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Disambiguated.


* AlwaysNight: The game takes place at nighttime in the present day, Edwin's scenario is a foggy snowstorm, and Brice's is in [[DaylightHorror daylight]].

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* AlwaysNight: The game takes place at nighttime in the present day, Edwin's scenario is a foggy snowstorm, and Brice's is in [[DaylightHorror daylight]].daylight.
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* {{Cloudcuckoolander}}: Played straight with Edwin. Being only a young kid, his overactive imagination allows him to believe [[LivingToys his toys are alive]], and he doesn't even comment on his own death, compared to the other two ghosts.

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* {{Cloudcuckoolander}}: Played straight with Edwin. Being only a young kid, his overactive imagination allows him to believe [[LivingToys his toys are alive]], that the direction a weather vane is facing controls the direction the wind is blowing rather than the other way around, and he doesn't even comment on his own death, compared to the other two ghosts.
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* RepriseMedley: The end credits mixes the game's theme with snippets from the various ghost worlds.
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Slow electricity

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* SlowElectricity: At the end of Brice's scenario, he hears an alien-sounding noise while the lights in his hideout click off bulb by bulb. [[spoiler: He thinks it's a UFO coming to get him, only to be drawn into a vortex to Hell instead.]]
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Stock scream howie

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* StockScream: During the ImpendingDoomPOV scene on the TV, the ghost in question gives out a low-pitched version of the Howie scream.
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* NonFatalExplosions: In the end cutscene, when the player reunites Roxy's mind with her body using the AMBER, *it explodes*, taking the garage with it, yet Roxy walks out of this unscathed.

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* NonFatalExplosions: In the end cutscene, when the player reunites Roxy's mind with her body using the AMBER, *it explodes*, '' it explodes'', taking the garage with it, yet Roxy walks out of this unscathed.
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* NonFatalExplosions: In the end cutscene, when the player reunites Roxy's mind with her body using the AMBER, *it explodes*, taking the garage with it, yet Roxy walks out of this unscathed.
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* DiscoveringYourOwnDeadBody: Subverted. This is what one of the ghosts first sees when you use the AMBER, though none of them notice that it's their own body.
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Capitalization was fixed from VideoGame.Amber Journeys Beyond to VideoGame.AMBER Journeys Beyond. Null edit to update page.
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Ghost wick was fixed on VideoGame.AMBER Journeys Beyond.
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** At one point during Margaret's scenario, the radio plays a jazz instrumental rendition of [[Disney/OneHundredAndOneDalmatians Cruella De Vil]], AnachronismStew be damned.

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** At one point during Margaret's scenario, the radio plays a jazz instrumental rendition of [[Disney/OneHundredAndOneDalmatians [[WesternAnimation/OneHundredAndOneDalmatians Cruella De Vil]], AnachronismStew be damned.
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* FlashbackEffects/DecadeThemedFilter: Edwin's sequence (1910's-1920's) looks like sepia and blue toned photographs with talking toys and moving by a toy car on a roller coaster. Margaret (1943) looks like World War 2 era photographs, and you move between rooms by changing the radio station. Brice's sequence (early 1960's) has the Cinemascope wide-screen and oversaturated color of the era's B-movies of which he was fond.

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* FlashbackEffects/DecadeThemedFilter: FlashbackEffects / DecadeThemedFilter: Edwin's sequence (1910's-1920's) looks like sepia and blue toned photographs with talking toys and moving by a toy car on a roller coaster. Margaret (1943) looks like World War 2 era photographs, and you move between rooms by changing the radio station. Brice's sequence (early 1960's) has the Cinemascope wide-screen and oversaturated color of the era's B-movies of which he was fond.
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* FlashbackEffects: Edwin's sequence (1910's-1920's) looks like sepia and blue toned photographs with talking toys and moving by a toy car on a roller coaster. Margaret (1943) looks like World War 2 era photographs, and you move between rooms by changing the radio station. Brice's sequence (early 1960's) has the Cinemascope wide-screen and oversaturated color of the era's B-movies of which he was fond.

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* FlashbackEffects: FlashbackEffects/DecadeThemedFilter: Edwin's sequence (1910's-1920's) looks like sepia and blue toned photographs with talking toys and moving by a toy car on a roller coaster. Margaret (1943) looks like World War 2 era photographs, and you move between rooms by changing the radio station. Brice's sequence (early 1960's) has the Cinemascope wide-screen and oversaturated color of the era's B-movies of which he was fond.
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* PaintingTheMedium: Each time you make contact with the ghosts, the gameplay window changes to match their respective time period.
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* MagicalSecurityCam: The various CCTV cameras around the house, which instantly track where a haunting happens to be for a few seconds, complete with dramatic music. The feeds you see are also broadcasted to your [=PeeK=] from time to time as you explore the area.

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* MagicalSecurityCam: The various CCTV cameras around the house, which instantly automatically zoom and track where a haunting happens to be for a few seconds, the hauntings are, complete with dramatic music. The feeds you see are also broadcasted to your [=PeeK=] from time to time as you explore the area.music.

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Changed: 52

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* ApocalypticLog: Roxy's camcorder log near the beginning, describing her work on the house up until she went comatose.



* BrickJoke: In the intro sequence, a ghost causes you to crash your car into the lake on your way to the house. In Edwin's scenario, you have to control a toy car that he drove into the lake some time ago.

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* BrickJoke: In the intro sequence, a ghost causes you to crash your car into the lake on your way to the house. In Edwin's scenario, you have to control a toy car that he drove into the lake some time ago.lake, which was presumably [[spoiler: how he drowned]].


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* RuleOfThree: There are 3 ghosts to aid in the game, in 3 different locations around the house, each requiring one of three items to access, and three fragments of Roxy's mind to collect.

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Removed: 138

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* AlwaysNight: The game takes place at nighttime in the present day, Edwin's scenario is a foggy snowstorm, and Brice's is in daylight.

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* AlwaysNight: The game takes place at nighttime in the present day, Edwin's scenario is a foggy snowstorm, and Brice's is in daylight.[[DaylightHorror daylight]].



* DaylightHorror: Brice's scenario is arguably the darkest of the three, but it's also the only location that takes place during daylight.
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* DaylightHorror: Brice's scenario is arguably the darkest of the three, but it's also the only location that takes place during daylight.
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* AlwaysNight: The game takes place at nighttime in the present day, Edwin's scenario is a foggy snowstorm, and Brice's is in daylight.


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* DissonantSerenity: Each of the ghosts act this way when you first make contact with them, but Brice especially qualifies.

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