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No Peripheral Vision

 No Peripheral Vision
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 No Peripheral Vision
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No Peripheral Vision
 No Peripheral Vision
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NoPeripheralVision
 No Peripheral Vision
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In real life, human vision covers a substantial arc (roughly 60° horizontally toward the nose, 100° away, 60° up, and 75° down.) Try it: Inside a building, look straight ahead, and see how much of the ceiling you can see while looking straight ahead and not at the ceiling—quite a bit, except for the part directly over you.
This tends to get ignored in fiction. Someone can see things that are directly in front of them, but it's easy to hide on the ceiling, to the sides, or even up in the air if you can fly. This may also be related to the Rule of Perception and Behind the Black, since as long as the audience can't see the ceiling, it's assumed that nobody can.
There may be some real-life support for the idea of not noticing things on the ceiling. After all, in nature the only thing that will be above you is the sky and maybe a few birds, which are very rarely dangerous predators that you need to avoid. Police and military training spend a great deal of effort on teaching trainees to check "Up" when they are searching or entering an area. On the other hand, fiction tends to apply this to things which would be much more obvious than a typical sniper (who by definition is trying to stay hidden) or ceiling bloodstain. There's really no reason why Spider-Man should ever be able to hide on the ceiling unless it's either 40 feet high or a really small room. In fiction people may even ignore moving objects that aren't directly in front of them, despite the fact that peripheral vision is sensitive to motion.
However, peripheral vision is different to different people. Some people, and in fact a great number of people, pay no attention, or don't even register things that are outside of their direct line of sight. As such, unused peripheral vision can sometimes be justified in fiction if the hidden person or object is close to the border of what one's eyes can cover.
A variation happens in video games where things can be hidden on the ceiling. The Player Character, in real life, would be able to notice most of them casually. But the display seen by the player doesn't have much peripheral vision, being locked in by the frame of their monitor, so the player can't see them normally and must purposely look up. Most players don't do this much. This is why third person cameras are usually seen as Acceptable Breaks from Reality, as they give back some of the awareness a real person would be expected to have. Some more hardcore first-person games do allow to enable a wider field of view — with a fish-eye camera effect or even a multiple-monitor setup. Note that some games justify the tunnel vision effect by putting the player in a full-face helmet. Conversely, Video Game A.I. is often similarly limited to very narrow vision cones, especially in stealth games to make it easier for the players to sneak up on them.
This may cause a character to miss a Ceiling Corpse. Compare 1-Dimensional Thinking, where fleeing characters could avoid mishap by stepping aside rather than continue rushing forward. Also compare Failed a Spot Check, where peripheral vision isn't necessarily the issue but something goes unnoticed anyway.
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In Batman: Arkham Asylum the mooks never see you hiding on the gargoyles unless you do something to draw their attention.
Partially averted if they see you on the ground and you hook away within their line of sight. They will continue to shoot you anywhere as long as they can see you. The second you've mashed the RT/R2 button a few times, they don't notice you. And won't ever check the gargoyles even though they saw you go up.
The same rules go for crawlspaces in the floor; they won't look down through grates unless they're already tracking you.
Averted by Batman himself, who defends against and counterattacks mooks coming from behind as easily as those in front, particularly in the penultimate cutscene.
The same goes for Batman: Arkham City, only with a few modifiers. First of all, some enemies are equipped with thermal goggles, and they will occasionally scan gargoyles to be safe. Second, Catwoman is playable and she has a Ceiling Cling - she's subject to the same rules as Batman (enemies won't see her up there unless they're tracking her), but it seems more blatant as Batman, at least, can hide in the shadows with a gargoyle blocking enemies' view; Catwoman's right in the open.
Also in Batman: Arkham City, sometimes an enemy can be completely oblivious about the fact that Batman has just taken out two of his friends right next to him. Sometimes it takes a little bit of looking around for him to figure out what's just happened.
Batman sits on top of the gargoyles by default, but if he hangs lower, he's not any more visible, despite being a big black yoyo just above someone's head. Then they notice the enemies you've done inverted takedowns on, which hang low on the same level. Some enemies do realize Batman hangs out on the gargoyles in the later portions and shoot at them even if you're not there, eventually bringing the vantage point down.
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The Gohma and Wart examples above are mirrored with the Deku Toad in Twilight Princess. That one at least has the benefit of dropping tadpoles on you from the ceiling and Midna prodding you to check it out.
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 The Legend of Zelda: Twilight Princess (Video Game)
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In Prince of Persia: The Two Thrones, soldiers never see you as long as you're above them. This could be justified, though, since they wear vision-obscuring helmets.
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In the pilot of Who Wants to Be a Superhero?, Matt "Feedback" Atherton was so focused on the finish line to a race that he missed the real test: a crying girl who needed help finding her mother.
 No Peripheral Vision / int_15463dde
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This is inflicted on the enemies in [PROTOTYPE 2] by an upgrade which decreases the guards' fairly normal field of vision by 25%.
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Averted in the sequel which will have a special difficulty setting where guards can look upward.
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Heroes:
West mentions to Claire that it's easy to fly around unseen because nobody looks up. Exactly how that works when he's ten feet in the air and people are forty feet from him horizontally remains to be told.
Monica also tries hiding on the ceiling, and it works until she drops something.
Peter Petrelli also completely fails to spot Mohinder on the ceiling until blood drips on him.
This seems to be the key to Sylar's frequent Offscreen Teleportation, seeing as how he's still able to do it even when stripped of all his powers except his base Awesomeness by Analysis and Telekinesis.
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This happens quite often in slasher movies, only with the killer standing to the side rather than clinging to the ceiling. Notably Friday the 13th and Halloween.
Halloween II (1981), where a girl near the beginning looks out the door to see if she sees anything suspicious, but doesn't seem to notice that Michael Myers is almost directly ahead of her. She can't see him simply because he's standing slightly to her left, as if she's wearing those blinders that they put on horses.
In Prom Night (2008). When the protagonist is under the bed she doesn't notice her friend's dead body right next to her until after she slowly looks to her right.
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 Friday the 13th (Franchise)
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Goes even further in an early episode of Teenage Mutant Ninja Turtles. Michelangelo enters a room. He, naturally, is looking straight ahead. He looks to his right, looks to his left. Then he looks in front of him again. Oops! Two slow-moving fugly mutants are there! Don't you hate that?
