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* On the Wii version of ''VideoGame/MedalOfHonorVanguard'' quickly tilting the nunchuk will turn 180 degrees.
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* On the Wii version of ''VideoGame/MedalOfHonorVanguard'' ''VideoGame/MedalOfHonorVanguard'', quickly tilting the nunchuk will turn 180 degrees.
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* On the Wii version of ''VideoGame/MedalOfHonorVanguard'' quickly tilting the nunchuk will turn 180 degrees.
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[[folder: Action Adventure ]]
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[[folder: Action Adventure ]]
Games]]
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Games]]
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Shooters]]
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[=MMORPGs=]]]
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[[folder: MOB As ]]
* Played straight in ''VideoGame/LeagueOfLegends'' but jarringly averted in ''DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.
* Played straight in ''VideoGame/LeagueOfLegends'' but jarringly averted in ''DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.
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[[folder: MOB As ]]
[=MOBAs=]]]
* Played straight in ''VideoGame/LeagueOfLegends'' but jarringly averted in''DefenseOfTheAncients'' ''VideoGame/DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.
start.
* Played straight in ''VideoGame/LeagueOfLegends'' but jarringly averted in
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Horror]]
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* Averted by the ''{{X-COM}}'' series despite battles being turn-based. Soldiers have to use Time Units to turn in place and it is quite possible to spend an entire turn just twirling around or, more likely, come up a few [=TU=]s short of being able to take a shot because you had to turn to face the enemy. On the other hand, it is one of the very very few actions that do not trigger [[CounterAttack Reaction attacks]] from aliens looking at you.
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* Averted by the ''{{X-COM}}'' ''VideoGame/XCom'' series despite battles being turn-based. Soldiers have to use Time Units to turn in place and it is quite possible to spend an entire turn just twirling around or, more likely, come up a few [=TU=]s short of being able to take a shot because you had to turn to face the enemy. On the other hand, it is one of the very very few actions that do not trigger [[CounterAttack Reaction attacks]] from aliens looking at you.
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* The [[GameBoyAdvance GBA]] ''{{Metroid}}'' games avert this.
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* The [[GameBoyAdvance GBA]] ''{{Metroid}}'' ''Franchise/{{Metroid}}'' games avert this.
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* Due to the fact that ''BunnyMustDie'' has [[YouHaveResearchedBreathing turning around as a powerup]], it takes a few frames for her to turn around, and it feels just a bit sticky. However, turning around does make you momentarily invulnerable.
* In all {{Mario}} games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
** The above also applies to all {{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
*** In ''SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
* In all {{Mario}} games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
** The above also applies to all {{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
*** In ''SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
to:
* Due to the fact that ''BunnyMustDie'' ''VideoGame/BunnyMustDie'' has [[YouHaveResearchedBreathing turning around as a powerup]], it takes a few frames for her to turn around, and it feels just a bit sticky. However, turning around does make you momentarily invulnerable.
* In all{{Mario}} VideoGame/{{Mario}} games, 2D or 3D, if you move in one direction and quickly slam the Control Stick in the opposite direction, Mario will skid a little; Luigi tends to skid more.
** The above also applies to all{{Sonic VideoGame/{{Sonic the Hedgehog}} games to date. Although, in the [=2D=] games at least, it's played straight if you're standing still, or moving very slowly, or if you are forced to by springs (sometimes the two close together facing each other).
*** In''SonicUnleashed'', ''VideoGame/SonicUnleashed'', Sonic the Werehog not only does a full turning-around animation, but needs extra space for him to turn around in. This can result in some unintentional deaths if the player chooses to turn Sonic around when he's standing near a ledge he can't grab.
* In all
** The above also applies to all
*** In
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* In ''GliderPRO'', the glider goes through a few frames of spinning animation when reversing orientation. However, orientation has no mechanical importance except when shooting rubber bands.
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* In ''GliderPRO'', ''VideoGame/GliderPRO'', the glider goes through a few frames of spinning animation when reversing orientation. However, orientation has no mechanical importance except when shooting rubber bands.
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[[folder: Action Adventure ]]
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[[folder: Action Game ]]
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[[folder: Beat Em Up ]]
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[[folder: Fighting Game ]]
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[[folder: First Person Shooter ]]
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* In the original ''VideoGame/UnrealTournament'', increasing the difficulty level makes the bots capable of, among other things, turning around faster. On a moderately high level, they can do a full spin in less than a second; on the highest level (appropriately named "Godlike"), ambushing them becomes impossible as they gain [[TheComputerIsACheatingBastard instant turning and a 360° field of view that goes through walls]].
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* In the original ''VideoGame/UnrealTournament'', increasing the difficulty level makes the bots capable of, among other things, turning around faster. On a moderately high level, they can do a full spin in less than a second; on the highest level (appropriately named "Godlike"), ambushing them becomes impossible as they gain [[TheComputerIsACheatingBastard instant turning and a 360° field of view that goes through walls]].
