History Main / DepthPerplexion

22nd Jun '16 9:03:29 PM bt8257
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When this trope is in effect, you can throw that thinking out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can use this trope yourself and shoot through walls too, but a lot of the time, [[TheComputerIsACheatingBastard only the enemies]] get that luxury.

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When this trope is in effect, you can throw that thinking out the window. Those GoddamnBats GoddamnedBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can use this trope yourself and shoot through walls too, but a lot of the time, [[TheComputerIsACheatingBastard only the enemies]] get that luxury.
27th May '16 8:51:12 AM case
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This is like DepthDeception minus the logic. The enemy or object in question isn't actually especially big or small... it just somehow affects you even though it shouldn't actually be crossing your path. It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.

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This is like DepthDeception minus the logic. The enemy or object in question isn't actually especially big or small... it just somehow affects you even though it shouldn't actually be crossing your path. Depth Perplexion allows developers added flexibility when creating enemy code, allowing them to do things that aren't actually possible, but work intuitively from the game's perspective.

Most of the time, it's a form of FridgeLogic as only blatant examples are likely to be noticed as they're happening.
It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.
13th May '16 9:18:09 PM ImmenentStallion
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* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[http://www.gametrailers.com/video/angry-video-screwattack/59650 here.]]

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* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[http://www.gametrailers.com/video/angry-video-screwattack/59650 [[https://www.youtube.com/watch?v=NEwgFmL31RQ here.]]
5th Feb '16 9:17:12 PM case
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Before the days of 3D graphics, gamers were only concerned with three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is the only layer that is supposed to matter. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some]] [[InvincibleMinorMinion guys]] may attack from the background, but that's it.

When this trope is in effect, you can throw all the rules of background vs. foreground out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can shoot through walls too.

The most common instance of this is enemies and bullets (''[[TheComputerIsACheatingBastard their]]'' bullets) that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''VideoGame/SuperMarioBros'' with Bullet Bills, if not earlier than that.

This is like DepthDeception except with any semblance of logic removed. The enemy or object in question isn't actually especially big or small... it just somehow affects you despite the fact that it logically shouldn't be anywhere near you. It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.

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Before the days of 3D graphics, gamers were only concerned with games had three layers: the background, the foreground, and the "main layer" in between that the player actually resided on. This is Logically, the only main layer that is supposed to matter.where the action happens. Sometimes the foreground might [[ObstructiveForeground block your view]], and [[BackgroundBoss some]] [[InvincibleMinorMinion guys]] may attack from the background, but that's it.

When this trope is in effect, you can throw all the rules of background vs. foreground that thinking out the window. Those GoddamnBats clearly flying in front of bricks that block you will still kill you with CollisionDamage if you get near them. See that thunderstorm in the distant background? It'll kill you if you're in front of it when lightning strikes. If you're lucky, you can use this trope yourself and shoot through walls too.

The most common instance
too, but a lot of this is enemies and bullets (''[[TheComputerIsACheatingBastard their]]'' bullets) the time, [[TheComputerIsACheatingBastard only the enemies]] get that go through walls by overlapping them. Most gamers just take this for granted, as it has been happening since ''VideoGame/SuperMarioBros'' with Bullet Bills, if not earlier than that.

luxury.

This is like DepthDeception except with any semblance of logic removed.minus the logic. The enemy or object in question isn't actually especially big or small... it just somehow affects you despite the fact that even though it logically shouldn't actually be anywhere near you.crossing your path. It's very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.
4th Dec '15 5:25:57 PM nombretomado
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* Many, many ''VideoGame/SuperMarioWorld'' hacks come under this if they use graphics not meant for 2D platformers (like isometric ones or three quarters view ones from games like SeikenDensetsu3). Good luck figuring out where the floor is solid and where it isn't in levels like Dark Castle or Dragon's cave in BrutalMario for instance. Or which bosses are foreground and which are background in the same game.

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* Many, many ''VideoGame/SuperMarioWorld'' hacks come under this if they use graphics not meant for 2D platformers (like isometric ones or three quarters view ones from games like SeikenDensetsu3).''VideoGame/SeikenDensetsu3''). Good luck figuring out where the floor is solid and where it isn't in levels like Dark Castle or Dragon's cave in BrutalMario for instance. Or which bosses are foreground and which are background in the same game.
25th Aug '15 8:51:08 AM WillKeaton
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*** Gets even more JustForFun/{{egregious}} in VideoGame/PokemonDiamondAndPearl and later, where this is still in play, ''even though the game is now rendered in 3D''. That's right, now you can see what's behind those buildings thanks to perspective, but ''you still can't actually go there,'' even if it looks like you could. For example, there are several places where you can clearly see one tile of space between the north face of one building and the south face of another, but the game will not allow you to walk onto that space.

