History Main / JustifiedExtraLives

21st Apr '18 10:36:52 AM AuraXtreme
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* In ''VideoGame/AssassinsCreedI'', the player character is plugged into a machine that accesses your ancestor's memories. When you die, it's called "memory desynchronization", and you have to access the memory again and do it the way your ancestor did it; i.e., the right way. This implies the real ancestor was so badass that they did a perfect, never injured, never even seen, 100% run through.

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* In ''Franchise/AssassinsCreed'' combined a FramingDevice with CallAHitPointASmeerp to explain this. The player character is plugged into a machine that "synchronizes" them with past Assassins' genetic memories. When you take damage, the visuals start to glitch up to indicate that the ancestor didn't take quite so much of a beating (in ''VideoGame/AssassinsCreedI'', this happened whenever Altair took a hit, while later games turned the player character is plugged visual indicators into a machine that accesses your ancestor's memories. When substitute for CriticalAnnoyance). Getting killed ([[NonStandardGameOver or killing civilians]]) earns you die, it's called "memory desynchronization", a "desynchronized" message, and you have to access the memory again and do againand survive it the way your ancestor did it; i.e., the right way. This implies the real ancestor was so badass that they did a perfect, never injured, never even seen, 100% run through.this time.
21st Mar '18 9:44:16 PM nombretomado
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* Ray series like RayStorm and RayCrisis have varying degrees of justification. On Ray Storm, you can clearly hear the radio voice upon your death(s) saying "Ray 2/3 to continue present tactics." Yes, it's not so much that you have extra lives, it's that WeHaveReserves. Ray Crisis, on the other hand, takes place inside an immersive AI construct of a cyborg called Con-Human, and your fighter really is a virus designed to wreak havoc. Presumably then, your lives are the number of times the virus can regenerate after the Antibodies have killed it.

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* Ray series like RayStorm ''VideoGame/RayStorm'' and RayCrisis ''VideoGame/RayCrisis'' have varying degrees of justification. On Ray Storm, you can clearly hear the radio voice upon your death(s) saying "Ray 2/3 to continue present tactics." Yes, it's not so much that you have extra lives, it's that WeHaveReserves. Ray Crisis, on the other hand, takes place inside an immersive AI construct of a cyborg called Con-Human, and your fighter really is a virus designed to wreak havoc. Presumably then, your lives are the number of times the virus can regenerate after the Antibodies have killed it.
20th Mar '18 9:28:51 AM thatother1dude
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* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' have New-U stations, which basically creates an in-universe respawn point for anyone registered in the system as it also uses the same tech to generate cars, weapons, and Hyperion robots. It's also implied to be the reason for the infinitely respawning enemies (and if you wait around long enough in the second game you can see bandits and other humans [[EverythingFades digistruct away]]). It's repeatedly lampshaded (the second game actually has a mission called "Kill Yourself" where the goal is to kill yourself for Eridium and experience points because you'll respawn afterward anyway) and a bit prone to fridge logic (in ''2'', the BigBad is the CEO of the company who owns the New-U stations, which raises the question of why he doesn't just take you out of the system). Eventually, the concept of the New-U was retconned out of the setting and they're now simply a gameplay mechanic.
** The New-U stations were pretty much retconned into a gameplay mechanic in ''2'' where [[spoiler:Roland]] dies and stays dead but the Vault Hunters can kill themselves for Eridium at the cost of their dignity.

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* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' ''VideoGame/Borderlands2'' have New-U stations, which basically creates an in-universe respawn point for anyone registered in the system as it also uses the same tech to generate cars, weapons, and Hyperion robots. It's also implied to be the reason for the infinitely respawning enemies (and if you wait around long enough in the second game you can see bandits and other humans [[EverythingFades digistruct away]]). It's repeatedly lampshaded (the second game actually has a mission called "Kill Yourself" where the goal is to kill yourself for Eridium and experience points because you'll respawn afterward anyway) and a bit prone to fridge logic (in ''2'', the BigBad is the CEO of the company who owns the New-U stations, which raises the question of why he doesn't just take you out of the system). Eventually, the concept of the New-U was retconned out of the setting and they're now simply a gameplay mechanic.
** The New-U stations were pretty much retconned into a gameplay mechanic in ''2'' where [[spoiler:Roland]] dies and stays dead but the Vault Hunters can kill themselves for Eridium at the cost of their dignity.
mechanic.
20th Mar '18 9:25:28 AM thatother1dude
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* In the ''WesternAnimation/{{Futurama}}'', Professor Farnsworth's invention, the Re-Animator (no, not ''that'' Film/ReAnimator), revives the player after every death. [[spoiler:The game ends when the StableTimeLoop that starts the game results in the machine destroyed and the playable cast dead.]]

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* In the ''WesternAnimation/{{Futurama}}'', ''WesternAnimation/{{Futurama}}'' game, Professor Farnsworth's invention, the Re-Animator (no, not ''that'' Film/ReAnimator), revives the player after every death. [[spoiler:The game ends when the StableTimeLoop that starts the game results in the machine destroyed and the playable cast dead.]]
20th Mar '18 9:24:24 AM thatother1dude
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* ''VideoGame/PrinceOfPersiaTheSandsOfTime'' is presented as a story the titular character is telling. If you die, he'll say something along the lines of, "Wait, no, that's not how it happened, may I start again?", allowing you to try again.
** which leads to some interesting FridgeLogic when you think about it. "So I scaled the wall, jumped off just as the platform retreated, and fell thirty feet onto spikes, killing myself in a gruesome manner. Wait, hold on, that doesn't sound right, let me start again..."
*** It's possible that since the story would already include many seemingly fatal accidents reversed by the Dagger of Time, the Prince was retracting a telling of the story that would break its limitations - the only circumstance in which the player is likely to get a game over - because he knows [[spoiler:Farah]] is clever enough to spot them too and call him on it.
*** It's also possible the prince is confused by the images of the future he sees at the save points. He sees so many images of himself dying in the future it would make sense he gets those confused with his actual experiences and "remembers" dying.

