Reika dying too many times results in a game over. Inputting the correct command will either avoid or neutralize the threats and progress the game, while incorrect choices result in the character's death. Depending on the location of the cue, the player will input one of four directions (up, down, left and right) or an attack (shoot the target with a laser gun). As the game progresses, visual cues-highlighted portions of the background or foreground-will appear on the screen to help survive the dangers that occur throughout the stage more difficult settings omit the visual cues. The player uses a joystick and button to input commands, though home versions use a game controller with a directional pad. Successfully navigating the sequences allows the player to progress to another period. Each time period is a scenario which presents a series of threats that must be avoided or confronted. Reika Kirishima (霧島零香?), the protagonist also known as Time Gal, uses her own time travel device to pursue him she travels to different time periods, such as 70,000,000 BC, 44 BC, 1588 AD, and 2010 AD, in search of Luda. The thief, Luda, steals the device to take over the world by changing history. The game begins in 4001 AD with the theft of a time travel device. Gameplay is divided into levels, referred to as time periods. For example, Sakura Wars 3 introduced an "analog LIPS" system where the player can use the analog stick to determine the force of a response, such as the volume of a shout.Ī more recent variation of this mechanic can be seen in the visual novel game Tiger & Bunny, where timed decisions are presented in the form of a talking battle system, where the player must outsmart opponents through dialogues, with certain choices (or lack of choice if the timer runs out) affecting the player's stamina gauge.Time Gal is a FMV-based game which uses pre-recorded animation rather than sprites to display the on-screen action. The Sakura Wars sequels developed several variations of this mechanic. Shenmue inspired a number of modern cinematic games to feature real-time cinematic decisions, including other FREE adventures games such as Shadow of Memories and Quantic Dream's Indigo Prophecy and Heavy Rain, the real-time action RPG Alpha Protocol (also published by Sega), and Telltale point & click adventure / visual novel games such as The Walking Dead, among other titles. Timed decisions were largely popularized by Sega's Shenmue series, which introduced them in a 3D cinematic format, with players having to make QTE decisions in real-time during cutscenes, with the outcome of the QTEs leading to alternative narrative outcomes. These points have various effects throughout the game, including shaping the player's relationship with the rest of the cast, affecting their performance in battle, and ultimately, deciding the ending. Choices made, including not having made a decision at all, adds or deducts " trust points" from the characters involved. The original Sakura Wars presented the player with options to choose from during conversations and events, where the player must make a choice within a certain time limit, or choose not to respond at all by not making a choice within that time. In these games, this mechanic was known as the LIPS (Live Interactive Picture System) system. This type of gameplay mechanic was later largely pioneered by Sega's Sakura Wars series of tactical role-playing / adventure visual novel games, which were very popular in Japan. However, the wrong choices resulted in a variety of different comical death sequences (and then repeated attempts) rather than letting the player continue along with that choice. Time Gal also differentiated itself with moments where a list of choices appear and the player is given a time limit to respond. Unlike Dragon's Lair where failure resulted in game over, the quick-time events in Albegas were different from other laserdisc games by allowing the choice of different paths to take throughout the game. HistoryĮarly traces of this mechanic dates as far back as the laserdisc games Albegas (1983, Sega) and Time Gal (1985, Taito). In addition, it makes conversations more believable than having non-player characters stand around in silence while waiting for the player character to respond. In other words, these are moral decisions or dialogue conversations that force the player to respond or make choices in real-time, in order to add more urgency to the decision-making process. Unlike quick-time events, however, failure to respond in time does not result in death or repeated attempts, but the game still continues with the plot affected in some way, whether this means the plot branching towards a different ending or the character relationships being affected. This gameplay mechanic is related to dialogue trees, moral decisions, and quick-time events.
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