About: Second-Hour Superpower   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Video game heroes face a variety of threats, from Goddamn Bats through human enemies to an Eldritch Abomination or ten. In order to survive these encounters, the hero is going to need something that makes him different, a special ability that justifies why he is the one saving the day. If the game boasts a radical gameplay innovation, the hero's power is likely to be closely related to it, explored and upgraded throughout the entire game. Examples of Second-Hour Superpower include:

AttributesValues
rdfs:label
  • Second-Hour Superpower
rdfs:comment
  • Video game heroes face a variety of threats, from Goddamn Bats through human enemies to an Eldritch Abomination or ten. In order to survive these encounters, the hero is going to need something that makes him different, a special ability that justifies why he is the one saving the day. If the game boasts a radical gameplay innovation, the hero's power is likely to be closely related to it, explored and upgraded throughout the entire game. Examples of Second-Hour Superpower include:
dcterms:subject
dbkwik:all-the-tro...iPageUsesTemplate
dbkwik:allthetrope...iPageUsesTemplate
abstract
  • Video game heroes face a variety of threats, from Goddamn Bats through human enemies to an Eldritch Abomination or ten. In order to survive these encounters, the hero is going to need something that makes him different, a special ability that justifies why he is the one saving the day. If the game boasts a radical gameplay innovation, the hero's power is likely to be closely related to it, explored and upgraded throughout the entire game. Some games give this defining power to the player from the moment they take control. This trope is about the games that don't. In these games, the first level is completely devoid of the game-defining power, instead drilling you in its more basic mechanics. It's only after you've learned the fundamentals, that you receive the shiny fun gameplay mechanic you've seen in all the trailers. In terms of The Hero's Journey, this corresponds to the (belated) Supernatural Aid. Recent games (especially from the Science Fiction corner) like to infect their heroes with The Virus or The Corruption in the end of stage one, which power their supernatural abilities for the rest of the game. Others don't use "powers" per se, but give their heroes unique weapons, usually Forged by the Gods, which give them an edge over the enemies that normal weapons can't and double as a Sword of Plot Advancement. The superpower variety is especially popular in RPGs, while unique and/or Gimmick weaponry is commonly found in Action Adventure games and shooters. Compare/contrast Eleventh-Hour Superpower, which involves a sudden power-up right before the climax, and A Taste of Power, which lets you have a (nearly) full set of powers for a while before taking them away. Examples of Second-Hour Superpower include:
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software