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 Teenage Mutant Ninja Turtles (1987)
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Alien: Isolation: while the trope is generally averted in this game, sometimes an enemy could pass straight without noticing you crouched in an angle on their side. Even the xenomorph while being generally devious and perceptive is not totally immune, like in this example where it doesn't notice the player on its side and then gets distracted by a flare (only to successfully resume hunting a few moments later). In certain circumstances it can even fail to see you directly in its front just because its AI routine is tunnel-visioning another input, like in this example with the noisemaker overriding its focus right after rotating (the following gunshots are a subversion because it later quickly returns to your last known position, meaning that it indeed noticed you were here but was prioritizing another target first). This other example is even more egregious as the creature looks blind and dumb for not noticing the player in the corner, and the video is indeed making a comparison between normal behavior and a mod intended to make the game harder. However, never count on such cases when planning your moves.
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In The Dukes of Hazzard, Bo and Luke are sneaking on the rooftops of town to get to a location and the Balladeer does some Lampshade Hanging when he describes the action and notes "You notice how people don't seem to look up?"
 No Peripheral Vision / int_31ca9925
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 The Dukes of Hazzard
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Note that the player character's peripheral vision in first-person shooter games is much smaller, as the field of view is generally only 75 (Half-Life 2) to 90 (most other games) degrees and not very wide. In these games, you really do have no peripheral vision. Some games allow the player to alter the FOV, but doing so can make the game uncomfortable to watch/play, especially on 4:3 screens (non-widescreen). A few games get around this by allowing the player to hook up additional monitors to expand their FOV, and some arcade games having a 3-monitor setup for the same purpose as part of the cabinet.
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Literally every single extra character in any Mr. Bean episode. One would think he could do just about anything and get away with it, because no other character ever seems to notice any of his actions unless he's directly in front of them, and maybe not even then.
 No Peripheral Vision / int_34de22dc
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A quite believable one in The Shawshank Redemption, when Andy wears the warden's shoes into his cell as part of his escape plan. Red's narration points it out: "The guard simply didn't notice. Neither did I. I mean, seriously, how often do you really look at a man's shoes?"
 No Peripheral Vision / int_355f992
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 The Shawshank Redemption
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The guards in Secret Agent Barbie seem to have this. In fact, you can see their exact field of vision on the minimap. You could be standing right next to one of the guards, but as long as you're not in that vision field, you won’t get noticed.
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One of the most prominent stealth techniques of the first Splinter Cell game is the 'split-jump,' which allows you to hide just above an enemy's head, although you can sometimes still be spotted depending on the lighting. In later games, Sam can deliver an inverted Neck Snap while hanging from a beam.
Averted more generally in that enemies’ peripheral vision can see you even if you’re in an elevated position, necessitating that you’re also in low light on top of in their peripheral to truly be unnoticed even during a split-jump or hanging off a pipe. You usually can get away with slightly less dark areas than being in direct view, though.
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This is what makes the Barnacles so dangerous in the Half-Life games — you're walking along all casual-like, and all of a sudden you're being yanked up towards the ceiling... Valve in fact mentioned in commentaries that the Barnacles were specifically made for this purpose: get the player to look up and check the ceilings. Suffice to say that players of Half-Life learned to do that very quickly.
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Discussed in Anachronox. When Sly asks a flying alien how it knows so many secrets, it takes to the air and says "You'd be surprised how seldom people look up."
 No Peripheral Vision / int_3c294634
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In Matilda, Matilda manages to hide from Miss Trunchbull by using her powers to levitate herself up to the underside of a kitchen table. Miss Trunchbull doesn't think to look up. Somewhat justified in that Miss Trunchbull would have no reason to think someone could do that, but if she'd even happened to glance up (say, out of the corner of her eye while looking sideways), she would have seen Matilda there.
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And again Spider-Man in the movies. In the first, he at least had the excuse of a rather high ceiling in his loft apartment. He's also smart enough to try and hide as close to directly over the heads of the people he's hiding from as he can.
Inverted in Spider-Man: Homecoming, twice in the same scene, even. First, Peter, crawling across the ceiling, fails to notice his friend, Ned, sitting in his bedroom waiting for him, while Ned was watching him the whole time. Then, when Aunt May walks in on them, she fails to notice his suit on the floor between herself and Peter.
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Grand Theft Pizza Delivery: In the first Stealth-Based Mission, Speedy Joe and his mistress can only see what's in front of them, even beyond their given cone of vision. However, if Bob sticks to the sides of said cones, they won't see him.
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In the pilot of Supernatural, Sam gets a snack, goes into his bedroom, lies down on the bed, and then closes his eyes. Only when blood starts dripping down on him does he notice that his girlfriend's body is stuck to the ceiling directly above him.
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Sesame Street: In the "Cookie Disco" song, Cookie Monster becomes unhappy that he can't find any more cookies to eat, though there is one laying on the wall in front of him, easily within his view. Though this is probably more likely a mistake than intentional.
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Shinra guards in Final Fantasy VII will regularly turn and move to a new spot, players can (and are expected to) run right past them to a new hiding spot despite only being a few feet away.
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The Mandalorian: On more than one occasion the Mando has been surprised by someone who gets the drop on him because he failed to look up while tracking them.
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Adventures in Babysitting. Thankfully the only one who noticed them wanted them to escape safely. And they were definitely high enough, especially when everyone else in the room was focused on a table full of documents and papers.
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In The Transformers, Brawn doesn't notice the Decepticon Laserbeak, in his cassette mode, sitting on his shoulder.
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The Muppet Show: In one At the Dance segment, one dancer is surprised when her partner, Blue Frackle, tells her that he has three feet, and at the end of the segment, she asks him if he really has three feet, which he proves by lifting them all up off the ground (and falling). She would have been able to see those three feet if she'd just looked down, and should have been able to see that he had three feet before they started dancing (unless they were really close to each other when they picked each other to dance).
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Most enemies in The Swindle have a defined line of vision, generally horizontal (although the penny-farthing robots can see vertically). Of course, if you ever screw up and get caught in that line, it's time to run.
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Zigzagged in Valkyria Chronicles: The cone of sight for laying down interception fire is only a ninety degree arc for tanks and two of the classes capable of it. Scouts, however, have an interception cone extending in a two hundred and seventy degree arc. Relatedly, units on the receiving end of an attack are capable of evading attacks from anywhere except directly behind (including from directly behind in the first game). The sequels also avert this by allowing units to turn around to meet enemies encroaching too close to them, even if they were out of the interception cone range.
