what character you've chosen in ''Goldeneye's'' multiplayer, you'll always have Bond's arms, which becomes pretty jarring if you pick a character wearing gloves and especially the black May Day and Baron Samedi. ''Perfect Dark'' fixed this, but then fell into the trap of every NPC referring to you as a woman, even when you're playing as a big hulking Scandinavian man.

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** No matter what character you've chosen in ''Goldeneye's'' multiplayer, you'll always have Bond's arms, which becomes pretty jarring if you pick a character wearing gloves and especially the black May Day and Baron Samedi. ''Perfect Dark'' fixed this, but then fell into the trap of every NPC referring to you as a woman, even when you're playing as a big hulking Scandinavian man.man or a little grey alien half anybody else's height.



* ''[[AmericasArmy America's Army 3]]'' allows you to see your character's entire body when you look down. Interacting with objects (turning valves, opening doors, etc.) however, still seems to be done telekinetically.

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* ''[[AmericasArmy America's Army 3]]'' ''VideoGame/AmericasArmy 3'' allows you to see your character's entire body when you look down. Interacting with objects (turning valves, opening doors, etc.) however, still seems to be done telekinetically.



* ''VideoGame/FarCry2'' allows the player character's entire body to be seen.
** Ditto ''VideoGame/FarCry3''. The game never leaves first-person mode; not even during cutscenes, which all play from Jason's perspective. Additionally, nearly every interaction with the environment is animated, including opening doors, climbing ledges, looting bodies, skinning animals, entering vehicles, and so on.

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* ''VideoGame/FarCry2'' allows the player character's entire body to be seen.
seen, though usually only in specific circumstances like using a mortar, driving a vehicle, or [[WorstAid healing yourself by pulling sticks out of your belly and shrapnel out of your knee]].
** Ditto ''VideoGame/FarCry3''.''VideoGame/FarCry3'' and its sequels. The game never leaves first-person mode; not even during cutscenes, which all play from Jason's perspective. Additionally, nearly every interaction with the environment is animated, including opening doors, climbing ledges, looting bodies, skinning animals, entering vehicles, and so on.



* ''OperationFlashpoint'' is one of the earliest games that does an honest attempt at not doing this trope. Of course, it'd invoke some really obvious FridgeLogic if you couldn't, since it also allowed you to use a third person view. Its SpiritualSuccessor, the {{ARMA}} series, go a step further and enable you to rotate your character's head independently of where their weapon is facing. In the latest ARMA III Beta, your character has impressive control over his movements. From leaning, three levels of standing based on what cover you're shooting from, to being able to choose whether your character keeps the weapon up at the low ready, the high ready, or simply slung across his torso, it can be a challenge at first to remember all the controls to manipulate you character's rendered body.

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* ''OperationFlashpoint'' ''VideoGame/OperationFlashpoint'' is one of the earliest games that does an honest attempt at not doing this trope. Of course, it'd invoke some really obvious FridgeLogic if you couldn't, since it also allowed you to use a third person view. Its SpiritualSuccessor, the {{ARMA}} VideoGame/{{ARMA}} series, go a step further and enable you to rotate your character's head independently of where their weapon is facing. In the latest ARMA III Beta, ''ARMA III'', your character has impressive control over his movements. From movements - from leaning, three levels of standing standing, crouching, and laying down based on what cover you're shooting from, to being able to choose whether your character keeps the weapon up at the low ready, the high ready, or simply slung across his torso, it can be a challenge at first to remember all the controls to manipulate you character's rendered body.



* The ''VideoGame/CallOfDuty'' games, in their multiplayer matches, feature an interesting example: the players bodies are rendered seperately, so that the third person version you see of another player isn't the exact same thing that ''they'' see in the first person. While most the time the two match up more-or-less seamlessly, some interesting things can happen when they don't match up; for example, most modern [=CoD=] games will "smooth out" the player's third-person movement to look more fluid and natural, rather than the herky-jerky movement that would result if you showed their actual first-person movement.
** Because of lag, what one character shows in third person might be delayed from what they're doing in first person. This can lead to situations where you get shot by someone who appears to not even be facing you; their bullets will seem to [[BizarreAndImprobableBallistics exit the barrel at an angle]] to hit you.

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* The ''VideoGame/CallOfDuty'' games, in their multiplayer matches, feature an interesting example: the players bodies are rendered seperately, separately, so that the third person version you see of another player isn't the exact same thing that ''they'' see in the first person. While most the time the two match up more-or-less seamlessly, some interesting things can happen when they don't match up; for example, most modern [=CoD=] games will "smooth out" the player's third-person movement to look more fluid and natural, rather than the herky-jerky movement that would result if you showed their actual first-person movement.
** Because of lag, what one character shows in third person might be delayed from what they're doing in first person. This can lead to situations where you get shot by someone who appears to not even be facing you; their bullets will seem to [[BizarreAndImprobableBallistics exit the barrel at an angle]] to hit you. This is especially common when using riot shields to keep an attacker at bay, with the killcam frequently showing you failing to track a hostile moving around behind the shield to shoot you, when from your perspective you clearly kept it pointed at him the whole time and he apparently responded by just cheating and shooting through it anyway.



** Going prone actually takes into account the position of your limbs; it's possible to be "prone blocked" and be unable to turn without standing up or at least crawling to the side to put some distance between yourself and the wall if your legs are up against it.

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** Going prone actually takes into account the position of your limbs; limbs in multiplayer; it's possible to be "prone blocked" and be unable to turn without standing up or at least crawling to the side to put some distance between yourself and the wall if your legs are up against it.



* In the 2016 Reboot of ''Franchise/{{Doom}}'' you can see your body AT LEAST at certain times in the game like when you do a finishing move and stomp on the enemy in a gory manner.

