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Games that are depicted with a predominantly black-and-white appearance, with sequences to this effect, or optional color filters.
Whether it's a section of a game, a mission prelude or just a scary premonition; dreams are a common occurrence within video games.
The film grain effect gives games a cinematic feel by simulating the grainy visuals that are present in some movies.
These games allow the character to see what is going to happen before the character actually gets there. This is normally done to give a unique perspective on the story
Some ghosts exist solely as storytelling devices; such as providing the protagonist with in-game flashbacks or giving clues about what to do.
Image flashes are usually found in survival horror games. The idea is to scare the player by showing images at unsuspected times.
A storytelling technique with which the narrative begins in the middle of a story, rather than the beginning. With this technique, prior events are often shown in extended flashbacks. This is not the same as a game that simply contains flashbacks.
A framing device for storytelling in which the main character is recounting the events of the game's plot (the actual gameplay) to someone as a flashback while they are being interrogated.
This is when the events of a story are not in chronological order. Often, the end comes at the beginning, and the remaining story explains how things came to be the way they are.
A private extracurricular club at Gekkoukan High School. Its members are individuals with the "potential," the ability to keep their consciousness during the Dark Hour, and call forth their Persona. Shuji Ikutsuki acts as their sponsor.
A group of Shinigami who have gained Hollow powers.
Experienced soldiers that often feature as mentor characters.
A video game character as it appeared in an earlier time of its life.
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