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The Very, Very Large Black Bars of The Evil Within

When a game's aesthetic can be circumvented by the player, are we supposed to respect artistic intent?

Eight chapters down, six chapters to go. There's much to say about The Evil Within, points I'll elaborate on at another time, but I can't stop thinking about the game's big ol' black bars.

Though Bethesda has talked about The Evil Within as having an aspect ratio of 2.35:1 (super widescreen), Digital Foundry found it's actually 2.50:1. Either way, it means The Evil Within features prominent black bars at the top and bottom of the screen. Most games today are 16:9 (widescreen), and since we've largely transitioned to widescreen TVs, games fill the whole screen. Of course, lots of games introduce modified aspect ratios during cutscenes for a "cinematic" look to differentiate from gameplay.

But games with alternative aspect ratios during gameplay aren't new, either. Lots of bullet hell shooters, such as Ikaruga, require monitors to be flipped horizontally in order to be played properly. The Evil Within director Shinji Mikami was also responsible for Resident Evil 4 on GameCube, which sported black bars, albeit smaller ones. Both Dragon's Dogma and Beyond: Two Souls recently went similar routes.

So while games playing with aspect ratios isn't new, our involvement with them, as players, is.

Here's what The Evil Within game looks like, captured from one of my saved games:

No Caption Provided

The letterboxing has occasionally bugged me. A few hours in, during the game's third chapter, the gameplay starts to click. The game reveals a setup not dissimilar to Resident Evil 4's intro. The player approaches a quiet village, one that quickly becomes overrun with messed up villagers bent on killing you. It's a big, experimental space that provides the player ample chances to encounter enemies, make mistakes, and adopt a playstyle that feels right. One way to avoid an enemy is by scrambling up a ladder that puts you far away from the enemies. It's a moment to catch your breath in a game that doesn't often let up.

Since you don't have access to much weaponry at this point, it's not possible to hide and carefully pick off the enemies. You must, eventually, venture back down. It's common for creatures to linger in your last known position, and due to The Evil Within's aspect ratio, the bars prevented me from seeing what's below.

Brad actually illustrated what I'm talking about during our Quick Look for the game:

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The Evil Within

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It's possible to argue The Evil Within utilizes forced perspective to teach the player a lesson about tactics. Running away and hoping the AI is going to eventually walk around in the ideal pattern isn't often a viable path to success. Preventing you from seeing what's below while cowering and hiding is a punishment enforced through camera design. That could be true, but I haven't encountered many other situations like that in The Evil Within. It feels like an anomaly.

By and large, I've been able to ignore the bars because I'm playing the game on an enormous 60" screen. At that scale, my eyes are on the constant action occurring at the very center. The Evil Within's camera is oppressively close, too, meaning I'm exclusively focused on what's immediately in front of me. To that end, the framing does regularly impact the game, as it serves to push your attention in a certain direction.

In film, the viewer is passive. The director has control over what's relayed to your eyes. That's not true in games, as most allow the player agency over the camera. Barring non-interactive cutscenes, a game cannot reliably predict the player will frame the environment in a specific way, suggesting the aspect ratio is purely for cinematic "feel," a decision that rings stranger and stranger as games define their own forms.

This all assumes The Evil Within adopted 2.35:1 for artistic purposes. I've been looking through Mikami interviews from the last few years, and haven't come up with much. A NowGamer interview with Bethesda's VP of PR and marketing Pete Hines and The Evil Within senior producer Jason Bergman touched on it:

"NowGamer: I was quite struck by the artistic direction in The Evil Within, this sort of grim realism and washed-out filters – what are your influences in that regard?

Bergman: Well it’s meant to look like a horror movie, obviously. There’s a film grain effect to it, but you’ll notice the darks are very dark, very solid shadows, the art direction at Tango is fantastic.

The lighting, in particular – they’re very, very precise about where lights are placed and where shadows are cast. Next-gen allows us to do things that are really cool -

Hines: The aspect ratio.

Bergman: Yeah, [it] prevents you from seeing the floor. Any time you take something away from the player they’re very used to, it makes them uncomfortable and so, bringing in the camera just that little bit…I don’t know if you noticed, but when you open doors, he opens them really slowly."