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* In the 2016 Reboot reboot of ''Franchise/{{Doom}}'' ''VideoGame/Doom2016'' you can see your body AT LEAST at certain times in the game game, like when you do a finishing move and stomp on the enemy in a gory manner.
16th Jul '17 9:31:46 AM nombretomado
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* In ''VideoGame/TurningPointFallOfLiberty'' you can see your body as a man fighting in an alternate WW2 historical world.

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* In ''VideoGame/TurningPointFallOfLiberty'' you can see your body as a man fighting in an alternate WW2 [=WW2=] historical world.
15th Jul '17 7:00:00 AM billybobfred
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** ''Mirror's Edge'' provides a good example of why this trope exists in the first place: designing animations that will look convincing from a first-person perspective is a very different task from animating a character in third-person, and the character animations in the game that look impressive in the game's default gameplay mode look [[http://www.youtube.com/watch?v=zcz-3paQ26k&src_vid=t3VnWYt9flM&feature=iv&annotation_id=annotation_922217 rather stiff and awkward]] when the game is played in third-person.
*** ''Mirror's Edge'' was never intended to be played in third-person (nor are most FPS games that play this trope straight), so this can only justify one part of the trope at a time -- if you can see your body, it justifies the "can't see your reflection" part (e.g. ''Mirror's Edge''); if you can see your reflection, it justifies the "can't see your body" part (e.g. ''Portal''). It can't justify both at the same time.

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** ''Mirror's Edge'' provides a good example of why this trope exists in the first place: designing animations that will look convincing from a first-person perspective is a very different task from animating a character in third-person, and the character animations in the game that look impressive in the game's default intended gameplay mode look [[http://www.youtube.com/watch?v=zcz-3paQ26k&src_vid=t3VnWYt9flM&feature=iv&annotation_id=annotation_922217 rather stiff and awkward]] when the game is played in third-person.
*** ''Mirror's Edge'' was never intended
hacked to be played in third-person (nor are most FPS games that play this trope straight), so this can only justify one part of the trope at a time -- if you can see your body, it justifies the "can't see your reflection" part (e.g. ''Mirror's Edge''); if you can see your reflection, it justifies the "can't see your body" part (e.g. ''Portal''). It can't justify both at the same time.in third-person.
14th Jun '17 8:40:31 PM Kazuto
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* Interesting example in ''VideoGame/{{Fallout 4}}'': when in 3rd person perspective the player-character's shadow will be rendered, but as soon as you switch to 1st person perspective, the shadow disappears.



* ''VideoGame/{{Fallout3}}'' and ''VideoGame/FalloutNewVegas'' both inherited many of the above problems in Oblivion. Fallout 3 had an additional weird instance when ever you used zoom with a non-scoped weapon. In third person the character would use the weapons sights like they should, but in first person the camera just zooms and the players arms don't move at all. New Vegas fixed this issue but added a lot more of the "differing first person to third person animation thing" with its melee weapons.

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* ''VideoGame/{{Fallout3}}'' ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' both inherited many of the above problems in Oblivion. Fallout 3 had an additional weird instance when ever you used zoom with a non-scoped weapon. In third person the character would use the weapons sights like they should, but in first person the camera just zooms and the players arms don't move at all. New Vegas fixed this issue but added a lot more of the "differing first person to third person animation thing" with its melee weapons.weapons.
* Interesting example in ''VideoGame/{{Fallout 4}}'': when in 3rd person perspective the player-character's shadow will be rendered, but as soon as you switch to 1st person perspective, the shadow disappears.
14th Jun '17 8:39:23 PM Kazuto
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* Interesting example in ''VideoGame/{{Fallout4}}'': when in 3rd person perspective the player-character's shadow will be rendered, but as soon as you switch to 1st person perspective, the shadow disappears.

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* Interesting example in ''VideoGame/{{Fallout4}}'': ''VideoGame/{{Fallout 4}}'': when in 3rd person perspective the player-character's shadow will be rendered, but as soon as you switch to 1st person perspective, the shadow disappears.
14th Jun '17 8:36:30 PM Kazuto
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In early games, this was considered an AcceptableBreaksFromReality, as rendering something that wasn't in view the majority of the time would be a waste of limited hardware resources. Also, many older raycasting engines had to purposefully limit vertical camera rotation to well under ±45° in order to minimize perspective distortion artifacts. However, as hardware has gotten more powerful and software more sophisticated, this trope can become particularly jarring.

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In early games, this was considered an AcceptableBreaksFromReality, as rendering something that wasn't in view the majority of the time would be a waste of limited hardware resources. Also, many older raycasting engines had to purposefully limit vertical camera rotation to well under ±45° in order to minimize perspective distortion artifacts. However, as hardware has gotten become more powerful and software more sophisticated, this trope can become particularly jarring.
15th May '17 7:55:21 PM nombretomado
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* In ''VisualNovel/VirtuesLastReward'', Sigma's face is not seen and his voice is not heard, though in the promotional anime his face is shown and he is voiced by TroyBaker. [[spoiler: His face is shown in the True End route, and is a ''massive'' spoiler. TroyBaker also voices the perspective character in the Secret End, a dead giveaway that the player is no longer Sigma.]]

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* In ''VisualNovel/VirtuesLastReward'', Sigma's face is not seen and his voice is not heard, though in the promotional anime his face is shown and he is voiced by TroyBaker.Creator/TroyBaker. [[spoiler: His face is shown in the True End route, and is a ''massive'' spoiler. TroyBaker Troy Baker also voices the perspective character in the Secret End, a dead giveaway that the player is no longer Sigma.]]
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