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* ''VideoGame/{{Brandish}}'' is an unusual example where this perspective rotates with the player.



* ''VideoGame/LunarTheSilverStar'' and ''VideoGame/LunarEternalBlue''.



* The ''[[EarthBound Mother]]'' series, though it had a different perspective in towns (and used IsometricProjection in a city)

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* The ''[[EarthBound Mother]]'' ''VideoGame/{{Mother}}'' series, though it had a different perspective in towns (and used IsometricProjection in a city)
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Added DiffLines:

* ''Arcus Odyssey'' mixes this perspective up a little by giving most of the levels a 45-degree slant.
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* ''DragonQuest''

to:

* ''DragonQuest''''VideoGame/DragonQuest''



* The ''GoldenSun'' series.

to:

* The ''GoldenSun'' ''VideoGame/GoldenSun'' series.



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* The 2D ''MetalGear'' games.

to:

* The 2D ''MetalGear'' ''Franchise/MetalGear'' games.
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Shining Force is 3/4 view.



to:

* ''VideoGame/ShiningForce'' series.
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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.

to:

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. 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[[hottip:*: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]]. 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.

to:

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[[hottip:*:technically 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]]. 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.



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

to:

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


* ''Zelda'' until the debut of ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. (Handheld titles still use this kind of perspective.)

to:

* ''Zelda'' until the debut of ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. (Handheld titles still use used this kind of perspective.perspective until the launch of the Ocarina of Time remake for the 3ds.)

Added: 1781

Changed: 468

Removed: 1280

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[[AC:ActionAdventure]]



* ''VideoGame/ChuckNorrisSuperkicks''
* ''CommandAndConquer'' and ''Red Alert'': Tanks are not ''exactly'' viewed from above, and soldiers definitely aren't.
* The computer game Lego Loco
* ''VideoGame/ChronoTrigger''
* ''DragonQuest''
* ''{{VideoGame/Dragonstomper}}''
* ''VideoGame/DungeonsOfDredmor''
* ''{{Elona}}''

to:

* ''VideoGame/ChuckNorrisSuperkicks''
* ''CommandAndConquer'' and ''Red Alert'': Tanks are not ''exactly'' viewed from above, and soldiers definitely aren't.
* The computer game Lego Loco
* ''VideoGame/ChronoTrigger''
* ''DragonQuest''
* ''{{VideoGame/Dragonstomper}}''
* ''VideoGame/DungeonsOfDredmor''
* ''{{Elona}}''
overhead segments of ''VideoGame/BlasterMaster''.



* ''VideoGame/FinalFantasyI'' to ''VideoGame/FinalFantasyVI''.
* TheGuardianLegend for the stages inside NAJU; the flying stages use TopDownView.
* ''{{Gauntlet}}'' was one of the first such games.
* ''VideoGame/GhostManor''
* The ''GoldenSun'' series.
* ''Indiana Jones - Temple of Doom'' NES game had a hybrid of this view and overhead view.
* ''LastAlert''



* The 2D ''MetalGear'' games.
* ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' (and thus, of course, ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'' and ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'')
* The ''[[EarthBound Mother]]'' series, though it had a different perspective in towns (and used IsometricProjection in a city)
* ''{{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.




[[AC:ActionGame]]
* ''{{Gauntlet}}'' was one of the first such games.
* ''Indiana Jones - Temple of Doom'' NES game had a hybrid of this view and overhead view.
* ''LastAlert''

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

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

[[AC:RealTimeStrategy]]
* ''CommandAndConquer'' and ''Red Alert'': Tanks are not ''exactly'' viewed from above, and soldiers definitely aren't.

[[AC:{{Roguelike}}]]
* ''VideoGame/DungeonsOfDredmor''
* ''{{Elona}}''

[[AC:RolePlayingGame]]
* ''VideoGame/ChronoTrigger''
* ''DragonQuest''
* ''{{VideoGame/Dragonstomper}}''
* ''VideoGame/FinalFantasyI'' to ''VideoGame/FinalFantasyVI''.
* The ''GoldenSun'' series.
* ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' (and thus, of course, ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'' and ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'')
* The ''[[EarthBound Mother]]'' series, though it had a different perspective in towns (and used IsometricProjection in a city)
* ''{{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.



* The original ''VideoGame/SimCity'' used an inconsistent mix of 3/4 and top-down perspectives; later games switched to IsometricProjection.
* ''VideoGame/UnchartedWaters 2'' had this, but only in ports.

to:

* The original ''VideoGame/SimCity'' used an inconsistent mix of 3/4 and top-down perspectives; later games switched to IsometricProjection.
* ''VideoGame/UnchartedWaters 2'' had this, but only in ports.
''VideoGame/SlimeForestAdventure''



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

to:


[[AC:ShootEmUp]]
* ''VideoGame/SlimeForestAdventure''
''TheGuardianLegend'' for the stages inside NAJU; the flying stages use TopDownView.

