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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* As with ''Mirror's Edge'', the developers of ''VideoGame/DeadIsland'' opted to use the same third-person model for the first-person viewpoint; toggling third-person, especially on the [[ObviousBeta pre-patched]] PC version, would end up with the player character [[https://www.youtube.com/watch?v=hXmZX8iz2SE being no better off than a typical zombie]].

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* As with ''Mirror's Edge'', the developers of ''VideoGame/DeadIsland'' opted to use the same third-person model for the first-person viewpoint; toggling third-person, especially on the [[ObviousBeta pre-patched]] pre-patched PC version, would end up with the player character [[https://www.youtube.com/watch?v=hXmZX8iz2SE being no better off than a typical zombie]].
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* ''VideoGame/SlayersXTerminalAftermathVenganceOfTheSlayer'' is yet another shooter with pre-rendered character sprites that nonetheless allows you to see Zane's legs if you look down. [[GoodBadBugs Amusingly,]] if you crank up the field of view setting high enough, you'd also be able to see ''Zane's own upside down head'' if you look straight up.
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* Both ''VideoGame/{{Propagation}}'' games comically depicts you as a pair of floating limbs holding guns.
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* ''VideoGame/TheCitadel'' is another case of a first person shooter that despite using 2D sprites for the characters still lets you see The Martyr's chest, legs and even her [[{{Stripperific}} belt-clad]] pelvis whenever she's sliding.
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* Parodied in ''VIdeoGame/HandCop'', an FPS where your titular character is... just a disembodied, floating hand. Holding a gun.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* Not just FPS games suffer from this. The ''VideoGame/{{Myst}}'' games are a series of first-person puzzle games that had a First-Person Ghost whose only visible appendage was a floating hand cursor. Justified in ''Myst'' and ''Riven'' due to movement limitations, but by the time ''Myst III: Exile'' rolled around, the player could not only look down and see that they had no feet, but also wind up standing ''on thin air just off of the edge of a cliff.'' It's worse in ''Myst IV: Revelation'' when [[UncannyValley the hand cursor gained a more realistic look.]] You could even inexplicably tint the hand strange, unearthly colors other than 'skin tone' or 'heavily pigmented skin tone'. The developers thankfully fixed this in ''Myst V: End of Ages''. All of this was done in the name of maintaining a FeaturelessProtagonist.

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* Not just FPS games suffer from this. The ''VideoGame/{{Myst}}'' games are a series of first-person puzzle games that had a First-Person Ghost whose only visible appendage was a floating hand cursor. Justified in ''Myst'' and ''Riven'' due to movement limitations, but by the time ''Myst III: Exile'' rolled around, the player could not only look down and see that they had no feet, but also wind up standing ''on thin air just off of the edge of a cliff.'' It's worse in ''Myst IV: Revelation'' when [[UncannyValley the hand cursor gained a more realistic look.]] look. You could even inexplicably tint the hand strange, unearthly colors other than 'skin tone' or 'heavily pigmented skin tone'. The developers thankfully fixed this in ''Myst V: End of Ages''. All of this was done in the name of maintaining a FeaturelessProtagonist.
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Opposing Force actually does have a model for Shephard.


* In ''VideoGame/HalfLife1'', the "thirdperson" command would allow one to have a third-person view over Gordon, with a complete model, though you still can't see anything other than your arms in first-person mode. Amusingly, in the expansion packs, the new player characters still used Gordon's model, and in ''VideoGame/HalfLife2'', using the same command would result in seeing just Gordon's arms.

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* In ''VideoGame/HalfLife1'', the "thirdperson" console command would allow one to have a third-person view over Gordon, with a complete model, though you still can't see anything other than your arms in first-person mode. Amusingly, in the expansion packs, the new player characters ''VideoGame/HalfLifeBlueShift'' ExpansionPack, Barney Calhoun still used uses Gordon's model, and in ''VideoGame/HalfLife2'', using the same command would result in seeing just Gordon's arms.
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As seen in the demo.


* ''VideoGame/{{Portal}}'' lets you see Chell by looking through the portals, but you can't look down to see her legs and she doesn't cast a shadow (even in rooms in ''VideoGame/{{Portal 2}}'' when other objects do). As with ''VideoGame/HalfLife2'''s gravity gun, you use the portal gun to pick up objects, but before you get it Chell seems to pick up things by glaring at them. [[http://cloud-4.steampowered.com/ugc/40861869135388711/7B4911C953C7458C90F4F0F19CB1382FEF704755/ Looking at yourself through the first portal, or the same portal's cameo in Portal 2 shows any object you're holding floating in midair.]]
* ''VideoGame/SystemShock'' and ''VideoGame/SystemShock2''. ''[[http://www.it-he.org/sshock.htm The Hacker's Guide to Sin]]'' goes further: not only does the main character have no feet, but he's able to activate healing stations from 13 feet away, yet unable to search bodies across a gap, so he most likely has boneless tentacles that snake along the ground.

