Three-Quarters View

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    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.[1] 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 Super-Deformed style. Very popular during the 16-bit era for JRPGs.

    Despite console games having largely abandoned this by the late 1990s in favor of full 3-D graphic, this remained popular on handheld systems till the mid 2010s due to the lower demands on the system. As of the mid 2020s, many developers, especially indie developers, still use this art style for stylistic reasons to harken back to the late 1980s and early 1990s era of video gaming.

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

    See also Isometric Projection, Top Down View and Side View.

    Examples of Three-Quarters View include:
    1. 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