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       #Post#: 10--------------------------------------------------
       The beauty of reflections
   DIR By: Pam
       Date: May 20, 2021, 6:27 am
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       When I think about reflections in old games adventure games
       aren't really the first thing that come to my mind. Normally
       it'd be games where they're more prominent - the mirrors in Duke
       3D, the cool reflection based puzzle in Another World, the hall
       of mirrors in the very bizarre Weird Dreams. Nevertheless, there
       are some interesting examples of them in adventures that are
       well worth checking out, from the subtle floor reflections seen
       in the Space Quest 5 shot above, to more interesting, dynamic
       examples.
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       Some of these examples are very subtle indeed. This scene from
       Sam & Max Hit the Road has the faintest of reflections on the
       ground, giving the impression of shiny linoleum. The counter
       also has a slight reflection on it - these are really just the
       faintest details, designed to give the impression of the glossy
       materials these surfaces are made of.
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       It's a little stronger in this scene from the game. The stronger
       reflections on the floor of the virtual reality device give the
       sense of a strong light source from above nicely. Notice how the
       curtains are perfectly reflected, but when the floor is
       reflecting the plain green wall the artist has added streaks, to
       help sell the idea of a shiny surface. This mimics specularity
       on a slightly uneven surface, giving the appearance of a
       reflective area despite no actual details for the surface to
       reflect.
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       This scene from Beneath a Steel Sky also has subtle reflections,
       but slightly stronger. The reflective floor is dirtier and
       grainier, this time, and while it feels futuristic, it also
       feels dirtier and less polished than the Space Quest 5 and Sam &
       Max examples because it. If you look carefully you can also see
       the suggestion of the seams between tiles interrupting the
       reflections slightly - particularly below the device closest to
       the left against the back wall.
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       This scene from Gateway shows the opposite - perfectly
       uninterrupted reflections, giving a clean, corporate and
       futuristic feel. Notice how the light source blooms the
       reflections out slightly, putting whiter circles in where the
       light hits the floor directly. Also notice how the reflections
       being confined to a single part of the scene gives a really
       clear indication of the change in materials in flooring. One
       oddity is the potted plant, and how its reflection goes straight
       down rather than following the inverted shape of the plant. This
       is fairly common, and simplifies drawing a reflection, even if
       it's not very realistic.
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       One last set of floor reflections is this from Dune - notice how
       under the two guards we can see the faintest suggestion of their
       reflections. This only really works because they're omnipresent
       parts of the scene - Leto doesn't have a reflection, because
       he's not always in this scene. If the guard reflections were
       stronger, the fact that Leto doesn't have a reflection might
       seem odd, but because they're so subtle, it doesn't really stand
       out too much. In modern games where memory and size constraints
       are much less of a consideration we merely give everybody a
       reflection.
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       Another great use for reflections is to suggest the presence of
       water - in this scene from Freddy Pharkas: Frontier Pharmacist
       we see the reflection of the surrounding landscape, as well as
       the reflection of a blue sky in the water, which is easily read
       as being a large area of water.
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       For a much smaller, shallower area of water, such as the puddles
       in this track in Broken Sword, a much milder reflection is
       appropriate. The barest suggestion of the texture of the door,
       coupled with the slight shift to a bluer hue gives the
       impression of a reflection, but because the water is so shallow,
       enough light still hits the ground beneath the water to let the
       ground still remain quite visible, and so a transparent
       reflection is appropriate here.
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       Reflecting a blue sky isn't always appropriate for water. This
       scene from Lost Secret of the Rainforest shows a much greener
       reflection - which suits the greener atmosphere we can see in
       the distance. Here a blue reflection would feel more out of
       place. The artist also added some nice distortion to the water
       here, to help give the idea of the uneven surface of water, as
       well as drawing in the reflection for the boat. Notice how the
       character in the boat isn't reflected.
