History Main / HollywoodDarkness

21st Jul '16 6:38:57 AM REV6Pilot
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* 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.

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* 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
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* 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.

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* 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
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* 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}}''.

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* 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
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* 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
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* 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.

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* 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.
4th Jun '16 9:46:24 AM nombretomado
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* In the ''VideoGame/SplinterCell'' series, Sam is effectively invisible if he's far enough into the dark. Even if he's standing between a guard and a lit area, as long as he's in the dark, they won't see him. Due to system limitations, especially on the PS2, there were occasionally areas that were "pitch black" yet Sam is still visible to the player.

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* In the ''VideoGame/SplinterCell'' series, Sam is effectively invisible if he's far enough into the dark. Even if he's standing between a guard and a lit area, as long as he's in the dark, they won't see him. Due to system limitations, especially on the PS2, [=PS2=], there were occasionally areas that were "pitch black" yet Sam is still visible to the player.



* There are two temples in ''VideoGame/TalesOfSymphonia'' which avert this. In one area of the Lightning Temple, the player must wait for lightning to strike to see the pathways, lest they fall in the gaping abyss. Another is the Shadow temple, where the player is stopped at the entrance when it is realized it is too dark to see. The player then must fetch the blue candle as the only way to get through the temple. Although with the Lightning Temple you can still clearly see the pathway without waiting for the lightning. They corrected this in the PS2 version.

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* There are two temples in ''VideoGame/TalesOfSymphonia'' which avert this. In one area of the Lightning Temple, the player must wait for lightning to strike to see the pathways, lest they fall in the gaping abyss. Another is the Shadow temple, where the player is stopped at the entrance when it is realized it is too dark to see. The player then must fetch the blue candle as the only way to get through the temple. Although with the Lightning Temple you can still clearly see the pathway without waiting for the lightning. They corrected this in the PS2 [=PS2=] version.
3rd Jun '16 12:53:15 AM TheOneWhoTropes
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* Too many historical films and TV series to list film their indoor scenes with so much light that the candles appear to be just decoration, even if they should be the only light source in the room. For example, the BBC adaptation of ''TessOfTheDUrbervilles'' -- especially the scene of Angel and Tess having supper.

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* Too many historical films and TV series to list film their indoor scenes with so much light that the candles appear to be just decoration, even if they should be the only light source in the room. For example, the BBC adaptation of ''TessOfTheDUrbervilles'' ''Literature/TessOfTheDUrbervilles'' -- especially the scene of Angel and Tess having supper.
27th May '16 12:42:19 AM Kid
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* In ''WesternAnimation/TitanicTheLegendGoesOn'', [[ThoseTwoGuys Kirk and Dirk]] break into a woman's room to steal her jewelry and close the door without turning on the lights. It then makes things very confusing when someone and a pet enter and a scuffle breaks out (the movie was trying to trick the audience into thinking that the woman and her dog returned, when it was the thieves' boss and her rat dog.)

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* In ''WesternAnimation/TitanicTheLegendGoesOn'', [[ThoseTwoGuys Kirk and Dirk]] break into a woman's room to steal her jewelry and close the door without turning on the lights. It then makes things very confusing when someone and a pet enter and a scuffle breaks out (the movie was trying to trick the audience into thinking that the woman and her dog returned, when it was the thieves' boss and her rat dog.)dog).
22nd May '16 8:19:23 AM bohunk
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* Averted in-universe in the finale of ''Film/TheSilenceOfTheLambs''; when Buffalo Bill cuts the lights in his underground basement, Clarice Starling is thrown into ''complete darkness'', causing her to panic slightly and mostly reach out blindly for anything to get her bearings. Meanwhile, the audience can still see, as we are shown Bill's POV through night vision goggles.
17th Apr '16 2:44:31 PM Psychopompos007
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* In ''VideoGame/ConanHyborianAge'', the dungeon in which happens most of the action is almost completely filed with complete darkness, the only exceptions being either rare rooms with lit candles or braziers, or rare instances of rooms with holes in the ceiling. The mod's description even explicitely advices to bring torches.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.HollywoodDarkness