When Bethesda announced the PC version's hardware specifications, it released this statement:

"Shinji Mikami and the team at Tango designed The Evil Within to be played at 30fps and to utilize an aspect ratio of 2.35:1 for all platforms. The team has worked the last four years perfecting the game experience with these settings in mind. For PC players, we’ll provide debug commands on how you can alter the framerate and aspect ratio, but these commands and changes are not recommended or supported and we suggest everyone play the game as it was designed and intended for the best experience."

Between the two, the game's publisher has, at least, clearly declared the 2.35:1 aspect ratio was artistic intent. In the second statement, it's giving PC players the chance to circumvent that decision, likely because Betheda's PC roots have convinced it players will tinker in that direction anyway.

No Caption Provided

We're used to games taking up every pixel because that's how it's always been. When a game subverts that, even if unsuccessfully, do players have responsibility to respect intent? You can change the aspect ratio of The Evil Within, but it's possible to change lots of things in games, especially on the PC. There's a console command to make the player invincible, but nobody would argue it's the way to play. Do we extend that same courtesy to the game's aesthetic, even if we have the power to employ preferences?

It's a complicated question made more nuanced by wondering if artistic intent is being used as a convenient excuse for the game to try and overcome technical shortcomings. We'll never know.

For the sake of argument, let's say that's not true, and Mikami chose 2.35:1 because it's part of his vision. Given he's deployed similar aesthetic choices in the past, it's not unreasonable. The man enjoys blending Hollywood and games. If Mikami wants The Evil Within to be played with this aspect ratio, which frames the game through a particular lens, perhaps players should show that decision respect, despite other options.

Or maybe not! By being interactive, perhaps games invite players to subvert the designer's will and aspect ratios are merely an act of interpretation. World builders can set up an experience a certain way, but the free will of a player means the creator gives up the right to be upset over what they do with the game, even when it comes to tinkering with technical specifications.

The truth, of course, is probably somewhere in-between.

This argument will return when The Order: 1886 ships early next year with an even wider aspect ratio of 2.40:1, a decision the developers have attributed to both aesthetic and technical choices.

As for me, I'm going to stick with The Evil Within at 2.35:1. Whatever the reason for its existence, there's nothing else like it. If that's what the creator wanted, too? All the better.

Patrick Klepek on Google+

236 Comments

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djkommunist

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great article @patrickklepek i think you're a really good writer thank you for doing this

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drabnon

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Well in film, you can shrink the aspect ratio to make the viewer feel claustrophobic. I'd imagine that this effect would be heightened in a game because we are directly interacting with it. However, I think having the aspect ratio like that all the time would be too much. I'd like to see devs play with aspect ratio and change them depending on the situation.

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Devildoll

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I've heard the game doesn't run perfect, the black bars might be there just to avoid even worse frame-rate by having to render the full scene.

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Knurstel

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Edited By Knurstel

I tried playing with the original letterboxing on, but after a while it just became too frustrating, and negatively impacted my enjoyment of the game.

My PC isn't the the best nowadays, but still quite a bit more powerful than current-gen consoles, and the performance impact by turning it off and changing the FOV was severe, easily more taxing than changing any of the other graphical settings. I had to lock it back to 30 FPS for it to be playable.

I'm not suggesting the letterboxing isn't an artistic decision, but if the console versions are struggling with 30 FPS as it is, they'd probably dip into single-digit framerates without it.

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Luck702

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Damn @patrickklepek, you've been shelling out these articles at a crazy pace. Thankyou, I love your written stuff.

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MooseyMcMan

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I know in my case, that letterboxing is stopping me from playing the game. It's too much for me. I just don't want to play a game with that much of the screen being wasted with black bars.

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aktivity

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Edited By aktivity

Just a note @patrickklepek the aspect ratio is actually 2.5:1.

Digital Foundry: Only 71 per cent of the screen's real estate is actually used for gameplay - and the aspect ratio utilised is actually a higher 2.5:1 rather than the 'cinematic' 2.35:1.

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ripelivejam

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@devildoll: they just overlay the graphics; the whole screen is still being rendered.

I know a lot of people hate being told how to play their games, but i can also see (somewhat) the rationale behind decisions here. Like what Patrick said and Brad before hin, some of these choices seem off putting at first but as you play it it seems to grab you more. And hell, sometimes I just like to go in and play, and not have to waste time tweaking. I felt obliged to apply all these mods to Skyrim, but in the end it may have been at the detriment of my enjoyment of it.

