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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+

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courage_wolf

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Players are under no obligation whatsoever to accept or adhere to the intent of a game's creator in how the game is viewed and experienced. Whether or not the black bars are there for artistic vision or (much more likely) to cover up game performance issues there is no reason why anyone who wants to change the game and has the power to do so should not remove them. For a single player game artistic intent and technical stop gaps stop mattering once the game has been shipped and is in the hands of players. If someone wants to reskin the game with 8 bit graphics that is their prerogative regardless of what the developers think because it is up to the players to find their own enjoyment out of the game that they paid for. Removing the black bars is no different than making a house rule for a board game, changing the UI in Skyrim, installing a high res texture mod for Deus Ex, adding missing story content into KOTOR 2, or creating your own levels for Super Mario Brothers. They all enhance the games by increasing the player's enjoyment. Players enjoying a game is much more important than a developers artistic intent.

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musubi

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@courage_wolf: And I don't think Patrick was implying that players are beholden to the creators. Personally, I do play all games as the creators made them I want the experience they created for better or worse of course especially with PC gaming thats up to each individual person if they want to modify their experience but there is something to just experiencing something as the creator had intended that feels "pure" at least in my opinion anyways.

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DrSbaitso

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Players enjoying a game is much more important than a developers artistic intent.

I think this is a tricky subject, and I don't agree with the certainty of this statement. Extend that ideal into other creative mediums. A reader decides to pick up a novel and black out every third word throughout the entirety of the book because they get more enjoyment reading it that way. Can he/she really say that they have read that novel after finishing? A moviegoer decides to watch Star Wars but watches it a 2x speed because that's the speed they enjoy watching movies. Can they say they've watched that film? Someone else goes to a gallery to view classic works of art. Instead of viewing these paintings in normal, gallery lighting, they insist on viewing them with a black light on because that is how they enjoy and prefer to look at paintings. Can they say they really saw those paintings?

For the above examples at least, I would argue that no, they haven't "experienced" those works of art. There's no parity between my experience of viewing Star Wars and yours if we don't view it as the director intended us to. How can people discuss likes and dislikes of a work of art if the foundations they're built upon are entirely different?There's the other side to this argument as well that can't be overlooked, of how much are artists allowed to change their works (see George Lucas and Star Wars).

My whole point in writing this is NOT to justify this games use of letterboxing, or to label it as an artistic choice or technical one; the examples above are more extreme then changing the aspect ratio of this game. However the rampant ideal for the disregard of artists intentions running through the majority of these comments troubles me and I hope some people can at least keep an open mind in how important artistic vision can be.

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corporalgregg

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I hope everyone respects the artistic intent of any porn they watch.

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The_A_Drain

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Edited By The_A_Drain

@drsbaitso said:

@courage_wolf said:

Players enjoying a game is much more important than a developers artistic intent.

I think this is a tricky subject, and I don't agree with the certainty of this statement. Extend that ideal into other creative mediums. A reader decides to pick up a novel and black out every third word throughout the entirety of the book because they get more enjoyment reading it that way. Can he/she really say that they have read that novel after finishing? A moviegoer decides to watch Star Wars but watches it a 2x speed because that's the speed they enjoy watching movies. Can they say they've watched that film? Someone else goes to a gallery to view classic works of art. Instead of viewing these paintings in normal, gallery lighting, they insist on viewing them with a black light on because that is how they enjoy and prefer to look at paintings. Can they say they really saw those paintings?

For the above examples at least, I would argue that no, they haven't "experienced" those works of art. There's no parity between my experience of viewing Star Wars and yours if we don't view it as the director intended us to. How can people discuss likes and dislikes of a work of art if the foundations they're built upon are entirely different?There's the other side to this argument as well that can't be overlooked, of how much are artists allowed to change their works (see George Lucas and Star Wars).

Both of these comments are starting to touch on the kind of discussion I'm really interested in.

I mean, this is something that's pretty unique to games (I mean, it's not, as you said you could watch a film at 2x speed, or blank out some words in a book, but those aren't really the same as what we can do with games) in my opinion. The level of interactivity players have can extend beyond the superficial and into the inner-workings of the piece itself.

I personally think that it's important the creators artistic intent be preserved, because even small superficial changes such as removing the black bars change the way that works is being significantly, and if that's the way the creator intended me to view that work then that's the way I want to do so. Whether I find that enjoyable or not, because that's a key distinction in the battle of 'are games art?'. Not all art is supposed to be enjoyed, and a lot of art is intended to make people uncomfortable, frustrate, or shock, or etc.

