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ITT: Excellent framing in vidya
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You are currently reading a thread in /v/ - Video Games

Thread replies: 38
Thread images: 21
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For the confused, it could be for game design or tonal purposes.

Several examples are present in Majora's Mask for the ladder, where the Moon's position is perfectly centered in the sky above you upon exiting/entering certain areas as an everpresent reminder of it's ominous presence.
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>>336338804
This is just an ingame screenshot, that's not part of a cutscene or anything
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>>336338969
I was thinking about using pictures in this thread for wallpapers, but that ugly watermark makes this picture terrible.
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>>336338006
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>>336339103
Are you a retard or something
It's 810x456, that's not even wallpaper material. Off yourself.
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>>336339101
It is part of a cutscene, though.
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>>336339101
It's a former example. The gamer's attention is naturally drawn to the upper center, where you trigger the next story sequence.

>>336339103
I'm not a fan of Galaxy in HD, but here you go.
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>>336339240
Is it? It's been awhile since I've played Mirrors Edge. My bad
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>>336339164
man, that part gave me goosebumps
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>>336338006
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brilliant
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>>336339516
You and me both, familia.
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Love this idea, I don't really have any good screens though.

>>336339101
You don't seem to understand the thread. That's what you see when you walk in the room. The light is brightest where you need to head towards, the stairs stand out against the bright light, and everything that doesn't matter is a plain white color. The game has already trained you to look for colors against white, so the green at the top is naturally where you're drawn to.

It's game design 101.
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>>336340501
except windows are the brightest element and there is nothing there
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REmake and Journey come to mind.
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>>336340590
When you look at that image, the center stands out the most. Sure, everything in mirror's edge glows, but that bit glows strongest, as there is the most amount of glow in the center. So focus is on the center.
Symmetry with lines and the staircases emphasize the vertical aspect. The point is, the player knows where to go when they enter the room.
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>>336340754
> the player knows where to go when they enter the room
except when that cutscene starts (right after you exit elevator) you move automatically and when it ends you are in different place (i played ME just last saturday)

so there is no player movement at all
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>>336340982
Oh really? Could have sworn you climbed up there yourself. In that case it'd be purely for the composition. Instead of going straight for the stairs, faith turns and looks at the corner, just to acknowledge the deliberate structure of the room as well as to fill you in on the happenings.
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Very atmospheric and beautiful lighting. Plus it helps tell the story through the setting which is cool.
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Entering the Meerslug's arena, and getting a shot of probably the only time in the series that we see the ocean
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>>336338006
It's latter, retard.
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>but how were you supposed to know
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>>336342774
infinite had such a great art direction
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It's just then when you realize the insane scale of this game.
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>>336345325
I loved that moment. Never played further than that celestial ocean city though. I really want to finish this one day, but the game is huge and I'm a completionist.
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>>336345506
the same thing happened to me, I just burned out on all the quests you could do and never picked it up again. Need to play through it still.
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>>336338804
You're a fucking moron.
You're one of those brain dead, cultureless pigs we could do without in the world.
Thread replies: 38
Thread images: 21

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