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cornbredx

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While I do believe it's a choice, it's overly ambitious (too much) and mostly not adding anything.

Despite it being a nuisance at first, you get used to it, but I would argue our screen sizes are what they are because we want to see more of the screen- not less. And I say this as someone who likes Widescreen "Letterbox." I don't mind that. This game just does it too much, and I'm not entirely convinced it's only for artistic reasons (although I do believe that is part of it).

I think the game is fine, but the widescreen "letterbox" is an odd choice that stands out.

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xbob42

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Edited By xbob42

I as the player have one and only one responsibility: Enjoy my products to the maximum extent possible. I don't, nor have I ever cared about artistic intent. I didn't pay money to follow some sort of pseudo-code on how a game should be played.

I find the black bars distracting and the use of the excuse of "artistic intent" to be frankly insulting. Yes, it's unique, it's unique for a reason: It's not really a good idea. If you want the camera to show a certain angle, angle the camera properly, toy with the FoV, adding gigantic black bars (It's not super widescreen, black bars are being rendered *by the game*, playing on a super widescreen monitor gives you black bars on the left and right because of the real aspect ratio of the game, rather than filling the frame.) is a lazy tech workaround in an already underperforming game technically.

Using flawless widescreen to rid myself of those abominations was the best decision I made with this game, I could see more, which is good, because The Evil Within, despite all the PR, is not a horror game. It's an action game. It's Resident Evil 4 in a new wrapper. Upping the FOV and rendering the entire screen make the game much more enjoyable because combat is less claustrophobic. Again, not a horror game, so claustrophobic camera angles don't do much besides frustrate.

I'm on my second playthrough now and don't miss those black bars of artistic intent one bit. Screw what the "intent" was, whatever they intended, they failed miserably at it. Same with the 30FPS soft cap, the game is not more "scary" or any such nonsense at 30FPS. Also, games are games, not movies, making a game more cinematic is dumb. If you want to make a movie, make a movie. Don't piggyback off a less successful industry just because that's all you know. Innovate.

Resident Evil 4 had tiny black bars, but it was a goddamn technical masterpiece for the time, it ran at a steady framerate, kickstarted a genre and had an excellent FOV and camera angle. The Evil Within has enormous black bars, is a technical travesty (aesthetic overall is fairly nice, though), has an unsteady framerate on all platforms, piggybacked off an established genre (and straight up stole ideas like Pyramid Head), has a terrible FoV and camera angle, and is overall an extremely weak showing for someone like Shinji Mikami.

Finally, if someone wanted to play through the game in god mode, that's cool, too! Why would I care how someone else plays the game? Play it however it's most fun to you. Just don't try to force artistic nonsense on me. Especially with that stupid final boss where if you even think the word "artistry" you might give yourself a hernia from laughter.

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Savage

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dotpatrick

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Edited By dotpatrick

I don't think players have any responsibility to respect the intent of the developer. Just like with movies at home, if I want I can change the aspect ratio using my media player or TV to fill the screen. People should be able to play games, watch movies, listen to music, etc. how they want to.

That said I think they also have to put up the consequences of it whether it be a drop in visual quality, performance or in the case of a horror game that changing the framing may ruin some of the scares.

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Devildoll

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@devildoll: they just overlay the graphics; the whole screen is still being rendered.

Rendering the whole scene and then putting black bars over it seems like a very costly move, resource wise.

Where have you read this by the way?

If that is the case, @knurstel performance hits from removing the bars make no sense.

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ajamafalous

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I would argue that's it's not really any different than Ledt 4 Dead and Mass Effect having film grain on by default (both of which I immediately turned off because I didn't like the way they looked). I'd do the same with The Evil Within if I ever played it.

Ultimately, if a player is able to change something and get more enjoyment out of a game, why complain about it?

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@aktivity said:

Just a note @patrickklepek the aspect ratio is actually 2.5:1.

Digital Foundry: Only 71 per cent of the screen's real estate is actually used for gameplay - and the aspect ratio utilised is actually a higher 2.5:1 rather than the 'cinematic' 2.35:1.

Huh! Thanks.

