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http://static.tvtropes.org/pmwiki/pub/images/Black_Ps2_2_2197.jpg

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http://static.[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/Black_Ps2_2_2197.jpg
jpg]]
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* BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.

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* BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.''Film/DieHard'' and amped to increase the bass and punchiness.

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* RegeneratingHealth: To a minor extent. If your health is at only one bar, the screen will flash black and white with a fast thumping heartbeat sound. Take cover and wait for about ten seconds and the meter rises back up to two bars, the monochrome flashes fade, and the heartbeat calms down a tad.



* UnreliableNarrator: The intensity of the game is a reflection of Keller's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Keller recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Keller as much as the accomplishing the mission does.

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* UnreliableNarrator: The intensity of the game is a reflection of Keller's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Keller recalls each mission, not how it actually was. This also explains the disjointed, in-level story being so disjointed and almost non-existent story, non-existent, as that the fine print doesn't matter to Keller as much as the accomplishing the mission does.



* WalkItOff: If your health is very low the screen will flash black and white with a thumping heartbeat sound. The player has to take cover and wait for their health to go back up slightly.
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Black received good to lukewarm reviews for its explosive action, detailed guns and impressive technology, even picking up awards for its sound design. However, there was no multiplayer and only a short singleplayer campaign, leaving many people to feel that there was little content to the game.

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Black received good to lukewarm reviews for its explosive action, detailed guns and impressive technology, even picking up awards for its sound design. However, there was no multiplayer and only a short singleplayer campaign, leaving many people to feel that there was little content to the game.\n
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*BangBangBang: Deliberately used. The guns are all sampled from films such as ''DieHard''.
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* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[[[MarathonLevel large]]. The second-to-last leg of the final level alone is more than twenty minutes of pure gunfighting.

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* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[[[MarathonLevel [[MarathonLevel large]]. The second-to-last leg of the final level alone is more than twenty minutes of pure gunfighting.
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* ShoutOut: One of the game's locations is based on the shower room from ''Film/TheRock''. Many of the game's gun sound effects were sampled from other movies and TV series too, such as ''Film/DieHard'', ''Series/TwentyFour'', and ''Film/TrueLies''.
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* ExcusePlot: The developers admit the plot was added at the very last minute, after all the levels had already been made. The plot is certainly there, although it's completely divorced from the gameplay and in-mission design.
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* GameplayAndStorySegregation: While the pre-mission cinematics weave a rather complicated, Creator/TomClancy-esque plot rife with character interaction, gameplay is all about tossing bullets left and right and blowing shit up, sometimes with your squadmates watching or helping a little bit. In fact, the game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters like MacCarver, Solomon, Valencio [[spoiler:and Lennox]] only appear in cutscenes.

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* GameplayAndStorySegregation: While the pre-mission cinematics weave a rather complicated, Creator/TomClancy-esque plot rife with character interaction, gameplay is all about tossing bullets left and right and blowing shit up, sometimes with your squadmates watching or helping a little bit. In fact, the game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters like MacCarver, [=MacCarver=], Solomon, Valencio [[spoiler:and Lennox]] only appear in cutscenes.
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* BoomHeadshot: The last gun you unlock, the M16A2, can one-shot ''any'' mook as long as you hit them in the head. Even the ones with masks, which you'd normally have to knock off with two or three shots beforehand.
* BraggingRightsReward: The M16A2, available on the HarderThanHard Black Ops difficulty and unlocked for all others after you beat it. It has an integrated M203 grenade launcher (the only gun in the game to have one), can OneHitKill anything as long as it's a headshot (see BoomHeadshot above), and reloads faster than the M203-less M16 under any circumstances. But you don't really need this gun if you've beaten Hard difficulty already, which is actually harder than Black Ops.

