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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' dims the image whenever the normal third-person camera is pointed directly at the sun, presumably to emulate the effect of a bright light on the image on a digital camera. This effect does not appear when the Telescope, the Picto Box. or bare first-person view is used.

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' dims the image whenever the normal third-person camera is pointed directly at the sun, presumably to emulate the effect of a bright light on the image on a digital camera. This effect does not appear when the Telescope, the Picto Box. Box, or bare first-person view is used.
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* In general, ''WesternAnimation/InfinityTrain'' has a subtle film grain effect. In a more specific example, the season three episode "The Campfire Car" utilizes RackFocus for some scenes.
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* ''WesternAnimation/FamilyGuy'': In "Brian & Stewie", when eating Jenny Craig bars, the camera at first focuses on Brian, but then blurs him and focuses on Stewie.

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* Creator/TelltaleGames are using [[{{Retraux}} various downgrades of the visual quality]] lately:
** ''VideoGame/NelsonTethersPuzzleAgent'' has an intentionally low framerate to match the cartoons it is based on.
** ''VideoGame/SamAndMaxFreelancePolice'' season 3 has a noise filter over the screen at all times.

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* Creator/TelltaleGames are using [[{{Retraux}} various downgrades of the visual quality]] lately:
**
''VideoGame/NelsonTethersPuzzleAgent'' has an intentionally low framerate to match the cartoons it is based on.
** ''VideoGame/SamAndMaxFreelancePolice'' season 3 has a noise filter over the screen at all times.* ''VideoGame/SamAndMaxTheDevilsPlayhouse'' utilizes film grain in order to better resemble an 70's detective flick.
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* In ''Disney/TheLionKing'' a RackFocus is simulated during the "Circle of Life" sequence (the shot with the ants and the zebras). There is also a simulated TrackingZoom when Simba sees the wilderbeest stampede.

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* In ''Disney/TheLionKing'' ''WesternAnimation/TheLionKing1994'' a RackFocus is simulated during the "Circle of Life" sequence (the shot with the ants and the zebras). There is also a simulated TrackingZoom when Simba sees the wilderbeest stampede.

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Common types of FalseCameraEffects include [[LensFlare lens flares]], FishEyeLens shots, wide-angle shots, simulated scanning lines, and the VertigoEffect. If the action bumps or shakes the "camera", it's CameraAbuse. OminousVisualGlitch can be related. Most often, these effects are replicated because of TheCoconutEffect: for instance, we think of [[SingleMaltVision swirling multiple exposures]] as being "what inebriation looks like", even if ''eyes'' [[RealityIsUnrealistic don't work that way]].

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Common types of FalseCameraEffects include [[LensFlare lens flares]], FishEyeLens shots, wide-angle shots, simulated scanning lines, the VertigoEffect, and the VertigoEffect.RackFocus. If the action bumps or shakes the "camera", it's CameraAbuse. OminousVisualGlitch can be related. Most often, these effects are replicated because of TheCoconutEffect: for instance, we think of [[SingleMaltVision swirling multiple exposures]] as being "what inebriation looks like", even if ''eyes'' [[RealityIsUnrealistic don't work that way]].
way]].
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* Taken UpToEleven in ''WesternAnimation/ToyStory4''. The whole thing was made to look like it was shot with actual cameras, not computers. Spherical lenses, Anamorphic lenses, split diopters, you name it. An explanation can be found [[https://youtu.be/AcZ2OY5-TeM here]].
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* Summoning Yuri Kozukata onto the field in ''VideoGame/SuperSmashBrosUltimate'' brings with her the visual film-grain effects from her home series ''VideoGame/FatalFrame'' until she despawns.
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* In ''VideoGame/Fallout4'', when switching from a brightly-lit environment to a dark one, the scene goes extra-dark for just long enough to notice before fading back to a more normal brightness, simulating the eye's (or an auto-balancing camera's) adjustment to changes in the light level.
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* ''Animation/PleasantGoatAndBigBigWolf'': There are scan lines in the beginning of the intro of ''The Little Detective''.
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[[folder:Asian Animation]]
* The beginning of the ''Animation/{{Lamput}}'' episode "Fracture" shows a montage of times that the docs caught Lamput, all of which ultimately culminates in Lamput fracturing the one bone in his skeleton as the plot point of the episode. The montage is depicted in DeliberateMonochrome with film grain.
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[[folder: Anime and Manga ]]