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[[AC:{{MMORPG}}s]]
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[[folder: MMORP Gs ]]
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[[folder: MOB As ]]
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[[folder: Platform Game ]]
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[[folder: Real Time Strategy ]]
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[[folder: Role Playing Game ]]
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[[folder: Simulation Game ]]
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[[folder: Stealth Based Game ]]
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[[folder: Survival Horror ]]
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[[folder: Third Person Shooter ]]
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[[AC:TurnBasedTactics]]
* In ''VideoGame/JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.
* In ''VideoGame/JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.
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[[folder: Turn Based Tactics ]]
* In ''VideoGame/JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.
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[[folder: Web Game ]]
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[[/folder]]
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* Similar to ''VideoGame/PaperMario'', ''Elasto Mania'' and its prequel had the main character along with the body of the motorbike turn although the wheels remain intact although their front wheel and rear wheel roles are reversed.
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* Similar to ''VideoGame/PaperMario'', ''Elasto Mania'' ''VideoGame/ElastoMania'' and its prequel had the main character along with the body of the motorbike turn although the wheels remain intact although their front wheel and rear wheel roles are reversed.
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** The quick-spin was first seen in ''Resident Evil 3''. Since the series uses tank-style controls, this was quickly seen as a blessing, and every game since has implemented it (including the Gamecube remake of the first).
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** The quick-spin was first seen in ''Resident Evil 3''. ''VideoGame/ResidentEvil3Nemesis''. Since the series uses tank-style controls, this was quickly seen as a blessing, and every game since has implemented it (including the Gamecube remake of the first).''VideoGame/ResidentEvil1'').
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* Annoyingly averted in ''RuleOfRose'' where Jennifer must actually walk a small circle to turn around; turning on the spot simply isn't possible in this game. Really annoying in the Mermaid Princess bossfight where you must avoid the titular monster's corrosive vomit, and more often than not end up walking straight into it when you direct Jennifer to run away.
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* Annoyingly averted in ''RuleOfRose'' ''VideoGame/RuleOfRose'' where Jennifer must actually walk a small circle to turn around; turning on the spot simply isn't possible in this game. Really annoying in the Mermaid Princess bossfight where you must avoid the titular monster's corrosive vomit, and more often than not end up walking straight into it when you direct Jennifer to run away.
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[[AC:RealTimeStrategy]]
* In ''VideoGame/BattlefleetGothicArmada'', the huge spaceships you command definitely have turning radii, some of which are huge... But the [[SpaceElves Eldar]] have an upgrade for their ships that can allow this. Given their hit-and-run nature and relatively-fragile ships, it's quite a useful ability.
* In ''VideoGame/BattlefleetGothicArmada'', the huge spaceships you command definitely have turning radii, some of which are huge... But the [[SpaceElves Eldar]] have an upgrade for their ships that can allow this. Given their hit-and-run nature and relatively-fragile ships, it's quite a useful ability.
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* Averted in the ''DeadliestWarrior'' videogame, to [[WebVideo/TheSpoonyExperiment Spoony's]] chagrin. The game developers actually sent him a message about his complaints, saying that you don't make instant 180 degree turns in real life, and his response was "Yes you do! If someone is stabbing you in the back, I think you turn around pretty much instantaneously!"
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* Averted in the ''DeadliestWarrior'' ''Series/DeadliestWarrior'' videogame, to [[WebVideo/TheSpoonyExperiment Spoony's]] chagrin. The game developers actually sent him a message about his complaints, saying that you don't make instant 180 degree turns in real life, and his response was "Yes you do! If someone is stabbing you in the back, I think you turn around pretty much instantaneously!"
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* The same is true in its SpiritualSuccessor, VideoGame/Xenonauts.
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* The same is true in its SpiritualSuccessor, VideoGame/Xenonauts.
''VideoGame/{{Xenonauts}}''.
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* In Creator/{{Jaleco}}'s ''City Connection'', it takes a few frames for the player's car to wheel itself around, but it's still improbably fast and automatic. In fact, it's still possible to execute instant 180-degree turns ''in midair''.
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* ''Super {{Metroid}}'' had quite detailed animations for Samus, including turning animations for both standing up and crouching.
* ''{{Spelunky}}'' is a mixed case. While small characters turn around instantly, [[GiantMook the larger ones]] take conveniently a bit longer to turn around.
* ''{{Spelunky}}'' is a mixed case. While small characters turn around instantly, [[GiantMook the larger ones]] take conveniently a bit longer to turn around.
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* ''Super {{Metroid}}'' ''VideoGame/SuperMetroid'' had quite detailed animations for Samus, including turning animations for both standing up and crouching.
