History Main / ThreeQuartersView

27th Sep '15 1:52:59 PM Tonestronaut
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** ''VideoGame/ZeldaIITheAdventureOfLink'' primarily used a side-view for its action segments, and only used a¾ view for its overworld.
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** ''VideoGame/ZeldaIITheAdventureOfLink'' primarily used a side-view for its action segments, and only used a ¾ view for its overworld.
2nd Apr '15 1:14:31 PM CorahsUncle
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** [[VideoGame/TheLegendOfZeldaI The original]], at least was a very strange example that mixed top-down and 3/4 view in the same game. Walls were top-down, and trees and stumps were a squashed 3/4 view. ** ''VideoGame/ZeldaIITheAdventureOfLink'' primarily used a side-view for its action segments, and only used a 3/4 view for its overworld. ** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had quite a good 3/4 view for its sprites, though inside walls were top-down. *** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' reuses the same 3/4 view as ''A Link to the Past'' despite having 3D graphics, though it changes into a close-up view when Link turns into a painting. [[http://i585.photobucket.com/albums/ss298/thatother1dude/fuckingeuclidhowdoesitwork.jpg The way the game achieves this]] is a rather hilarious demonstration of liberties this trope takes with real-life perspective. ** GameBoy titles follow the same guidelines as above for the tiles, but sprites are SideView. * Probably every 3rd person action-adventure-RPG or RPG made solely by SSI in the early 1990s (see also ''Dark Sun'' in RPG):
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** [[VideoGame/TheLegendOfZeldaI The original]], at least was a very strange example that mixed top-down and 3/4 ¾ view in the same game. Walls were top-down, and trees and stumps were a squashed 3/4 ¾ view. ** ''VideoGame/ZeldaIITheAdventureOfLink'' primarily used a side-view for its action segments, and only used a 3/4 view for its overworld. ** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had quite a good 3/4 ¾ view for its sprites, though inside walls were top-down. *** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' reuses the same 3/4 ¾ view as ''A Link to the Past'' despite having 3D graphics, though it changes into a close-up view when Link turns into a painting. [[http://i585.photobucket.com/albums/ss298/thatother1dude/fuckingeuclidhowdoesitwork.jpg The way the game achieves this]] is a rather hilarious demonstration of liberties this trope takes with real-life perspective. ** GameBoy UsefulNotes/GameBoy titles follow the same guidelines as above for the tiles, but sprites are SideView. * Probably every 3rd person third-person action-adventure-RPG or RPG made solely by SSI in the early 1990s (see also ''Dark Sun'' in RPG):

** [[VideoGame/TheLegendOfZeldaI The original]], at least was a very strange example that mixed top-down and 3/4 view in the same game. Walls were top-down, and trees and stumps were a squashed 3/4 view. ** ''VideoGame/ZeldaIITheAdventureOfLink'' primarily used a side-view for its action segments, and only used a 3/4 view for its overworld. ** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had quite a good 3/4 view for its sprites, though inside walls were top-down. *** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' reuses the same 3/4 view as ''A Link to the Past'' despite having 3D graphics, though it changes into a close-up view when Link turns into a painting. [[http://i585.photobucket.com/albums/ss298/thatother1dude/fuckingeuclidhowdoesitwork.jpg The way the game achieves this]] is a rather hilarious demonstration * ''Gate of liberties this trope takes with real-life perspective. ** GameBoy titles follow the same guidelines as above for the tiles, but sprites are SideView. * Probably every 3rd person action-adventure-RPG or RPG made solely by SSI in the early 1990s (see also ''Dark Sun'' in RPG):Doom''

* The Dark Castle, Mirage Palace and Dragon's Hole levels in ''BrutalMario'', as well as other ''VideoGame/SuperMarioWorld'' hacks using ''Seiken Densetsu 3/Secret of Mana'' graphics.
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* The Dark Castle, Mirage Palace and Dragon's Hole levels in ''BrutalMario'', ''VideoGame/BrutalMario'', as well as other ''VideoGame/SuperMarioWorld'' hacks using ''Seiken Densetsu 3/Secret of Mana'' graphics.

* ''{{Elona}}''
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* ''{{Elona}}'' ''VideoGame/{{Elona}}''

* All 3 ''TabletopGame/DarkSun'' video games:
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* All 3 three ''TabletopGame/DarkSun'' video games:

* ''VideoGame/ElementalGimmickGear'', except for {{Boss Battle}}s which are in full 3D.
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* ''VideoGame/ElementalGimmickGear'', except for {{Boss Battle}}s Battle}}s, which are in full 3D.

* ''{{Pokemon}}''. The move to the {{DS}} with Gen 4 allowed them to use more a proper perspective, though this trope still applied when in buildings. They avert the trope in a few towns in Gen 5.
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* ''{{Pokemon}}''. ''VideoGame/{{Pokemon}}''. The move to the {{DS}} UsefulNotes/NintendoDS with Gen 4 allowed them to use more a proper perspective, though this trope still applied when in buildings. They avert the trope in a few towns in Gen 5.