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The Slender Man has a disturbing tendency of managing to hide in plain sight, in glaringly obvious places. Preferred spots include standing in front of a forest (or in a forest) usually one of the Lost Woods variety, standing in broad daylight in positions where he should be blindingly obvious yet goes unseen, and directly behind you.
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NPCs in "don't get spotted!" portions in Kingdom Hearts: 358/2 Days won't notice you if you're right in front of them, as long as you stay far enough ahead; nor will they hear you if you're right behind them. Their range of sight is, however, an arc rather than a straight line.
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1.0
 Kingdom Hearts: 358/2 Days (Video Game)
hasFeature
No Peripheral Vision / int_557434b6
 No Peripheral Vision / int_5908ee91
type
No Peripheral Vision
 No Peripheral Vision / int_5908ee91
comment
The Elder Scrolls V: Skyrim - in the ruins of Saarthal, Tolfdir remarks on how he's never seen a burial chamber like this. It appears to just be a standard circular room with about 12 coffins on the walls with nothing remarkable, however if one opted to look up they can see what Tolfdir means: coffins lining the walls for at least 5 storeys, with the ceiling barely visible.
 No Peripheral Vision / int_5908ee91
featureApplicability
1.0
 No Peripheral Vision / int_5908ee91
featureConfidence
1.0
 The Elder Scrolls V: Skyrim (Video Game)
hasFeature
No Peripheral Vision / int_5908ee91
 No Peripheral Vision / int_59151283
type
No Peripheral Vision
 No Peripheral Vision / int_59151283
comment
The guards in the Metal Gear series have this problem (and they can only see about 10 feet in front of their own face). In the original MSX games, they can only see in straight lines - even being one row off made you completely invisible to them. Metal Gear Solid added some peripheral vision to them, as you can see through the Soliton radar, which points out the guards' cone of vision. It's far from perfect, however, and you can be standing literally right next to them (or even slightly in front) and they won't notice you. This is subtly corrected in the later games, particularly as they moved away from having an Enemy-Detecting Radar, and in some later games the harder difficulties give enemies almost 180-degree peripheral vision and a very long line of sight.
 No Peripheral Vision / int_59151283
featureApplicability
1.0
 No Peripheral Vision / int_59151283
featureConfidence
1.0
 Metal Gear (Video Game)
hasFeature
No Peripheral Vision / int_59151283
 No Peripheral Vision / int_5a59a4df
type
No Peripheral Vision
 No Peripheral Vision / int_5a59a4df
comment
In The Vagabond, Charlie Chaplin is perched in plain sight in a tree branch that's maybe nine feet off the ground. He knocks out five mooks with a club, leaving a little pile of unconscious bad guys. No one ever looks up.
 No Peripheral Vision / int_5a59a4df
featureApplicability
1.0
 No Peripheral Vision / int_5a59a4df
featureConfidence
1.0
 The Vagabond
hasFeature
No Peripheral Vision / int_5a59a4df
 No Peripheral Vision / int_5b3356f8
type
No Peripheral Vision
 No Peripheral Vision / int_5b3356f8
comment
In Turning Red, Ming completely misses that Mei is a giant red panda when she's beside her in the bathroom.
 No Peripheral Vision / int_5b3356f8
featureApplicability
1.0
 No Peripheral Vision / int_5b3356f8
featureConfidence
1.0
 Turning Red
hasFeature
No Peripheral Vision / int_5b3356f8
 No Peripheral Vision / int_5ba4a8b3
type
No Peripheral Vision
 No Peripheral Vision / int_5ba4a8b3
comment
Max Steel. Yet another hiding-on-the-ceiling example.
 No Peripheral Vision / int_5ba4a8b3
featureApplicability
1.0
 No Peripheral Vision / int_5ba4a8b3
featureConfidence
1.0
 Max Steel
hasFeature
No Peripheral Vision / int_5ba4a8b3
 No Peripheral Vision / int_62cafa4
type
No Peripheral Vision
 No Peripheral Vision / int_62cafa4
comment
Mad Max: Fury Road: Justified example. In the first battles, Furiosa ruthlessly rams anything off the road that gets near her. During the storm, a piece of debris shatters her side view mirror and gives Nux an opening to overtake her. Later on, she is far less able to use the massive rig itself as a weapon, with the notable exception of squashing the Interceptor against the People Eater's rig.
 No Peripheral Vision / int_62cafa4
featureApplicability
1.0
 No Peripheral Vision / int_62cafa4
featureConfidence
1.0
 Mad Max: Fury Road
hasFeature
No Peripheral Vision / int_62cafa4
 No Peripheral Vision / int_637554db
type
No Peripheral Vision
 No Peripheral Vision / int_637554db
comment
The Middleman subverts the trope by not only looking up but by firing a Concussive Stun Field Generator at the quarry to take her down before she can leap on him.
 No Peripheral Vision / int_637554db
featureApplicability
1.0
 No Peripheral Vision / int_637554db
featureConfidence
1.0
 The Middleman
hasFeature
No Peripheral Vision / int_637554db
 No Peripheral Vision / int_639e0f76
type
No Peripheral Vision
 No Peripheral Vision / int_639e0f76
comment
In one episode of Ghost Hunt involving a bell sound at a small school, the ghost turns out to be that of a young boy who used to go to that school but disappeared years ago while playing hide-and-seek. The boy had climbed up to an old, out of the way cove of the school grounds and his way up collapsed from underneath him, leaving him stuck up there. He couldn't make any noise to draw attention to his location because he was mute — the mysterious sound was a set of bells he carried with him to get people's attention but he had dropped them when he became stuck. Thus, he perished without anyone finding him despite the grounds being searched over and over. Mai realizes what had happened when, in the present, the kids play hide-and-seek again and she notices that the kids look all around the school grounds but none think to look up.
 No Peripheral Vision / int_639e0f76
featureApplicability
1.0
 No Peripheral Vision / int_639e0f76
featureConfidence
1.0
 Ghost Hunt (Manga)
hasFeature
No Peripheral Vision / int_639e0f76
 No Peripheral Vision / int_6c1d09b3
type
No Peripheral Vision
 No Peripheral Vision / int_6c1d09b3
comment
Fallout 3 is relatively good about enemies noticing you sneaking around their peripheral... until you max out your Sneak skill. A character with the Silent Running perk is able to sneak attack just about anyone while wearing 50 lbs of futuristic plate mail, an irritatingly loud vacuum cleaner/leaf blower hybrid, and carrying the tons of tin cans, bottles, and various bits of junk this weapon uses as ammunition. Even while right in front of the enemy at point blank range, in some cases.
