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Direct Continuous Levels

 Direct Continuous Levels
type
FeatureClass
 Direct Continuous Levels
label
Direct Continuous Levels
 Direct Continuous Levels
page
DirectContinuousLevels
 Direct Continuous Levels
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Most video games are divided into clearly separated levels, where you play level 1 and then see the end-of-level screen, then start level 2 in an entirely different location, and so on. This isn't the case in Wide-Open Sandbox type games, which aren't divided into levels, and are open and nonlinear. But in linear level-based games, each level is like its own totally separate location.
Some games, however, try to give the feeling that you're continually progressing through your adventure in a logical fashion where each level is a direct continuation from the last. For example, level 1 might be forest themed, and have a cave at the end. When you beat it, you see the end-of-level results screen, which then disappears, keeping you where you left off, where you then proceed to enter the cave manually. Since the game didn't transport you directly from "forest" to "cave", but instead had them connected as if they were continuous, it gave more of a feeling of a continuous adventure.
Other games go a bit further, and do away with beginning/end of level screens altogether, along with the entire concept of "levels" as distinctly different places. Those tend to be games that go for a more cinematic feel. Some of them may display chapter titles onscreen at intervals, some may even have loading times hidden within tunnels or hallways (e.g. Half-Life), but they do away both with outright stating that you're in a level, and having any sort of level intro/results screen.
These sometimes fall under Realistic scale, most of world in background due to their linearity necessitating background details be just that: background.
Wide-Open Sandbox games and Metroidvania games are not this, since they are not linear and not divided into straightforward "levels" anyway. This trope is when linear games are either divided into levels that connect naturally, or do a good job of hiding the fact that they are, to try to give the illusion of continual progression through the world as you get closer to your goal.
Compare Unbroken First-Person Perspective, a similar technique for maintaining gameplay immersion. See also Portal Endpoint Resemblance.
 Direct Continuous Levels
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2024-01-21T07:30:26Z
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 Direct Continuous Levels
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DBTropes
 Direct Continuous Levels / int_1c733ac0
type
Direct Continuous Levels
 Direct Continuous Levels / int_1c733ac0
comment
Sonic Time Twisted has both act and zone transitions. Unlike in Sonic 3, zones also transition from one to the next without a fadeout.
 Direct Continuous Levels / int_1c733ac0
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1.0
 Direct Continuous Levels / int_1c733ac0
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1.0
 Sonic Time Twisted (Video Game)
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Direct Continuous Levels / int_1c733ac0
 Direct Continuous Levels / int_20e8e9bd
type
Direct Continuous Levels
 Direct Continuous Levels / int_20e8e9bd
comment
Sonic 3 & Knuckles did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.
 Direct Continuous Levels / int_20e8e9bd
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1.0
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 Sonic 3 & Knuckles (Video Game)
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Direct Continuous Levels / int_20e8e9bd
 Direct Continuous Levels / int_24798b73
type
Direct Continuous Levels
 Direct Continuous Levels / int_24798b73
comment
Einhänder does this for the first six of seven levels. Between a boss and the next level, your craft is shown travelling towards its destination while you are informed of your next objective.
 Direct Continuous Levels / int_24798b73
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1.0
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 Einhänder (Video Game)
hasFeature
Direct Continuous Levels / int_24798b73
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Direct Continuous Levels
 Direct Continuous Levels / int_25f9a7e0
comment
Scramble: It, and its semi-sequel Super Cobra, are probably the Trope Makers for continous-scrolling shooters. The end of each level opens up onto a piece of flat terrain, a short message is displayed with an accompanying jingle, and then the next level scrolls into view.
 Direct Continuous Levels / int_25f9a7e0
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 Scramble (Video Game)
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Direct Continuous Levels / int_25f9a7e0
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Direct Continuous Levels
 Direct Continuous Levels / int_28b53408
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In FEAR, each Interval is a set of continuous levels, and the intervals themselves usually have direct continuity from one to the next, sometimes with transition cutscenes such as the helicopter ride from the abandoned building to the dock warehouses between Intervals 1 and 2.
 Direct Continuous Levels / int_28b53408
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 First Encounter Assault Recon (Video Game)
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Direct Continuous Levels / int_28b53408
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Direct Continuous Levels
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Dark Souls has a different aesthetic and name for each area, but they're all connected with no loading screens apart from the Painted World of Ariamis which is accessed through a painting in Anor Londo. Anor Londo and the Undead Asylum can't be accessed on foot from the rest of the world, as you are flown to and from them in cutscenes. The towers of the Duke's Archive above Anor Londo can be seen from vantage points like the Undead Church, so it's technically still connected.
 Direct Continuous Levels / int_291e9857
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Direct Continuous Levels / int_291e9857
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Direct Continuous Levels
 Direct Continuous Levels / int_2a43dd91
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Uncharted does this to maintain its movie-like feel. Chapter numbers and titles sometimes appear onscreen, but while you're still moving your character and in full control. No loading screens show up inbetween areas, and the game flows continuously. On the rare times that Nate ends up somewhere completely unexpected (usually as a result of loss of consciousness), it tends to be as jarring for the player as it is for him. This is more prevalent in the original game; with two exceptions, starting from Chapter 4 the entire game is one long, continuous level on the island.
 Direct Continuous Levels / int_2a43dd91
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1.0
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Direct Continuous Levels / int_2a43dd91
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type
Direct Continuous Levels
 Direct Continuous Levels / int_2d32b27e
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Dogyuun actually has you face a few of the previous level's enemies at the start of a level, just to emphasize this.
 Direct Continuous Levels / int_2d32b27e
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1.0
 Direct Continuous Levels / int_2d32b27e
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Direct Continuous Levels / int_2d32b27e
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Direct Continuous Levels
 Direct Continuous Levels / int_2fc7f6b9
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Donkey Kong Country Returns: The first level in each world shows traces of the previous world's theme, so, for instance, 3-1 starts out on the beach before moving into the ruins, 4-1 has you coming out of ruins before going into a cave, and 5-1 starts out in a cave before blasting you up into the forest canopy. The only exceptions are 1-1 (for obvious reasons) and 6-1 (which, for whatever reason, doesn't really start out in anything forest-like).