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* ''VideoGame/{{Portal}}'' lets you see Chell by looking through the portals, but you can't look down to see her legs and she doesn't cast a shadow (even in rooms in ''VideoGame/{{Portal 2}}'' ''VideoGame/Portal2'' when other objects do). As with ''VideoGame/HalfLife2'''s gravity gun, you use the portal gun to pick up objects, but before you get it Chell seems to pick up things by glaring at them. [[http://cloud-4.steampowered.com/ugc/40861869135388711/7B4911C953C7458C90F4F0F19CB1382FEF704755/ Looking at yourself through the first portal, or the same portal's cameo in Portal 2 shows any object you're holding floating in midair.]]
* ''VideoGame/SystemShock'' and ''VideoGame/SystemShock2''. ''[[http://www.it-he.org/sshock.htm The Hacker's Guide to Sin]]'' goes further: not only does the main character have no feet, but he's able to activate healing stations from 13 feet away, yet unable to search bodies across a gap, so he most likely has boneless tentacles that snake along the ground. The remake of the first ''System Shock'' averts this, showing your legs.
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* In ''VideoGame/SpookysJumpScareMansion'', the PlayerCharacter's looks is only seen during some cutscenes, but it remains ambiguous enough. Looking into a mirror even produces a glare to hide their looks.
* A grand majority of Virtual Reality games do this as most systems up to this point only track your head and hands, leaving you nothing more than a floating head and pair of hands and it's PlayedForLaughs in the above example. Some games do model a full character and move their legs automatically in those instances.

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* In ''VideoGame/SpookysJumpScareMansion'', the PlayerCharacter's looks body is only seen during some cutscenes, but it remains ambiguous enough. Looking into a mirror even produces a glare to hide their looks.
appearance.
* A grand majority of Virtual Reality games do this as most systems up to this point only track your head and hands, leaving you nothing more than a floating head and pair of hands and it's PlayedForLaughs in the above example.hands. Some games do model a full character and move their legs automatically in those instances.

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* ''WesternAnimation/WreckItRalph'' lampshades this trope: the player-character of ''Hero's Duty'' (the first-person shooter) is a robot with a pair of arms mounted on caterpillar tracks [[ScreensAreCameras and a TV screen for a head.]] The player only sees the arms.


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[[folder:Parodies and fictional examples]]
* ''WesternAnimation/WreckItRalph'' lampshades this trope: the player-character of ''Hero's Duty'', the only game played in first-person, is a robot called "The First-Person Shooter" with a pair of arms mounted on caterpillar tracks [[ScreensAreCameras and a TV screen]] [[TVHeadRobot for a head.]] The player only sees the arms.
[[/folder]]
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* ''VideoGame/DeepRockGalactic'' ''almost'' completely averts this trope; you can't see your own body if you look down, but your Dwarf ''does'' leave footprints and interactions with the environment (pressing buttons, for example) are properly depicted.
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* ''VideoGame/{{Mega}}'': The only part of [[PlayerCharacter James Ward]] that's seen is his hands.
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sp


** ''VideoGame/HaloInfinite'' averts this like all the games after ''Combat Evolved'', but let's you un-avert it by playing with the FOV slider. Setting it any higher than the default of 78° will hide your legs, likely to prevent you from seeing that there isn't an upper body connecting them to your arms.

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** ''VideoGame/HaloInfinite'' averts this like all the games after ''Combat Evolved'', but let's lets you un-avert it by playing with the FOV slider. Setting it any higher than the default of 78° will hide your legs, likely to prevent you from seeing that there isn't an upper body connecting them to your arms.
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* Taken to the extreme in ''VideoGame/{{Visage}}'' where aside from the GoldenEnding (and [[MindScrew maybe the intro]]), the player character Dwayne is ''completely invisible''. He doesn't even have hands or arms, despite interacting with things being the main gameplay loop. It can get pretty jarring in cutscenes where he appears to manipulate things with telekinesis. [[spoiler: You don't even see his jaw if Lucy manages to rip it off]].
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* ''VideoGame/TheHex'': InUniverse, one of the patrons and the potential future murder suspects in Six Pint Inn is a FeaturelessProtagonist of the first-person interactive game. Predictably, said patron, named [[MyNameIsQuestionMarks ???]], looks like a pitch-black silhouette with purple question mark for a face, with only their hands being textured.
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** ''VideoGame/HaloInfinite'' still averts this much like the games before, but let's you un-avert it by playing with the FOV slider. Setting it any higher than the default of 78° will hide your legs, likely to prevent you from seeing that there isn't an upper body connecting them to your arms.