* The original ''VideoGame/SimCity'' used an inconsistent mix of 3/4 and top-down perspectives; later games switched to IsometricProjection.
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* The original ''VideoGame/SimCity'' used an inconsistent mix of 3/4 ¾ and top-down perspectives; later games switched to IsometricProjection.
2nd Apr '15 1:05:45 PM N1KF
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[[AC:ThirdPersonShooter]] * ''VideoGame/{{Voxatron}}'' has this, though the camera may be tilted a bit upward and downward.
18th Feb '15 3:56:36 AM jormis29
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* ''CommandAndConquer'' and ''Red Alert'': Tanks are not ''exactly'' viewed from above, and soldiers definitely aren't.
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* ''CommandAndConquer'' ''VideoGame/CommandAndConquer''' and ''Red Alert'': ''[[VideoGame/CommandAndConquerRedAlertSeries Red Alert]]'': Tanks are not ''exactly'' viewed from above, and soldiers definitely aren't.
5th Feb '15 9:17:24 PM Prfnoff
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* ''LastAlert''
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* ''LastAlert'' ''VideoGame/LastAlert'' * ''VideoGame/ZombiesAteMyNeighbors''
31st Jan '15 6:18:50 PM tkzv
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* Probably every 3rd person action-adventure-RPG or RPG made solely by SSI in the early 1990s (see also ''Dark Sun'' in RPG): ** ''Al-Quadim: The Genie's Curse'' ** ''[[Franchise/{{Thunderscape}} Entomorph: The Plague of the Darkfall]]''

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* ''VideoGame/{{Albion}}'' when it isn't using 3D.

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* All 3 ''TabletopGame/DarkSun'' video games: ** ''Dark Sun: Shattered Lands'' ** ''Dark Sun: Wake of Ravager'' ** ''Dark Sun: Crimson Sands'' MMORPG.
10th Jan '15 5:56:20 PM Midna
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* ''VideoGame/FinalFantasyI'' to ''VideoGame/FinalFantasyVI''.
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* ''VideoGame/FinalFantasyI'' to ''VideoGame/FinalFantasyVI''. The DS remake of ''VideoGame/FinalFantasyIV'' uses a similar technique to ''A Link Between Worlds'' to maintain this perspective with 3D graphics.
31st Oct '14 8:57:01 PM Prfnoff
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* ''VideoGame/SuperMarioWorld'' uses this on the world map screen, which causes, for instance, the peak of Yoshi's Island to obscure a small corner of the unconnected Donut Plains.
31st Oct '14 8:47:16 PM Prfnoff
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* ''Android Two'' for the UsefulNotes/ZXSpectrum, which was actually sold as a 3D game, may have been the first game to use this perspective consistently. Characters are properly silhouetted in front of walls, but partly hidden behind them.
31st Oct '14 8:37:24 PM Prfnoff
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A method of portraying three dimensional space in a two-dimensional plane. Basically, it's a tilted bird's eye view perspective in which both the top and front of an object is seen at the same time, and the vertical axis indicates both height and depth.[[note]]Technically speaking, it's a very distant bird's eye view, zoomed to very high levels, with perspective not working "properly" because of high viewing distance.[[/note]] Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a more SuperDeformed style. Very popular during the 16-bit era for {{JRPG}}s.
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A method of portraying three dimensional space in a two-dimensional plane. Basically, it's a tilted bird's eye view perspective in which both the top and front of an object is seen at the same time, and the vertical axis indicates both height and depth.[[note]]Technically speaking, it's a very distant bird's eye view, zoomed to very high levels, with perspective not working "properly" because of high viewing distance.[[/note]] [[/note]] Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a more SuperDeformed style. (This was the usual way of drawing character sprites and things like trees in older games dating back to the UsefulNotes/{{Atari 2600}}, though the lack of graphical detail caused by low resolutions and limited memory generally disqualify such games as examples.) Very popular during the 16-bit era for {{JRPG}}s.

* ''{{VideoGame/Adventure}}''

* ''{{VideoGame/ET The Extra Terrestrial}}''. Of course, one of the [[TheProblemWithLicensedGames problems]] with this game is something that wouldn't be as much of a problem in a side-scroller: ''[[HitboxDissonance pixel-perfect hit detection]]''. Because of the persepctive, you wouldn't ''expect'' E.T. to fall into a pit if a pixel of his ''head'' crossed it, but it does, and that can make it difficult to get out without falling right back in. * ''Zelda'' until the debut of ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. (Handheld titles still used this kind of perspective until the launch of the Ocarina of Time remake for the 3DS.)
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* ''{{VideoGame/ET The Extra Terrestrial}}''. Of course, one of the [[TheProblemWithLicensedGames problems]] with this game is something that wouldn't be as much of a problem in a side-scroller: ''[[HitboxDissonance pixel-perfect hit detection]]''. Because of the persepctive, you wouldn't ''expect'' E.T. to fall into a pit if a pixel of his ''head'' crossed it, but it does, and that can make it difficult to get out without falling right back in. * Most ''Zelda'' games until the debut of ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. (Handheld titles still used this kind of perspective until the launch of the Ocarina of Time remake for the 3DS.)

* ''VideoGame/RaidersOfTheLostArk''
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* ''VideoGame/RaidersOfTheLostArk''

* ''{{VideoGame/Gauntlet}}'' was one of the first such games.
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* ''{{VideoGame/Gauntlet}}'' was one of the first such games.''{{VideoGame/Gauntlet}}''

[[AC:BeatEmUp]] * ''VideoGame/ChuckNorrisSuperkicks''

* ''TheGuardianLegend'' for the stages inside NAJU; the flying stages use TopDownView.
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* ''TheGuardianLegend'' ''VideoGame/TheGuardianLegend'' for the stages inside NAJU; the flying stages use TopDownView.

[[AC:SurvivalHorror]] * ''VideoGame/GhostManor''
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