History Main / HollywoodDarkness

24th Sep '16 9:47:50 AM KamenRiderOokalf
Is there an issue? Send a Message


* The whole ''VideoGame/SilentHill'' series plays with this like a child does a toy.

to:

* The whole ''VideoGame/SilentHill'' ''Franchise/SilentHill'' series plays with this like a child does a toy.
20th Sep '16 8:16:29 PM nombretomado
Is there an issue? Send a Message


* Completely lit cave areas in ''{{Avernum}}'' are generally handwaved with fluorescent mushrooms. Nobody ever mentions why some indoor areas are completely lit, though (maybe they really ''don't'' have ceilings?) Unlit cave areas have full lighting a few squares away from the main characters and no lighting at all farther away from them, with no transition. Outdoor nighttime isn't present until the third game, which provides the same level of partial lighting every night with no regard for full and new moons.

to:

* Completely lit cave areas in ''{{Avernum}}'' ''VideoGame/{{Avernum}}'' are generally handwaved with fluorescent mushrooms. Nobody ever mentions why some indoor areas are completely lit, though (maybe they really ''don't'' have ceilings?) Unlit cave areas have full lighting a few squares away from the main characters and no lighting at all farther away from them, with no transition. Outdoor nighttime isn't present until the third game, which provides the same level of partial lighting every night with no regard for full and new moons.
14th Sep '16 1:28:26 AM unokkun
Is there an issue? Send a Message


** If that's the ''Brand New Day'' song, where you can see the sky as the trio leave the laundromat, then that ''may'' be because of polarizing filters on the camera.

to:

** If that's the ''Brand New Day'' song, song ("It's a brand new day / [[BlatantLies and the sun is high]]"), where you can see the sky as the trio leave the laundromat, then that ''may'' be because of polarizing filters on the camera.
14th Sep '16 1:12:07 AM unokkun
Is there an issue? Send a Message


** It's not so much the darkness as the fact that it has been several years and [[spoiler:Kyon]] hasn't aged a day. Furthermore, they met only once, and that usually isn't enough time to form a lasting impression of a face. And Haruhi still asks: "Have we met before?" when they first meet.

to:

** It's not so much the darkness as the fact that it has been several years and [[spoiler:Kyon]] hasn't aged a day. Furthermore, they met only once, and that usually isn't enough time to form a lasting impression of a face. And Haruhi still asks: "Have we met before?" when they first meet. Thus starting the StableTimeLoop.
5th Sep '16 6:33:48 AM REV6Pilot
Is there an issue? Send a Message


* In ''VideoGame/SoldierOfFortune II: Double Helix'', all outside areas are well-lit at night even if it's in the high seas in a stormy night - which is good, since the only flashlight available is [[GunAccessories attached to]] [[RangedEmergencyWeapon the pistol]] and prevents you from using a silencer, and both the Thermal and NightVisionGoggles heavily restrict your field of view. [[BlackoutBasement The two areas that avert the trope]] ([[spoiler:the Armory where Sam lives and you have to rescue him from after a bombing attempt]], and the [[spoiler:Shop after Prometheus invades]]) are both indoors and window-less.

to:

* In ''VideoGame/SoldierOfFortune II: Double Helix'', all outside areas are well-lit at night even if it's in the high seas in a stormy night - which is good, since the only flashlight available is [[GunAccessories attached to]] [[RangedEmergencyWeapon the pistol]] and prevents you from using a silencer, and both the Thermal and NightVisionGoggles heavily restrict your field of view. [[BlackoutBasement The two three areas that avert the trope]] ([[spoiler:the Armory where Sam lives and you have to rescue him from after a bombing attempt]], the Prometheus [[spoiler:chemical weapon plant at Kamchatka]] after you shut down the generator and the [[spoiler:Shop [[spoiler:the Shop after Prometheus invades]]) invades it]]) are both all indoors and window-less.either underground, window-less or with malfunctioning closed shutters.
21st Jul '16 6:38:57 AM REV6Pilot
Is there an issue? Send a Message


* In the ''VideoGame/{{Borderlands}}'' series, the difference between night and day is nothing but a slight tint shift (orange in daytime, bluish during the night). It's always well-lit indoors, too.

