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* In ''VideoGame/BaldursGateIII'', the camera cuts away each time Gale consumes a magic item, saving Larian the trouble of animating him eating weapons or clothing.

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* In ''VideoGame/BaldursGateIII'', the camera cuts away each time Gale consumes a magic item, saving Larian the trouble of animating him eating gulping down weapons or clothing.
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* In ''VideoGame/BaldursGateIII'', the camera cuts away each time Gale consumes a magic item, saving Larian the trouble of animating him eating weapons or clothing.
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** In ''Web of Shadows'', Vakama's mutation from a Toa to a half-beast Hordika is the only one fully shown, since the story is about his [[FaceHeelTurn journey to evil]]. The others' are hidden by editing. When the Toa are healed of their mutations, a combination of uplifting music and a bright scene transition hides the effect.
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** Matau's {{shapeshifting}} from ''Legends of Metru Nui'' takes place mostly off-screen, with only flashes of light or his shadow being seen. Notably averted when he changes from imitating a Vahki back to his normal self, which is fully shown because it's from his friends' POV and, unlike some of his other transformations, involves no size-changing.


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** The final shot of the follow-up series ''Walking with Beasts'' added a satellite quickly zooming by the camera as the view expands into space, to mask where the more detailed overhead shot of Great Britain is replaced with a less detailed 3D model of Earth. Although the clouds completely change during the edit.
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* In the original ''Franchise/ResidentEvil'' trilogy on the UsefulNotes/{{PlayStation}}, characters are almost never actually shown opening or closing doors. When a character besides the player (or even a monster) enters or leaves a room, it is often done off-screen. The tiny handful of exceptions can usually be spotted ahead of time by a door that's [[ConspicuouslyLightPatch rendered from polygons rather than being part of the background]].

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* In the original ''Franchise/ResidentEvil'' trilogy on the UsefulNotes/{{PlayStation}}, Platform/PlayStation, characters are almost never actually shown opening or closing doors. When a character besides the player (or even a monster) enters or leaves a room, it is often done off-screen. The tiny handful of exceptions can usually be spotted ahead of time by a door that's [[ConspicuouslyLightPatch rendered from polygons rather than being part of the background]].



* One of the reasons most levels in ''VideoGame/CrashBandicoot1996'' took place in [[JungleJapes thick rainforests]] is because the big tree leaves of such a setting could be used to obscure parts of the level that needed to be unrendered to keep from straining the limited hardware of the UsefulNotes/{{Playstation}}.

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* One of the reasons most levels in ''VideoGame/CrashBandicoot1996'' took place in [[JungleJapes thick rainforests]] is because the big tree leaves of such a setting could be used to obscure parts of the level that needed to be unrendered to keep from straining the limited hardware of the UsefulNotes/{{Playstation}}.Platform/PlayStation.
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* Film/OzTheGreatAndPowerful leaves [[spoiler:Theadora’s transformation into the Wicked Witch of the West]] entirely offscreen, with the audience only seeing the actress collapse behind a table, before emerging a few seconds later.
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linked 'gone horribly right' in Indiana Jones (Film)


* Done for the opposite reason in ''Film/IndianaJonesAndTheTempleOfDoom:'' When the filmmakers saw the footage of the animatronic human sacrifice being lowered into the flames, they decided it looked ''[[FamilyUnfriendlyDeath too real,]]'' and added some flames to the foreground to make it harder to see. This same effect was used for the exploding heads at the end of ''Film/RaidersOfTheLostArk''.