 No Peripheral Vision / int_6c1d09b3
featureApplicability
1.0
 No Peripheral Vision / int_6c1d09b3
featureConfidence
1.0
 Fallout 3 (Video Game)
hasFeature
No Peripheral Vision / int_6c1d09b3
 No Peripheral Vision / int_6f08fbe2
type
No Peripheral Vision
 No Peripheral Vision / int_6f08fbe2
comment
There are two moments in The Eighth Voyage of Sindbad show at Universal's Islands of Adventure where Kabob is unable to see an enemy that's right behind him. In both cases, he only finally notices the enemy unintentionally.
 No Peripheral Vision / int_6f08fbe2
featureApplicability
1.0
 No Peripheral Vision / int_6f08fbe2
featureConfidence
1.0
 The Eighth Voyage of Sindbad (Theatre)
hasFeature
No Peripheral Vision / int_6f08fbe2
 No Peripheral Vision / int_701bf5d6
type
No Peripheral Vision
 No Peripheral Vision / int_701bf5d6
comment
Marv in Home Alone 2: Lost in New York missing a huge gaping chasm in the floor right in front of him, even taking a few moments to observe the room and then falls immediately down it.
 No Peripheral Vision / int_701bf5d6
featureApplicability
1.0
 No Peripheral Vision / int_701bf5d6
featureConfidence
1.0
 Home Alone 2: Lost in New York
hasFeature
No Peripheral Vision / int_701bf5d6
 No Peripheral Vision / int_7291539d
type
No Peripheral Vision
 No Peripheral Vision / int_7291539d
comment
Also in Batman: Arkham City, sometimes an enemy can be completely oblivious about the fact that Batman has just taken out two of his friends right next to him. Sometimes it takes a little bit of looking around for him to figure out what's just happened.
 No Peripheral Vision / int_7291539d
featureApplicability
1.0
 No Peripheral Vision / int_7291539d
featureConfidence
1.0
 Batman: Arkham City (Video Game)
hasFeature
No Peripheral Vision / int_7291539d
 No Peripheral Vision / int_7357234c
type
No Peripheral Vision
 No Peripheral Vision / int_7357234c
comment
The Alpha Section troops from Beyond Good & Evil, who can't see Jade unless they look at her. They can, however, hear fast movement. They have full-face helmets. Not that you would want to see how they look beneath their helmets.
 No Peripheral Vision / int_7357234c
featureApplicability
1.0
 No Peripheral Vision / int_7357234c
featureConfidence
1.0
 Beyond Good & Evil (Video Game)
hasFeature
No Peripheral Vision / int_7357234c
 No Peripheral Vision / int_74f7210c
type
No Peripheral Vision
 No Peripheral Vision / int_74f7210c
comment
The Legend of Zelda:
The Legend of Zelda: Ocarina of Time:
The first boss, Queen Gohma, is hiding on the ceiling and only attacks after the player looks up. Although that boss isn't as good at hiding.
The guards in the castle's courtyard stop to turn every so often, but otherwise can only see straight ahead. The ones outside the castle also seem to have a rather low line of sight.
The Legend of Zelda: Majora's Mask:
An extreme example of this are the Deku Palace guards. Their line of sight, which you can actually see at night, is a straight line a few feet long and they will only notice you if you happen to come in contact with that line (this line may be longer during the day, but they still can't see at angles).
Another example occurs to the player character. One of the mid-bosses of the Great Bay Temple is Wart, a giant eye covered in bubbles. The room you encounter it in is gigantic. You must switch to first person and manually look up, towards the ceiling, to see the gigantic eye attached to the roof, staring back at you. Only then will the fight begin.
Same with the Phantoms in Phantom Hourglass and Spirit Tracks, though they at least have the excuse of wearing helmets. In addition, they don't see you even if you're directly in their line of sight as long as you're far enough down the hallway.
The Gohma and Wart examples above are mirrored with the Deku Toad in Twilight Princess. That one at least has the benefit of dropping tadpoles on you from the ceiling and Midna prodding you to check it out.
 No Peripheral Vision / int_74f7210c
featureApplicability
1.0
 No Peripheral Vision / int_74f7210c
featureConfidence
1.0
 The Legend of Zelda (Franchise)
hasFeature
No Peripheral Vision / int_74f7210c
 No Peripheral Vision / int_75f2511
type
No Peripheral Vision
 No Peripheral Vision / int_75f2511
comment
Secrets: With her father William hammering on the door, Mary hurriedly throws her dress down on the floor (it's a huge 19th century formal dress) for John to hide under. William enters the room, sees the dress on the floor, picks it up, and scolds Mary for not taking care of her dress, while John's legs are in plain view at his feet.
 No Peripheral Vision / int_75f2511
featureApplicability
1.0
 No Peripheral Vision / int_75f2511
featureConfidence
1.0
 Secrets (1933)
hasFeature
No Peripheral Vision / int_75f2511
 No Peripheral Vision / int_7832b74c
type
No Peripheral Vision
 No Peripheral Vision / int_7832b74c
comment
During the escape from the human zoo in Steven Universe, the Crystal Gems (and Greg) slip to their Roaming Eye literally right under Holly Blue Agate's nose! From the way she was looking, she should have seen them. Instead, she only sees them when she turns to face the ship directly.
 No Peripheral Vision / int_7832b74c
featureApplicability
1.0
 No Peripheral Vision / int_7832b74c
featureConfidence
1.0
 Steven Universe
hasFeature
No Peripheral Vision / int_7832b74c
 No Peripheral Vision / int_7b039953
type
No Peripheral Vision
 No Peripheral Vision / int_7b039953
comment
Avatar: Last Shadow's one weakness appears to be maniacs falling out of the sky from above. Naturally, this is basically the only way to impress it enough to fly one. Jake manages to sneak attack a flying beast, after realizing since the monster is considered king of the sky, it'd never bother to think to look up.
 No Peripheral Vision / int_7b039953
featureApplicability
1.0
 No Peripheral Vision / int_7b039953
featureConfidence
1.0
 Avatar
hasFeature
No Peripheral Vision / int_7b039953
 No Peripheral Vision / int_7c038c18
type
No Peripheral Vision
 No Peripheral Vision / int_7c038c18
comment
Linda Flynn-Fletcher of Phineas and Ferb may be the Most Triumphant Example. She never, ever sees what the boys are doing, even when it should be at least noticeable (most of their inventions are huge, after all). It doesn't help that the shots are usually angled to where the viewers can still see it, making it all the more egregious. This is actually lampshaded in “Last Train to Bustville� where she reveals she’s “blind as a bat� and wants to get contacts to help her see.