 Direct Continuous Levels / int_2fc7f6b9
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1.0
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Direct Continuous Levels / int_2fc7f6b9
 Direct Continuous Levels / int_3b7abee2
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Direct Continuous Levels
 Direct Continuous Levels / int_3b7abee2
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The Half-Life series is an example of this. While chapter titles briefly flash onscreen at times, the game continually progresses forward from one area to the next. There are still loading times in-between areas, but no loading screens, and they're placed in locations such as hallways or tunnels to try to give the impression that you're still roaming through a continuous world.
A notable exception would be the end of the "Apprehension" chapter in the original Half-Life, where Gordon is knocked out and captured by the HECU and ends up in a completely different area.
Half-Life: Alyx has a loading screen, showing the overall map of the player's progress, but a low-poly version of the room that is being used for the transition is visible behind and around it. When the load is complete, the player is in the same room they were in before the new level loaded.
 Direct Continuous Levels / int_3b7abee2
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1.0
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 Half-Life (Video Game)
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Direct Continuous Levels / int_3b7abee2
 Direct Continuous Levels / int_3eeae17a
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Direct Continuous Levels
 Direct Continuous Levels / int_3eeae17a
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Xevious has 16 areas which succeed each other seamlessly (even those ending with Boss Battles), and loop endlessly.
 Direct Continuous Levels / int_3eeae17a
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1.0
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Direct Continuous Levels / int_3eeae17a
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Direct Continuous Levels
 Direct Continuous Levels / int_41cc1c3a
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The three "present-time" levels in Halo 3: ODST all transition seamlessly into each other: Mombasa Streets—>Data Hive—>Coastal Highway.
 Direct Continuous Levels / int_41cc1c3a
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1.0
 Direct Continuous Levels / int_41cc1c3a
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 Halo 3: ODST (Video Game)
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Direct Continuous Levels / int_41cc1c3a
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Direct Continuous Levels
 Direct Continuous Levels / int_438b63e4
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Halo: Reach also has seamless transitions between most levels; at the end of "Winter Contingency", you hitch a ride on a Falcon to "ONI: Sword Base" in real time, complete with Scenery Porn. "Tip of the Spear" picks up where "Nightfall" left off. "Long Night of Solace" ends with Noble Six falling from orbit, and the next level, "Exodus", starts right after their landing.
 Direct Continuous Levels / int_438b63e4
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1.0
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 Halo: Reach (Video Game)
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Direct Continuous Levels
 Direct Continuous Levels / int_44a5d8c0
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Castlevania III: Dracula's Curse's levels mostly if not all directly connect from one to the next, and the first game partially did it with the sublevels in each "block".
 Direct Continuous Levels / int_44a5d8c0
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1.0
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 Castlevania III: Dracula's Curse (Video Game)
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Direct Continuous Levels / int_44a5d8c0
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Direct Continuous Levels
 Direct Continuous Levels / int_4ce969a9
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Marathon Infinity has three sets of levels like this: Poor Yorick—>Confound Delivery, Where Some Rarely Go—>Thing What Kicks, and Son of Grendel—>Strange Aeons—>Bagged Again. Frequently occurs in game mods as well, such as Schmackle—>Life's End in EVIL.
 Direct Continuous Levels / int_4ce969a9
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 Marathon (Video Game)
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Direct Continuous Levels / int_4ce969a9
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Direct Continuous Levels
 Direct Continuous Levels / int_53d2f224
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Stages 6 and 7 in Flashback.
 Direct Continuous Levels / int_53d2f224
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1.0
 Direct Continuous Levels / int_53d2f224
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 Flashback (Video Game)
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Direct Continuous Levels / int_53d2f224
 Direct Continuous Levels / int_59151283
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Direct Continuous Levels
 Direct Continuous Levels / int_59151283
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The Metal Gear series have cut-scenes, limiting the player's control of his character, but they never flat out sent the player to a new location. In Metal Gear Solid 3: Snake Eater, the player can hold down the R1 button in certain instances to view the scene from his character's perspective.
 Direct Continuous Levels / int_59151283
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1.0
 Direct Continuous Levels / int_59151283
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 Metal Gear (Video Game)
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Direct Continuous Levels / int_59151283
 Direct Continuous Levels / int_5ad31866
type
Direct Continuous Levels
 Direct Continuous Levels / int_5ad31866
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Sensory Overload for the Macintosh used elevators, stairways, or airlocks(inexplicably) for transitions between levels.
 Direct Continuous Levels / int_5ad31866
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1.0
 Direct Continuous Levels / int_5ad31866
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 Sensory Overload (Video Game)
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Direct Continuous Levels / int_5ad31866
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Direct Continuous Levels
 Direct Continuous Levels / int_5e91c7e
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In Resident Evil 5, each chapter's area connects to the next in some manner, for example Chapter 1-2 starts in the area where 1-1 left off, and at the end of 1-2 an elevator leads from the furnace area to the garage where Chapter 2-1 starts.
 Direct Continuous Levels / int_5e91c7e
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1.0
 Direct Continuous Levels / int_5e91c7e
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 Resident Evil 5 (Video Game)
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Direct Continuous Levels / int_5e91c7e
 Direct Continuous Levels / int_5fa979e2
type
Direct Continuous Levels
 Direct Continuous Levels / int_5fa979e2
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Another World, also known as Out of this World outside of Europe, did this in the original PC version.
 Direct Continuous Levels / int_5fa979e2
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1.0
 Direct Continuous Levels / int_5fa979e2
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 Another World (Video Game)
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Direct Continuous Levels / int_5fa979e2
 Direct Continuous Levels / int_6053d9f9
type
Direct Continuous Levels
 Direct Continuous Levels / int_6053d9f9
comment
Every area you go to in Silent Hill logically progresses from the immediate previous one, with rarely a cutscene showing, say, a car or boat ride to the next place.