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* ''VideoGame/PrinceOfPersiaTheSandsOfTime'' is presented as a story the titular character is telling. If you die, he'll say something along the lines of, "Wait, "[[NarrativeBackpedaling Wait, no, that's not how it happened, may I start again?", again?]]", allowing you to try again.
** which leads to some interesting FridgeLogic when you think about it. "So I scaled the wall, jumped off just as the platform retreated, and fell thirty feet onto spikes, killing myself in a gruesome manner. Wait, hold on, that doesn't sound right, let me start again..."
*** It's possible that since the story would already include many seemingly fatal accidents reversed by the Dagger of Time, the Prince was retracting a telling of the story that would break its limitations - the only circumstance in which the player is likely to get a game over - because he knows [[spoiler:Farah]] is clever enough to spot them too and call him on it.
*** It's also possible the prince is confused by the images of the future he sees at the save points. He sees so many images of himself dying in the future it would make sense he gets those confused with his actual experiences and "remembers" dying.
again.
19th Mar '18 10:07:03 AM Truehare
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* Knightmare is a nice little shooter by Konami for the MSX computer systems. In it, you control a knight called Popolon, who's out to rescue Aphrodite. He is visited in a dream by Hera, who shows him the way to the castle where Aphrodite is being held prisoner, and in the morning he sets off in his quest. You never see it in game, but the manual states that each death is actually a nightmare the knight had after that prophetic dream. Only when he completes his quest is Popolon actually awake.
25th Feb '18 11:36:05 AM Meyers07TheTroper
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* ''Videogame/EYEDivineCybermancy has the player character equipped by set number of resurrector that resurrects him in place in case of death. Despite so, it's implied that lethal condition is still painfully traumatic, hence the debuffs. If the resurrector runs out or you fall into BottomlessPits however, [[spoiler: you are returned to the dream gate at the beginning, where you are told that it's just a dream, before walking through the gate and you'll put back to the fight.]]
10th Feb '18 5:32:52 AM IamTheCaligula
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* Likewise in Dark Soul's SpiritualSuccessor, ''VideoGame/{{Bloodborne}}'': In the intro you're given a blood transfusion and told that, whatever transpires, you may think it all a mere bad dream. Upon your first death, you're transported to [[HubLevel The Hunter's Dream]] and enlisted among the [[HunterOfMonsters Hunters]], and every time that you die from this point onward, you'll wake up next to one of the laterns that are tied to The Hunter's Dream. As you progress through the game you'll also enter various [[EldritchLocation Nightmares]], and the other Hunters you encounter reveal that they, too, have been to The Hunter's Dream and know that you are, for all intents and purposes, unkillable. With all of these dream motifs in mind, it appears that death and sleep are, to various extents, interchangable in Yharnam, and whenever you die, you just go to sleep and awaken within a new dream. Conversely, what happens when you die in a dream? Why, usually you wake up... but if you're in a DreamWithinADream then you just wake up to find yourself in another dream. At the end of the game [[spoiler:Gehrman, who is the host of The Hunter's Dream, offers to grant you [[MercyKill mercy]], which will make you finally wake up for real should you accept.]]
29th Dec '17 12:30:33 PM nombretomado
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* The MMORPG ''{{Shadowbane}}'' explained the ability of characters to come back from the dead as something terribly wrong, but consistent throughout the world. Nobody could permanently die because everyone had ResurrectiveImmortality.
* FusionFall: [[{{WesternAnimation/TheGrimAdventuresOfBillyAndMandy}} The Grim Reaper]] is on your side, so he just revives all casualties at the last checkpoint.

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* The MMORPG ''{{Shadowbane}}'' ''VideoGame/{{Shadowbane}}'' explained the ability of characters to come back from the dead as something terribly wrong, but consistent throughout the world. Nobody could permanently die because everyone had ResurrectiveImmortality.
* FusionFall: ''VideoGame/FusionFall'': [[{{WesternAnimation/TheGrimAdventuresOfBillyAndMandy}} The Grim Reaper]] is on your side, so he just revives all casualties at the last checkpoint.
22nd Dec '17 6:17:12 PM thatother1dude
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* The ''WesternAnimation/{{Futurama}}'' video game does this, thanks to Professor Farnsworth's invention, the Re-Animator (no, not ''that'' Film/ReAnimator), which revives the player after every death. [[spoiler:The game ends when the StableTimeLoop that starts the game results in the machine destroyed and the playable cast dead.]]

to:

* The ''WesternAnimation/{{Futurama}}'' video game does this, thanks to In the ''WesternAnimation/{{Futurama}}'', Professor Farnsworth's invention, the Re-Animator (no, not ''that'' Film/ReAnimator), which revives the player after every death. [[spoiler:The game ends when the StableTimeLoop that starts the game results in the machine destroyed and the playable cast dead.]]
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