Mostly these discussions seem to be relegated to plot, story and character, and people harp to film for comparisons. But I think if we want to seriously begin taking games as an artistic medium then you have to be able to accept that we're going to start seeing games that will do things that might not be in the best interests of player enjoyment, or might exist specifically to make players uncomfortable (I'm looking at The Walking Dead here as a good example, but it's an example where that stuff is relegated to story and character)

As a creator, you could easily argue that those black bars and the weirdly focused FOV exist specifically to frustrate the player and NOT to enhance their interaction with the game. And that would be valid from an artistic viewpoint. But entirely invalid from the viewpoint of a consumer product. So it really depends which side of that fence you fall, and I think this topic is only going to get more interesting over time as the medium grows and more developers start to experiment with being artists (and as things get easier to develop, more existing artists experiment with games) because we've still got an incredibly long way to go. Last year when people were calling The Last of Us a sure sign that the medium was now 'mature', I heralded it as a sure sign that the medium was in it's teenage years, desperately aping it's heroes (film and television) in a bid to appear mature, but still a long long way off.

But, as Alex Navarro quite thoughtfully pointed out, this only works if you consider artistic vision in any way infallible. These are (for now) consumer products. You're paying $60 for it and as a lot of people have said in this thread, your enjoyment of that product comes first. And that's not wrong, as Rami Ismail said in his Luftrausers criticism response there's no wrong way to interpret a videogame, and not all of those interpretations are going to be something the creator wanted or even thought of. And the great thing about videogames is that we have the ability to let people have different experiences with the same piece, this is inherent in the mediums interactivity. So extending that into the realms of letting the user customize a piece of work I think is an area we should be exploring, and not saying for definite one way or the other whether it's a good or a bad thing, it's yet another unique and interesting thing we can do with games that you can't readily do in another medium.

My personal experience with The Evil Within specifically, so far has been that I really think the camera is a huge frustration, so much so I don't even think changing the FOV and removing the black bars would help me enjoy the product, the animations are labored and forced, the enemies have too many lengthy grab animations, and the game is incredibly stingy with ammunition but doesn't give you much choice about using it or conserving it, because it keeps locking you in gated segments of the level and forcing you to defeat a horde of enemies, often not even giving you the stealth option it goes to so much effort in Chapter 3 to force you into being aware of. In my opinion, it's a very poorly designed game from the bottom up, but then my experience (as somebody who thought Resident Evil 4 was the death knell for the Survival Horror genre, not a re-invigoration of) is going to be different from a lot of other peoples who think it's great. The PC port being a bit shit isn't helping, either.

But this discussion specifically has gotten me thinking about how the lines between creative intent and player interaction don't have to be solid, they can be blurred and I think that can be ok, it's something that's unique to our medium and I think will provide a lot of interesting opportunities and discussions in the future as the medium matures.

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Mirado

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@courage_wolf said:

Players enjoying a game is much more important than a developers artistic intent.

I think this is a tricky subject, and I don't agree with the certainty of this statement. Extend that ideal into other creative mediums. A reader decides to pick up a novel and black out every third word throughout the entirety of the book because they get more enjoyment reading it that way. Can he/she really say that they have read that novel after finishing? A moviegoer decides to watch Star Wars but watches it a 2x speed because that's the speed they enjoy watching movies. Can they say they've watched that film? Someone else goes to a gallery to view classic works of art. Instead of viewing these paintings in normal, gallery lighting, they insist on viewing them with a black light on because that is how they enjoy and prefer to look at paintings. Can they say they really saw those paintings?

For the above examples at least, I would argue that no, they haven't "experienced" those works of art. There's no parity between my experience of viewing Star Wars and yours if we don't view it as the director intended us to.

Does that matter, though? If we both pay to see a movie, sit down and watch it, what does it matter if I choose to (assuming none of this impacts your enjoyment) get shitfaced drunk beforehand, or have a guy aim a laser pointer at my face, or put on headphones and play my own soundtrack?

How can people discuss likes and dislikes of a work of art if the foundations they're built upon are entirely different?

Well, it depends on the degree that you were able to comprehend the work. The examples I gave are extreme, and would obviously diminish or destroy the relevancy of my critique/opinion. But the vast majority of modifications people make (increasing the FoV of a game, seeing a movie in 2D vs 3D, pausing a film to go and eat, etc) to a work won't make conversation impossible; if you play Dark Souls in godmode, we still can talk about the art design, story, controls, and animations, even if we have to toss difficulty from our discussion. Yes, you could argue that removing that element means you didn't get the "true Dark Souls experience", but that's kind of a bullshit statement anyway; I've heard people say using magic or summoning "robs" you of the true experience, and those are fucking mechanics in the game!

In the end, I think 99% of modifications we make to a game's "experience" are harmless, and the 1% that do break parity shouldn't be removed or vilified as it's personal preference to enable them. If someone goes and makes a game, and the majority of people that play it need to enable something which destroys his/her artistic vision in order to play it, then that person has either made a niche game, or a bad one. In either case, if you paid for it, you should be free to do that, especially if you didn't realize what you were getting into.