 Direct Continuous Levels / int_6053d9f9
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1.0
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 Silent Hill (Franchise)
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Direct Continuous Levels / int_6053d9f9
 Direct Continuous Levels / int_62081b32
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Direct Continuous Levels
 Direct Continuous Levels / int_62081b32
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INSIDE features continuous gameplay with no level transitions or loading screens in between.
 Direct Continuous Levels / int_62081b32
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1.0
 Direct Continuous Levels / int_62081b32
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 INSIDE (2016) (Video Game)
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Direct Continuous Levels / int_62081b32
 Direct Continuous Levels / int_66a1dcea
type
Direct Continuous Levels
 Direct Continuous Levels / int_66a1dcea
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The Tomb Raider series uses this for individual levels within chapters, especially the third game (e.g. jumping down a shaft to the next area), but there are still disjunctions between chapters.
 Direct Continuous Levels / int_66a1dcea
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1.0
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 Tomb Raider (Franchise)
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Direct Continuous Levels / int_66a1dcea
 Direct Continuous Levels / int_6b6d989e
type
Direct Continuous Levels
 Direct Continuous Levels / int_6b6d989e
comment
Red Faction is continuous most if not all the way, with only loading screens and sometimes cutscenes marking the end of each section. The only notable break is when the player is captured and ends up in the merc base.
The second game also does this, though there are a few breaks; Public Information Building->Alone In The Dark, Tank On The Town->Sopot's Citadel, Hangin' In The Hood->Sopot's Deadly Embrace.
 Direct Continuous Levels / int_6b6d989e
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1.0
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1.0
 Red Faction (Video Game)
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Direct Continuous Levels / int_6b6d989e
 Direct Continuous Levels / int_6e34b51b
type
Direct Continuous Levels
 Direct Continuous Levels / int_6e34b51b
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Most missions in Soldier of Fortune II, and a few levels of the original. The PS2 version of the original divided the levels into contiguous sublevels.
 Direct Continuous Levels / int_6e34b51b
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1.0
 Direct Continuous Levels / int_6e34b51b
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1.0
 Soldier of Fortune (Video Game)
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Direct Continuous Levels / int_6e34b51b
 Direct Continuous Levels / int_6e627c5c
type
Direct Continuous Levels
 Direct Continuous Levels / int_6e627c5c
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Halo 5: Guardians has several pairs of contiguous levels: Glassed->Meridian Station, Unconfirmed->Evacuation, and Battle of Sunaion->Genesis.
 Direct Continuous Levels / int_6e627c5c
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1.0
 Direct Continuous Levels / int_6e627c5c
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1.0
 Halo 5: Guardians (Video Game)
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Direct Continuous Levels / int_6e627c5c
 Direct Continuous Levels / int_6f879517
type
Direct Continuous Levels
 Direct Continuous Levels / int_6f879517
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Thexder had all its levels connected by narrow horizontal corridors.
 Direct Continuous Levels / int_6f879517
featureApplicability
1.0
 Direct Continuous Levels / int_6f879517
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1.0
 Thexder (Video Game)
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Direct Continuous Levels / int_6f879517
 Direct Continuous Levels / int_707bae8c
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Direct Continuous Levels
 Direct Continuous Levels / int_707bae8c
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Half-Life: Alyx has a loading screen, showing the overall map of the player's progress, but a low-poly version of the room that is being used for the transition is visible behind and around it. When the load is complete, the player is in the same room they were in before the new level loaded.
 Direct Continuous Levels / int_707bae8c
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1.0
 Direct Continuous Levels / int_707bae8c
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1.0
 Half-Life: Alyx (Video Game)
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Direct Continuous Levels / int_707bae8c
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Direct Continuous Levels
 Direct Continuous Levels / int_755b343f
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Halo:
The games generally smoothly transition into cutscenes by adding widescreen-esque bars with the level names on them, but without changing perspective immediately.
Halo: Combat Evolved: The first level ends with you getting into an escape pod, and the second level starts with you getting out of said pod. Also, "343 Guilty Spark", "The Library", "Two Betrayals", and "Keyes" form a continuous chain via literal teleportation, with each level taking place immediately after the previous one.
All of Halo 2's missions are pairs of contiguous levels: The Armory->Cairo Station, Outskirts->Metropolis, The Arbiter->The Oracle, Delta Halo->Regret, Sacred Icon->Quarantine Zone, Gravemind->High Charity, and Uprising->The Great Journey.
Halo 3 has Crow's Nest—>Tsavo Highway—>The Storm—>Floodgate.
The three "present-time" levels in Halo 3: ODST all transition seamlessly into each other: Mombasa Streets—>Data Hive—>Coastal Highway.
Halo: Reach also has seamless transitions between most levels; at the end of "Winter Contingency", you hitch a ride on a Falcon to "ONI: Sword Base" in real time, complete with Scenery Porn. "Tip of the Spear" picks up where "Nightfall" left off. "Long Night of Solace" ends with Noble Six falling from orbit, and the next level, "Exodus", starts right after their landing.
Halo 4: The first three levels ("Dawn", "Requiem", and "Forerunner") have almost no breaks in between them. Also, while "Reclaimer", "Shutdown", "Composer", and "Midnight" each take place far away from each other, each level's ending cutscene fits in seamlessly with the next one's opening cutscene.
Halo 5: Guardians has several pairs of contiguous levels: Glassed->Meridian Station, Unconfirmed->Evacuation, and Battle of Sunaion->Genesis.
 Direct Continuous Levels / int_755b343f
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Direct Continuous Levels / int_755b343f
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Direct Continuous Levels
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All three Ikari games (Ikari Warriors, Victory Road, and Ikari III: The Rescue note Which is technically a beat em up, but is still part of the same series.) have this.