 No Peripheral Vision / int_7c038c18
featureApplicability
1.0
 No Peripheral Vision / int_7c038c18
featureConfidence
1.0
 Phineas and Ferb
hasFeature
No Peripheral Vision / int_7c038c18
 No Peripheral Vision / int_7e054f71
type
No Peripheral Vision
 No Peripheral Vision / int_7e054f71
comment
Several solutions to puzzles in Outlast involve having to climb up through a raised vent or broken ceiling. However, many people, especially when being chased by one or more homicidal maniacs, often are too busy trying not to die to look up a lot of the time, making many of these sections extremely frustrating to first-time players.
 No Peripheral Vision / int_7e054f71
featureApplicability
1.0
 No Peripheral Vision / int_7e054f71
featureConfidence
1.0
 Outlast / Videogame
hasFeature
No Peripheral Vision / int_7e054f71
 No Peripheral Vision / int_7f009d66
type
No Peripheral Vision
 No Peripheral Vision / int_7f009d66
comment
The Tenchu videogame series, where you play a Ninja in Hollywood Medieval Japan, makes tremendous use of this. Your main method of killing foes, (or avoiding them if they spot and chase you) is generally crouching on top of short nearby walls until they turn away and you can sneak up on them. Enemies almost never look up, and have a great deal of trouble seeing around corners.
 No Peripheral Vision / int_7f009d66
featureApplicability
1.0
 No Peripheral Vision / int_7f009d66
featureConfidence
1.0
 Tenchu (Video Game)
hasFeature
No Peripheral Vision / int_7f009d66
 No Peripheral Vision / int_7f624b67
type
No Peripheral Vision
 No Peripheral Vision / int_7f624b67
comment
In the Sly Cooper series, guards with flashlights can't see you unless you stand in the cone of light the flashlight provides. This even applies to stages set during the day, when they shouldn't even need a flashlight to see!
 No Peripheral Vision / int_7f624b67
featureApplicability
1.0
 No Peripheral Vision / int_7f624b67
featureConfidence
1.0
 SlyCooper
hasFeature
No Peripheral Vision / int_7f624b67
 No Peripheral Vision / int_7f8d7a50
type
No Peripheral Vision
 No Peripheral Vision / int_7f8d7a50
comment
A scene in Mr. & Mrs. Smith (2005) has Jane Smith jump out a skyscraper by using a special purse that turns into a metal rope that drops her right down onto a crowded sidewalk. No one seems to notice she came from several hundred feet in the air.
 No Peripheral Vision / int_7f8d7a50
featureApplicability
1.0
 No Peripheral Vision / int_7f8d7a50
featureConfidence
1.0
 Mr. & Mrs. Smith (2005)
hasFeature
No Peripheral Vision / int_7f8d7a50
 No Peripheral Vision / int_802ca7b
type
No Peripheral Vision
 No Peripheral Vision / int_802ca7b
comment
In GoldenEye (1997), one of the stages has you shooting out security cameras. Sounds straightforward enough, but one of the cameras is placed slightly higher up than the others, and you never see it within your normal field of vision, which can get frustrating as you run around trying to find that last camera.
 No Peripheral Vision / int_802ca7b
featureApplicability
1.0
 No Peripheral Vision / int_802ca7b
featureConfidence
1.0
 GoldenEye (1997) (Video Game)
hasFeature
No Peripheral Vision / int_802ca7b
 No Peripheral Vision / int_85a5a3b9
type
No Peripheral Vision
 No Peripheral Vision / int_85a5a3b9
comment
Lampshaded in Transformers: Prime by Wheeljack and Bulkhead during infiltration of a Decepticon base.
 No Peripheral Vision / int_85a5a3b9
featureApplicability
1.0
 No Peripheral Vision / int_85a5a3b9
featureConfidence
1.0
 Transformers: Prime
hasFeature
No Peripheral Vision / int_85a5a3b9
 No Peripheral Vision / int_88aef33b
type
No Peripheral Vision
 No Peripheral Vision / int_88aef33b
comment
Invincible: Heroes can do pretty much anything without being noticed as long as they're up in the air. Typically this means using their powers out of costume without blowing their secret identities. There is a fairly constant lampshade hung on it.
 No Peripheral Vision / int_88aef33b
featureApplicability
1.0
 No Peripheral Vision / int_88aef33b
featureConfidence
1.0
 Invincible (Comic Book)
hasFeature
No Peripheral Vision / int_88aef33b
 No Peripheral Vision / int_8a836c90
type
No Peripheral Vision
 No Peripheral Vision / int_8a836c90
comment
Pretty much every character in The Walking Dead (2010). The walkers are slow and stupid and should pose little threat to the protagonists, so the show compensates by having them somehow sneak up on people without them noticing.
 No Peripheral Vision / int_8a836c90
featureApplicability
1.0
 No Peripheral Vision / int_8a836c90
featureConfidence
1.0
 The Walking Dead (2010)
hasFeature
No Peripheral Vision / int_8a836c90
 No Peripheral Vision / int_90c73dda
type
No Peripheral Vision
 No Peripheral Vision / int_90c73dda
comment
The Animorphs once went flying around a Yeerk base pretty much unseen, hugging the ceilings because "people don't look up much."
 No Peripheral Vision / int_90c73dda
featureApplicability
1.0
 No Peripheral Vision / int_90c73dda
featureConfidence
1.0
 Animorphs
hasFeature
No Peripheral Vision / int_90c73dda
 No Peripheral Vision / int_92a2bcd3
type
No Peripheral Vision
 No Peripheral Vision / int_92a2bcd3
comment
At one point in Five Graves to Cairo, Lt. Schwegler leans up against a wall, and completely misses Bramble, passed out on the floor about four feet directly to his left.
 No Peripheral Vision / int_92a2bcd3
featureApplicability
1.0
 No Peripheral Vision / int_92a2bcd3
featureConfidence
1.0
 Five Graves to Cairo
hasFeature
No Peripheral Vision / int_92a2bcd3
 No Peripheral Vision / int_95521c97
type
No Peripheral Vision
 No Peripheral Vision / int_95521c97
comment
While often played straight in The Spectacular Spider-Man, when the hero is fighting Venom at the school, they eventually end in the gym. Once Venom realizes Spider-Man is nowhere to be seen, the first thing he does is look at the ceiling.