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DrSbaitso

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@mirado said:

How can people discuss likes and dislikes of a work of art if the foundations they're built upon are entirely different?

Well, it depends on the degree that you were able to comprehend the work. The examples I gave are extreme, and would obviously diminish or destroy the relevancy of my critique/opinion.

That's the only point I was trying to make. I gave extreme examples as well to illustrate it, I think where you'll find people disagreeing is:

In the end, I think 99% of modifications we make to a game's "experience" are harmless, and the 1% that do break parity shouldn't be removed or vilified as it's personal preference to enable them.

I think whether or not a mod affects the game experience is totally subjective, rather than overwhelmingly harmless. Also, if they had only released this game on the PC where the FOV and aspect ratio could be modded, do you think reviewers would have an obligation to play the game without the mods or, if they did enable the mods from the start, disclose that in their review?

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Mirado

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@mirado said:

How can people discuss likes and dislikes of a work of art if the foundations they're built upon are entirely different?

Well, it depends on the degree that you were able to comprehend the work. The examples I gave are extreme, and would obviously diminish or destroy the relevancy of my critique/opinion.

That's the only point I was trying to make. I gave extreme examples as well to illustrate it, I think where you'll find people disagreeing is:

In the end, I think 99% of modifications we make to a game's "experience" are harmless, and the 1% that do break parity shouldn't be removed or vilified as it's personal preference to enable them.

I think whether or not a mod affects the game experience is totally subjective, rather than overwhelmingly harmless. Also, if they had only released this game on the PC where the FOV and aspect ratio could be modded, do you think reviewers would have an obligation to play the game without the mods or, if they did enable the mods from the start, disclose that in their review?

If the aspect ratio of a game is a clear design decision, I would think that any reviewer worth his salt would mention if they were so bothered by it that they were forced to mod the game. Hell, I think that it would be prudent to mention that even if it were an option in a menu, since it is one of the reasons that the game stands out in the first place.

My point is that you shouldn't have an obligation to play any other way other than how you want to. A reviewer would do well to remember that the more specific they tailor their experience to their preferences, the less useful that review would be to a general audience. With that being said, if that information is disclosed, I see nothing wrong with it.

As for your first point, I was more talking about modifications to the experience through options (in the case of a game like The Evil Within, I feel that FoV and framerate should be options as I do not buy their argument that the choices they made were for artistic reasons) rather than actual user generated mods, and I apologize if I didn't make that clear. Obviously if you mod the dragons in Skyrim to be Randy Savage, it's going to inject some levity that would otherwise be absent.

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Aminodextrous

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Don't be fooled: there's no "artistic vision" in 30fps, 2.35:1 aspect ratio, it's just a cheap excuse to render less pixels.

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spraynardtatum

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Don't be fooled: there's no "artistic vision" in 30fps, 2.35:1 aspect ratio, it's just a cheap excuse to render less pixels.

It's certainly adding to the tension for me. The aspect ratio is at least.

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Feckless101

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People are making way too big of a deal out of this. I've sunk dozens of hours into this game and it's hardly even noticeable anymore, and it only took few chapters into to get used to them first time.

I think unfortunately that they have not communicated very well on this issue. Simply saying that it's an "artistic" decision, and leaving it at that, open themselves up for the sort of cynics who scoff and chalk it up to a performance issue (which is a specious argument at best; there's no proof adding the black bars - while leaving the aspect ratio the same - have any positive effect on the framerate, and no other games out there does this.)

There is actually a legitimate gameplay reason for the bars being there - and that is that it forces the player to stop and check their environment for traps and other potential hazards directly above and beneath them, just like you would if this was a first person game. I don't know how many times I've been running away during a fight only to be caught on a bear trap because I wasn't paying attention. I'm not exaggerating when I say that the balance you have to strike between being on a constant lookout for traps, and keeping an eye out for enemies in the area plays a huge part in the game, especially once you get into the higher difficulty levels. It adds to the level of tension of the game when you play for the first time - because unlike most other third person games where the traps are largely for show and usually benefits the player more often than not, the traps in this one can kill you on a regular basis.

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Deadlydog

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Ugh if its like RE4 i could not play it. Why in the world would you choose to make the view that close?

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I don't see why the idea that it's a stylistic choice is so absurd. I haven't played the game yet but from what I've seen and from what I'm hearing there's definitely both an aesthetic and a mechanical argument for it. And it's not like the developers are some random hacks. Even if we were to ignore that Mikami has made some of the best, most influential games of all time, and that he is by all accounts the type of director who passionately pursues a vision, are we really going to accuse the man who made God Hand of being obsessed with maximizing technical performance to the point of choosing to intentionally damage the experience over, say, lowering the polygon count a bit?

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PimpSlappp

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@gunstarred: same here. i don't have any issue with the bars, but i can see why someone would find them annoying.

