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The Fourth Wall refers to the imaginary wall between characters in a work of fiction (such as a video game or a film) and the audience (or in this case, the players or the viewers), preventing the former from knowing they're fictional. When a video game character suggests that he or she knows that he/she's fictional and acknowledge that this is just a game, this is called "breaking the fourth wall". They're found within many video games, usually for comedic relief. The following are notable examples of characters "breaking through the fourth wall".

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  • Fourth Wall
  • Fourth wall
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  • The Fourth Wall refers to the imaginary wall between characters in a work of fiction (such as a video game or a film) and the audience (or in this case, the players or the viewers), preventing the former from knowing they're fictional. When a video game character suggests that he or she knows that he/she's fictional and acknowledge that this is just a game, this is called "breaking the fourth wall". They're found within many video games, usually for comedic relief. The following are notable examples of characters "breaking through the fourth wall".
  • The Fourth Wall is the imaginary boundary between the real world (where we live) and the fictional world (where characters live). Breaking the Fourth Wall is the act of character(s) talking directly to or about the audience, mentioning the fact that they're in a comic, game, etc., or many other things.
  • The fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a proscenium theater, through which the audience sees the action in the world of the play.When a character makes direct contact to the audience from a film or television program or references his or her status of being in one, it is called "breaking the fourth wall. The technique of breaking the fourth wall can be seen in various television programs, especially situation comedies, in animated cartoons, and in films.
  • Sometimes a character in the Crash series will state an actual Crash game, or look at the player, which is called a fourth wall breakthrough, and this has happened several times in the series.
  • The Fourth Wall is a giant neon-blue wall that floats in the realm of metaspace. It separates Reality from Fiction, as well as making sure stories progress logically. The Wall acts somewhat like a giant supercomputer, transmitting data in the form of Wutt Energy and "programming" the universes. Should the Wall ever break, colossal catastrophes would occur. Not only would Reality and Fiction blur together, stories would no longer make any sense and random, chaotic events would occur. Thankfully, the Wall itself has a self-preservation code that regenerates bricks to replace damaged ones.
  • The fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a proscenium theater, through which the audience sees the action in the world of the play. When speaking directly to the audience through the camera in a film or television program, it is called "breaking the fourth wall." The technique of breaking the fourth wall can be seen in various television programs, especially situation comedies, in animated cartoons, and in films. It is humorous mainly because what happens in the film is supposed to be happening as an ordinary day, so when they take note that they are being filmed or in an animated films case that some special effects are being used, it breaks the normal day feeling.
  • Sometimes in Happy Tree Friends, something will happen that implies the characters are aware of being fictional characters in a cartoon. The Fourth Wall is most often broken in Smoochies, but has also been broken in TV episodes.
  • Now, you may be asking why this is important to you. You see, that's who this new wall is all about. The fourth wall is all about you. Its sole purpose is to act as a barrier between me and you, and it fulfills this purpose whether it exists or not. On the other hand, you are clearly reading this (if not, put on your glasses so you can), so something must have happened to that barrier between me and you. In lieu of being able to detect metaphorical bulldozers, we assume that we were the ones that broke this wall, thus, this kind of communication is called "breaking the Fourth Wall".
  • Peter starts to make a joke with Brian, but is forced to wait until the audience stops laughing in order to complete his line.
  • The term "fourth wall" was first used in theater, where actors would acknowledge the presence of the audience through actions or speech. In the video game world, the fourth wall is often addressed in a humorous manner. In the early days of gaming, such things as putting certain information not available in-game in instruction manuals or on box art were rudimentary forms of software piracy prevention.
  • Breaking the Fourth Wall is a term used when a character knows that they are in a video game, TV show, movie, book, etc. and points it out, though they usually pretend like nobody's there. It has been broken by several characters in Animal Crossing series, and is used frequently in other forms of media. The term 'fourth wall' originates from the 'missing wall' in a theater, which is the wall separating the audience from the actors. In video gaming, the 'fourth wall' refers to the screen of the device displaying the game.
  • The fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a theatre, through which the audience sees the action of the play. In Gielinor, speaking directly to or otherwise acknowledging the player or real world can be referred to as "breaking the fourth wall" as it deconstructs the boundaries of RuneScape's game world.
  • The fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a theater, through which the audience sees the action in the world of the play. Speaking directly to, otherwise acknowledging or doing something to the audience through this imaginary wall is known as "breaking the fourth wall". There are instances in the Sly Cooper series where characters of the game break the fourth wall.