[[AC:SimulationGame]]
* The overhead segments original ''VideoGame/SimCity'' used an inconsistent mix of ''VideoGame/BlasterMaster''.
3/4 and top-down perspectives; later games switched to IsometricProjection.

[[AC:StealthBasedGame]]
* The Dark Castle, Mirage Palace and Dragon's Hole levels 2D ''MetalGear'' games.

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

[[AC:WideOpenSandbox]]
* The computer game ''Lego Loco''
* ''VideoGame/UnchartedWaters 2'' had this, but only
in BrutalMario, as well as other SuperMarioWorld hacks using Seiken Densetsu 3/Secret of Mana graphics.
ports.
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This view sometimes leads to secrets being hidden on the backs of buildings.

to:

This view sometimes leads to secrets being hidden on the backs of buildings.
buildings, which should logically be visible to the character but aren't to the player.
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Added DiffLines:

* ''VideoGame/DungeonsOfDredmor''
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the namespace stuff Changing


* The original ''SimCity'' used an inconsistent mix of 3/4 and top-down perspectives; later games switched to IsometricProjection.

to:

* The original ''SimCity'' ''VideoGame/SimCity'' used an inconsistent mix of 3/4 and top-down perspectives; later games switched to IsometricProjection.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Dark Castle, Mirage Palace and Dragon's Hole levels in BrutalMario, as well as other SuperMarioWorld hacks using Seiken Densetsu 3/Secret of Mana graphics.
Is there an issue? Send a MessageReason:
None


[[quoteright:300:[[TheLegendOfZeldaALinkToThePast http://static.tvtropes.org/pmwiki/pub/images/kakarikovillage.gif]]]]

to:

[[quoteright:300:[[TheLegendOfZeldaALinkToThePast [[quoteright:300:[[VideoGame/TheLegendOfZeldaALinkToThePast http://static.tvtropes.org/pmwiki/pub/images/kakarikovillage.gif]]]]



* ''LegendOfZelda'' until the debut of ''OcarinaOfTime''. (Handheld titles still use this kind of perspective.)

to:

* ''LegendOfZelda'' ''Zelda'' until the debut of ''OcarinaOfTime''.''VideoGame/TheLegendOfZeldaOcarinaOfTime''. (Handheld titles still use this kind of perspective.)



** ''ZeldaII'' primarily used a side-view for its action segments, and only used a 3/4 view for its overworld.
** ''ALinkToThePast'' had quite a good 3/4 view for its sprites, though inside walls were top-down.
** GameBoy titles follow the same guidelines as ''ALinkToThePast'' for the tiles, but sprites are SideView.

to:

** ''ZeldaII'' ''VideoGame/ZeldaIITheAdventureOfLink'' primarily used a side-view for its action segments, and only used a 3/4 view for its overworld.
** ''ALinkToThePast'' ''VideoGame/TheLegendOfZeldaALinkToThePast'' had quite a good 3/4 view for its sprites, though inside walls were top-down.
** GameBoy titles follow the same guidelines as ''ALinkToThePast'' above for the tiles, but sprites are SideView.
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None


* ''{{Wasteland}}''

to:

* ''{{Wasteland}}''''VideoGame/{{Wasteland}}''
Is there an issue? Send a MessageReason:
None


* ''SlimeForestAdventure''

to:

* ''SlimeForestAdventure''''VideoGame/SlimeForestAdventure''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The overhead segments of ''VideoGame/BlasterMaster''.
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None


* ''ChronoTrigger''

to:

* ''ChronoTrigger''''VideoGame/ChronoTrigger''

Changed: 38

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Not \"completely\" gone.


* ''{{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 dumped it completely in Gen 5.

to:

* ''{{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 dumped it completely avert the trope in a few towns in Gen 5.
Is there an issue? Send a MessageReason:
None


* The pre-3D and handheld ''WorldOfMana'' games:

to:

* The pre-3D and handheld 2D ''WorldOfMana'' games:
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* ''FinalFantasyI'' to ''FinalFantasyVI''.

to:

* ''FinalFantasyI'' ''VideoGame/FinalFantasyI'' to ''FinalFantasyVI''.''VideoGame/FinalFantasyVI''.
Is there an issue? Send a MessageReason:
None


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[[hottip:*:chnically 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]]. 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.

to:

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[[hottip:*:chnically depth[[hottip:*: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]]. 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''SlimeForestAdventure''
Is there an issue? Send a MessageReason:
Moved article to Video Game namespace.