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* BoomHeadshot: The last gun you unlock, the M16A2, [=M16A2=], can one-shot ''any'' mook as long as you hit them in the head. Even the ones with masks, which you'd normally have to knock off with two or three shots beforehand.
* BraggingRightsReward: The M16A2, [=M16A2=], available on the HarderThanHard Black Ops difficulty and unlocked for all others after you beat it. It has an integrated M203 [=M203=] grenade launcher (the only gun in the game to have one), can OneHitKill anything as long as it's a headshot (see BoomHeadshot above), and reloads faster than the M203-less M16 [=M203=]-less [=M16=] under any circumstances. But you don't really need this gun if you've beaten Hard difficulty already, which is actually harder than Black Ops.
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* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload, the screen blurs as an exaggeration of depth of field. This system would also be used by [[VideoGame/GoldenEyeWii the GoldenEye remake]]. There's also subtle differences if you reloaded from an empty magazine, or from a partially full one, and the PC will occasionally check his magazine to see if it's full.

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* UnorthodoxReload: Sort of... the of. The way the guns are reloaded is pretty standard, but when you do reload, the screen blurs as an exaggeration of depth of field. This system would also be used by [[VideoGame/GoldenEyeWii the GoldenEye remake]]. There's also subtle differences a difference in reload time depending on whether you're taking fire or not - if you reloaded from an empty magazine, or from aren't, the reload is a partially full one, lot slower and more meticulous, with Keller doing things such as checking the PC will occasionally check his magazine to see if it's full.ammo before inserting the magazine/moon clip into the gun.
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* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[[[MarathonLevel large]]. The second-to-last leg of the final level
* ColdBloodedTorture: Kellar himself tortures a Seventh Wave member in a cutscene in order to garner information about Lennox.

to:

* CheckPointStarvation: There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two and five of those for every mission, and starting from the second one, those are ''[[MarathonLevel very]]'' [[[[MarathonLevel large]]. The second-to-last leg of the final level
level alone is more than twenty minutes of pure gunfighting.
* ColdBloodedTorture: Kellar Keller himself tortures a Seventh Wave member in a cutscene in order to garner information about Lennox.



* NoNameGiven: The man interrogating Kellar.

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* NoNameGiven: The man interrogating Kellar.Keller.



* PistolWhipping: Kellar can strike enemies with the butt of any gun. Striking them from behind is a OneHitKill.

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* PistolWhipping: Kellar You can strike enemies with the butt of any gun. Striking them from behind is a OneHitKill.



* UnreliableNarrator: The intensity of the game is a reflection of Kellar's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Kellar recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Kellar as much as the accomplishing the mission does.

to:

* UnreliableNarrator: The intensity of the game is a reflection of Kellar's Keller's recollection of combat under intense psychological pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Kellar Keller recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Kellar Keller as much as the accomplishing the mission does.

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Removed: 595

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* CheckPointStarvation: On normal difficulty, there'll only be two or three per mission, and the missions are ''very'' large.

to:

* BoomHeadshot: The last gun you unlock, the M16A2, can one-shot ''any'' mook as long as you hit them in the head. Even the ones with masks, which you'd normally have to knock off with two or three shots beforehand.
* BraggingRightsReward: The M16A2, available on the HarderThanHard Black Ops difficulty and unlocked for all others after you beat it. It has an integrated M203 grenade launcher (the only gun in the game to have one), can OneHitKill anything as long as it's a headshot (see BoomHeadshot above), and reloads faster than the M203-less M16 under any circumstances. But you don't really need this gun if you've beaten Hard difficulty already, which is actually harder than Black Ops.
* CheckPointStarvation: On normal difficulty, there'll only be There's always one after a point of no return (normally an InsurmountableWaistHighFence you can jump over to proceed). Problem is, there are between two or three per and five of those for every mission, and starting from the missions second one, those are ''very'' large.''[[MarathonLevel very]]'' [[[[MarathonLevel large]]. The second-to-last leg of the final level



* ExcusePlot: The game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters only appear in cutscenes.



* FakingTheDead: The main villain Lenox does this, to throw off suspicion, enough for him to take command of the Seventh Wave.
** [[spoiler:Jack gets this at the very end also, to aid his continued pursuit of Lennox.]]