  • In the episode "The Changeling" , Uhura – attempting to read the word "blue" on her viewscreen – turns directly to the camera and the viewers as she mispronounces the word as "blu-ee." However, she is facing Dr. McCoy and Nurse Chapel, with no direct acknowledgment of the audience in the episode itself.
  • The Fourth wall is a term used to apply to the front of a stage. While the actors see the audiance, is it imagined that they can't see the audiance. "Breaking the fourth wall" is a phrase used when actors seem to know that people are watching them. Although this is mainly in movies, breaking the fourth wall was a big influence in The Haunting of a House.
  • This article is a stub you can help The Image:Image Comics logo.gif Comics Wiki by expanding it.
  • Palpatine, in Star Wars the Clone Wars (Season 4 Episode 18 "Crisis on Naboo") breaks the fourth wall at the end of the episode. When Anakin Skywalker is fighting Count Dooku in the dining hall, Palpatine is standing on the table with one of Dooku's droids. As the camera pans towards the Chancellor, Sidious looks at the camera and smiles knowingly.
  • The Fourth Wall is the name commonly attributed to a writing convention wherein fictitious characters become aware of their own false existence.
  • Almost every movie and TV show from the Winnie the Pooh franchise would break the fourth wall.
  • The fourth wall is the imaginary "wall" at the front of the stage in a traditional three-walled box set in a proscenium theatre, through which the audience sees the action in the world of the play. The idea of the fourth wall was made explicit by philosopher and critic Denis Diderot and spread in nineteenth-century theatre with the advent of theatrical realism, which extended the idea to the imaginary boundary between any fictional work and its audience. Speaking directly to or otherwise acknowledging the audience through the camera in a film or television program, or through this imaginary wall in a play, is referred to as "breaking the fourth wall" and is considered a technique of metafiction, as it deconstructs the boundaries normally set up by works of fiction.
  • The fourth wall is a theater term referring to the audience. This originates from the idea that there are three walls on a stage, one on the back, one to the left, and one to the right, as well as an imaginary fourth wall in front that contains the players within their play. To break the fourth wall means to show awareness of the audience or other things outside of it.
  • The term was made explicit by Denis Diderot, and spread in nineteenth century theatre with the advent of theatrical realism. Critic Vincent Canby described it in 1987 as "that invisible screen that forever separates the audience from the stage." Another among early practitioners of this method (now referred to as the "Fourth Wall") is Thornton Wilder & his 1937 play "Our Town".
  • The Fourth Wall is commonly the only thing separating you, the reader, from me, the text. That's right. I know you're there! Without the Fourth Wall, characters would notice you watching them, there might even be references to the medium they exist in, and there would be reader-character interaction. Most of the time though, the Fourth Wall is maintained, until it is broken. This is, naturally enough, referred to as Breaking the Fourth Wall.
  • Sometimes, characters will state something that implies that they are aware of being characters in a movie or a television show; this is known as breaking the fourth wall. The reason it is called a "fourth wall" is that the term originated from plays in theaters, when actors would look at the audience, talk to them, or do anything else that involved the audience. Because the stage would generally have a wall at the back and both sides, this concept involves the actors becoming involved with the audience who are at the front, which can be considered an invisible wall, making it the fourth one.
  • The restrictions of the fourth wall were challenged in 20th-century theatre. Speaking directly to, otherwise acknowledging or doing something to the audience through this imaginary wall – or, in film, television, and video games, through a camera – is known as "breaking the fourth wall". As it is a penetration of a boundary normally set up or assumed by works of fiction, this is considered a metafictional technique. In literature and video games, it occurs when a character acknowledges the reader or player.
  • The fourth wall was famously broken in the seventh episode of The Daleks' Master Plan, "The Feast of Steven", in which the First Doctor wishes the viewers a "happy Christmas": "Oh, and incidentally, a happy Christmas to all of you at home." This is the only case in the series proper in which a character explicitly displays knowledge of being on TV; all other cases of fourth wall breaking involve the characters seeming to talk to or perform for the camera, but nothing that cannot be explained by another character or a mirror being in the position the camera is occupying or a character talking to themselves, and nothing which displays knowledge of being a TV character.
  • The fourth wall is a concept in video games. It refers to the division between the in-game characters and the player. Breaking this division is referred to as "breaking the fourth wall." This is often done with characters explaining controls to the player, or if the characters actively are aware they are part of a game, such would be that the fourth wall is not only broken, but destroyed to a point of no repair.
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