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** ''VideoGame/HaloInfinite'' still averts this much like all the games before, after ''Combat Evolved'', but let's you un-avert it by playing with the FOV slider. Setting it any higher than the default of 78° will hide your legs, likely to prevent you from seeing that there isn't an upper body connecting them to your arms.
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* In the [[UsefulNotes/OculusQuest Quest 2]] version of ''VideoGame/ResidentEvil4'', you never see Leon's body in first-person POV, just his hands. Even if you have the weapon holsters set to "immersive" they'll just float on the airspace that should be Leon's chest and hips. The only exceptions are cutscenes (which were not made immersive).

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* ''VideoGame/{{Geist}}'', while not allowing you to see your legs by not letting you pan down to look, does show you doing EVERYTHING in the corner of the screen when you're possessing someone in the main single player mode.
* ''VideoGame/MetroidPrime3Corruption'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
** The ''VideoGame/MetroidPrimeTrilogy'' in general. You can see Samus' eyes reflected in the Visor whenever a flash of light comes close, you can see her reflection in various reflective surfaces, etc.

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* ''VideoGame/{{Geist}}'', while ''VideoGame/{{Geist}}'': While not allowing you to see your legs by not letting you pan down to look, the game does show you doing EVERYTHING in the corner of the screen when you're possessing someone in the main single player mode.
* ''VideoGame/MetroidPrime3Corruption'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
''VideoGame/MetroidPrimeTrilogy'':
** The ''VideoGame/MetroidPrimeTrilogy'' in general. You can see Samus' eyes reflected in the Visor whenever a flash of light comes close, you can see her reflection in various reflective surfaces, etc.


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** ''VideoGame/MetroidPrime3Corruption'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
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** ''VideoGame/HaloInfinite'' still averts this much like the games before, but let's you un-avert it by playing with the FOV slider. Setting it any higher than the default of 78° will hide your legs, likely to prevent you from seeing that there isn't an upper body connecting them to your arms.
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* ''VideoGame/{{Viscerafest}}'' - while using 2D sprites for the characters - manages to (optionally, can be toggled off in the options) avert this, letting you see Caroline's pixelated legs whenever you look down.
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[[caption-width-right:268:Anne from ''[[VideoGame/JurassicParkTrespasser Trespasser]]'', or what little you can see of her at least.]]

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[[caption-width-right:268:Anne from ''[[VideoGame/JurassicParkTrespasser Trespasser]]'', ''VideoGame/JurassicParkTrespasser'', or what little you can see of her at least.]]
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* ''VideoGame/AllIsDust2015'': [[PlayerCharacter Thomas]]. The only part of his body you ever actually see is the hand holding the lantern.
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Ambiguity Index wick cleaning.


* In flight simulators using fully modeled 3D cockpits you will often see your flight controls, which in some cases move based on the player's control inputs. But you almost never see the "body" of your pilot. Apparently the pilot is controlling the plane via TheForce.

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* In flight simulators using fully modeled 3D cockpits you will often see your flight controls, which in some cases move based on the player's control inputs. But you almost never see the "body" of your pilot. Apparently the pilot is controlling the plane via TheForce.Telekinesis.
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* ''VideoGame/Left4Dead'' also lets you see your feet and legs (including the infected if you play as one) when you look down, but they don't appear if your graphic settings are too low. Humorously, the height at which your body is situated [[GoodBadBugs makes it look like your arms are sprouting out of your neck, at least from your point of view.]]

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* ''VideoGame/Left4Dead'' also lets you see your feet and legs (including the infected if you play as one) when you look down, but they don't appear if your graphic settings are too low. Humorously, the height at which your body is situated [[GoodBadBugs makes it look like your arms are sprouting out of your neck, at least from your point of view.]]]] However, this function was removed in the sequel ''VideoGame/Left4Dead2'', even in the backported levels from the first game.
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* Subverted in the ''VideoGame/SeriousSam'' games. You can't see your feet when you look down but hitting the H key shifts to third person where Sam is fully modeled. Taken to the extreme in ''Serious Sam 2'' which goes out of it's way to avoid showing you Sam's arms in first person (by way of having weapons like the shotgun cycle automatically) even though you can still see him in full when you enter a vehicle.

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** ''VideoGame/{{SWAT 3}}'' as well, but entering the code "handsup" would make them visible.

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** ''VideoGame/{{SWAT 3}}'' did this mostly the same, with the caveat that your crosshair changed to mimic the sights on whatever gun you were using as well, but entering a rudimentary attempt to avert this trope. Entering the code "handsup" would make them visible.causes the game to display your third-person model, this averting this trope.



* ''VideoGame/HaloCombatEvolved'' plays this quite straight; unless you get into a vehicle, the only parts of yourself visible are your arms.