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* FakingTheDead: The main villain Lenox villain, William Lennox, does this, this to throw off suspicion, enough for him to take command of the Seventh Wave.
**
Wave. [[spoiler:Jack gets this at the very end also, to aid his continued pursuit of Lennox.]]



* TheGhost: [[spoiler: Lennox. The guy Kellar thought was Lennox was an impostor.]]
* GottaCatchThemAll: The secondary objectives.
* GunPorn: This was the game's tagline in ads, by the by. The gun models are all incredibly detailed, and the loading screens show guns firing and empty shells ejecting in slow motion. Many of the sounds of taken from or inspired by action films, and used a system dubbed 'chorus of gunfire' in which each gun is given a different pitch. So a group of enemies firing would create a harmony of different gunfire sounds.
* HowWeGotHere: The levels are flashbacks, set four days before the interrogation cutscenes.

to:

* GameplayAndStorySegregation: While the pre-mission cinematics weave a rather complicated, Creator/TomClancy-esque plot rife with character interaction, gameplay is all about tossing bullets left and right and blowing shit up, sometimes with your squadmates watching or helping a little bit. In fact, the game didn't even ''have'' a story for most of development - cutscenes, dialogue etc., were a last-minute addition. This is why, for example, most of the important characters like MacCarver, Solomon, Valencio [[spoiler:and Lennox]] only appear in cutscenes.
* TheGhost: [[spoiler: Lennox. The guy Kellar Keller thought was Lennox was an impostor.]]
* GottaCatchThemAll: The secondary objectives.
objectives, which include getting rid of incriminating evidence from your side's activities, collecting incriminating evidence from the enemies' activities, recon, which contains information about [[{{Foreshadowing}} an area where the next level takes place]], and Armament, consisting of finding a hidden gun. Black Ops difficulty also includes Demolition, which essentially amounts to "blow up anything that makes your reticle turn black when you point at it". The trope is in full effect on said difficulty, where finishing the level while missing so much as ''one single'' secondary objective [[NonStandardGameOver is an automatic mission failure]].
* GunPorn: This was the game's tagline in ads, by the by. The gun models are all incredibly detailed, and the loading screens show guns firing and empty shells ejecting in slow motion. Many of the sounds of taken from or inspired by action films, and used a system dubbed 'chorus of gunfire' in which each gun is given a different pitch. So a group of enemies firing would create a harmony of different gunfire sounds.
* HowWeGotHere: The levels are flashbacks, set starting four days before the interrogation cutscenes.



* ImproperlyPlacedFirearms: A mild example, in that somehow every weapon you pick up is configured for a left-handed shooter, despite Keller being right handed.
** Justified via RuleOfCool, so that the player can watch the reloading process from start to finish.



* RightHandedLeftHandedGuns: Somehow every, weapon you pick up is configured for a left-handed shooter, despite Keller being right handed. [[RuleOfCool Of course, that's so that the player can watch the reloading process from start to finish]].



* StopHelpingMe: The support squad are prone to providing the player character with useless, unwanted instruction, and are completely useless in a firefight.
* StuffBlowingUp: ''Yes.''

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* StopHelpingMe: The support squad are prone to providing the player character with useless, unwanted instruction, and are completely useless in a firefight.
* StuffBlowingUp: ''Yes.''''Yes''. The Demolition objectives in the Black Ops difficulty are all about this.
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* ImproperlyPlacedFirearms: A mild example, in that somehow every weapon you pick up is configured for a left-handed shooter, despite Lennox being right handed.

to:

* ImproperlyPlacedFirearms: A mild example, in that somehow every weapon you pick up is configured for a left-handed shooter, despite Lennox Keller being right handed.
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* StopHelpingMe: The support squad are prone to providing the player character with useless, unwanted instruction.

to:

* StopHelpingMe: The support squad are prone to providing the player character with useless, unwanted instruction.instruction, and are completely useless in a firefight.
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* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload, the screen blurs as an exaggeration of depth of field. This system would also be used by [[GoldenEyeWii the Goldeneye remake]]. There's also subtle differences if you reloaded from an empty magazine, or from a partially full one, and the PC will occasionally check his magazine to see if it's full.

to:

* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload, the screen blurs as an exaggeration of depth of field. This system would also be used by [[GoldenEyeWii [[VideoGame/GoldenEyeWii the Goldeneye GoldenEye remake]]. There's also subtle differences if you reloaded from an empty magazine, or from a partially full one, and the PC will occasionally check his magazine to see if it's full.
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* MoreDakka: Many of the guns have had their rates of fire and ammo capacity bumped up from their real-life versions.

