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5[[quoteright:350:[[VideoGame/MirrorsEdge https://static.tvtropes.org/pmwiki/pub/images/mirrors_edge_faith_gameplay.png]]]]
6
7A subgenre of [[PlatformGame platform games]].
8
9One main way in which cinematic platformers are distinguished from other platform games is that their game mechanics and visual style have a greater degree of realism, closer to that of BeatEmUp games than other [[PlatformGame platform games]]. Some examples of this:
10* Human characters will have realistic proportions, unlike the SuperDeformed characters in (for example) Franchise/SuperMarioBros.
11* Many such games had their character animation made by {{Rotoscoping}}.
12* Characters cannot instantly stop moving or instantly accelerate to their maximum walking/running speed; it takes time for them to decelerate or accelerate. Nor can they make an {{Instant 180 Degree Turn}}.
13* Characters have a maximum [[JumpPhysics jump]] height that is about the same as that of real people, unlike in (again) Franchise/SuperMarioBros where characters can jump higher than they are tall. This means that the way to get to higher places might involve walking up steps, climbing up ropes, or clambering up ledges, since simply jumping up there is not an option.
14* A sufficiently long fall [[FallingDamage will kill a character]].
15* Characters cannot [[JumpPhysics change their direction of motion while they are in midair]].
16* In combat, both the player and enemies will use weapons or punches/kicks, rather than game mechanics like GoombaStomp or CollisionDamage.
17* When the player character collects an item, the game will show the character reaching for it and picking it up with their hand. By contrast, items in other platform games tend to just disappear when collided with by the player character.
18
19Other typical characteristics of the genre include:
20* The gameplay screen will have few or no user interface elements, such as points, time counters, level numbers, character stats, etc.
21* Gameplay is usually linear, especially compared to that of [[{{Metroidvania}} Metroidvanias]].
22* Usually [[FlipScreenScrolling screen-flipping]] is used, instead of scrolling.
23* Although such games usually include action sequences, most commonly involving one-on-one combat, their gameplay also includes level-exploration and puzzle-solving.
24* Generally use LeParkour.
25* Characters have to draw their sword or gun before attacking, and then [[DoNotRunWithAGun their movement is limited until they sheath it again]].
26* Standard platforming game obstacles (spikes, conveyor belts etc.) are either much more contextualized or absent.
27----
28[[index]]
29!!Examples
30* TropeMaker: the original ''VideoGame/PrinceOfPersia''.
31** ''VideoGame/PrinceOfPersia2: The Shadow and the Flame''
32** ''VideoGame/PrinceOfPersia3D'' tried to adapt the run/climb/fight mechanics into a 3D third-person environment. It was ultimately unsuccessful.
33** ''VideoGame/PrinceOfPersiaTheSandsOfTime'', on the other hand, waited for it to go up before climbing up. It used [[LeParkour parkour]] to do so, codifying another part of the genre.
34** The same developer's earlier game ''VideoGame/{{Karateka}}'' featured {{Rotoscoping}} and similar combat mechanics, but lacked the platforming elements, thus making it more of a BeatEmUp or an early FightingGame.
35** ''Franchise/AssassinsCreed'' takes a lot from the ''Sands of Time'' trilogy, and is made by the same developer.
36* ''VideoGame/{{ICO}}''.
37** ''VideoGame/ShadowOfTheColossus''
38** ''VideoGame/TheLastGuardian''
39* ''VideoGame/AnotherWorld'' was particularly notable for its complete lack of on-screen user interface elements during gameplay, and for its use of 2D vector graphics to achieve a much more detailed / less repetitive level design than its contemporaries.
40** ''VideoGame/HeartOfDarkness'', by the same developer.
41** ''Heart of the Alien'', a sequel to ''Another World'' that wasn't by the original developer. Many fans of the original treat it as FanonDiscontinuity.
42* ''VideoGame/{{Flashback}}'', frequently considered a SpiritualSuccessor to ''Another World''.