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[[folder: Anime [[folder:Anime and Manga ]]Manga]]



[[folder: Comic Books ]]

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[[folder: Comic Books ]][[folder:Comic Books]]
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* In the GameCube remake of ''VideoGame/ResidentEvil'' if you go into the holding cell [[spoiler:where Chris or Jill was imprisoned in the underground lab]] the FixedCamera is grainy, angled from one of the corners on the ceiling, and has a fish-eye distortion effect as if you're looking at a surveilance camera feed on your tv.

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* In the GameCube UsefulNotes/GameCube remake of ''VideoGame/ResidentEvil'' if you go into the holding cell [[spoiler:where Chris or Jill was imprisoned in the underground lab]] the FixedCamera is grainy, angled from one of the corners on the ceiling, and has a fish-eye distortion effect as if you're looking at a surveilance camera feed on your tv.



[[folder:Web Comics]]
* ''Webcomic/ElGoonishShive''. [[http://www.egscomics.com/?date=2009-08-26 This page]] simulates a RackFocus shot.

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[[folder:Web Comics]]
[[folder:Webcomics]]
* ''Webcomic/ElGoonishShive''. [[http://www.egscomics.com/?date=2009-08-26 This page]] The 2009-08-26 comic]] simulates a RackFocus shot.
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* The ''Franchise/MetalGear'' games had several.

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' games had several.

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* The ''Franchise/MetalGear'' games had several. Looking around in First Person View when outside can give you a lens flare which shifts, brightens and vanishes as you turn your gaze towards and away from the sun - and changes the background noise to make it sound like it was shot through a SteadiCam.

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* The ''Franchise/MetalGear'' games had several. Looking several.
** In ''VideoGame/MetalGearSolid'', the camera lens will freeze over in the coldest area of the game (the permafrost stages, such as Vulcan Raven's boss fight room). This is repeated in ''The Twin Snakes'' and ''4'' with more visible, realistic frost spirals.
**In ''VideoGame/MetalGearSolid2'', looking
around in First Person View when outside can give you a lens flare which shifts, brightens and vanishes as you turn your gaze towards and away from the sun - and changes the background noise to make it sound like it was shot through a SteadiCam.SteadiCam. The game also animates water dribbling down the camera lens if you get it wet, and even fogging up if you take it from a wet environment to a dry one.
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* gaussian and bloom effects and a single pair of overlapping exposures for a drugged or concussed character- these replicate impaired ability to focus the eye's lens, contract the pupil, and synchronize one's eyes.
* the depth of field effect depicted in the page image, with or without double vision effects. [[note]]This one is easy to demonstrate to yourself in real life: place a finger about a hand's width in front of your nose and look at it. Now look at something behind it. Now look at something behind ''that''. Some people may also notice "double vision" on distant objects when looking at their finger and doubling of their finger when looking at the distant objects. The brain sometimes edits this out for people with a strongly dominant eye, however.[[/note]]

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* gaussian Gaussian and bloom effects and a single pair of overlapping exposures for a drugged or concussed character- these replicate impaired ability to focus the eye's lens, contract the pupil, and synchronize one's eyes.
* the The depth of field effect depicted in the page image, with or without double vision effects. [[note]]This one is easy to demonstrate to yourself in real life: place a finger about a hand's width in front of your nose and look at it. Now look at something behind it. Now look at something behind ''that''. Some people may also notice "double vision" on distant objects when looking at their finger and doubling of their finger when looking at the distant objects. The brain sometimes edits this out for people with a strongly dominant eye, however.[[/note]]
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* Episode 1 of ''MagicalGirlLyricalNanoha'' includes a brief sequence of Nanoha running that is made to look like it was filmed with a hand-held camera. There are also water droplets on the camera during Nanoha and Fate's final battle.