* ''GhostManor''

to:

* ''GhostManor''''VideoGame/GhostManor''
Is there an issue? Send a MessageReason:
Moved article to Video Game namespace.


* ''{{Dragonstomper}}''

to:

* ''{{Dragonstomper}}''''{{VideoGame/Dragonstomper}}''
Is there an issue? Send a MessageReason:
Moved article to Video Game namespace.


* ''ChuckNorrisSuperkicks''

to:

* ''ChuckNorrisSuperkicks''''VideoGame/ChuckNorrisSuperkicks''
Is there an issue? Send a MessageReason:
None


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[[hottip:*:[[FridgeLogic Technically speaking, it's very distant bird's eye view, zoomed to very high levels, with perspective not working "properly" because of high viewing distance]]]]. Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a squished SuperDeformed style. Very popular during the 16-bit era for {{JRPG}}s.

to:

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[[hottip:*:[[FridgeLogic Technically depth[[hottip:*:chnically 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]]]]. distance]]. Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a squished more SuperDeformed style. Very popular during the 16-bit era for {{JRPG}}s.
Is there an issue? Send a MessageReason:
None


* ''UnchartedWaters 2'' had this, but only in ports.

to:

* ''UnchartedWaters ''VideoGame/UnchartedWaters 2'' had this, but only in ports.
Is there an issue? Send a MessageReason:
None


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. Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a squished SuperDeformed style. Very popular during the 16-bit era for {{JRPG}}s.

to:

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.depth[[hottip:*:[[FridgeLogic Technically speaking, it's very distant bird's eye view, zoomed to very high levels, with perspective not working "properly" because of high viewing distance]]]]. Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a squished SuperDeformed style. Very popular during the 16-bit era for {{JRPG}}s.

Added: 3128

Changed: 115

Is there an issue? Send a MessageReason:
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[[redirect:ptitleb465fcpc]]

to:

[[redirect:ptitleb465fcpc]][[quoteright:300:[[TheLegendOfZeldaALinkToThePast http://static.tvtropes.org/pmwiki/pub/images/kakarikovillage.gif]]]]
[[caption-width-right:300:[[DepthPerplexion Perspective doesn't work this way.]]]]

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. Most games that have this perspective will still have character sprites as if they've being viewed straight on, though some will have a squished SuperDeformed style. Very popular during the 16-bit era for {{JRPG}}s.

Despite console games having largely abandoned this in favor of full 3-D graphic, this remains popular in handheld systems due to the lower demands on the system.

This view sometimes leads to secrets being hidden on the backs of buildings.

See also IsometricProjection, TopDownView and SideView.
----
!!Examples:
* ''{{VideoGame/Adventure}}''
* ''ChuckNorrisSuperkicks''
* ''CommandAndConquer'' and ''Red Alert'': Tanks are not ''exactly'' viewed from above, and soldiers definitely aren't.
* The computer game Lego Loco
* ''ChronoTrigger''
* ''DragonQuest''
* ''{{Dragonstomper}}''
* ''{{Elona}}''
* ''{{VideoGame/ET The Extra Terrestrial}}''
* ''FinalFantasyI'' to ''FinalFantasyVI''.
* TheGuardianLegend for the stages inside NAJU; the flying stages use TopDownView.
* ''{{Gauntlet}}'' was one of the first such games.
* ''GhostManor''
* The ''GoldenSun'' series.
* ''Indiana Jones - Temple of Doom'' NES game had a hybrid of this view and overhead view.
* ''LastAlert''
* ''LegendOfZelda'' until the debut of ''OcarinaOfTime''. (Handheld titles still use this kind of perspective.)
** 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.
** ''ZeldaII'' primarily used a side-view for its action segments, and only used a 3/4 view for its overworld.
** ''ALinkToThePast'' had quite a good 3/4 view for its sprites, though inside walls were top-down.
** GameBoy titles follow the same guidelines as ''ALinkToThePast'' for the tiles, but sprites are SideView.
* The 2D ''MetalGear'' games.
* ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' (and thus, of course, ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'' and ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'')
* The ''[[EarthBound Mother]]'' series, though it had a different perspective in towns (and used IsometricProjection in a city)
* ''{{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 dumped it completely in Gen 5.
* ''VideoGame/RaidersOfTheLostArk''
* ''RPGMaker'' provides tilesets to create this kind of perspective.
* The original ''SimCity'' used an inconsistent mix of 3/4 and top-down perspectives; later games switched to IsometricProjection.
* ''UnchartedWaters 2'' had this, but only in ports.
* The pre-3D and handheld ''WorldOfMana'' games:
** ''ChildrenOfMana''
** ''FinalFantasyAdventure''
** ''SecretOfMana''
** ''SeikenDensetsu3''
* ''{{Wasteland}}''
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