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MormonWarrior

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To answer Patrick's question: noooooooooooo

Artistic intent doesn't matter if you can't stand the game. The fact that you can tweak it is just fine. As long as you don't Impact other players' experiences in, say, a multiplayer game, it just. Doesn't. Matter.

He seems to have these weird moral quandaries about completely innocuous things fairly often. I don't understand the guilty feelings.

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recroulette

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There was only one boss near the end that I felt was harder because of the black bars (octopus monster). I can see why that would turn off people but I got used to it, and I thought Resident Evil 6's camera (before patch) was one that actually hurt the gameplay.

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tuxfool

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As I stated in the Bombing thread, the explanation with the lack of visibility of the floor seems pretty much bs.

The simple fact that they have to have floating item indicators to point at floor items cut off by the letterboxing is counteracting the intent of the game. A horror game should strive to reduce ui clutter and having the ability to see the floor and the items on it directly would help with the immersion.

Then there is also the issue with the rest of the UI. By cutting off the edges they have forced the game UI further to the center of the screen, which once again hinders immersion. They could have attempted create a UI that used the Black unused spaces and the fact that they didn't demonstrates that the letterboxing probably wasn't the original intent.

It should also be noted that DF did an analysis of the game prior to patching and found v1.0 of the game to essentially be nigh unplayable with frame rates dropping down to 15fps in combat situations. The patch at release did relatively amazing things to performance, but it goes to show that there were some serious performance concerns when the game went gold.

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Cactusapple

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Edited By Cactusapple

One of the best things about the PC platform is that players can correct some of the terrible decisions developers make. Let's just hope these devs learn from us correcting their mistake and make better future products.

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Yummylee

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I think it looks fine as it is. Of course playing it on the PS4 means I have no choice in the matter anyway, but I think the way the letterboxing establishes a highly claustrophobic, almost suffocating intimacy between you and the action greatly benefits the atmosphere.

The framerate on the other hand... It's only noticeable during the stages in the foggy village, but man, I think it's clear that the guys at Tango didn't exactly know what they were doing with the Id tech engine for it have that much of the screen cut off and still not be locked at 30. And don't forget that this is also a cross-gen game at that!

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gregoryc

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Edited By gregoryc

I believe the aspect ratio is an artistic expression and it makes the look different from most other games. I think that's a positive for The Evil Within. Meh, it's only my opinion. However, I enjoyed the article. Thanks Patrick.

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Igniz12

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I had some guy railing on me in the EW forums because I dared post a mod to help with the Blackbars and FOV for the PC..... Sometimes gamers are entirely to blame for the shit publishers throw at them.

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Manachild

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The aspect ratio hasn't bothered me at all so far (I'm up to chapter 10 so far). Except for a few chapters I'm enjoying this game.

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diehappygames

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Somewhat separate from the main topic, I'll say this much: if the giant black bars are indeed a "bad call" on the part of the developers (which seems to be the majority opinion) then it needs to be said that the inclusion of a console command to somewhat fix it, in no way forgives that bad decision. It would be like forgiving Skyrim's plethora of bugs on the basis that Bethesda provided modding tools so that users could fix them at their discretion.

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Gold_Skulltulla

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Edited By Gold_Skulltulla

"When a game subverts that, even if unsuccessfully, do players have responsibility to respect intent?"

I mean, is this different than any other type of modding? Locked framerates can serve artistic purposes too. If you're going for a cinematic effect, 60fps might not be ideal either.

Artist intent is such a flimsy thing (I say this as an artist myself), and you can't always trust or follow artistic intent to the real truth of the matter at hand. Helpful for understanding artistic process sure, but of little consequence to the final experience, unless it's being conveyed through the experience as is.

Sidenote: Man, am I tired of looking at rectangles all the time. Like, someone make a sqaure game, or an oval; some other non-standard shape, please!

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Humanity

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The letter boxing in Dragons Dogma drove me mad.

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telecommand

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Great article. I've been playing this on the PC with max settings and I actually like the black bars. It ramps the tension up for me personally as more things jump out of nowhere and I have less spacial awareness. Some people like that, some don't.

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xbob42

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Edited By xbob42

Somewhat separate from the main topic, I'll say this much: if the giant black bars are indeed a "bad call" on the part of the developers (which seems to be the majority opinion) then it needs to be said that the inclusion of a console command to somewhat fix it, in no way forgives that bad decision. It would be like forgiving Skyrim's plethora of bugs on the basis that Bethesda provided modding tools so that users could fix them at their discretion.