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* Episode 1 of ''MagicalGirlLyricalNanoha'' ''Anime/MagicalGirlLyricalNanoha'' includes a brief sequence of Nanoha running that is made to look like it was filmed with a hand-held camera. There are also water droplets on the camera during Nanoha and Fate's final battle.
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* ''VideoGame/FridayThe13thTheGame'' tries to capture [[Main/TheEighties an 80s]] SlasherMovie vibe which include [[InterfaceScrew VHS static]] whenever Jason teleports nears one of the counselors.
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* One of the best examples occurs in the ''VideoGame/MetroidPrime'' series. When the environment is very bright, you'll sometimes see a ghostly reflection of Samus' face on the screen. There are a few other effects, too -- the screen fogs up when near sources of steam, and raindrops dot the screen if you look up in rainy areas. These are all justified because the protagonist really ''is'' supposed to be viewing the world through a piece of glass (She wears a helmet).

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* One of the best examples occurs in the ''VideoGame/MetroidPrime'' series.''VideoGame/MetroidPrimeTrilogy''. When the environment is very bright, you'll sometimes see a ghostly reflection of Samus' face on the screen. There are a few other effects, too -- the screen fogs up when near sources of steam, and raindrops dot the screen if you look up in rainy areas. These are all justified because the protagonist really ''is'' supposed to be viewing the world through a piece of glass (She wears a helmet).
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* The film of ''Anime/GhostInTheShell'' gives us a lot of horizontal LensFlare effects, especially from red warning lights.
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* Episode 1 of ''VisionOfEscaflowne'' includes {{Lens Flare}}s in outdoor shots when Hitomi is practicing track and field.

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* Episode 1 of ''VisionOfEscaflowne'' ''Anime/TheVisionOfEscaflowne'' includes {{Lens Flare}}s in outdoor shots when Hitomi is practicing track and field.
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Glare-on-dust in Killing Floor 2

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* If you outfit your character in ''VideoGame/KillingFloor2'' with eyeglasses, a gas mask, or the like, a glare-on-dust effect is visible when you look toward bright lights. Note that these items are otherwise meant to be purely cosmetic.
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* In the GameCube remake of ''VideoGame/ResidentEvil'' if you go into the holding cell [[spoiler:where Chris or Jill was imprisoned in the underground lab]] the FixedCamera is grainy, angled from one of the corners on the ceiling, and has a fish-eye distortion effect as if you're looking at a surveilance camera feed on your tv.
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* ''VideoGame/LostOdyssey'' uses the focus effect during cutscenes, often taking a moment to focus on the subject or deliberately blurring the background.
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* In episode 6 of ''MidoriNoHibi'' there is a moment when Shiori is speaking about her mother in heaven; it's presented using a pseudo-FishEyeLens, shot from above down into Shioiri's face.

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* In episode 6 of ''MidoriNoHibi'' ''Manga/MidoriDays'' there is a moment when Shiori is speaking about her mother in heaven; it's presented using a pseudo-FishEyeLens, shot from above down into Shioiri's face.

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So many of these effects are damn near ubiquitous these days that I felt a header explaining some common ones was in order. I suppose individual entries could be sorted under those headers, too.


* If we're talking about lens flares, pretty much every video game since the first Unreal.
** The ''Franchise/MetalGear'' games had more. Looking around in First Person View when outside can give you a lens flare which shifts, brightens and vanishes as you turn your gaze towards and away from the sun - and changes the background noise to make it sound like it was shot through a SteadiCam.
*** If Snake gets hit in ''VideoGame/MetalGearSolid4'', the camera gets noisy every time he's struck.
** Both ''VideoGame/{{Penumbra}}'' episodes give off a strong effect if the character looks too long on the monsters around him. Used in gameplay, too, because eventually he'll panic and give himself away.
** Similarly in Call of Cthulhu: Dark Corners of the Earth. Looking at monsters (or down when in high areas) make the vision blurry until it's nearly impossible to see anything. (The character still controls normally, however.)