to:

* In the ''VideoGame/{{Borderlands}}'' series, the difference between night and day is nothing but a slight tint shift (orange in daytime, bluish during the night). It's night), and it's always well-lit indoors, too.indoors. It helps keep the gameplay active and fast-paced.
21st Jul '16 5:50:26 AM REV6Pilot
Is there an issue? Send a Message


* In the ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'' series, you can't see anything at night other than the sky, even if it's a clear one. With all the anomalies and mutants in the Zone, some of which are nocturnal and really, ''really'' dangerous, it's best not to travel at night. In most situations (even if you have the best NightVisionGoggles), it's best to just find a campfire, pull out your sleeping bag, and snore until the sun comes up.

to:

* In the ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'' series, you can't see anything ''anything'' at night other than the sky, even if it's a clear one.one, and the headlamp isn't much help. With all the anomalies and mutants in the Zone, some of which are nocturnal and really, ''really'' dangerous, it's best not to travel at night. In most situations (even if you have the best NightVisionGoggles), it's best to just find a campfire, pull out your sleeping bag, and snore until the sun comes up.
21st Jul '16 5:49:15 AM REV6Pilot
Is there an issue? Send a Message


* All Creator/BethesdaSoftworks games, from as far back as ''VideoGame/TheElderScrollsArena'' to as recent as ''VideoGame/FalloutNewVegas'', even without gamma correction. The ''New Vegas'' aversions became all the more stark, as ambient regional light coloring was used to turn a few cave interiors truly pitch black. Played straight when you take the Friend of the Night perk.
** Same for ''VideoGame/{{Fallout 3}}''.

to:

* All Creator/BethesdaSoftworks games, from as far back as ''VideoGame/TheElderScrollsArena'' to as recent as ''VideoGame/FalloutNewVegas'', even without gamma correction. The ''New Vegas'' aversions became all the more stark, as ambient regional light coloring was used to turn a few cave interiors truly pitch black. Played straight when you take the Friend of the Night perk.
** Same for The ''New Vegas'' aversion became all the more stark, as ambient regional light coloring was used to turn a few cave interiors truly pitch black. Played straight when you take Friend of the Night, a perk that gives you InnateNightVision.
** Played straight in
''VideoGame/{{Fallout 3}}''.3}}'' and ''[[VideoGame/{{Fallout 4}} 4]]''. Nights are always dusk-levels of brightness, and the tinted fog also has a degree of luminosity. Certain {{Game Mod}}s make lighting more realistic, emphasizing the {{chiaroscuro}} of light spots at night and indoors.
2nd Jul '16 8:48:01 AM LordSpy
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/DarkSoulsI'', the Catacombs and related areas are pitch-black and can only be illuminated by a limited number of methods.
7th Jun '16 10:47:22 AM REV6Pilot
Is there an issue? Send a Message


* The flashlights in the ''VideoGame/Left4Dead'' series, due to a limitation of the Source engine's technology, have the odd property of having essentially no light scattering. Every survivor's flashlight will illuminate what they're looking at and ''absolutely nothing else'', not even their held items' viewmodels if they're right up against a wall. There's the bright center of the light, a slightly lighter ring around it, and that's it for light. This is especially conspicuous if seen in a dark room. Every other light functions normally.
** Except your teammates' flashlights. Due to another engine limitation, only your own flashlight casts light on your view screen.

to:

* The flashlights in the ''VideoGame/Left4Dead'' series, due to a limitation of the Source engine's technology, have the odd property of having essentially no light scattering. Every survivor's flashlight will illuminate what they're looking at and ''absolutely nothing else'', not even their held items' viewmodels if they're right up against a wall. There's the bright center of the light, a slightly lighter ring around it, and that's it for light. Due to a limitation of the game, you also can't view any beams but your own; your teammates' lights are reduced to glowing tips at the end of their guns. This is especially conspicuous if seen in a dark room. Every other light functions normally.
** Except your teammates' flashlights. Due to another engine limitation, only your own flashlight casts light on your view screen.
normally.
This list shows the last 10 events of 176. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.HollywoodDarkness