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* MoreDakka: Many of the guns have had their rates of fire and ammo capacity bumped up from their real-life versions. versions, purposefully to emulate the BottomlessMagazines of action movies.



* StandardFPSGuns: Several pistols, a couple of shotguns, a variety of sub-machine guns, a few automatic weapons, sniper rifles, a grenade launcher, [=RPGs=] - nothing you wouldn't expect from a typical FPS.

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* StandardFPSGuns: Several pistols, pistols of varying strength, a couple of shotguns, a variety of sub-machine guns, a few automatic weapons, sniper rifles, a grenade launcher, [=RPGs=] - nothing you wouldn't expect from a typical FPS.
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Added DiffLines:

* MoreDakka: Many of the guns have had their rates of fire and ammo capacity bumped up from their real-life versions.
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* HyperspaceArsenal: Averted, surprisingly for a game as over-the-top as this. Instead it uses a two weapon limit.

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* HyperspaceArsenal: Averted, surprisingly for a game as over-the-top as this. Instead Instead, it uses a two weapon limit.



* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload the screen blurs as an exaggeration of depth of field. This system would also be used by [[GoldenEyeWii the Goldeneye remake]]. There's also subtle differences if you reloaded from an empty magazine, or from a partially full one, and the PC will occasionally check his magazine to see if it's full.
* UnreliableNarrator: The intensity of the game is a reflection of Kellar's recollection of combat under intense psychological pressure. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates, labyrinthine level design, etc. are just how Kellar recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Kellar as much as the accomplishing the mission does.

to:

* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload reload, the screen blurs as an exaggeration of depth of field. This system would also be used by [[GoldenEyeWii the Goldeneye remake]]. There's also subtle differences if you reloaded from an empty magazine, or from a partially full one, and the PC will occasionally check his magazine to see if it's full.
* UnreliableNarrator: The intensity of the game is a reflection of Kellar's recollection of combat under intense psychological pressure. pressure - both in the battlefield and in the interrogation room. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates, squadmates that randomly drop in and out with no mention of where they went, labyrinthine level design, etc. are just how Kellar recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Kellar as much as the accomplishing the mission does.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UnreliableNarrator: The intensity of the game is a reflection of Kellar's recollection of combat under intense psychological pressure. So the winding levels, seeming endlessly respawning enemies that take a ''lot'' of damage to kill, ambushes, useless/missing squadmates, labyrinthine level design, etc. are just how Kellar recalls each mission, not how it actually was. This also explains the disjointed, almost non-existent story, as that doesn't matter to Kellar as much as the accomplishing the mission does.
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* PostNineElevenTerrorismMovie: The game's setting, though it doesn't figure much in the plot and Seventh Wave tends to fund and sell arms to terrorists than engage in them... or so we're told.

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* PostNineElevenTerrorismMovie: The game's setting, time period, though it doesn't figure much in the plot and Seventh Wave tends to fund and sell arms to terrorists than engage in them... or so we're told. The game's enemies aren't even Jihadi - they're Russians and (supposedly) Americans.



* TerroristsWithoutACause: Very little information is provided about Seventh Wave besides the fact that they are terrorists, wanted by the Chinese and Israelis, and are mostly arms dealers.

