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.
  • Arson, Murder, and Jaywalking: Most of the ghosts you find had died for serious reasons. Margaret being unable to face her husband's death, and Brice for murdering Mandy and her family. But Edwin? The poor kid just drowned in a sledding accident.
  • As You Know: Said word for word in Joe's email to you. The whole speech is to describe how you supposedly already know who Roxy is, what she and her team have been developing up to now, and why he thinks you're the best person to go check on what she's doing because she worked with you before on "dream research".
  • 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.
  • Dark is Evil: A brief visual cue that Brice is less friendly than the other ghosts, seen first as a dark humanoid shape appearing near the gazebo for a few seconds, and the black color of his spiritual self at the end of his scenario.
  • 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.
  • Drone of Dread: The AMBER gives off a low, ambient hum while you're wearing it, which, coupled with the ghostly echoes it enables you to hear, greatly fits this trope.
  • Early-Bird Cameo: Going to Margaret's mirror before using the AMBER gives you a fleeting glimpse of her appearing in it.
  • 15 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: Roxy, being the CEO of Bio-Psi labs, adores 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!
  • If I Can't Have You...: Probably the reason why Brice decided to kill Mandy and her parents when she refused to go out with him.
  • Interface Screw: While controlling Edwin, the area on the frozen lake is very hard to navigate due to a heavy winter fog that blocks out nearly everything nearby short of one screen, combined with an unnecessary set of extra cursors in this level that jump by a diagonal movement between screens, rather than forward or turning.
  • I See Dead People: Roxy's gadgets let you do this.
  • Long Song, Short Scene: According to the game files, the music clips that make up the transitions into and out of the ghosts' worlds are at least 30 seconds longer than the actual scenes containing them.
  • 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.
  • Ominous Music Box Tune: Edwin's sequence is largely home to Christmas tunes played on chimes, fitting the setting, but their bass lines are filled with creepy sorts of instruments that make them sound just a little off.
  • Phone Call from the Dead: At one point in the game, Roxy's astral spirit talks to you on the house phone, telling you what happened and how to save her. She's aware not only that her experiment went awry, but also that she ended up in the limbo-worlds the ghosts inhabit.
  • Portal Network: Each of the ghosts' environments are accessed through specific areas in and around the house, marked by glowing sources of light and one of the ghosts wailing nearby. Naturally, they shut after the respective ghost passes on.
    • Margaret's scenario is entered by her bedroom mirror, which shatters as you go through it. For good measure, a smaller mirror in her world shows a view of the present day, and ripples if you touch it.
    • Edwin is found by dropping into the huge pond near the house, through the floorboards of an abandoned boat shack,
    • Brice's has to be the weirdest transition of all, by ascending through the roof a gazebo he built, up into the clouds, then sharply back down and through the floor of the gazebo into a pool of red liquid.
  • 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. And he has a shrine of her in his underground hideout, for good measure.
  • 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.