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* Done for the [[GoneHorriblyRight opposite reason reason]] in ''Film/IndianaJonesAndTheTempleOfDoom:'' When the filmmakers saw the footage of the animatronic human sacrifice being lowered into the flames, they decided it looked ''[[FamilyUnfriendlyDeath too real,]]'' and added some flames to the foreground to make it harder to see. This same effect was used for the exploding heads at the end of ''Film/RaidersOfTheLostArk''.
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* Used rather tastefully in ''Film/BackToTheFuture'': Marty's original jump to 1955, his entry back to 1985 and cinema crash, and Doc leaving for 2015 at the end of the movie, all happen either as a POV inside the car or entirely off-screen. Since Marty leaving 1955 and the signature ending shot of the film are depicted fully (as well as Marty witnessing his first jump once returning to 1985), the audience doesn't pick up on it.[[note]]As an homage to this, ''[[Film/BackToTheFuturePartII Part II]]'' shows jumping to 1985A in first-person, as well as jumping to and just before leaving 1885 in ''[[Film/BackToTheFuturePartIII Part III]]''[[/note]]. On a larger scale, while time travel obviously makes up a large part of the story, it's ultimately a B Plot used to get Marty to meet his parents when they're his age, which is the true heart of the film. Time Travel is the A Plot in ''Part II'' thanks to ''Part I'' normalizing it, but ''Part III'' once again sets it aside so that Marty's insecurities and Doc falling in love with Clara can take focus.

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* Used rather tastefully in ''Film/BackToTheFuture'': ''Film/BackToTheFuture1'': Marty's original jump to 1955, his entry back to 1985 and cinema crash, and Doc leaving for 2015 at the end of the movie, all happen either as a POV inside the car or entirely off-screen. Since Marty leaving 1955 and the signature ending shot of the film are depicted fully (as well as Marty witnessing his first jump once returning to 1985), the audience doesn't pick up on it.[[note]]As an homage to this, ''[[Film/BackToTheFuturePartII Part II]]'' shows jumping to 1985A in first-person, as well as jumping to and just before leaving 1885 in ''[[Film/BackToTheFuturePartIII Part III]]''[[/note]]. On a larger scale, while time travel obviously makes up a large part of the story, it's ultimately a B Plot used to get Marty to meet his parents when they're his age, which is the true heart of the film. Time Travel is the A Plot in ''Part II'' thanks to ''Part I'' normalizing it, but ''Part III'' once again sets it aside so that Marty's insecurities and Doc falling in love with Clara can take focus.
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Moving this one over to Asset Actor


* Non-Playable races in ''VideoGame/{{Starbound}}'' that don't fit the standard humanoid shape (namely Penguins, Agarans, Frogs, and "Maggot Man") are actually playable races (Florans for Agarans, Humans for the rest) wearing outfits not obtainable in normal gameplay. You can tell because they use the original race's sound effects when spoken to.
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Note that many of the examples from 3D animated mediums aren't about hiding things like flying or explosions but instead about obscuring relatively mundane actions, such as a character marking something with a pen or adjusting their hair; 3D animation is very efficient at making objects move around, but much less efficient at altering the [[NoFlowInCGI shape]] or texture of objects. Since these things aren't that interesting to look at, many directors will choose to use an obscure camera angle rather than sink hundreds of hours into a second of uninteresting animation.

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Note that many of the examples from 3D animated mediums aren't about hiding things like flying or explosions but instead about obscuring relatively mundane actions, such as a character marking something with a pen or pen, adjusting their hair; hair, or changing clothes; 3D animation is very efficient at making objects move around, but much less efficient at altering the [[NoFlowInCGI shape]] or texture of objects. Since these things aren't that interesting to look at, many directors will choose to use an obscure camera angle rather than sink hundreds of hours into a second of uninteresting animation.
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That wasn't censorship, it was because the effect didn't work when you were wearing the "Emblem" badges.


** In the Japanese version of ''VideoGame/PaperMarioTheThousandYearDoor'', if you choose [[spoiler: to [[NonStandardGameOver join the Shadow Queen as a servant]]]], then a flash of white light is used to hide Mario’s model being swapped with [[spoiler:a brainwashed/lobotomised version of him]]. The localised versions [[{{Bowdlerise}} remove the model swap]], [[OrphanedReference but keep in the flash]].