The provided console command doesn't fix it at all, it crops the screen. You have to use Flawless Widescreen, a third-party program designed specifically for issues like this (mostly for multi-monitor gamers, but for something like this single-monitor users also benefit) to resolve the issue properly.

By the way, the game is NOT actually 2.35 or 2.5. The game is being rendered in 16:9, the black bars are not empty space on your monitor, they are being rendered BY the game. If the game was either 2.35 or 2.5, this 2.37 monitor would have ultra tiny black bars on the top and sides, rather than this absolute fucking joke:

No Caption Provided

The game is a technical travesty in terms of visual prowess, framerate, aspect ratio, input response time, everything related to performance and visuals. The only saving grace is a strong art style and pretty good lighting.

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RizkRing

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"When a game subverts that, even if unsuccessfully, do players have responsibility to respect intent?"I would say that players have no responsibility to respect anything the creator intends with a game regardless of the circumstances. Once the player has the game in their hands they don't have any obligations or responsibilities as far as what they do with it beyond things that will negatively impact other people's experience, such as cheating in multiplayer or duping items that can then be distributed to some larger virtual economy, or things that infringe on their intellectual property rights like stealing assets or cracking the game to enable piracy.

Barring that, fuck it, go nuts. I don't think I've ever even played L4D2 without having the Tanks replaced with Shrek, for example. The motivator for playing games "as intended" should be an individual's interest in the "intended" experience with it, whether that stems from an interest in what the developer was aiming for or from a desire to share a more common frame of reference with other players from which to discuss the game later. There isn't any responsibility on the player's part to do so if they don't have that interest, though.

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Edited By ionkinetic

I don't wan't to spend money on this game, not interested, but would like to see it on a 21:9 monitor like I have.

Shadow of Mordor is pretty good on it because the game ui is good in 21:9 and cut scenes just shows in 16:9 no problem.

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gbrading

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The letterboxing is purely and entirely a technical choice, I don't buy any aesthetic arguments (because personally, I think letterboxing makes stuff look like it was made in 1965). If it were aesthetic, it wouldn't be possible to do what you can do in the PC version: To run the game at a higher FPS and remove the letterboxing. Understandably Bethesda don't recommend doing this because the performance tanks (because they couldn't be bothered to make a 60 FPS fullscreen PC port). The Order: 1886 is going to do the exact same thing, for the exact same reasons.

Arguments for low framerates and letterboxing usually talk about making the game more cinematic or film-like, crucially missing one massively important point: It's a bloody game. We're not watching a film, we're playing a game, we want to swing the camera around to see everything. If it were a film I wouldn't need to twist my vision to see what was happening.

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xbob42

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Edited By xbob42

@ionkinetic said:

I don't wan't to spend money on this game, not interested, but would like to see it on a 21:9 monitor like I have.

Shadow of Mordor is pretty good on it because the game ui is good in 21:9 and cut scenes just shows in 16:9 no problem.

Scroll down a bit, I have a screenshot of it on a 21:9 monitor. Surprise! It's not really 2.35 or 2.5! It's 16:9 with engine-rendered black bars. Although with flawless widescreen you can also fix this issue, something that should work by default. It's really, really frustrating to see BS like this.

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BatmanBatman

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Considering how the game runs (I'm on PS4 fyi), I would totally respect their approach a lot more if I felt it was not some dirty little trick to improve performance. I don't dislike it per say, but hey, give people the option...

When your game runs at borderline acceptable frame rates, and you force something like that on the players, it inevitably comes out as some cheap trick. Also regarding the PC version, I think they just stuck with the same config, to get some credibility over their so-called aesthetic approach.

This may be a cynical way of looking at this, but I believe it's mostly true.

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Edited By Hyuzen

What makes respecting aesthetic decisions a bigger conversation than the gameplay decisions of the developer? If I take advantage of an exploit (in a single player game) in a combat system or how a level was designed I don't really see that as disrespecting the developer. Using exploits in dark souls are often encouraged and crazy bugs in games like red dead or skyrim are sought out for the humour they provide. A large amount of speed runs are all about breaking the levels to reach the end the fastest. I don't really see a distinction in changing something like the aspect ratio. If it's not giving you the edge in a competitive multiplayer game I feel like it's fair game.