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       This scene from Dune shows an underground reservoir of water,
       and appropriately, no sky reflection is shown at all. The water
       is also perfectly still - there's just the mildest of
       distortions here and there, but otherwise it's a mirror
       reflection of the distant stone features. This shows how artists
       take into account the surrounding environment to inform the
       colour and movement of a reflective surface.
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       The opposite is visible in this shot from Space Quest 5. We
       recognize the water for what it is, because we're used to seeing
       water reflecting a blue sky like this, but considering the
       actual "sky" it exists under is the colourless black of space,
       the blue colour of the water here doesn't make any sense. It
       doesn't really ruin the scene, it just feels a bit less
       realistic than it perhaps should.
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       One reflection I particularly love is this shot from Future
       Wars. Here we see the side of a large building and a window
       cleaner at work - the massive, glass surface cleverly used to
       give a panoramic reflection of the scene behind us, interrupted
       only by the window washer's gear, the open window and the frames
       of the windows. One of my favourite things about this scene,
       other than the wonderful panorama it gives, is how you can see
       other reflections in the sides of some of the buildings in the
       reflection, a testament to Eric Chahi's imagination, attention
       to detail, and skill with the barest minimum of colours. It's a
       wonderful and extremely memorable way to start a game.
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       Another great example of seeing a bigger scene via a reflection
       is visible in this cutscene from Full Throttle, where we see Ben
       riding up to a rival gang member as reflected in the lens of his
       goggles. This is a very stylish and cool way to show this scene,
       and actually requires less animation than showing Ben from a
       long shot, riding up to the other rider. A really fun way to
       show two different angles at the same time.
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       A similar idea is used in this moment from The Secret of Monkey
       Island, where Meathook opens the door of the "murderous winged
       devil" enclosure. Here we see the apprehension on Guybrush's
       face, and the gradual reveal of what is clearly just a parrot in
       his eyes, followed by his perplexed look as he realizes what the
       fabled beast actually is. This is one of my favourite jokes from
       the game - a wonderful way to deliver a punchline.
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       An even more complex shot, this later shot from Full Throttle
       shows the scene directly from Maureen's eyes, as she notices one
       of Ripburger's henchmen enter her doorway and point a gun at
       her, who she then deals with by lowering the ramp he's standing
       on. I love how this conveys the idea of how Maureen notices him
       at the same time as showing exactly what he's doing, and then
       showing how he deals with him. It's a great combination of ideas
       into a single shot, and tells multiple angles of the story at
       once. I also love the warped and distorted reflection in the
       surface of the toaster, which gives a great impression of being
       close to an object, where subtle imperfections in a surface will
       be more visible.
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       One final great use of reflections to tell a story is the mirror
       in Dune - Paul's journey involves seeing him change as he grows
       into his role as leader of the Fremen. This is beautifully
       illustrated by looking at yourself in the mirror - at first
       Paul's eyes are plain, indicative of his offworld heritage. As
       his exposure to the spice melange changes him, we see his eyes
       turn gradually blue when we return to the mirror to save our
       game.
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       Here we see his eyes coloured deep blue, showing his adaption to
       the new world, and we also see his companion Chani next to him -
       I really like this idea of showing the two of them together in
       the mirror, showing Paul isn't just doing this for himself
       anymore. A wonderful way to show a character's progression.
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       One final shot - just to show an exception. It's very common in
       games with mirrors to simply avoid showing reflections when it's
       not practical to do so. The mirrors in this shot from Discworld
       don't reflect a thing, no matter where Rincewind walks, and are
       just shown to have a glossy surface. This is fine, and perfectly
       readable as a mirror - it's really not essential to show
       reflections in order to give the idea of a mirror, it's just a
       nice touch.
       I love seeing how artists have played around with reflections in
       these scenes. There's plenty of opportunities that playing
       around with reflections can provide, from simply making a
       surface look shiny and polished, to giving a whole new way to
       show a situation. They're a great tool, a fun effect to play
       with, and a nice way to spice up a scene - and though they may
       require a little extra code trickery in some cases to get
       working, well worth the extra effort.
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