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*** Gets even more JustForFun/{{egregious}} in VideoGame/PokemonDiamondAndPearl ''VideoGame/PokemonDiamondAndPearl'' and later, where this is still in play, ''even though the game is now rendered in 3D''. That's right, now you can see what's behind those buildings thanks to perspective, but ''you still can't actually go there,'' even if it looks like you could. For example, there are several places where you can clearly see one tile of space between the north face of one building and the south face of another, but the game will not allow you to walk onto that space.
25th Aug '15 8:50:33 AM WillKeaton
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* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[http://www.gametrailers.com/video/angry-video-screwattack/59650 here]].

to:

* ''VideoGame/LittleRedHood'' is supposedly in a 3/4 overhead view, but if you jump in front of a tree, your head bumps into the trunk. Another AVGN explanation is at the 11 minute mark [[http://www.gametrailers.com/video/angry-video-screwattack/59650 here]].here.]]
25th Aug '15 8:49:32 AM WillKeaton
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* In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', the Final Boss (Menace) can hit you (for a lot of damage) with a foot that is clearly in the background behind Soma. It even is of a darker shade to emphasize that is indeed in the background. Even worse, there are very many enemies in the game (various forms of Barbariccia, the Valkyries, Demons, the various Mini-Demons, and Gaibon come to mind, most of whom fly, whose attacks and AI can lead them off-screen, where they can easily prepare or launch attacks that you can't even see. Of course they are out of range of most of your weapons and Bullet Souls. Gaibon, for example, breaths fire diagonally downward, and you fight them in tall shafts. Sometimes as many as three at a time. All hiding off-screen, torching you when you try to climb up to them.

to:

* In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', the Final Boss (Menace) can hit you (for a lot of damage) with a foot that is clearly in the background behind Soma. It even is of a darker shade to emphasize that is indeed in the background. Even worse, there are very many enemies in the game (various forms of Barbariccia, the Valkyries, Demons, the various Mini-Demons, and Gaibon come to mind, mind,) most of whom fly, whose attacks and AI can lead them off-screen, where they can easily prepare or launch attacks that you can't even see. Of course they are out of range of most of your weapons and Bullet Souls. Gaibon, for example, breaths fire diagonally downward, and you fight them in tall shafts. Sometimes as many as three at a time. All hiding off-screen, torching you when you try to climb up to them.
6th Aug '15 5:35:21 AM case
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This is like DepthDeception except with any semblance of logic removed. The enemy or object in question isn't actually especially big or small... it just somehow affects you despite the fact that it logically shouldn't be anywhere near you. It's most common in [[IsometricProjection Isometric]] and [[SideView Side Views]], and optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.

to:

This is like DepthDeception except with any semblance of logic removed. The enemy or object in question isn't actually especially big or small... it just somehow affects you despite the fact that it logically shouldn't be anywhere near you. It's most very common in ThreeQuartersView, and likely to appear in games with [[IsometricProjection Isometric]] and [[SideView Side Views]], and optical Views]] as well. Optical illusions such as the [[http://en.wikipedia.org/wiki/Penrose_stairs Penrose staircase]] make it OlderThanTheNES.


Added DiffLines:

* In ''VideoGame/ETTheExtraTerrestrial'', E.T. would fall into a pit if he touched it with his head.
4th Jun '15 5:33:26 PM Pinokio
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* Obvious in ''VideoGame/DeadlyTowers''. The game uses an isometric perspective, but hitboxes surround entire sprites. Many sprites are much taller than they are wide, resulting in hits registered (on both enemies and the player character) even when, logically, no contact should have been made.

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* Obvious in ''VideoGame/DeadlyTowers''. The game uses an isometric perspective, but hitboxes surround entire sprites. Many sprites are much taller than they are wide, resulting in hits registered (on both enemies and the player character) even when, logically, no contact should have been made. made.
* ''Stone of Life EX'' registers a hit when the player's attack sprite hits the enemy sprite, while the game is on an isometric playing field. The player can attack by waving a weapon in front of an enemy sprite.
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