Unless they're just set in a desaturated environment to make their lack of color look like a deliberate design choice. NOTE: This trope does not apply to a game taking place in an environment that actually would be gray or brownish in Real Life, like a lot of deserts, or a bombed-out cityscape. Resistance 3 - Fade to Brown Music Video. Warm Place, Warm Lighting is a related trope specific to filming, where media stereotypically portrays warm and poor locations like Mexican or Latin American settings in a dusty yellow/brown filter to imply an arid, dusty, polluted look. Usually paired with a Crapsack World for added "realism". This trope is usually when Color Contrast is deliberately avoided. See also the sister trope Who Forgot the Lights?, which deals with a shortage of light in general. The use of Post-Processing Video Effects makes Real even Browner. Needless to say, this kind of viewpoint is laughable these days.Ĭompare Gold Is Yellow. That said, the heart of this trope is less the palette itself and more the comical overuse of it in practically every realistic video game in the mid-2000s, instilling the belief in both creators and the audience that a serious story can't be taken seriously if it has saturated colours. Similarly, a colourful work may bring in a more muted colour palette for a dramatic, serious and less hopeful part of the story to reflect the mood. That's not to say this trope has no artistic merit: the visual effect of Real is Brown does work in instilling a serious appearance, and any moments that do have saturated colour will stand out much more than they would have otherwise. In addition, the introduction of the color- and contrast-improving High Dynamic Range (HDR) technology into many modern TVs has further caused many gaming companies to lean on wide color palettes to both provide rich and colorful Scenery Porn, and to ride on the HDR trend. It's also become a Cyclic Trope similar to what happened with gritty comic books: while the sixth and seventh generations emphasized titles which did this, the eighth and ninth more proudly displayed colourful and saturated titles as a reaction. This, combined with noticeable improvements in graphics rendering technology since the heyday of the trope, means Real Is Brown has all but become an Undead Horse Trope, with the exception of a few franchises launched in the 7th generation. It's becoming increasingly common for colorful games to mockingly parody this trope, usually by including an optional "next-gen" filter that tints the whole game brown. Realistic titles in the modern day will often use this, and it's practically a stylistic requirement of gritty post-apocalypse titles to show how wrecked the state of the world is. Why are those palm trees brownish green, even though you're supposedly on a tropical island? Brown may be realistic for some surfaces, but not for all of them, and everything is best taken in moderation, otherwise you'll end up with a game that's Deliberately Monochrome. Unfortunately, at a certain point your players will take a look outside their window and back at your game, and something will seem wrong. With almost no examples to guide developers and an eagerness to stand out from the previous generation, it was both easy and tempting to abuse color grading.
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But the golden age of this trope came when consoles became powerful enough to use color grading effects, not even a decade after films began to use it themselves. Starting with the PlayStation and the Nintendo 64 the colours became less restricted, allowing for games that had wider palettes and thus could support many different shades of grey, blue and brown. In practice, this means a world of brown, grey, and the occasional red (y'know, from the blood splatter on the camera).Ī handful of 2D and early 3D games used this to make up for a limited number of onscreen colors, as they operated on limited-size color palettes, and requiring more hues to display a scene meant sacrificing subtle variations in saturation and brightness for those hues (as each variation requires a separate color in the palette). Done well enough, a game and its color scheme will always be associated with each other. Giving a game a narrow color palette can make it look gritty, dramatic and "realistic" and stand out from similar titles.
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Desaturating or heavily tinting a game a single color for the sake of realism, usually to a sepia effect (hence the trope name), but sometimes blue or pure grey.