Radio

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{{Card= This is a candidate pattern, to enter version 2.0 of the Deck. |description= It is fairly common to encounter radios in open-world games. They may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the Gameplay. They may also play a role during Stealth performance.

Radios are related but different from Audio Logs. The latter usually present scattered and anachronical pieces of past testimonies. |examples=

|ex1=
Portal: This radio, found in beginning of the game, presents a melody that will make sense later in the game.
|ex2=
Far Cry 2: There are even missions where the radio emission is central
|ex3=
Far Cry 2: There are even missions where the radio emission is central
|ex4=
Splinter Cell Chaos Theory: In this case the radio emission competes for the attention during stealth action. Radios can be turned off or destroyed.

}}