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RedNorthernWind

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Maybe it's cause I've been modding my games for years but the idea of honoring the artistic vision of developers seems like such a silly concept to me. If something is negatively impacting your enjoyment of a game, as a consumer you have every right to fix it, and besides the black bars are likely just a tech workaround to get the game running and even then it runs like hell.

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I'll respect your artistic decisions up until the point it starts to ruin my enjoyment. I can't stand excessive vignetting, forced letterboxing, persistent screen effects like blood splatter (like Skyrim), or best of all, the new fad of saying 30fps is "cinematic" and if I have the opportunity to turn them off I will. And if you can't deliver the experience without these cheap tricks then you should try harder.

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I'd be surprised if the real reason for the bars isn't simply performance as many have already stated. The Order were trying the same media tactics to argue that their 30fps was more "cinematic" than 60 fps and a conscious choice from the get go. Believe that if you will.

I haven't picked up this game, and if i did it would be for PC and i would remove the bars and up the frame rate to as much as humanly possible.

The discussion reminds me a bit of competitive quake players reducing the gfx back in the days, to much frustration for the dev Id, who had spend so much time making the game look as good as possible (albeit a much different type of game).

I would like to ask the developers of this game to submit examples on how the bars improve game play beyond simply aesthetics. Were they purposefully aiming for the scenarios you guys mention in the article? If game play means more to me than whether or not my gaming experience feels like a movie i should prefer it without the bars 100%.

And finally - why are so many devs so obsessed about making games like movies ? why not just make them.. games?

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GunstarRed

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I've finished The Evil Within, the bars are a non-issue to me. I've always liked the big black bars, I think it's got something to do with framing and photography and stuff. If nobody had have mentioned the bars thing I doubt I'd have ever noticed.

If anything I really quite like them.

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xbob42

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@catsim said:

I can't stand excessive vignetting

A person after my own heart. So many games over the past 10 years add a vignetting effect to games for what appears to be no reason. I fucking HATE vignetting, even a small amount. If there's a short-term reason for temporary vignetting, fine, but having it on 100% of the time, to me, is just as fucking stupid and distracting as film grain.

Film grain to me is just you admitting that you're not proud of how your game looks. Ryse: Son of Rome on PC can be played at 4k or higher... but you can't turn off the film grain. I raise my resolution for visual clarity, and you still force your shitty photoshop filter on me for... what reason? To what end?!

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tuxfool

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@xbob42 said:

By the way, the game is NOT actually 2.35 or 2.5. The game is being rendered in 16:9, the black bars are not empty space on your monitor, they are being rendered BY the game. If the game was either 2.35 or 2.5, this 2.37 monitor would have ultra tiny black bars on the top and sides, rather than this absolute fucking joke.
By the way, the game is NOT actually 2.35 or 2.5. The game is being rendered in 16:9, the black bars are not empty space on your monitor, they are being rendered BY the game. If the game was either 2.35 or 2.5, this 2.37 monitor would have ultra tiny black bars on the top and sides, rather than this absolute fucking joke.

The framebuffer may be 16:9, it doesn't mean that the game is rendering all that unused space. The Viewport may indeed be that 2.5:1 which is then composited onto the 16:9 framebuffer.

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tuxfool

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@trenox:

@trenox said:

I'd be surprised if the real reason for the bars isn't simply performance as many have already stated. The Order were trying the same media tactics to argue that their 30fps was more "cinematic" than 60 fps and a conscious choice from the get go. Believe that if you will.

30fps is indeed more cinematic. It doesn't necessarily mean it looks better or controls better.

I will give them credit for clearly stating the reason for the reduced resolution is due to performance. They said that they wanted to use a more heavy AA solution which led to them dropping the resolution to maintain decent performance.

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Legion_

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Edited By Legion_

Black bars suck big time. They made me stop playing Dragon's Dogma after a couple of hours.