 Direct Continuous Levels / int_76577e54
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1.0
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 Ikari Warriors (Video Game)
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Direct Continuous Levels / int_76577e54
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Direct Continuous Levels
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Sonic Mania has act and zone transitions, but most of the zones take place in different islands of the series' setting. The player is usually teleported between them through the power of the Phantom Ruby, but some transitions are missing from the story.
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This is used rather strangely in The Legend of Zelda: Four Swords Adventures, where each area ends with the Links teleporting away, only for them to start the next level either on the screen they just left, or in one that clearly looks like it should be right next to the one they just left. After each main dungeon however, you're transported to a new area far from where you were. An exception comes in the Death Mountain stages where you end one stage in front of ladders leading up the mountain, and the next stage on a high-up ledge with no ladders in sight.
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 The Legend of Zelda: Four Swords Adventures (Video Game)
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Direct Continuous Levels / int_7765a51b
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Direct Continuous Levels
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Done in the BioShock games: each "level" blends into the next, the only indication that you've changed levels being the different locales - and in BioShock Infinite, Booker's narration on the loading screen.
 Direct Continuous Levels / int_7785278d
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Direct Continuous Levels / int_7785278d
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Direct Continuous Levels
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Every level in The Adventure of Little Ralph is connected by continuous corridors hiding the Dynamic Loading.
 Direct Continuous Levels / int_7a520716
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1.0
 Direct Continuous Levels / int_7a520716
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 The Adventure of Little Ralph (Video Game)
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Direct Continuous Levels / int_7a520716
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Direct Continuous Levels
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Halo: Combat Evolved: The first level ends with you getting into an escape pod, and the second level starts with you getting out of said pod. Also, "343 Guilty Spark", "The Library", "Two Betrayals", and "Keyes" form a continuous chain via literal teleportation, with each level taking place immediately after the previous one.
 Direct Continuous Levels / int_7bff7264
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1.0
 Direct Continuous Levels / int_7bff7264
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1.0
 Halo: Combat Evolved (Video Game)
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Direct Continuous Levels / int_7bff7264
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Direct Continuous Levels
 Direct Continuous Levels / int_7d21ce40
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Sonic Triple Trouble did it once, between acts 2 and 3 of Sunset Park Zone: no "level complete" screen or music, the signpost just falls through the ground, and the Heads-Up Display exits through the top of the screen (there is no HUD in the third act of each zone). The game only tells you you're now in act 3 if you die.
 Direct Continuous Levels / int_7d21ce40
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1.0
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 Sonic Triple Trouble (Video Game)
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Direct Continuous Levels / int_7d21ce40
 Direct Continuous Levels / int_7f9dbbcb
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Direct Continuous Levels
 Direct Continuous Levels / int_7f9dbbcb
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Far Cry follows this format, with the only separations being the mission debriefing screens.
 Direct Continuous Levels / int_7f9dbbcb
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1.0
 Direct Continuous Levels / int_7f9dbbcb
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1.0
 Far Cry (Video Game)
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Direct Continuous Levels / int_7f9dbbcb
 Direct Continuous Levels / int_8ec33a86
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Direct Continuous Levels
 Direct Continuous Levels / int_8ec33a86
comment
Xenoblade Chronicles 1 works this way as well.
 Direct Continuous Levels / int_8ec33a86
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1.0
 Direct Continuous Levels / int_8ec33a86
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1.0
 Xenoblade Chronicles 1 (Video Game)
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Direct Continuous Levels / int_8ec33a86
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Direct Continuous Levels
 Direct Continuous Levels / int_8f32d08e
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RayForce does briefly show the individual level's names, but there's no score screen or Fade To Black and all of the levels have a logical link between them, unlike most Shoot Em Ups.
 Direct Continuous Levels / int_8f32d08e
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1.0
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 RAY Series (Video Game)
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Direct Continuous Levels / int_8f32d08e
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Direct Continuous Levels
 Direct Continuous Levels / int_9b728054
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In Crystal Warriors, the enemy’s castle on the last map becomes the player’s castle on the next map, with the camera moved to display the next enemy base. For example, on level 14, the enemy base is next to a large lake; on level 15, Iris’s army starts out on that same castle, but the lake is cut off by the boundary of the map.
 Direct Continuous Levels / int_9b728054
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1.0
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1.0
 Crystal Warriors (Video Game)
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Direct Continuous Levels / int_9b728054
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Direct Continuous Levels
 Direct Continuous Levels / int_9e6ea823
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The Pitfall! arcade game does this.
 Direct Continuous Levels / int_9e6ea823
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1.0
 Direct Continuous Levels / int_9e6ea823
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1.0
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Direct Continuous Levels / int_9e6ea823
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Direct Continuous Levels
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Donkey Kong Country: Tropical Freeze does this in a way. The end of each level shares the look of the beginning of the next level, subtly implying their connection to each other. Sometimes the theme of future levels are set up in earlier levels. For example, one level takes place during a storm, and lightning strikes a grassy field in the background setting it on fire. The next level takes place in the resulting brushfire.
 Direct Continuous Levels / int_a25325a5
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1.0
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1.0
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Direct Continuous Levels / int_a25325a5
 Direct Continuous Levels / int_a4516177
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Direct Continuous Levels
 Direct Continuous Levels / int_a4516177
comment
Oni has a few pairs of contiguous levels. Tiger By The Tail->Hot Pursuit, A Friend In Need->An Innocent Life, Truth And Consequences->Cat And Mouse.
 Direct Continuous Levels / int_a4516177
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1.0
 Direct Continuous Levels / int_a4516177
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 Oni (Video Game)
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Direct Continuous Levels / int_a4516177
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Direct Continuous Levels
 Direct Continuous Levels / int_a4ca329b
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Goldeneye1997, Perfect Dark, and Perfect Dark Zero, like most other mission-based FPS's, use continuous blocks of levels for each mission; the former has a particularly long example in the form of St. Petersburg.