*''{{Spelunky}}'' ''VideoGame/{{Spelunky}}'' is a mixed case. While small characters turn around instantly, [[GiantMook the larger ones]] take conveniently a bit longer to turn around.
*
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* ''SuperSmashBros'' has relatively quick turning animations, but also allows the player to execute attacks mid-turn, so the animation is mostly cosmetic. Though there are weird tricks such as [[http://www.youtube.com/watch?v=2yTMrFboN2I Shellshifting]]...
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* ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' has relatively quick turning animations, but also allows the player to execute attacks mid-turn, so the animation is mostly cosmetic. Though there are weird tricks such as [[http://www.youtube.com/watch?v=2yTMrFboN2I Shellshifting]]...
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* Played straight in ''LeagueOfLegends'' but jarringly averted in ''DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.
to:
* Played straight in ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' but jarringly averted in ''DefenseOfTheAncients'' where using abilities and attacking behind you is noticeably delayed and even running away takes more time than expected, ensuring people coming from League will [[YetAnotherStupidDeath feed a lot]] at the start.
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* In ''JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.
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* In ''JaggedAlliance'', ''VideoGame/JaggedAlliance'', characters take Time Units to turn. In ''Jagged Alliance 2'', they may automatically turn as they raise their weapon as you enter view.
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* Gene can flip around instantly in ''GodHand'' - which is good, because you're often surrounded. Notably, he does so by jumping in place and turning in midair.
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* Gene can flip around instantly in ''GodHand'' ''VideoGame/GodHand'' - which is good, because you're often surrounded. Notably, he does so by jumping in place and turning in midair.
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Xenonauts deserves mention.
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* The same is true in its SpiritualSuccessor, VideoGame/Xenonauts.
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* ''VideoGame/AliceMadnessReturns'' shows Alice practically teleporting around with a dramatic hair woosh when the player makes her turn to or away from the camera.
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* ''VideoGame/AliceMadnessReturns'' shows Alice practically teleporting around with a dramatic hair woosh when the player makes her turn to or away from the camera.
camera.
* In the ''VideoGame/MonsterHunter'' series, just walking around outside of a hunt plays this straight, but when running at any time, the hunter takes a second to turn around and start running. This has led to many a RageQuit as a player attempts to avoid an attack coming from a specific direction, only for their hunter to take a moment to turn and build up speed and get pulverized by the incoming fireball/charge/[[HitboxDissonance hipcheck]].
* In the ''VideoGame/MonsterHunter'' series, just walking around outside of a hunt plays this straight, but when running at any time, the hunter takes a second to turn around and start running. This has led to many a RageQuit as a player attempts to avoid an attack coming from a specific direction, only for their hunter to take a moment to turn and build up speed and get pulverized by the incoming fireball/charge/[[HitboxDissonance hipcheck]].
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* In order to equalize online multiplayer between mouse, keyboard and flightstick players, the ''{{Descent}}'' series has a fixed maximum turning rate. Though it's most like an FPS, this may have something to do with the fact that it also resembles a flight sim to a certain extent.
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* In order to equalize online multiplayer between mouse, keyboard and flightstick players, the ''{{Descent}}'' ''VideoGame/{{Descent}}'' series has a fixed maximum turning rate. Though it's most like an FPS, this may have something to do with the fact that it also resembles a flight sim to a certain extent.
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* Partially averted in ''VideoGame/{{Iji}}'': Turrets, shredders and Iji herself have turnaround animations, while other enemies don't.
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* Similar to ''PaperMario'', ''Elasto Mania'' and its prequel had the main character along with the body of the motorbike turn although the wheels remain intact although their front wheel and rear wheel roles are reversed.
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* Similar to ''PaperMario'', ''VideoGame/PaperMario'', ''Elasto Mania'' and its prequel had the main character along with the body of the motorbike turn although the wheels remain intact although their front wheel and rear wheel roles are reversed.
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* The ZXSpectrum game ''Zub'' has a [[http://www.zee-3.com/pickfordbros/archive/view.php?post=101 three-frame turnaround animation]] that was added to justify the AmbidextrousSprite.
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* The ZXSpectrum UsefulNotes/ZXSpectrum game ''Zub'' has a [[http://www.zee-3.com/pickfordbros/archive/view.php?post=101 three-frame turnaround animation]] that was added to justify the AmbidextrousSprite.
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* ''SonicBattle'' averted this. Which Fight Pose Emerl has equipped is usually a cosmetic choice (though Gamma's causes him to explode on death), but it does affect how quickly he turns around. [[MightyGlacier Chaos]]'s, for example, is painfully slow.
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* ''SonicBattle'' ''VideoGame/SonicBattle'' averted this. Which Fight Pose Emerl has equipped is usually a cosmetic choice (though Gamma's causes him to explode on death), but it does affect how quickly he turns around. [[MightyGlacier Chaos]]'s, for example, is painfully slow.