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* TerroristsWithoutACause: Very little information is provided about Seventh Wave Wave, besides the fact that they are terrorists, wanted by the Chinese and Israelis, and are mostly arms dealers.dealers who supply other terrorist groups.
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''Black'' is a FirstPersonShooter released on the Playstation 2 and Xbox in 2006. It was made by Criterion Games, who also developed the ''{{Burnout}}'' series. Black follows the story of Sergeant First Class Jack Keller, an black ops soldier being interrogated about a terrorist organization known as 'Seventh Wave'. The in-game missions begin four days before the interrogation and soon revolve around Jack searching for William Lenox, the new leader of the Seventh Wave, across a variety of locations in Chechnya.

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''Black'' is a FirstPersonShooter released on the Playstation 2 and Xbox in 2006. It was made by Criterion Games, Creator/CriterionGames, who also developed the ''{{Burnout}}'' series. Black follows the story of Sergeant First Class Jack Keller, an black ops soldier being interrogated about a terrorist organization known as 'Seventh Wave'. The in-game missions begin four days before the interrogation and soon revolve around Jack searching for William Lenox, the new leader of the Seventh Wave, across a variety of locations in Chechnya.
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* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload the screen blurs as an exaggeration of depth of field. This system would also be used by [[GoldenEyeWii the Goldeneye remake]]. There's also subtle differences if you reloaded from an empty magazine or from a partially full one.

to:

* UnorthodoxReload: Sort of... the way the guns are reloaded is pretty standard, but when you do reload the screen blurs as an exaggeration of depth of field. This system would also be used by [[GoldenEyeWii the Goldeneye remake]]. There's also subtle differences if you reloaded from an empty magazine magazine, or from a partially full one. one, and the PC will occasionally check his magazine to see if it's full.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ImproperlyPlacedFirearms: A mild example, in that somehow every weapon you pick up is configured for a left-handed shooter, despite Lennox being right handed.
** Justified via RuleOfCool, so that the player can watch the reloading process from start to finish.
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* FullMotionVideo: All the cutscenes are done this way, although the visuals are so heavily stylized that there isn't a huge disparity between them and the gameplay.

to:

* FullMotionVideo: All the cutscenes are done this way, although the cutscene visuals are so heavily stylized that there isn't a huge disparity between them and the gameplay.
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* RatedMForMoney: Played with: the violence in the game is as intense as that of any other FPS, there's a not-inconsiderable amount of swearing, the protagonist is shown constantly smoking and commits an act of torture - but, bizarrely, there's no blood or gore in the game, presumably out of a desire to secure a T rating. Nevertheless, the game is rated M.
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* PostNineElevenTerrorismMovie: The game's setting, though it doesn't figure much in the plot.

to:

* PostNineElevenTerrorismMovie: The game's setting, though it doesn't figure much in the plot.plot and Seventh Wave tends to fund and sell arms to terrorists than engage in them... or so we're told.
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* RatedMForMoney: Played with - the violence in the game is as intense as that of any other FPS, there's a not-inconsiderable amount of swearing, the protagonist is shown constantly smoking and commits an act of torture - but, bizarrely, there's no blood or gore in the game, presumably out of a desire to secure a T rating. Nevertheless, the game is rated M.

to:

* RatedMForMoney: Played with - with: the violence in the game is as intense as that of any other FPS, there's a not-inconsiderable amount of swearing, the protagonist is shown constantly smoking and commits an act of torture - but, bizarrely, there's no blood or gore in the game, presumably out of a desire to secure a T rating. Nevertheless, the game is rated M.
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Added DiffLines:

* RatedMForMoney: Played with - the violence in the game is as intense as that of any other FPS, there's a not-inconsiderable amount of swearing, the protagonist is shown constantly smoking and commits an act of torture - but, bizarrely, there's no blood or gore in the game, presumably out of a desire to secure a T rating. Nevertheless, the game is rated M.
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* AKA47: Largely averted, although some weapons are simply given generic names instead (the RPG is simply called "RPG").

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* AKA47: Largely averted, although some weapons are simply given generic names instead (the RPG is simply called "RPG"). Curiously, in spite of this many of the actual models for the guns are different from their real-life counterparts.

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