 Direct Continuous Levels / int_a4ca329b
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1.0
 Direct Continuous Levels / int_a4ca329b
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
Direct Continuous Levels / int_a4ca329b
 Direct Continuous Levels / int_a6f6433c
type
Direct Continuous Levels
 Direct Continuous Levels / int_a6f6433c
comment
Jak and Daxter, at least the first game, has no seams between zones and no obvious loading. A player can walk from one end of the land to the other without ever seeing a load screen.
 Direct Continuous Levels / int_a6f6433c
featureApplicability
1.0
 Direct Continuous Levels / int_a6f6433c
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1.0
 Jak and Daxter (Video Game)
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Direct Continuous Levels / int_a6f6433c
 Direct Continuous Levels / int_a81325d3
type
Direct Continuous Levels
 Direct Continuous Levels / int_a81325d3
comment
Final Fantasy
Final Fantasy X does this for a good majority of the main story.
Ditto with Final Fantasy XIII to an extent. There are points were characters branch off and take airships to other locations, but otherwise it's linear.
 Direct Continuous Levels / int_a81325d3
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1.0
 Direct Continuous Levels / int_a81325d3
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1.0
 Final Fantasy (Franchise)
hasFeature
Direct Continuous Levels / int_a81325d3
 Direct Continuous Levels / int_a895e9d3
type
Direct Continuous Levels
 Direct Continuous Levels / int_a895e9d3
comment
Same in the sequel, though there is one implied time skip.
 Direct Continuous Levels / int_a895e9d3
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1.0
 Direct Continuous Levels / int_a895e9d3
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1.0
 Portal 2 (Video Game)
hasFeature
Direct Continuous Levels / int_a895e9d3
 Direct Continuous Levels / int_a9517b88
type
Direct Continuous Levels
 Direct Continuous Levels / int_a9517b88
comment
The God of War series. No division into levels, and no loadscreens to break up areas.
That said, when the narrator speaks, it feels like a hard-break.
 Direct Continuous Levels / int_a9517b88
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1.0
 Direct Continuous Levels / int_a9517b88
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1.0
 God of War (Video Game)
hasFeature
Direct Continuous Levels / int_a9517b88
 Direct Continuous Levels / int_aaa83758
type
Direct Continuous Levels
 Direct Continuous Levels / int_aaa83758
comment
Each act of Return to Castle Wolfenstein is contiguous, and extremely large. Several even invoke something of a hot pursuit. However, Chapter 1 and Chapter 2 merge into each other, along with Chapter 6 and Chapter 7.
 Direct Continuous Levels / int_aaa83758
featureApplicability
1.0
 Direct Continuous Levels / int_aaa83758
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1.0
 Return to Castle Wolfenstein (Video Game)
hasFeature
Direct Continuous Levels / int_aaa83758
 Direct Continuous Levels / int_ab07b0d7
type
Direct Continuous Levels
 Direct Continuous Levels / int_ab07b0d7
comment
Double Dragon - The arcade version of the first game had the first three "Missions" take place in one really long stage consisting of a slum, an abandoned factory and a forest. When the boss at the end of each mission is defeated, the game transitions to the next one by having the player's character walk to the start of the next area or take an elevator. It isn't until the end of Mission 3, where the player enters the enemy's hideout and the game switches to a different stage. The arcade version of Double Dragon II, being essentially a Mission-Pack Sequel to the original, is structured the same way.
 Direct Continuous Levels / int_ab07b0d7
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1.0
 Direct Continuous Levels / int_ab07b0d7
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1.0
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Direct Continuous Levels / int_ab07b0d7
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Direct Continuous Levels
 Direct Continuous Levels / int_b4967d43
comment
Sonic the Hedgehog:
Sonic 3 & Knuckles did this between acts, with the end of one act also being the beginning of the next. Between zones, it had a transition (such as falling down a cliff into the next level - Angel Island > Hydrocity - or being shot from a cannon into the next level - Carnival Night > Icecap), but the zone transition isn't quite an example of this trope, while the act transition is.
Sonic Triple Trouble did it once, between acts 2 and 3 of Sunset Park Zone: no "level complete" screen or music, the signpost just falls through the ground, and the Heads-Up Display exits through the top of the screen (there is no HUD in the third act of each zone). The game only tells you you're now in act 3 if you die.
Sonic Mania has act and zone transitions, but most of the zones take place in different islands of the series' setting. The player is usually teleported between them through the power of the Phantom Ruby, but some transitions are missing from the story.
 Direct Continuous Levels / int_b4967d43
featureApplicability
1.0
 Direct Continuous Levels / int_b4967d43
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1.0
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Direct Continuous Levels / int_b4967d43
 Direct Continuous Levels / int_b7e2bb69
type
Direct Continuous Levels
 Direct Continuous Levels / int_b7e2bb69
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Syndicate's campaign is made up of a handful of extra-long missions divided into continuous "milestones" that leave off immediately where the last one began.
 Direct Continuous Levels / int_b7e2bb69
featureApplicability
1.0
 Direct Continuous Levels / int_b7e2bb69
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1.0
 Syndicate / Videogame
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Direct Continuous Levels / int_b7e2bb69
 Direct Continuous Levels / int_ba366aa8
type
Direct Continuous Levels
 Direct Continuous Levels / int_ba366aa8
comment
The Syphon Filter series does this with most of its missions. Case in point: the first level has you racing to the bottom of a subway station to disarm a bomb, the second has you climbing out of said station after it is destroyed, and the third has you chasing one of the villains through the main subway line, which is still active, then that continues to the Washington Park and Freedom Memorial. In the last act of the game, there's Pharcom Warehouses=>Access Tunnels=>Missile Silo. The final act of SF 2 goes directly from the Agency Biolab to the New York slums to the sewers to a parking garage. Same for Interstate 70=>Mountain Bridge=>Union Pacific Train, Airbase Interior=>Airbase Exterior, and Club 32=>Industrial District=> Volkov Park in that game.
