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Example does not sufficiently explain how it applies, Trope was cut/disambiguated due to cleanup
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* AnAesop: In the end, the message of the game is that parents should love their autistic children because their children love them, even if it's not always clear that they do.
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* AfraidOfClowns: The ''Max's Birthday'' DLC reveals that Max and several of his classmates are terrified of clowns, as they panic when the manager of the fast food restaurant dresses up as a clown to try and entertain them. This is especially ironic for Max because he likes scary monsters, as well as ''VideoGame/FiveNightsAtFreddys'', a horror game.[[note]]Later games in the FNAF series actually feature several MonsterClown characters, but it's implied that Max has only played the first game, which doesn't have any.[[/note]]
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** Picto #9's description is "[[WesternAnimation/ToyStory You've got a friend in me]]"
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** Picto #9's description is "[[WesternAnimation/ToyStory "[[Franchise/ToyStory You've got a friend in me]]"
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* StandardStatusEffects: Party members can get poisoned, confused, silenced, put to sleep or stunned.
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* StandardStatusEffects: StatusEffects: Party members can get poisoned, confused, silenced, put to sleep or stunned.
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** While playing during recess, Max and Alex make up a scenario where they must save [[Franchise/SuperMarioBros Princess Daisy]]... who is an actual daisy.
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''Max: An Autistic Journey'' is a retro-style RPG by Stéphane Cantin, which deals with a day in the life of Max, an autistic boy based on Cantin's own son. The game shows Max struggling to get through his day, with various RPG-style segments and mini-games in which the player deals with various problems, from getting dressed to navigating the school, the way Max imagines them.
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''Max: An Autistic Journey'' is a retro-style RPG by Stéphane Cantin, which deals with a day in the life of Max, an autistic boy based on Cantin's own son. son.
The game shows Max struggling to get through his day, with various RPG-style segments and mini-games in which the player deals with various problems, from getting dressed to navigating the school, the way Max imagines them.
The game shows Max struggling to get through his day, with various RPG-style segments and mini-games in which the player deals with various problems, from getting dressed to navigating the school, the way Max imagines them.
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* AnAesop: In the end, the message of the game is that parents should love their autistic children, even if it doesn't seem to be getting through.
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* AnAesop: In the end, the message of the game is that parents should love their autistic children, children because their children love them, even if it doesn't seem to be getting through.it's not always clear that they do.
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* AnAesop: In the end, the message of the game is that parents should love their autistic children, even if it doesn't seem to be getting through.
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* NotEvilJustMisunderstood: When Max gets to school, he realizes that his earmuffs are missing. He sees his classmate, Mathis, wearing earmuffs, and assumes that Mathis stole them from him. Max takes the earmuffs from Mathis rather aggressively, only to learn that [[spoiler:the earmuffs really did belong to Mathis]].
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* ThisIsReality: In the DLC, Max searches for a cure for his father's allergies so that he can get a pet for his birthday. Elisa tells him as kindly as she can that it isn't possible to cure allergies.
* SanityMeter: Played with. The game has a meter showing Max's mood, on a scale from calm to panicking. Since this is a "day in the life" story rather than a horror game, the things that make Max's meter go up are mundane, such as being late for school or getting in trouble with his teacher. This is intended to show non-autistic players that things that seem mundane to them can be ''terrifying'' to people on the autism spectrum. Also, the meter is only affected by story events, not by gameplay. When the meter goes too high up, the player will often have to play a minigame where they help Max breathe slowly to calm down.
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* SanityMeter: Played with. The game has a meter showing Max's mood, on a scale from calm to panicking. Since this is a "day in the life" story rather than a survival horror game, the things that make Max's meter go up are mundane, such as being late for school or getting in trouble with his teacher. This is intended to show non-autistic players that things that seem mundane to them can be terrifying to people on the autism spectrum. Also, the meter is only affected by story events, not by gameplay.
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* ThisIsReality: In the DLC, Max searches for a cure for his father's allergies so that he can get a pet for his birthday. Elisa tells him as kindly as she can that it isn't possible to cure allergies.
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Added DiffLines:
* SanityMeter: Played with. The game has a meter showing Max's mood, on a scale from calm to panicking. Since this is a "day in the life" story rather than a survival horror game, the things that make Max's meter go up are mundane, such as being late for school or getting in trouble with his teacher. This is intended to show non-autistic players that things that seem mundane to them can be terrifying to people on the autism spectrum. Also, the meter is only affected by story events, not by gameplay.