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[[AC:BeatEmUp]]
* ''[=DownTown=]''
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* ''The Speris Legacy'' (a console-style ActionRPG for the UsefulNotes/{{Amiga}})

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See also IsometricProjection, TopDownView and SideView.

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See also IsometricProjection, TopDownView and SideView. For more infomation, see UsefulNotes/GraphicalPerspective.
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* ''VideoGame/StardewValley''
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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.

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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):



* ''Gate of 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.
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[[AC:ThirdPersonShooter]]
* ''VideoGame/{{Voxatron}}'' has this, though the camera may be tilted a bit upward and downward.
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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.
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* ''LastAlert''

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* ''LastAlert''
''VideoGame/LastAlert''
* ''VideoGame/ZombiesAteMyNeighbors''

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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.
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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.
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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.
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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.

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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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* The ''VideoGame/AnimalCrossing'' series, despite being in 3D from the start.

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* The ''VideoGame/AnimalCrossing'' series, despite being in 3D from the start.
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* The London Life pack-in game from ''VideoGame/ProfessorLaytonAndTheLastSpecter''.



* The ''Pack-in'' game ''Professer Layton:London Life'' uses This.
* ''VideoGame/{{Wolf}}

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* ''VideoGame/{{Wolf}}''
* The ''Pack-in'' game ''Professer Layton:London Life'' uses This.
* ''VideoGame/{{Wolf}}
''VideoGame/AnimalCrossing'' series, despite being in 3D from the start.
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* ''{{VideoGame/ET The Extra Terrestrial}}''

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* ''{{VideoGame/ET The Extra Terrestrial}}''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.
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* ''{{Gauntlet}}'' was one of the first such games.

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* ''{{Gauntlet}}'' ''{{VideoGame/Gauntlet}}'' was one of the first such games.
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* The ''Pack-in'' game ''Professer Layton:London Life''
Uses This.

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* The ''Pack-in'' game ''Professer Layton:London Life''
Uses This.
Life'' uses This.
* ''VideoGame/{{Wolf}}
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* The 2D ''WorldOfMana'' games:
** ''ChildrenOfMana''
** ''FinalFantasyAdventure''
** ''SecretOfMana''
** ''SeikenDensetsu3''

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* The 2D ''WorldOfMana'' ''VideoGame/WorldOfMana'' games:
** ''ChildrenOfMana''
''VideoGame/ChildrenOfMana''
** ''FinalFantasyAdventure''
''VideoGame/FinalFantasyAdventure''
** ''SecretOfMana''
''VideoGame/SecretOfMana''
** ''SeikenDensetsu3''''VideoGame/SeikenDensetsu3''

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Added A new Simulation game example.



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* The ''Pack-in'' game ''Professer Layton:London Life''
Uses This.
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** 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.

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** [[VideoGame/TheLegendOfZeldaI The original, 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.
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*** ''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.

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

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* ''VideoGame/UnchartedWaters 2'' ''VideoGame/UnchartedWatersNewHorizons'' had this, but only in ports.
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* ''VideoGame/ElementalGimmickGear'', except for BossBattles which are in full 3D.

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



* ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' (and thus, of course, ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'' and ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'')

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* ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' (and thus, of course, ''[[VideoGame/MarioAndLuigiPartnersInTime Partners in Time]]'' and ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'')The ''VideoGame/MarioAndLuigi'' series.
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[[AC:AdventureGame]]
* ''VideoGame/IndianaJonesAndHisDesktopAdventures''
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This view sometimes leads to secrets being hidden on the backs of buildings, which should logically be visible to the character but aren't to the player.

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

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