 Direct Continuous Levels / int_ba366aa8
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1.0
 Direct Continuous Levels / int_ba366aa8
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1.0
 Syphon Filter (Video Game)
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Direct Continuous Levels / int_ba366aa8
 Direct Continuous Levels / int_bbe0b9d0
type
Direct Continuous Levels
 Direct Continuous Levels / int_bbe0b9d0
comment
Level 6 in Prince of Persia ends with you jumping into a pit, and Level 7 starts with you falling and grabbing a ledge. Later, Level 12 is contiguous with Level 13.
 Direct Continuous Levels / int_bbe0b9d0
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1.0
 Direct Continuous Levels / int_bbe0b9d0
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1.0
 Prince of Persia (Video Game)
hasFeature
Direct Continuous Levels / int_bbe0b9d0
 Direct Continuous Levels / int_c2463c55
type
Direct Continuous Levels
 Direct Continuous Levels / int_c2463c55
comment
Final Fantasy X does this for a good majority of the main story.
 Direct Continuous Levels / int_c2463c55
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1.0
 Direct Continuous Levels / int_c2463c55
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1.0
 Final Fantasy X (Video Game)
hasFeature
Direct Continuous Levels / int_c2463c55
 Direct Continuous Levels / int_c4a1d59e
type
Direct Continuous Levels
 Direct Continuous Levels / int_c4a1d59e
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Each act in Call of Duty 4: Modern Warfare is contiguous for the most part, e.g. Blackout->Hunted->Death from Above,The Bog->War Pig->Shock and Awe, All Ghillied Up->One Shot, One Kill, and Ultimatum->All In->No Fighting in the War Room->Game Over, although the levels alternate between the American and British storylines for the first act, and there are occasional hard breaks.
 Direct Continuous Levels / int_c4a1d59e
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1.0
 Direct Continuous Levels / int_c4a1d59e
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1.0
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hasFeature
Direct Continuous Levels / int_c4a1d59e
 Direct Continuous Levels / int_c5f50eb4
type
Direct Continuous Levels
 Direct Continuous Levels / int_c5f50eb4
comment
In the arcade version of the original Contra, the final four stages (the tundra area, the energy zone, the hangar and the alien's lair) are all set in one continuous level. In fact, if it wasn't for the changing backgrounds and music (and the fact that the game's Japanese flyer lists the stages), the final four stages almost feel like one longer-than-usual stage since there's no indicator when a stage begins or ends.
The stages in the arcade version of Super Contra are also connected; for example, you enter the gate at the end of Stage 1, and Stage 2 takes place from an overhead perspective inside the base, after which you exit to the jungles of Stage 3, then that progresses to the two alien lair stages.
 Direct Continuous Levels / int_c5f50eb4
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1.0
 Direct Continuous Levels / int_c5f50eb4
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1.0
 Contra (Video Game)
hasFeature
Direct Continuous Levels / int_c5f50eb4
 Direct Continuous Levels / int_c9e9858e
type
Direct Continuous Levels
 Direct Continuous Levels / int_c9e9858e
comment
Duke Nukem 3D plays with it. The first two episodes aren't too concerned about it, but by episode three a lot of the levels begin precisely where the previous level ended. In E3L2, for example, you start off in the final area of E3L1. As for the first epsiode, E1L4 begins in the now-sunken submarine you entered at the end of E1L3.
 Direct Continuous Levels / int_c9e9858e
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1.0
 Direct Continuous Levels / int_c9e9858e
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1.0
 Duke Nukem (Video Game)
hasFeature
Direct Continuous Levels / int_c9e9858e
 Direct Continuous Levels / int_cc027b45
type
Direct Continuous Levels
 Direct Continuous Levels / int_cc027b45
comment
Every level in Gamer 2 is separated with a cutscene directly linking the location with the previous level.
 Direct Continuous Levels / int_cc027b45
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1.0
 Direct Continuous Levels / int_cc027b45
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1.0
 Gamer 2 (Video Game)
hasFeature
Direct Continuous Levels / int_cc027b45
 Direct Continuous Levels / int_d0a5a846
type
Direct Continuous Levels
 Direct Continuous Levels / int_d0a5a846
comment
The last four stages of the arcade version of Gradius III (Boss Rush->Fortress->Bacterian's Lair->Escape Sequence), and the mountain and underground stages earlier in the game. Each of these sub-levels has their own backgrounds and music.
In the Famicom version of Gradius II, the Volcano and Crystal stages are contiguous with each other, as are the High Speed and Fortress stages. Likewise for the Death Mountain and Lethal Lava Land zones in the fourth game, and the High Speed Zone, Fortress, and the second visit to Bacterian's Lair in V.
 Direct Continuous Levels / int_d0a5a846
featureApplicability
1.0
 Direct Continuous Levels / int_d0a5a846
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1.0
 Gradius (Video Game)
hasFeature
Direct Continuous Levels / int_d0a5a846
 Direct Continuous Levels / int_d0b1f24d
type
Direct Continuous Levels
 Direct Continuous Levels / int_d0b1f24d
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Stages 4-6, 9-10, and 11-14 in Wonder Boy III: Monster Lair. Not so in the Mega Drive version, which cuts out five of these levels.
 Direct Continuous Levels / int_d0b1f24d
featureApplicability
1.0
 Direct Continuous Levels / int_d0b1f24d
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1.0
 Wonder Boy III: Monster Lair (Video Game)
hasFeature
Direct Continuous Levels / int_d0b1f24d
 Direct Continuous Levels / int_d11c8e1d
type
Direct Continuous Levels
 Direct Continuous Levels / int_d11c8e1d
comment
The arcade version of Jackal (aka Top Gunner) took place in one entirely long level, with the only indicator of how far the player has progressed (besides the map at the Game Over screen) being the heliports, which were numbered by their order of appearance (there were eight in total).