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* ''Franchise/{{Halo}}'':
**
''VideoGame/HaloCombatEvolved'' plays this quite straight; unless you get into a vehicle, the only parts of yourself visible are your arms.arms.
** A skull available in every main game in the series except ''Combat Evolved Anniversary'' allows you to take this to the extreme: unlocking and activating it makes your weapon and your entire HUD invisible, leaving actively firing your weapon as the only way to determine what you have (or whether it has ammo).



** In ''FEAR 2'' there are a small number of mirrors where you can see your character model. They also changed it so that you ''do'' have to use your hands to press buttons, turn wheels, and move objects - but still not to open doors (unless you like to [[DynamicEntry loudly bash them open with melee attacks]], since they added that too).

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** In ''FEAR 2'' there are a small number of mirrors where you can see your character model. They also changed it so that you ''do'' have to use your hands to press buttons, turn wheels, and move objects - but still not to open doors (unless doors, unless you like to [[DynamicEntry loudly bash them open with melee attacks]], since they that was a mechanic added that too).in the first game's expansions and kept for the rest of the series.

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Alphabetical folders.


[[folder:ActionAdventure]]
* ''VideoGame/{{Geist}}'', while not allowing you to see your legs by not letting you pan down to look, does show you doing EVERYTHING in the corner of the screen when you're possessing someone in the main single player mode.
* ''VideoGame/MetroidPrime3Corruption'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
** The ''VideoGame/MetroidPrimeTrilogy'' in general. You can see Samus' eyes reflected in the Visor whenever a flash of light comes close, you can see her reflection in various reflective surfaces, etc.
** When you go into third-person view via Morph Ball or Screw Attack, Samus clearly has a model and it moves fluidly. However, her model vanishes the minute you go back to first-person view. You can also aim her arm cannon straight down, but you'll never see her feet.
[[/folder]]



* ''VideoGame/{{Battlefield 3}}'' averts this, with the player character's body fully visible during most actions.

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* ''VideoGame/{{Battlefield 3}}'' ''VideoGame/Battlefield3'' averts this, with the player character's body fully visible during most actions.



[[folder:ActionAdventure]]
* ''VideoGame/MetroidPrime3Corruption'' not only allows you to see Samus' lower body and arms when she's sitting in her spaceship, you can also view her skeleton when using the [[XRayVision X-ray visor]].
** The ''VideoGame/MetroidPrimeTrilogy'' in general. You can see Samus' eyes reflected in the Visor whenever a flash of light comes close, you can see her reflection in various reflective surfaces, etc.
** When you go into third-person view via Morph Ball or Screw Attack, Samus clearly has a model and it moves fluidly. However, her model vanishes the minute you go back to first-person view. You can also aim her arm cannon straight down, but you'll never see her feet.
* ''VideoGame/{{Geist}}'', while not allowing you to see your legs by not letting you pan down to look, does show you doing EVERYTHING in the corner of the screen when you're possessing someone in the main single player mode.
[[/folder]]



* ''VideoGame/Borderlands3'' allows you to see your body for the first time in the series.
* ''VideoGame/Cyberpunk2077'' lets you see your whole body, including any cybernetics you have.



* ''VideoGame/Cyberpunk2077'' lets you see your whole body, including any cybernetics you have.
* ''VideoGame/Borderlands3'' allows you to see your body for the first time in the series.

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* ''VideoGame/Cyberpunk2077'' lets you see your whole body, including any cybernetics you have.
* ''VideoGame/Borderlands3'' allows you to
You can see your body for the first time in the series.''VideoGame/{{Grounded}}'' by looking down.
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* ''VideoGame/TheCaregiver'': If you look down, you can see [[PlayerCharacter Tomita Sachie]]'s body.

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* ''VideoGame/TheCaregiver'': If you look down, you can see [[PlayerCharacter Tomita Sachie]]'s body.The Caregiver]]'s body. You can also see their reflection in mirrors.
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* ''VideoGame/TheCaregiver'': If you look down, you can see [[PlayerCharacter Tomita Sachie]]'s body.

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* Justified in ''VideoGame/TheSeventhGuest'', as the player character is a literal ghost. Not so justified in its sequel, ''The 11th Hour'', which only shows you the beam of Carl's flashlight; he still apparently opens doors or manipulates puzzles telekinetically.



* Justified in ''VideoGame/TheSeventhGuest'', as the player character is a literal ghost. Not so justified in its sequel, ''The 11th Hour'', which only shows you the beam of Carl's flashlight; he still apparently opens doors or manipulates puzzles telekinetically.


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* ''VideoGame/Trenches2021'': If you look down, you can see [[PlayerCharacter the soldier]]'s body.

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