 No Peripheral Vision / int_95521c97
featureApplicability
1.0
 No Peripheral Vision / int_95521c97
featureConfidence
1.0
 The Spectacular Spider-Man
hasFeature
No Peripheral Vision / int_95521c97
 No Peripheral Vision / int_95bd5a8e
type
No Peripheral Vision
 No Peripheral Vision / int_95bd5a8e
comment
The guards in Dishonored mirror Arkham's mooks by being unable to look up. Middle of the day, broad daylight, in a courtyard littered by guards? Just hide up on that street light which not only supports your weight, but sits above the guards' cone of vision. Speaking of said cone, you can use an ability to see it... and it's about two yards in distance on Normal. Alerted guards, on the other hand, can look up, so jumping up to a vantage point isn't a sure way to avoid them spotting you again.
Averted in the sequel which will have a special difficulty setting where guards can look upward.
 No Peripheral Vision / int_95bd5a8e
featureApplicability
-1.0
 No Peripheral Vision / int_95bd5a8e
featureConfidence
1.0
 Dishonored (Video Game)
hasFeature
No Peripheral Vision / int_95bd5a8e
 No Peripheral Vision / int_976b7024
type
No Peripheral Vision
 No Peripheral Vision / int_976b7024
comment
In Prom Night (2008). When the protagonist is under the bed she doesn't notice her friend's dead body right next to her until after she slowly looks to her right.
 No Peripheral Vision / int_976b7024
featureApplicability
1.0
 No Peripheral Vision / int_976b7024
featureConfidence
1.0
 Prom Night (2008)
hasFeature
No Peripheral Vision / int_976b7024
 No Peripheral Vision / int_976efc02
type
No Peripheral Vision
 No Peripheral Vision / int_976efc02
comment
The Mystery Science Theater 3000 episode Gunslinger mocks this when Sheriff Rose and Mayor Polk are talking about hiding the latter in the town jail while the villain Cain is in the background watching it all take place.
 No Peripheral Vision / int_976efc02
featureApplicability
1.0
 No Peripheral Vision / int_976efc02
featureConfidence
1.0
 Mystery Science Theater 3000
hasFeature
No Peripheral Vision / int_976efc02
 No Peripheral Vision / int_98744614
type
No Peripheral Vision
 No Peripheral Vision / int_98744614
comment
Brave: When Elinor as a bear sneaks into the crowded ballroom by backing against the wall and tip-toeing, Merida distracts everyone by having them focus on her. No one — not even those who face her — notice Elinor moving around in her large form and occasionally even actively waving to draw Merida's attention, even though she should be in their cone of vision. The only person who gets suspicious is a guard who has his back to the wall and even he believes her to be a stuffed bear when she poses as one. Even King Fergus, who has it out bad for any bear, and was facing in that direction, fails to see her.
 No Peripheral Vision / int_98744614
featureApplicability
1.0
 No Peripheral Vision / int_98744614
featureConfidence
1.0
 Brave
hasFeature
No Peripheral Vision / int_98744614
 No Peripheral Vision / int_9c3ad747
type
No Peripheral Vision
 No Peripheral Vision / int_9c3ad747
comment
Same with the Phantoms in Phantom Hourglass and Spirit Tracks, though they at least have the excuse of wearing helmets. In addition, they don't see you even if you're directly in their line of sight as long as you're far enough down the hallway.
 No Peripheral Vision / int_9c3ad747
featureApplicability
1.0
 No Peripheral Vision / int_9c3ad747
featureConfidence
1.0
 The Legend of Zelda: Phantom Hourglass (Video Game)
hasFeature
No Peripheral Vision / int_9c3ad747
 No Peripheral Vision / int_9dd6a23
type
No Peripheral Vision
 No Peripheral Vision / int_9dd6a23
comment
The Thirteenth Chair: After Ned Wales is murdered right in the middle of the seance, no one can find the murder weapon, not even after all the guests are searched by the cops. No one notices it stuck in the ceiling.
 No Peripheral Vision / int_9dd6a23
featureApplicability
1.0
 No Peripheral Vision / int_9dd6a23
featureConfidence
1.0
 The Thirteenth Chair
hasFeature
No Peripheral Vision / int_9dd6a23
 No Peripheral Vision / int_9f89a5f0
type
No Peripheral Vision
 No Peripheral Vision / int_9f89a5f0
comment
Likewise, in the Pokémon games, all NPCs have a sight range that is in a direct line in front of them. Even a 15 degree angle is enough not to get noticed. Of course, they and the player character can only move in 90-degree increments until Pokémon X and Y let the player move diagonally.
Averted as of Pokémon Sun and Moon where trainers not only frequently look around but also spot players that aren't quite in their line of sight.
 No Peripheral Vision / int_9f89a5f0
featureApplicability
-1.0
 No Peripheral Vision / int_9f89a5f0
featureConfidence
1.0
 Pokémon (Franchise)
hasFeature
No Peripheral Vision / int_9f89a5f0
 No Peripheral Vision / int_a15e269a
type
No Peripheral Vision
 No Peripheral Vision / int_a15e269a
comment
Pops up in A Christmas Story, when the teacher asks where Flick is after he stuck his tongue to the pole. The camera shot over her shoulder reveals that Flick was right there, out the window, right within her range of vision.
 No Peripheral Vision / int_a15e269a
featureApplicability
1.0
 No Peripheral Vision / int_a15e269a
featureConfidence
1.0
 A Christmas Story
hasFeature
No Peripheral Vision / int_a15e269a
 No Peripheral Vision / int_a1b9a8bb
type
No Peripheral Vision
 No Peripheral Vision / int_a1b9a8bb
comment
Inverted in Spider-Man: Homecoming, twice in the same scene, even. First, Peter, crawling across the ceiling, fails to notice his friend, Ned, sitting in his bedroom waiting for him, while Ned was watching him the whole time. Then, when Aunt May walks in on them, she fails to notice his suit on the floor between herself and Peter.