 Direct Continuous Levels / int_d11c8e1d
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1.0
 Direct Continuous Levels / int_d11c8e1d
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1.0
 Jackal (Video Game)
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Direct Continuous Levels / int_d11c8e1d
 Direct Continuous Levels / int_d3119f80
type
Direct Continuous Levels
 Direct Continuous Levels / int_d3119f80
comment
Ketsui shows a results screen between stages, but otherwise keeps the player in control of their craft at all times and seamlessly transitions from one stage to the next.
 Direct Continuous Levels / int_d3119f80
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1.0
 Direct Continuous Levels / int_d3119f80
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1.0
 Ketsui (Video Game)
hasFeature
Direct Continuous Levels / int_d3119f80
 Direct Continuous Levels / int_d5101a86
type
Direct Continuous Levels
 Direct Continuous Levels / int_d5101a86
comment
Growl - Every stage in the game is set in the same level until Round 6, when the players enters a cavern.
 Direct Continuous Levels / int_d5101a86
featureApplicability
1.0
 Direct Continuous Levels / int_d5101a86
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1.0
 Growl (Video Game)
hasFeature
Direct Continuous Levels / int_d5101a86
 Direct Continuous Levels / int_d5166b43
type
Direct Continuous Levels
 Direct Continuous Levels / int_d5166b43
comment
All of Halo 2's missions are pairs of contiguous levels: The Armory->Cairo Station, Outskirts->Metropolis, The Arbiter->The Oracle, Delta Halo->Regret, Sacred Icon->Quarantine Zone, Gravemind->High Charity, and Uprising->The Great Journey.
 Direct Continuous Levels / int_d5166b43
featureApplicability
1.0
 Direct Continuous Levels / int_d5166b43
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1.0
 Halo 2 (Video Game)
hasFeature
Direct Continuous Levels / int_d5166b43
 Direct Continuous Levels / int_d5166b44
type
Direct Continuous Levels
 Direct Continuous Levels / int_d5166b44
comment
Halo 3 has Crow's Nest—>Tsavo Highway—>The Storm—>Floodgate.
 Direct Continuous Levels / int_d5166b44
featureApplicability
1.0
 Direct Continuous Levels / int_d5166b44
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1.0
 Halo 3 (Video Game)
hasFeature
Direct Continuous Levels / int_d5166b44
 Direct Continuous Levels / int_d5166b45
type
Direct Continuous Levels
 Direct Continuous Levels / int_d5166b45
comment
Halo 4: The first three levels ("Dawn", "Requiem", and "Forerunner") have almost no breaks in between them. Also, while "Reclaimer", "Shutdown", "Composer", and "Midnight" each take place far away from each other, each level's ending cutscene fits in seamlessly with the next one's opening cutscene.
 Direct Continuous Levels / int_d5166b45
featureApplicability
1.0
 Direct Continuous Levels / int_d5166b45
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1.0
 Halo 4 (Video Game)
hasFeature
Direct Continuous Levels / int_d5166b45
 Direct Continuous Levels / int_d5526eaa
type
Direct Continuous Levels
 Direct Continuous Levels / int_d5526eaa
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Limbo has continuous gameplay with no level transitions or loading screens in between.
 Direct Continuous Levels / int_d5526eaa
featureApplicability
1.0
 Direct Continuous Levels / int_d5526eaa
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1.0
 Limbo (Video Game)
hasFeature
Direct Continuous Levels / int_d5526eaa
 Direct Continuous Levels / int_d59e2ca4
type
Direct Continuous Levels
 Direct Continuous Levels / int_d59e2ca4
comment
Quake II. The units or missions in the former each have a logical connection to the next, and you can (and usually need to) backtrack to areas within a unit, ala Metroidvania.
In IV, the levels are contiguous with a few breaks, Air Defense Trenches->Nexus Hub, Strogg Medical Facilities->Waste Processing Facility, Operation: Last Hope->The Nexus. Also, some missions in IV backtrack through previous levels.
 Direct Continuous Levels / int_d59e2ca4
featureApplicability
1.0
 Direct Continuous Levels / int_d59e2ca4
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1.0
 Quake (Video Game)
hasFeature
Direct Continuous Levels / int_d59e2ca4
 Direct Continuous Levels / int_dc25de3f
type
Direct Continuous Levels
 Direct Continuous Levels / int_dc25de3f
comment
Portal uses elevators for the transition between its linear set of testing chambers but never breaks your control of Chell, particularly once you escape into the backrooms.
Same in the sequel, though there is one implied time skip.
 Direct Continuous Levels / int_dc25de3f
featureApplicability
1.0
 Direct Continuous Levels / int_dc25de3f
featureConfidence
1.0
 Portal / Videogame
hasFeature
Direct Continuous Levels / int_dc25de3f
 Direct Continuous Levels / int_defd125f
type
Direct Continuous Levels
 Direct Continuous Levels / int_defd125f
comment
RefleX does this with stages 1 to 6.
 Direct Continuous Levels / int_defd125f
featureApplicability
1.0
 Direct Continuous Levels / int_defd125f
featureConfidence
1.0
 RefleX (Video Game)
hasFeature
Direct Continuous Levels / int_defd125f
 Direct Continuous Levels / int_e49fc98a
type
Direct Continuous Levels
 Direct Continuous Levels / int_e49fc98a
comment
Unreal did this too, seldom allowing you to go back to a previous level but always maintaining a certain direct progression from one area to the next and Foreshadowing later levels or parts of levels in the level you're in. Mostly averted in UnrealIITheAwakening, where certain missions have sublevels.
 Direct Continuous Levels / int_e49fc98a
featureApplicability
-1.0
 Direct Continuous Levels / int_e49fc98a
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1.0
 Unreal (Video Game)
hasFeature
Direct Continuous Levels / int_e49fc98a
 Direct Continuous Levels / int_e5d4e95d
type
Direct Continuous Levels
 Direct Continuous Levels / int_e5d4e95d
comment
The Bonk series does this for most sub-levels of its zones, for example, the first sublevel of the first game ends with Bonk entering a dinosaur's mouth, while the next sublevel is in its digestive tract, and Round 4 of the second game starts on a beach, then goes Under the Sea, then onto an ocean liner.