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xbob42

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@tuxfool said:
@xbob42 said:

By the way, the game is NOT actually 2.35 or 2.5. The game is being rendered in 16:9, the black bars are not empty space on your monitor, they are being rendered BY the game. If the game was either 2.35 or 2.5, this 2.37 monitor would have ultra tiny black bars on the top and sides, rather than this absolute fucking joke.
By the way, the game is NOT actually 2.35 or 2.5. The game is being rendered in 16:9, the black bars are not empty space on your monitor, they are being rendered BY the game. If the game was either 2.35 or 2.5, this 2.37 monitor would have ultra tiny black bars on the top and sides, rather than this absolute fucking joke.

The framebuffer may be 16:9, it doesn't mean that the game is rendering all that unused space. The Viewport may indeed be that 2.5:1 which is then composited onto the 16:9 framebuffer.

Whatever the case, you can remove those black bars and the scene is rendered perfectly in 16:9, so...

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As the person spending the money, my ultimate responsibility is to me. That usually means that I'm going to play it the way the creators intended, even if it's not comfortable, because I know jack-crap about game making.

As an example, I'm really glad I never modded in the "Play with Friends" stuff for Dark Souls. I was disappointed at first, but eventually realized it was core to the experience. Had I gone with "That's stupid, I'm going to mod in Friends" then I'd have had a different experience. I don't think it would have been a better experience.

I totally modded in the graphical fixes.

So I do have a responsibility, it's just not to the artist. It's to me. I'm going to enjoy their product as I see fit, and most of the time that means doing it exactly as they intended.

Cheat codes in Doom were cool, but the cheat version is the only experience I remember now. Some times what I think I want isn't always what I'll like best.

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@patrickklepek: Check this out. If you grab the program at flawlesswidescreen.org, there is a plugin for Evil Within that will remove the letterboxing and you can also fix the FOV to not be so zoomed in.

@xbob42 (sorry just noticed that you already mentioned Flawless Widescreen...but here's a video)

Loading Video...

***How to remove the Letterboxing**

-Select the game from Steam library, right click on it and select properties.

-Add "+com_allowconsole 1" (without quotes) to Launch Options.

-Run the game and open the console with "insert" key.

-"r_forceaspectratio 0" (without quotes) if you want to completely disable the black bars.

-"r_forceaspectratio 2.5" if you want to get the black bars again with the default size.

***How to remove the 30fps cap***

-Select the game from Steam library, right click on it and select properties.

-Add "+com_allowconsole 1" (without quotes) to Launch Options from General tab.

-Run the game and open the console with "insert" key.

-"r_swapinterval 0" (without quotes) for fully unlock the fps.

-"r_swapinterval -1" (without quotes) for 60fps cap.

-"r_swapinterval -2" (without quotes) for 30fps cap, this is the default value.

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Hearing The Order is going to have it too only makes me less interested in that game. I completely fail to see the artistic merit in it. It removes information, it makes you miss things in the environment in a bothering way if this game is any indication. A lot of films have 2.35:1 because that's the source material - here it is just actively constraining by removing source. I very very much hope this does not become a fad.

I guess it's the part where games are interactive and film isn't. I see this like cropping a finished composition.

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BatmanBatman

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Also I feel the need to say, that even if my last comment came out overly negative, I don't dislike the game at all, if anything for the little I've played I absolutely adore how the whole thing looks.

I'm tackling some of my backlog before I jump in for good, and pretty sure I'll have a great time with it.

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At least the black bars are placed at the top and bottom.

Seriously though, I haven't played the game but the third person over the shoulder and offset perspective looks decent, and the camera viewing angle looks good. The zoom-in with guns/action seems a little disorienting and it seems like lots of players get flummoxed by it.

It looks playable. Bargain-bin playable. What I find very unplayable are first/third person games that have very wide, distorted fisheye camera angles. I'm worried that the upcoming Witcher 3 game is going to overuse barf-inducing fisheye cameras.

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Playing it on PC myself Patrick, and even though I have bumped the frames up to 60 per second, I have not messed with the bars. Giving both Mikami and his development team, Tango Gameworks, the benefit of the doubt and believe them when they state that the bars are part of some kind of artistic vision. They are strangely effective at times, especially when all of the UI elements disappear off the screen. I do disagree with the 30fps lock though; the game feels borderline unplayable to me now if I swap back to 30 after having played at 60 so far. That could be because I am using a Mouse and Keyboard setup though. I find that input lag is far more noticeable with a mouse as opposed to an analog stick.

When talking about this though, I could be biased as the game itself has hit that sweet spot for me, and is one of my best games of the year.