 No Peripheral Vision / int_a1b9a8bb
featureApplicability
1.0
 No Peripheral Vision / int_a1b9a8bb
featureConfidence
1.0
 Spider-Man: Homecoming
hasFeature
No Peripheral Vision / int_a1b9a8bb
 No Peripheral Vision / int_a57cf54d
type
No Peripheral Vision
 No Peripheral Vision / int_a57cf54d
comment
Discussed in an early comic of Darths & Droids. Most players will check the floors, around corners, under things... but only experienced players will ever explicitly check up, which so happens to be the direction experienced DM's put most nasty enemies and traps. This shows up rather frequently in jokes about pen-and-paper RPG players as "you can tell who is an experienced roleplayer by watching them enter a room. If they look up first, they know what they're doing."
 No Peripheral Vision / int_a57cf54d
featureApplicability
1.0
 No Peripheral Vision / int_a57cf54d
featureConfidence
1.0
 Darths & Droids (Webcomic)
hasFeature
No Peripheral Vision / int_a57cf54d
 No Peripheral Vision / int_ae050a9f
type
No Peripheral Vision
 No Peripheral Vision / int_ae050a9f
comment
The Legend of Zelda: Ocarina of Time:
The first boss, Queen Gohma, is hiding on the ceiling and only attacks after the player looks up. Although that boss isn't as good at hiding.
The guards in the castle's courtyard stop to turn every so often, but otherwise can only see straight ahead. The ones outside the castle also seem to have a rather low line of sight.
 No Peripheral Vision / int_ae050a9f
featureApplicability
1.0
 No Peripheral Vision / int_ae050a9f
featureConfidence
1.0
 The Legend of Zelda: Ocarina of Time / Videogame
hasFeature
No Peripheral Vision / int_ae050a9f
 No Peripheral Vision / int_af42a07f
type
No Peripheral Vision
 No Peripheral Vision / int_af42a07f
comment
River hides from the doctors looking for her by climbing to the ceiling in the escape-from-the-lab opening of Serenity. And again to Jayne later on. Although that time, there was almost no light, and Jayne was drunk enough to think going after River over Mal's orders was a good idea.
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Spider-Man: Spider-Man does this constantly. Except when it doesn't work and he has to give up a photograph and autograph to escape, which thanks to his colorful costume, makes it difficult to NOT be seen.
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This happens in some of the Little Britain sketches involving Lou and wheelchair-bound Andy. When Lou goes to talk to somebody else, Andy will get out of the wheelchair to ride on a horse, or to dive into a pool from the top diving board, with Lou completely unaware.
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Fawlty Towers: In "Waldorf Salad", Basil is in the dining room, busily reading out a fabricated letter from the chef, failing to notice smoke pouring out between the doors leading into the kitchen.
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Alien? So many scenes where a friendly little bit of drooling by our favorite xeno-morph caused our soon-to-be-ex-protagonists to look up a little too late… Somewhat justified by the fact that the Xenomorph's natural colouration makes for very effective camouflage against a dark background in dim light: On a couple of occasions in the first film it's literally Hidden in Plain Sight, looking like a piece of set dressing even to the audience.
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Elastigirl in The Incredibles pulled a Spider-Man to avoid being spotted by a pair of Mooks once inside the enemy compound.
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Warhammer 40,000:
Inverted in the tabletop rules: If even your toe is visible to the enemy, you and your entire squad might as well be waving giant flags, since that's enough for them to shoot at your entire squad and apparently kill people behind meter-long thick boulders (You do get the benefits of Cover in this case, but that isn't saying much.). Peripheral vision seems to be much more important in the 41st millennium. Which is odd, considering the preponderance of Shoulders of Doom within the setting.
The Mantis Warriors chapter of Space Marines have a unique mutation that causes them to suffer from tunnel vision.
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The Legend of Zelda: Majora's Mask:
An extreme example of this are the Deku Palace guards. Their line of sight, which you can actually see at night, is a straight line a few feet long and they will only notice you if you happen to come in contact with that line (this line may be longer during the day, but they still can't see at angles).
Another example occurs to the player character. One of the mid-bosses of the Great Bay Temple is Wart, a giant eye covered in bubbles. The room you encounter it in is gigantic. You must switch to first person and manually look up, towards the ceiling, to see the gigantic eye attached to the roof, staring back at you. Only then will the fight begin.
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In Warhammer Fantasy Battles, figures have a 90° line of sight as they stand in close formation (but can see things above them). This is mostly logical (if you're in the middle of a formation, you can't turn much to aim even if you do spot something), but it sometimes prevents a lone wizard to be able to cast spells to his left.
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Also in the Orange Box, Team Fortress 2 Demoman players exploit this tendency by placing sticky-mine traps on the ceiling. Bizarrely, this works even when the ceiling-mines are easily visible; for whatever reason, players tend to ignore even easily visible objects on the ceiling. (Blame the tunnel-vision effect you get when in high stress situations.)
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In "It's About Time" of My Little Pony: Friendship Is Magic, Twilight and her friends sneak into the palace and slip past several guards who by all rights should have seen them out of their peripheral vision. It turns out to be a subversion: Twilight and her friends are welcome in the palace, and the guards were simply ignoring them.
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Doctor Who:
The classic series is riddled with cases where this is played straight. While it is perhaps excusable with Daleks and aliens who wear helmets such as Sontarans or Ice Warriors, almost everyone else in the Whoniverse seems to have tunnel vision. Perhaps the most egregious are "The Twin Dilemma" (when Peri manages to miss a smouldering space fighter) and "Warriors of the Deep" (when guards march right past the Doctor while looking for him, due to the fact that he is off to one side).
Averted in "The Mark of the Rani", where the Doctor dodges a danger that seems to be sneaking up on him out of sight. When Peri asks how he knew about it, he simply replies "Peripheral vision."
"Daleks in Manhattan" has a good example of Dalek eyestalks' lack of peripheral vision: a Dalek rolling through an Absurdly-Spacious Sewer does not notice the Doctor and Tallulah in an alcove that it passes by.
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Played somewhat straight in the Boktai series, which rely heavily on sneaking. Most enemies will only come suspicious of you if you are in front of them, about a sixty-degree cone that extends out to seven paces maximum in front of them. The exceptions to this are blind enemies that you should kill with flame anyway, and enemies that can't alert other enemies to your presence. Having said that, making a noise like knocking on a wall or stepping in a puddle is enough to make every enemy in the room rush over to your spot.
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Blake's 7. While at least the Federation Gas Mask Mooks have an excuse for their restricted vision, this trope even applies to the Security Robot despite having sensors placed around a rotatable head. In "Seek-Locate-Destroy" Blake is Hidden in Plain Sight by lying flat on a sloped piece of ground, and in "Project Avalon" the rebels press themselves against the side of a cave, despite the robot coming back from the opposite direction leaving them clearly exposed.