 Direct Continuous Levels / int_e5d4e95d
featureApplicability
1.0
 Direct Continuous Levels / int_e5d4e95d
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1.0
 Bonk (Video Game)
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Direct Continuous Levels / int_e5d4e95d
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Direct Continuous Levels
 Direct Continuous Levels / int_e5d72e0a
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In Gods, levels are divided into worlds. Despite showing a completion bonus screen at the end of each world, they are entirely continuous until the end of the level.
 Direct Continuous Levels / int_e5d72e0a
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1.0
 Direct Continuous Levels / int_e5d72e0a
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1.0
 Gods (Video Game)
hasFeature
Direct Continuous Levels / int_e5d72e0a
 Direct Continuous Levels / int_e5dc45cd
type
Direct Continuous Levels
 Direct Continuous Levels / int_e5dc45cd
comment
Aside from one point where you're captured by goblins, Rune sees you go every inch from under the underworld to mountaintop fortresses and back again, the hard way.
 Direct Continuous Levels / int_e5dc45cd
featureApplicability
1.0
 Direct Continuous Levels / int_e5dc45cd
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1.0
 Rune (Video Game)
hasFeature
Direct Continuous Levels / int_e5dc45cd
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type
Direct Continuous Levels
 Direct Continuous Levels / int_eb6802b4
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Ditto with Final Fantasy XIII to an extent. There are points were characters branch off and take airships to other locations, but otherwise it's linear.
 Direct Continuous Levels / int_eb6802b4
featureApplicability
1.0
 Direct Continuous Levels / int_eb6802b4
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1.0
 Final Fantasy XIII (Video Game)
hasFeature
Direct Continuous Levels / int_eb6802b4
 Direct Continuous Levels / int_ede28baa
type
Direct Continuous Levels
 Direct Continuous Levels / int_ede28baa
comment
Most if not all of Vanquish's levels have seamless transitions in between.
 Direct Continuous Levels / int_ede28baa
featureApplicability
1.0
 Direct Continuous Levels / int_ede28baa
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1.0
 Vanquish (Video Game)
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Direct Continuous Levels / int_ede28baa
 Direct Continuous Levels / int_f8965243
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Direct Continuous Levels
 Direct Continuous Levels / int_f8965243
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Universal's Cosmic Avenger has levels that just directly connect to each other without any pause between them.
 Direct Continuous Levels / int_f8965243
featureApplicability
1.0
 Direct Continuous Levels / int_f8965243
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1.0
 Cosmic Avenger (Video Game)
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Direct Continuous Levels / int_f8965243
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Direct Continuous Levels
 Direct Continuous Levels / int_fd8ef85e
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Left 4 Dead did not do this initially as an intentional design decision. Though, exploratory fans found links in many of the levels to the previous, and the DLC "Crash Course" made one of them explicit. In the sequel, the connections are direct all the way to the finale of the campaign, though "The Passing" adds a mid-quel between "Dead Center" and "Dark Carnival."
 Direct Continuous Levels / int_fd8ef85e
featureApplicability
1.0
 Direct Continuous Levels / int_fd8ef85e
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1.0
 Left 4 Dead (Video Game)
hasFeature
Direct Continuous Levels / int_fd8ef85e
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Direct Continuous Levels
 Direct Continuous Levels / int_fe24dd6f
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The 2010 Medal of Honor game does this to great effect. With a few exceptions, there aren't even anything like mission briefings before each mission, instead you get your instructions as the action unfolds, or as part of a discussion between characters as you get to the first objective. Each mission is separated by a (typically short) transition cutscene, in the later missions, typically only long enough to make it clear you are playing a different character. As an example, one mission ends with a pair of helicopters arriving. The cutscene shows them leaving, and the next level puts you in the gunner's seat of one of the choppers. At the end of that level, you have a cutscene of your choppers flying over the character you play for the next level. Probably half or more of the levels transition this way in the game.
The older MOH games also did this, e.g. "Battle in the Bocage" in Allied Assault directly continues to "The Nebelwerfer Hunt", "Diverting the Enemy" ends with you crashing the gates to "The Command Post", "Sniper's Last Stand" is made up of two contiguous levels which in turn segue to "Hunt for the King Tiger", and "Return to Schmerzen" has a logical progression all the way through. Same for most of the levels in Frontline.
 Direct Continuous Levels / int_fe24dd6f
featureApplicability
1.0
 Direct Continuous Levels / int_fe24dd6f
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1.0
 Medal of Honor (Video Game)
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Direct Continuous Levels / int_fe24dd6f

The following is a list of statements referring to the current page from other pages.

 Direct Continuous Levels
processingCategory2
Older Than the NES
 Action 52 Owns (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Blake Stone (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Brutal Doom (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Cho Ren Sha 68k (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Cookie Run (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Deadly Rooms of Death (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Donkey Kong Country Returns (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Donkey Kong Country: Tropical Freeze (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Double Dragon (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Double Dragon I (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Duke Nukem 3D (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Einhänder (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Everything or Nothing (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Growl (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 INSIDE (2016) (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Ion Fury (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Jackal (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Ketsui (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Marathon (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Pitfall! (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Prince of Persia (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Psycho Soldier (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 RefleX (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Sensory Overload (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Starblade (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Stargunner (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Stray (2022) (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Super Hostile (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Tomb Raider I (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Tomb Raider II (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Tomb Raider III (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Tomb Raider: The Last Revelation (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Trikumax (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Vanguard (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Vanquish (Video Game) / int_18d0e38c
type
Direct Continuous Levels
 Xevious (Video Game) / int_18d0e38c
type
Direct Continuous Levels