43** ''Fade to Black'', a 3D sequel to ''Flashback''
44* ''VideoGame/{{Blackthorne}}'', which also includes some elements of graphical [[AdventureGame adventure games]], such as an item inventory system.
45* ''VideoGame/{{onEscapee}}'', which also includes point-and-click puzzles similar to those in first-person graphical [[AdventureGame adventure games]].
46* ''VideoGame/{{LUNARK}}'', a 2023 {{Retraux}} video game published by ''Creator/WayforwardTechnologies'' plays very similar to the ''Oddworld'' games below. Though the main character does have a gun to defend himself with.
47* The first two ''VideoGame/{{Oddworld}}'' games as well as the [[VideoGame/OddworldNewNTasty rebooted]] [[VideoGame/OddworldSoulstorm games]]. Your main character can't even directly harm anything.
48* The ''Franchise/TombRaider'' series, although it uses a 3D third-person perspective, has similar gameplay.
49* ''[[VideoGame/MirrorsEdge Mirror's Edge]]'', one of the biggest games to try this in a first-person viewpoint (and for that matter one of the only first-person games to be focused almost exclusively on platforming of any kind).
50* ''VideoGame/{{WET}}'' combines cinematic platforming with ThirdPersonShooter action.
51* ''VideoGame/EnslavedOdysseyToTheWest''
52* ''Franchise/{{Tintin}} in Tibet'' was Creator/{{Infogrames}}' attempt at this. It didn't go as well as their more classic platformers like ''The Smurfs''.
53* ''VideoGame/{{Nosferatu}}'' on the SNES fits the majority of the criteria of this.
54* ''VideoGame/DarkCastle'' features a realistically animated protagonist who gains very little height from jumping.
55* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' heavily incorporates these elements, as unlike previous 3D Zelda games, jumping is an entirely manual action.
56* ''VideoGame/LesterTheUnlikely''
57* ''VideoGame/TheElderScrollsAdventuresRedguard'', a 3D parkour game from the same time as the first ''Franchise/TombRaider''. Its authors call the original ''VideoGame/{{Prince of Persia|1}}'' their guiding line. The models look ugly by today's standards, though.
58* ''VideoGame/{{Deadlight}}''
59* ''Technocop'' features this style of platforming in the second half of each stage, though the protagonist can still jump his own height despite being realistically animated.
60* ''VideoGame/{{rain|2013}}''
61* ''VideoGame/ValiantHearts'' is one set during WWI.
62* ''VideoGame/MarcEckosGettingUpContentsUnderPressure'', which combines 3D platforming with hand-to-hand brawling and graffiti minigames.
63* ''Cyberpunk: Arasaka's Plot'' is a Java ME game for old mobiles by Mayhem Studio. Heavily inspired by VideoGame/{{Flashback}} and VideoGame/AnotherWorld. It also got some RPGElements. Really hard to play nowdays (need emulators), but worth it.
64* ''VideoGame/RememberMe'', combining 3D platforming with hand-to-hand brawling.
65* ''VideoGame/BermudaSyndrome'', a 1995 game for Windows CD-ROM with beautiful 2D graphics and smooth character animations.
66* ''VideoGame/{{SOS}}'', a 1994 game with no enemies (except for the timer) and a focus on story.
67* ''VideoGame/Receiver2'', by virtue of being a DeconstructionGame, has a PlayerCharacter who can't jump very high, can get injured or die by falling from heights, and dies in one hit from turret fire or shock drones.
68* ''VideoGame/TheMissingJJMacfieldAndTheIslandOfMemories'' includes most of these elements, though it introduces its main gameplay feature of semi-immortality, allowing its protagonist to survive long falls.
69* ''VideoGame/{{Stray|2022}}'' features realistic cat platforming, with a feline protagonist who [[EdgeGravity can't fall off of ledges]], but can only jump from one point of stable ground to another within range.
70[[/index]]

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