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** In the Japanese version of ''VideoGame/PaperMarioTheThousandYearDoor'', if you choose [[spoiler: to [[NonStandardGameOver join the Shadow Queen as a servant]]]], then a flash of white light is used to hide Mario’s model being swapped with [[spoiler:a brainwashed/lobotomised version of him]]. him (which is actually Doopliss' model when he's disguised as Mario)]]. The localised versions [[{{Bowdlerise}} remove the model swap]], swap, [[OrphanedReference but keep in the flash]].
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* Non-Playable races in ''VideoGame/{{Starbound}}'' that don't fit the standard humanoid shape (namely Penguins, Agarans, Frogs, and "Maggot Man") are actually playable races (Florans for Agarans, Humans for the rest) wearing outfits not obtainable in normal gameplay. You can tell because they use the original race's sound effects when spoken to.
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None

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* ''Series/WalkingWithDinosaurs'': The series uses a lot of camera trickery, foreground foliage, and animal posing to hide the shortcomings of the CGI models. For example, obscuring the animals' footfalls behind pasted images of low-growing foliage to disguise the fact they're actually hovering above the ground, having predators bite their prey from behind to avoid having to actually model and animate the computer-generated animal biting into and ripping flesh, reserving close-up shots for puppets and animatronics to hide the lack of detail on the CG models, and relying on the relatively low resolution of CRT televisions at the time to makes the visual flaws less noticeable.

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* ''VideoGame/SuperMario64'' has an example that's not obscured by in-game imagery but by picture resolution. Whenever Mario moves with the camera zoomed out very far, his model will be replaced with a very low-polygon version to save on graphical resources. The CRT televisions on which gamers would have first played the game in 1996 were sufficiently low-resolution to disguise this change, but playing a high-definition rerelease of the game (especially 720p or higher) makes it easier to see what's happening. This is a very common trick in video games even today -- the term for it is LOD, short for [[https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics) "level of detail".]] While the swap is pretty obvious in older games like ''Mario 64'', newer games are more subtle with how they switch, and usually have multiple models depending on how far away an object is.
* In the Japanese version of ''VideoGame/PaperMarioTheThousandYearDoor'', if you choose [[spoiler: to [[NonStandardGameOver join the Shadow Queen as a servant]]]], then a flash of white light is used to hide Mario’s model being swapped with [[spoiler:a brainwashed/lobotomised version of him]]. The localised versions [[{{Bowdlerise}} remove the model swap]], [[OrphanedReference but keep in the flash]].

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* ''Franchise/SuperMarioBros'':
**
''VideoGame/SuperMario64'' has an example that's not obscured by in-game imagery but by picture resolution. Whenever Mario moves with the camera zoomed out very far, his model will be replaced with a very low-polygon version to save on graphical resources. The CRT televisions on which gamers would have first played the game in 1996 were sufficiently low-resolution to disguise this change, but playing a high-definition rerelease of the game (especially 720p or higher) makes it easier to see what's happening. This is a very common trick in video games even today -- the term for it is LOD, short for [[https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics) "level of detail".]] While the swap is pretty obvious in older games like ''Mario 64'', newer games are more subtle with how they switch, and usually have multiple models depending on how far away an object is.
* ** In the Japanese version of ''VideoGame/PaperMarioTheThousandYearDoor'', if you choose [[spoiler: to [[NonStandardGameOver join the Shadow Queen as a servant]]]], then a flash of white light is used to hide Mario’s model being swapped with [[spoiler:a brainwashed/lobotomised version of him]]. The localised versions [[{{Bowdlerise}} remove the model swap]], [[OrphanedReference but keep in the flash]].flash]].
** ''VideoGame/BowsersFury'': Whenever Mario grabs the Giga Bell to grow into Giga Cat Mario, he and the screen are gradually overwhelmed with light before the light disappears to reveal his new transformation. Not only does this obscure Mario's model getting swapped (as is very common with other transformation in many video games), it also hides that the game world is getting replaced with a smaller, less detailed version for the BehemothBattle sections.
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Removed a general example


