Videogame / Amber Journeys Beyond
Also known as Amber: Journeys Beyond Death, this is a 1996 First-Person pre-rendered adventure game. The one and only game developed by Hue Forest Entertainment, essentially two people, Frank and Susan Wimmer. Similar in background and story to Dark Fall, this could essentially be classified as a Ghost-Hunting Adventure game.

One night in the mountains of North Carolina, you, a Featureless Protagonist are called upon by a friend named Joe, to meet paranormal scientist Dr. Roxanne ("Roxy") Westbridge, and assist her in her investigation of what happened to the various ghosts haunting the house she's stationed at. Unfortunately, on your way there, your car just happens to bump into a ghost on the road, making you crash into the nearby lake. By the time you recover and reach the house, you find her out cold in the garage. From there on, it's up to you to uncover what she was up to, and finish her work, if you can.

This game contains examples of:

  • AFGNCAAP: Apart from driving a car, you're never described or named in any way during the introduction.
  • Big "NO!":
    • Brice screams this as his soul is presumably taken to hell.
    • Margaret lets out a small string of them when discovering Ted's fate on a telegram.
  • Cloudcuckoolander: Edwin has quite an overactive imagination, and saw no danger in going into a frozen lake.
  • Closed Circle: The road you were originally driving on has a sign that reads, "Road to Nowhere", and trying to walk it on foot simply makes two screens repeat themselves, meaning you can't leave until the ghosts are helped.
  • Divine Intervention: Near the end of the game, after restarting the generator shocks you to death, an angel stops you from passing on, stating that you have to save Roxy, and, upon returning you to your body, gives you the wisdom needed to overcome the final obstacle.
  • Driven to Suicide: At least two of the house's past victims were.
  • Fifteen Puzzle: Using pieces of a telegram ripped up by Margaret which reveals that Ted never made it back from the war, after all.
  • Flashback Effects: 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.
  • Fun with Acronyms: Bio-Psi labs adore giving their devices acronyms. From the BAR, (Bulbic Activity Reader), that detects electromagnetic anomalies - i.e., ghosts, to the titular AMBER (Astral Mobility By Electromagnetic Resonance} headset, which provides the means to literally enter the minds of said ghosts.
  • Ghost Amnesia: A book in the house hints at this, among other speculations of what ghosts may experience. Using the AMBER to see the memories of the ghosts around the house, proves this to be true.
  • Hearing Voices: Aside from what you hear from the hauntings around you, Brice suffered from this himself.
    Brice: Watch out for the bees, (whispering) they know stuff!
  • Interface Screw: A low-key example: The view window changes shape depending on whichever ghost you're controlling.
  • I See Dead People: Roxy's gadgets let you do this.
  • Nice Job Breaking It, Hero: Roxy's eagerness to continue her research made her go comatose and scattered her mind among the 3 spirits due to "fragmentation errors" in the AMBER. The way to fix this is by helping the ghosts pass on, allowing those mental fragments to be picked up by her machines.
  • Shout-Out: At one point during Margaret's scenario, the radio plays a jazz instrumental rendition of Cruella De Vil, Anachronism Stew be damned.
  • Stalker with a Crush: Brice would stop at nothing to make Mandy his.
  • The Password Is Always Swordfish: Roxy's computer is inaccessible until the end of the game. Turns out the "wisdom" the angel gave you was her password all along.