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* If we're talking about lens flares, Some common effects include:
** LensFlare, appearing in
pretty much every video game since the first Unreal.
** Distortion or grain filters, often found in horror games to enhance the atmosphere.
** [[CameraAbuse Blood, water, or cracking effects]] on the "lens" of the non-existent camera.
** MotionBlur, to give the impression that the camera can't keep up with the action on-screen.
** Bouncing, swaying, or otherwise unsteady camera motions to make it appear the shot was done with a handheld camera.
** Focus effects, including blurring background when focusing on the foreground (see page image) or vice-versa, and shots that look like they take a few seconds to focus on the subject entirely.
*
The ''Franchise/MetalGear'' games had more.several. Looking around in First Person View when outside can give you a lens flare which shifts, brightens and vanishes as you turn your gaze towards and away from the sun - and changes the background noise to make it sound like it was shot through a SteadiCam.
*** ** If Snake gets hit in ''VideoGame/MetalGearSolid4'', the camera gets noisy every time he's struck.
** * Both ''VideoGame/{{Penumbra}}'' episodes give off a strong effect if the character looks too long on the monsters around him. Used in gameplay, too, because eventually he'll panic and give himself away.
** Similarly in * Call of Cthulhu: Dark Corners of the Earth. Looking at monsters (or down when in high areas) make the vision blurry until it's nearly impossible to see anything. (The character still controls normally, however.)


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* First-person horror game ''VideoGame/TheTape'' uses grain and distortion filters to give the player the feeling they are watching a well worn VHS FoundFootage tape, through night vision no less. The filters can be adjusted for intensity or turned off entirely, but that sort of defeats the purpose of the game in the first place.


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* ''VideoGame/{{Outlast}}'' plays with this trope. The standard first-person view appears normal, with little to no camera effects. However, the player character has a handheld video camera with optional night vision. Anything viewed through the camera has a grain filter, plus a green tint when in night vision mode. The REC and battery life are also displayed when viewing through the camera. And lastly, [[spoiler: you drop the camera at one point, and the lens is cracked and distorted by the time you find it again.]]
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* "Yura Yura" the last opening for the original ''{{Naruto}}'' series uses this.

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* "Yura Yura" the last opening for the original ''{{Naruto}}'' ''Manga/{{Naruto}}'' series uses this.
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* "false" Fish Eye Lens shots, use a type of [[UsefulNotes/GraphicalPerspective drawn perspective]] that replicates the curved shape of the retina and the curved lens of the eye While much more complicated than linear perspective, it creates a better sense of depth and scale, and allows a more immersive field of view.

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* "false" "False" Fish Eye Lens shots, shots use a type of [[UsefulNotes/GraphicalPerspective drawn perspective]] that replicates the curved shape of the retina and the curved lens of the eye eye. While much more complicated than linear perspective, it creates a better sense of depth and scale, and allows a more immersive field of view.



* the depth of field effect depicted in the page image. The last one is easy to demonstrate to yourself in real life: place a finger about a hand's width in front of your nose and look at it. Now look at something behind it. Now look at something behind ''that''. Some people may also notice "double vision" on distant objects when looking at their finger, though the brain may edit this out for people with a strongly dominant eye.

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* the depth of field effect depicted in the page image. The last image, with or without double vision effects. [[note]]This one is easy to demonstrate to yourself in real life: place a finger about a hand's width in front of your nose and look at it. Now look at something behind it. Now look at something behind ''that''. Some people may also notice "double vision" on distant objects when looking at their finger, though finger and doubling of their finger when looking at the distant objects. The brain may edit sometimes edits this out for people with a strongly dominant eye.
eye, however.[[/note]]

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Common types of FalseCameraEffects include [[LensFlare lens flares]], FishEyeLens shots, wide-angle shots, simulated scanning lines, and the VertigoEffect. If the action bumps or shakes the "camera", it's CameraAbuse. OminousVisualGlitch can be related. Most often, these effects are replicated because of TheCoconutEffect: for instance, we think of overlapping double exposures as being "what inebriation looks like", even if ''eyes'' [[RealityIsUnrealistic don't work that way]].