* Video games require thousands of hours of animation, especially in terms of facial expressions, and if you do it wrong it’s extremely easy to fall into UncannyValley. ''VideoGame/{{Destiny}}'', amongst other science fiction franchises, often solves this problem by [[CoolHelmet sticking everyone in helmets]] or making them faceless robots.
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* A near-universal technique used in 3-dimensional video games is to have the model of a character/enemy/object that doesn't need to be depicted yet -- but ''will'' need to pop into view soon -- rendered just outside of the level boundaries so that it can be quickly snapped into position in the visible level once the player triggers the necessary event flag. The alternative would be to load the model from scratch immediately before it's needed, which typically requires an annoying load screen. Fans of the "Boundary Break" series by [=YouTuber=] Shesez will be very familiar with this technique.

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* A near-universal technique used in 3-dimensional video games is to have the model of a character/enemy/object that doesn't need to be depicted yet -- but ''will'' need to pop into view soon -- fully rendered just outside of the level boundaries so that it can be quickly snapped into position in the visible level once the player triggers the necessary event flag. The alternative would be to load the model from scratch immediately before it's needed, which typically requires an annoying load screen. Fans of the "Boundary Break" series by [=YouTuber=] Shesez will be very familiar with this technique.
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None

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* A near-universal technique used in 3-dimensional video games is to have the model of a character/enemy/object that doesn't need to be depicted yet -- but ''will'' need to pop into view soon -- rendered just outside of the level boundaries so that it can be quickly snapped into position in the visible level once the player triggers the necessary event flag. The alternative would be to load the model from scratch immediately before it's needed, which typically requires an annoying load screen. Fans of the "Boundary Break" series by [=YouTuber=] Shesez will be very familiar with this technique.
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None

Added DiffLines:

* In the Japanese version of ''VideoGame/PaperMarioTheThousandYearDoor'', if you choose [[spoiler: to [[NonStandardGameOver join the Shadow Queen as a servant]]]], then a flash of white light is used to hide Mario’s model being swapped with [[spoiler:a brainwashed/lobotomised version of him]]. The localised versions [[{{Bowdlerise}} remove the model swap]], [[OrphanedReference but keep in the flash]].
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** ''VideoGame/MetalGearSolid2'':

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** ''VideoGame/MetalGearSolid2'':''VideoGame/MetalGearSolid2SonsOfLiberty'':



** In ''VideoGame/MetalGearSolid3'', the Boss pulling her shirt open is shown from behind, before cutting to her front to show her scar.
** In ''VideoGame/MetalGearSolid4'', when Drebin writes 'RAT PT 01' on the floor in chalk, we only see his face while he's writing, and then cut to the completed text.

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** In ''VideoGame/MetalGearSolid3'', ''VideoGame/MetalGearSolid3SnakeEater'', the Boss pulling her shirt open is shown from behind, before cutting to her front to show her scar.
** In ''VideoGame/MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', when Drebin writes 'RAT PT 01' on the floor in chalk, we only see his face while he's writing, and then cut to the completed text.
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* ''Series/RedDwarf:'' The Unspeakable One, a being born from all of Rimmer's self-loathing, is only briefly glimpsed and never shown in full. This is because the creature was a puppet that already been passed over by ''Doctor Who'' for being too crummy for them to use, a decision the Dwarf crew clearly agreed with.
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* From the ''Toys/{{Bionicle}}'' films:
** Masked characters from the first three movies are never fully shown without their masks, their heads are always obscured or seen from the back. This is because their 3D models had no faces, just a metal slab with eyes under their masks, which can technically be seen by freeze-framing at the right points. The one time when showing the maskless and comatose Turaga Dume was crucial to the plot, he was ''still'' inexplicably portayed with his mask on because he had no face-model, and viewers simply had to pretend it wasn't there.
** According to the DVDCommentary of ''Mask of Light'', the animators didn't have the tech or time to render fluid simulations for scenes like Tahu surfing on lava. So the lava effect was faked by a mixture of moving 3D models and loads of unconvincing sparkly particle effects, with lots of quick cuts and angles showing as little of it as possible.
** The fourth film, ''The Legend Reborn'' used full-screen flashes of light or cutaway reaction shots to hide transformations like Click turning into his shield form and back or Mata Nui using the Mask of Life to transfigure things. The cage holding Kiina and Berix is also obscured by a hefty dust cloud when it falls apart and its model is replaced.
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* ''VideoGame/SuperMario64'' has an example that's not obscured by in-game imagery but by picture resolution. Whenever Mario moves with the camera zoomed out very far, his model will be replaced with a very low-polygon version to save on graphical resources. The CRT televisions on which gamers would have first played the game in 1996 were sufficiently low-resolution to disguise this change, but playing a high-definition rerelease of the game (especially 720p or higher) makes it easier to see what's happening.

