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| - The types of climax experienced during reading sessions vary, especially with the amount of time it takes to reach the climax. In short stories, the climax is often also briefer, as well as erratic (as if the author is "hurrying"). In very long stories, the climax can occur over a period of time, or in stages; contrast with multiple climaxes, which happen individually. The types of climax can be organized into 7 groups, depending on intensity.
- The climax of a story is the turning point. The action or plot builds to this key event or choice. Everything after the climax is generally just the resolution or result of that event or choice. ("It's all downhill from there.") If the story continues too long after the climax, it often feels like it is "dragging". But if it doesn't provide that additional resolution, the reader can be left feeling "what just happened?!" -- sort of like the shock that happens in real life after something startling occurs.
- A Climax is the point in a text with the highest amount of tension. In Grand Theft Auto games, the climax is usually the final mission, or a group of missions towards the end of the game. A climax consists of the player battling a large force of a rival gang and/or mafia members, followed by the player killing the game's antagonist. In most cases, the weather of the climax depends on the player's timing, but in a few cases the weather is predetermined by the game. Some examples are End of the Line in Grand Theft Auto: San Andreas, and The Sicilian Gambit in Grand Theft Auto: Liberty City Stories.
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| - The types of climax experienced during reading sessions vary, especially with the amount of time it takes to reach the climax. In short stories, the climax is often also briefer, as well as erratic (as if the author is "hurrying"). In very long stories, the climax can occur over a period of time, or in stages; contrast with multiple climaxes, which happen individually. The types of climax can be organized into 7 groups, depending on intensity.
- The climax of a story is the turning point. The action or plot builds to this key event or choice. Everything after the climax is generally just the resolution or result of that event or choice. ("It's all downhill from there.") If the story continues too long after the climax, it often feels like it is "dragging". But if it doesn't provide that additional resolution, the reader can be left feeling "what just happened?!" -- sort of like the shock that happens in real life after something startling occurs. Image:Nuvola apps bookcase.png This article is a stub. You can help the My English Wiki by [ expanding it].
- A Climax is the point in a text with the highest amount of tension. In Grand Theft Auto games, the climax is usually the final mission, or a group of missions towards the end of the game. A climax consists of the player battling a large force of a rival gang and/or mafia members, followed by the player killing the game's antagonist. In most cases, the weather of the climax depends on the player's timing, but in a few cases the weather is predetermined by the game. Some examples are End of the Line in Grand Theft Auto: San Andreas, and The Sicilian Gambit in Grand Theft Auto: Liberty City Stories. There are two possible endings in Grand Theft Auto IV, each with its own climax. in the "Deal" ending, antagonist Dimitri Rascalov is seen killing Jimmy Pegorino, who Niko planned to kill himself anyway, and is killed himself by the player later in the mission. In the "Revenge" ending, Dimitri is killed two missions prior to the ending, and Pegorino becomes the main antagonist after killing Kate McReary in the penultimate mission. Pegorino is killed by the player in the final mission. There are three possible endings in Grand Theft Auto V, each with its own climax. In the last mission of the game, Devin Weston gives Franklin three choices. The option A is killing Trevor Philips, triggering the mission Something Sensible. The option B is killing Michael De Santa, triggering the mission The Time's Come. And, the player has the options to choose the option C, the Deathwish, meaning that all the law enforcement agencies will come after the protagonists trio to kill them. If this option is chosen, the mission The Third Way is triggered, featuring the three protagonists working together, killing all the antagonists and solving the problems with the law enforcement agencies in the state. Climaxes usually span across several parts of the in-game world during some sort of chase, but finally end in a confrontation between the protagonist and antagonist. Similar to a climax is a mission that involves a climactic battle of some sort, but earlier in the game, before the actual climax. In these missions, the player usually kills a secondary antagonist. The protagonist may have had plans to kill the main antagonist but been unsuccessful. Some examples are Pier 69 in GTA San Andreas, where CJ kills secondary antagonist Ryder and minor antagonist T-Bone Mendez, and the mission High Noon where he chases and kills major secondary antagonist Eddie Pulaski. Another example is Light My Pyre in Grand Theft Auto: Vice City Stories, where Victor Vance kills antagonist Armando Mendez in his own home.
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