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theacidskull

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I literally haven't had any problems with the letter-boxing. Yeah, okay, it was kinda irksome when I first started playing but as the game moved on I was so immersed in the game that I stopped noticing or forgot that they were there at all. In fact, now that I think about it, the game has a much more crowded/claustrophobic atmosphere because of the black bars. For me it kinds of increases the tension and even sometimes makes the game much more challenging when confronted by a group of enemies. It's an artistic choice if anything else, which seems to be there just to emphasize on the horror elements. I can understand that some people may have a problem with this design choice but honestly, it seems to me that this is taken way to seriously.

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DEJAP001

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Edited By DEJAP001

Without trying to be provokative or insulting to the console users, it is somewhat irritating to me that modding is still something that needs to be discussed in 2014.

In my opinion, things like 'artistic vision' are non-existant and is nothing that should be 'respected' other then having respect for the develoeprs work. Game are there to be made better by the community, by other develoeprs and industry veterans. Even people that work in the industry often offer mods and improuvments to some of their favorite games. Play the way you want to play. This has always been the way of PC gaming and in my opinion it also should on the consoles.

Mods like GeDoSaTo by Durante have been empowering the playerbase to do whatever they wish with their games. And that is a good thing. I also applaud any developer who empowers their playerbases with console commands. These days, games can become community projects. Like Dark Souls on the PC or so many other games that have been 'fixed' by its respective communities. Developers are not infallable, not even close.

'Artistic vision' is nothing more than a cheap excuse to not allow for modding.

It really boggles my mind how this can be a discussion at all then you watch this video below. Please, I have my own artistic vision, I don't need to be patronized by any developer about 'how' a game needs to look or be played.

A compatison of vanilla Dark Souls 2 as delivered, and how it looks used a couple of simple mod endhancments. https://www.youtube.com/watch?v=3Mv5fUWOxrU&feature=player_detailpage#t=399

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deactivated-5c5cdba6e0b96

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I bought it on PS4 without realizing the black bars were even a thing, it kind of threw me off. I'm only at the start but it's still feels odd, I don't hate it, but I'm not sure what to really think of it either. It definitely gives you a more cinematic vibe but it can also be cumbersome and frustrating when it's feels like it's getting in your way to view something.

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epics101

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The letterbox is the reason I won't play this game, because I heard that if you remove it it doesn't actually remove it ... it just crops the screen to what is currently there. http://www.urlbuff.net/

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lordofultima

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@epics101 said:

The letterbox is the reason I won't play this game, because I heard that if you remove it it doesn't actually remove it ... it just crops the screen to what is currently there. http://www.urlbuff.net/

Not true, there's a mod that fixes the FOV properly.

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csl316

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I had no idea this was such a huge deal.

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TheManWithNoPlan

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I'm about midway through the game and have pretty much forgotten about the letterbox and 30 fps. I was turned off a bit going in, but it turned out fine. I thought it would impact the gameplay more, but outside a few instances I've never been really hindered by it. It's an interesting choice and I wonder how The Order will turn out with it's letterboxing as well.

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onarum

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A yes, sure, of course, "artistic vision", yep, just like 30 FPS it's because it makes it more cinematic, sure, yeah, I mean it's not because they can't get consoles to run better than that pfff of course not, it's because it's more cinematic, sure, yeah... keep feeding us that BS companies, eventually we'll all believe it I'm sure...

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@lordofultima:

@epics101 said:

The letterbox is the reason I won't play this game, because I heard that if you remove it it doesn't actually remove it ... it just crops the screen to what is currently there. http://www.urlbuff.net/

Not true, there's a mod that fixes the FOV properly.

I think this is what you're talking about? Haven't tried it yet but it looks like it works well.

http://www.reddit.com/r/theevilwithin/comments/2jde9g/modevil_within_fov_mod/

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LegendaryChopChop

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Why the hell aren't TVs formatted to display this without the bar? It's irritating, and it makes watching movies a real problem.

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mike

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@patrickklepek PC version update today which brings 60 fps option and the ability to remove the letter boxing. It's on the Steam store page.

With this update, players with high-end PCs will be able to go in to their settings and toggle between running the game with a 30 FPS cap or a 60 FPS cap. Additionally, players will be able to disable the letterbox "black bars" in the game settings -- allowing you to maximize your screen's real estate.

Update Notes

  • Frame lock settings added
  • In settings, you can now toggle between a 30 FPS and 60 FPS cap.
  • Letterbox setting
  • UI toggle to disable the letterbox bars
  • Fixes gameplay issues when running at >30 FPS
  • Fixes for visual issues associated with removing letterbox framing
  • Achievements now work when console is enabled
  • Fix for game starting in windowed mode on first run
  • Minor localization fixes
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bybeach

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@mb:

For me that settles things a good bit. Now I will just wait for a drop from $60.00