Exceptions include "false" Fish Eye Lens shots, which use a type of [[UsefulNotes/GraphicalPerspective drawn perspective]] that replicates the curved shape of the retina, gausian effects for disorientation (say a drugged or concussed character) replicating the loss of the ability to focus the eye's lens, and the depth of field effect depicted in the page image. The last one is easy to demonstrate to yourself by placing a finger in front of your nose and looking at it, and then looking at something behind it; you eyes can only bring one plane into focus at a time.

See also {{Retraux}}.

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Common types of FalseCameraEffects include [[LensFlare lens flares]], FishEyeLens shots, wide-angle shots, simulated scanning lines, and the VertigoEffect. If the action bumps or shakes the "camera", it's CameraAbuse. OminousVisualGlitch can be related. Most often, these effects are replicated because of TheCoconutEffect: for instance, we think of overlapping double exposures [[SingleMaltVision swirling multiple exposures]] as being "what inebriation looks like", even if ''eyes'' [[RealityIsUnrealistic don't work that way]].

Exceptions include There are a few exceptions, however, where false camera effects can be used to add realism by better replicating the eye's mechanisms than standard perspective effects:
*
"false" Fish Eye Lens shots, which use a type of [[UsefulNotes/GraphicalPerspective drawn perspective]] that replicates the curved shape of the retina, gausian retina and the curved lens of the eye While much more complicated than linear perspective, it creates a better sense of depth and scale, and allows a more immersive field of view.
* gaussian and bloom
effects and a single pair of overlapping exposures for disorientation (say a drugged or concussed character) replicating the loss of the character- these replicate impaired ability to focus the eye's lens, contract the pupil, and synchronize one's eyes.
*
the depth of field effect depicted in the page image. The last one is easy to demonstrate to yourself by placing in real life: place a finger about a hand's width in front of your nose and looking look at it, and then looking it. Now look at something behind it; you eyes can only bring one plane into focus it. Now look at something behind ''that''. Some people may also notice "double vision" on distant objects when looking at their finger, though the brain may edit this out for people with a time.

strongly dominant eye.

See also {{Retraux}}.
{{Retraux}} and InterfaceScrew.

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Common types of FalseCameraEffects include [[LensFlare lens flares]], FishEyeLens shots, wide-angle shots, simulated scanning lines, and the VertigoEffect. If the action bumps or shakes the "camera", it's CameraAbuse. OminousVisualGlitch can be related. Most often, these effects are replicated because of TheCoconutEffect - we think of a blurry screen as being "what disorientation looks like", even if our actual ''eyes'' [[RealityIsUnrealistic don't work that way]] (with the exception of "false" Fish Eye Lens shots, which use a type of [[UsefulNotes/GraphicalPerspective drawn perspective]] that replicates the curved shape of the retina instead).

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Common types of FalseCameraEffects include [[LensFlare lens flares]], FishEyeLens shots, wide-angle shots, simulated scanning lines, and the VertigoEffect. If the action bumps or shakes the "camera", it's CameraAbuse. OminousVisualGlitch can be related. Most often, these effects are replicated because of TheCoconutEffect - TheCoconutEffect: for instance, we think of a blurry screen overlapping double exposures as being "what disorientation inebriation looks like", even if our actual ''eyes'' [[RealityIsUnrealistic don't work that way]] (with the exception of way]].

Exceptions include
"false" Fish Eye Lens shots, which use a type of [[UsefulNotes/GraphicalPerspective drawn perspective]] that replicates the curved shape of the retina instead).
retina, gausian effects for disorientation (say a drugged or concussed character) replicating the loss of the ability to focus the eye's lens, and the depth of field effect depicted in the page image. The last one is easy to demonstrate to yourself by placing a finger in front of your nose and looking at it, and then looking at something behind it; you eyes can only bring one plane into focus at a time.

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