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The good folks at UnleashtheGamer.com have sent word about a new infographic they have created that is designed to help gamers find the perfect RPG to play. The information presented has been collected and collated to provide the best options and categories for over 500 RPGs that have been published in the past 40 years.
Comments
¯\_(ツ)_/¯
btw there is some games in that list it shouldn't be there, since they call it the best rpgs in the last 40 years, but moving on
persona 1 and 2 for sure was isometric, 3 and 4 could be third, but only inside the dungeons, but you was still locked looking from up down, so isometric is more to the line, pretty much 3rd person is looking behind your char and you can pan the cam, isometric is when its static, so to keep it simple just keep one definition, its not wrong really
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I belive it was there, on low fantasy
they put ogre battle, with FFtactics was based on, if you liked tactics you should play lets cling together from snes, they relaunch on ps later, and the GB advanced one based on the rise of the antagonist, from lets cling together, unfortunally I belive you will only find then on a emulators roms, but look it up if possible
True isometric games are nearly always sprite-based. The basic principle is that as an object moves around on the screen, it stays exactly the same size and shape. Sprites tend to behave like that. 3D models usually don't, though they can be made to with the appropriate camera projection.
For example, Civilization 2 is a true isometric game. The same icon appears the same size no matter where it is on the screen. Civilization 4 is overhead view, and the same tile lower on the screen will appear larger than higher on the screen. The underlying rendering methods in the latter game are very much 3D, and the camera is merely high up and far away. In a strictly isometric game, there is no notion of a camera position.
One of the hallmarks of a true isometric game is that lines that are parallel in the game world appear parallel on the screen. With a more typical 3D projection, they'll instead appear as though they'd meet at some point very far away if they extended far enough.
In a sense, isometric is the limit as the camera gets infinitely far away. If the camera is far enough away, it could be hard to tell from screenshots if a game was isometric or merely 3D with an overhead view. To move the camera far enough away for it to be hard to tell is very unusual, though.
The old 2.5D games were generally isometric. In some cases, games would use 3D rendering techniques to generate sprites or background images or whatever, but for the live rendering of the game, it was all sprite based. Donkey Kong Country seemed to pioneer that approach. Super Mario RPG did the same thing with an overhead view camera.
There's no reason why a game couldn't use full 3D rendering and still be isometric. I'm not aware of any game that has actually done that, however, as it tends to look better if the camera is merely high up and far away. That approach is more common for engineering uses where depicting the relative sizes of objects accurately is critical, so any distortion from objects being nearer to or farther from the viewpoint is undesirable.
Of course, given how many third-person games allow you to zoom way out to have a mostly overhead view if so desired, a lot of people seem to use "isometric" to mean "overhead and you can't rotate the camera". That's not at all what the word means.
Then again, if a game did want to go full 3D and still be isometric, then you basically can't smoothly rotate the camera. You technically can and it will work, but it looks like an optical illusion and will bother your eyes. Discrete jumps in rotating the camera is still fine, as is zooming in and out.