to:

* ''VideoGame/SuperMario64'' has an example that's not obscured by in-game imagery but by picture resolution. Whenever Mario moves with the camera zoomed out very far, his model will be replaced with a very low-polygon version to save on graphical resources. The CRT televisions on which gamers would have first played the game in 1996 were sufficiently low-resolution to disguise this change, but playing a high-definition rerelease of the game (especially 720p or higher) makes it easier to see what's happening. This is a very common trick in video games even today -- the term for it is LOD, short for [[https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics) "level of detail".]] While the swap is pretty obvious in older games like ''Mario 64'', newer games are more subtle with how they switch, and usually have multiple models depending on how far away an object is.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/SuperMario64'' has an example that's not obscured by in-game imagery but by picture resolution. Whenever Mario moves with the camera zoomed out very far, his model will be replaced with a very low-polygon version to save on graphical resources. The CRT televisions on which gamers would have first played the game in 1996 were sufficiently low-resolution to disguise this change, but playing a high-definition rerelease of the game (especially 720p or higher) makes it easier to see what's happening.

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* Downplayed in ''Film/TheBeastFromTwentyThousandFathoms'', where the first look we get at the beast is obscured by a blizzard - but we still get a pretty damn good look at the thing, and the effects hold up pretty well today.[[/folder]]

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* Downplayed in ''Film/TheBeastFromTwentyThousandFathoms'', where the first look we get at the beast is obscured by a blizzard - but we still get a pretty damn good look at the thing, and the effects hold up pretty well today.today.
* At the climax of ''Film/BoysFromCountyHell'', a major character loses his leg, and in the film's epilogue, he is seen hobbling around on what, he tells us, is a peg leg. The camera never pans far enough down for us to see the prosthetic, however, presumably because it would necessitate using CGI to digitally remove the actor's real leg, and there were better things to focus time and money on than this minor moment.
[[/folder]]

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* Likewise, ''Film/TheMist'' has a whole plethora of monsters, obscured by... well, you can probably guess. We do get a pretty good look at a few of them, but others - including perhaps the most iconic creature in the movie, the gargantuan, six-legged Behemoth - are barely more than ghostly silhouettes, looming through the mist.
** ''The Mist'' also had a rerelease in DeliberateMonochrome, which both adds to the '50s sci-fi GenreThrowback feel of it, and subtly serves as this trope, letting the 2007 CGI age a little better.

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* Likewise, ''Film/TheMist'' has a whole plethora of monsters, obscured by... well, you can probably guess. by the eponymous mist. We do get a pretty good look at a few of them, but others - including perhaps the most iconic creature in the movie, the gargantuan, six-legged Behemoth - are barely more than ghostly silhouettes, looming through the mist.
**
mist. ''The Mist'' also had a rerelease in DeliberateMonochrome, which both adds to the '50s sci-fi GenreThrowback feel of it, and subtly serves as this trope, letting plays up the 2007 CGI age a little better.obscuring effect of the mist in comparison to the color movie.

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