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[[AC:ThirdPersonShooter]]
* An actual ''Ability'' of Soldiers[=/=]Tanks in ''VideoGame/TransformersWarForCybertron'', who can instantly switch to a backwards pointing position. This, combined with tanks having a powerful cannon, let tanks outmanuveur faster foes like Scouts[=/=]Cars. Needless to say, spinning 180 without a rearview mirror and snap-shotting an enemy is very much DifficultButAwesome.
* An actual ''Ability'' of Soldiers[=/=]Tanks in ''VideoGame/TransformersWarForCybertron'', who can instantly switch to a backwards pointing position. This, combined with tanks having a powerful cannon, let tanks outmanuveur faster foes like Scouts[=/=]Cars. Needless to say, spinning 180 without a rearview mirror and snap-shotting an enemy is very much DifficultButAwesome.
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* The [[GameBoyAdvance GBA]] {{Metroid}} games avert this.
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* The [[GameBoyAdvance GBA]] {{Metroid}} ''{{Metroid}}'' games avert this.
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* The main character from ''{{NieR}}'' slides to a halt before turning around.
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* The main character from ''{{NieR}}'' ''VideoGame/{{NieR}}'' slides to a halt before turning around.
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* ''AliceMadnessReturns'' shows Alice practically teleporting around with a dramatic hair woosh when the player makes her turn to or away from the camera.
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* ''AliceMadnessReturns'' ''VideoGame/AliceMadnessReturns'' shows Alice practically teleporting around with a dramatic hair woosh when the player makes her turn to or away from the camera.
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** Albeit this is a very weird thing for Spoony to complain about, seeing as ''all'' {{Fighting Game}}s have animations for turning around (although in some titles, such as ''VideoGame/StreetFighterII'', it's so fast it might as well be instantaneous.)
*** To be fair, he wasn't complaining about having to turn, he was complaining about how the game forces you to manually face the opponent, and the above quote was about Spike saying 'you don't automatically face the enemy in a real fight'. However, seeing as how the Deadliest Warrior game (and to a lesser extent, the show) mainly concerns itself with one on one combat situations in which both combatants are aware of each other, Spoony's comment makes sense; you would never turn your back on an opponent in such a situation.
*** To be fair, he wasn't complaining about having to turn, he was complaining about how the game forces you to manually face the opponent, and the above quote was about Spike saying 'you don't automatically face the enemy in a real fight'. However, seeing as how the Deadliest Warrior game (and to a lesser extent, the show) mainly concerns itself with one on one combat situations in which both combatants are aware of each other, Spoony's comment makes sense; you would never turn your back on an opponent in such a situation.
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*** To be fair, he wasn't complaining about having to turn, he was complaining about how the game forces you to manually face the opponent, and the above quote was about Spike saying 'you don't automatically face the enemy in a real fight'. However, seeing as how the Deadliest Warrior game (and to a lesser extent, the show) mainly concerns itself with one on one combat situations in which both combatants are aware of each other, Spoony's comment makes sense; you would never turn your back on an opponent in such a situation.
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* Thoroughly averted with Battlefield3. The Frostbite 2 engine allows for some pretty damn good animations.
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* When using the third-person FreeRotatingCamera mode in ''[[{{Thief}} Thief: Deadly Shadows]]'', Garrett not only can't turn around quickly, but actually can't even turn around in-place (as one would in first-person view): he has to make a realistic (or "realistic") couple of steps in a small circle, which can mean death on a narrow ledge.
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* When using the third-person FreeRotatingCamera mode in ''[[{{Thief}} Thief: Deadly Shadows]]'', ''VideoGame/ThiefDeadlyShadows'', Garrett not only can't turn around quickly, but actually can't even turn around in-place (as one would in first-person view): he has to make a realistic (or "realistic") couple of steps in a small circle, which can mean death on a narrow ledge.
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* ''SuperSmashBros'' has relatively quick turning animations, but also allows the player to execute attacks mid-turn, so the animation is mostly cosmetic. Though there are weird tricks such as [[http://www.youtube.com/watch?v=2yTMrFboN2I Shellshifting]]....
to:
* ''SuperSmashBros'' has relatively quick turning animations, but also allows the player to execute attacks mid-turn, so the animation is mostly cosmetic. Though there are weird tricks such as [[http://www.youtube.com/watch?v=2yTMrFboN2I Shellshifting]]....Shellshifting]]...
** Played straight for Mr. Game & Watch for [[VideoGame/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.
** Played straight for Mr. Game & Watch for [[VideoGame/GameAndWatch obvious reasons]]. Although it becomes averted when he's wielding a hammer in ''Melee'' as he can actually be seen slowly turning, likely due to a graphical oversight. This was fixed in subsequent games.