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CSI: Zigzagged in one of Langston's episodes. He & Catherine are looking back into a old case. She tells him Grissom taught her that "no one looks up." They do so, and eventually find a hammer embedded in the crook of a tree. It turns out to be the murder weapon which had been overlooked by the original investigators and had been there for so long that the tree had grown around it.
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Invoked in BattleTech. The designers of the first BattleMechs were well aware of the poor visibility that other armored vehicles suffered from, so they incorporated a 360 degree camera onto the head of the battlemechs, which is projected as a 120 degree fisheye display in the top of the pilot's neurohelmet. Sneaking up on a battlemech with anything other than infantry is a very difficult task, made even more difficult by the battlemech's seismic, magnetic, infrared, and radar suite.
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Subverted in Stroker and Hoop when the two detectives attempt to hide from the villain of the week by hanging from the ceiling. He ends up walking directly under them, sits down at his desk... and immediately contacts security to apprehend them, commenting that he doesn't understand why they thought he couldn't see them.
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In Amazing Fantasy, Izuku manages to hide from Bakugou for weeks by ducking into classrooms and sticking to walls and ceilings out of his direct line of sight.
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The Amazing Race.
An extraordinary Real Life instance in the first episode of Season 20. The next-to-last team dashes through an entryway into an open courtyard. Phil, the greeter, and the Pit Stop placemat are in plain sight, approximately 80 yards away, directly to their right. They do not see him, and after they cluelessly rush back out of the building, the only other team left makes it to the Pit Stop and the no-peripheral-vision team is eliminated.
In Season 16, Jet & Cord passed by Brent while looking for a clue box, yet did not see him despite spotting his bags against a wall, looking right over his head, and being close enough to touch him. Brent's reaction to the whole thing was hilarious.
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Averted as of Pokémon Sun and Moon where trainers not only frequently look around but also spot players that aren't quite in their line of sight.
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The commentary for Portal mentions that since players seldom look up in games, they had to provide hints for the player to do so.
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Thief: The Dark Project is full of this. Guards will be oblivious even to their companions being knocked out of their sides if they're not too close, as their cone of sight isn't very wide.
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Lampshaded a bit in The Fisher King when Jeff Bridges character is scaling a castle wall in New York City (makes slightly more sense in context), he remarks that he is glad no one in the city ever looks up.
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Superman in Lois & Clark. Well, it was a rather high ceiling with some conveniently placed beams to place herself between.
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In the first film, both Harry and Marv fail to notice the floor between them is completely covered in toy cars. In Harry's case, even though he glances down to see Marv isn't wearing shoes, he still doesn't see them.
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 Home Alone
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The burglars in Home Alone 3.
Marv in Home Alone 2: Lost in New York missing a huge gaping chasm in the floor right in front of him, even taking a few moments to observe the room and then falls immediately down it.
In the first film, both Harry and Marv fail to notice the floor between them is completely covered in toy cars. In Harry's case, even though he glances down to see Marv isn't wearing shoes, he still doesn't see them.
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Halloween II (1981), where a girl near the beginning looks out the door to see if she sees anything suspicious, but doesn't seem to notice that Michael Myers is almost directly ahead of her. She can't see him simply because he's standing slightly to her left, as if she's wearing those blinders that they put on horses.
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 Halloween II (1981)
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Somewhat lampshaded in MegaTokyo: While they are balancing on electrical lines over a busy street, Miho tells Yuki:
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Buffy the Vampire Slayer
In the episode "Listening To Fear", the Queller manages to hide on the ceiling in a busy hospital, even in long corridors.
An even earlier example from the first episode: Buffy "hides" from the person stalking her (Angel, but she didn't know him then) by doing a handstand on a pole projecting from the side of a building about 10 feet up in a dark alley.
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In GURPS Bunnies & Burrows Steffan O'Sullivan cites a naturalist who saw a rabbit escape from a dog in very close pursuit by doing a sudden leap at a sharp angle and upwards, landing on a log, and standing absolutely still. The dog was about 10 feet away, but it didn't sniff upwards, because it was trying to follow the trail it had which was on the ground, and it didn't find the rabbit, which got away.
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In Doom and Wolfenstein 3-D, you can't even tilt your head!
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Léon a/k/a The Professional. Fairly justified, in that he was just inside the room, right above the door. The incoming SWAT team are all wearing respirators, which really seriously cut down all peripheral vision.
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A particularly odd example comes from the 2007 Transformers, where Frenzy skitters right between two guards completely undetected (doubly odd in that Frenzy was also making plenty of noise as he did so), which the RiffTrax crew is quick to lampoon:
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The final bad guy of Violent Night somehow doesn't see Gertrude standing three feet away as she puts a gun to his head. Downplayed since he was focused on Santa, but she was clearly in his field of vision.
 No Peripheral Vision / int_f02a637
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In Split Second No one notices the blood "diagram" the killer drew on the ceiling until it blood starts dripping on one of their heads, which finally prompts them to look up. This is even though the diagram is quite large and is still red, which is one of the most eye-catching colors.
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Assassin's Creed:
So long as they're not chasing you, provoked, or saw you climbing up, the guards on the ground never seem to notice you when you're up in the rafters or rooftops. The guards who are patrolling the rooftops will see you fine, though. Averted in later installments, however. If you're not particularly high up on the building or it's not tall enough and the guards are some distance away, they will notice you.
And of course, the fact that the protagonist is always wearing a hooded garment that should block not just peripheral but everything from nose-level up and yet has no problem being aware of and dispatching multiple enemies.
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Averted in Gunpoint. Any guard's field of vision goes all the way up to the roof and all the way across the room, so jumping on one to knock him out or toss him out a window involves turning off the lights and hiding above doorways (which block their field of view) waiting for them to come through so you can drop on them.
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In Carrie (1976) No one at the prom spots the bucket of pig's blood in the rafters, even though it's only about 12 feet up, and in plain sight. The remakes fix this by having the rafters be much higher up.
 No Peripheral Vision / int_fa44b9bb
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 Carrie (1976)
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The Nightmare Before Christmas: After Oogie Boogie realizes that the knife-wielding king cards wasn't going to stop Jack from kicking his ass, Oogie pulls a rope that stops the murderous cards. Jack goes for Oogie, never noticing the gun-wielding gambling game cowboy skeletons approaching to his left and nearly getting shot.
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While Minecraft can fall under this, surprise creeper attacks can be avoided by setting the POV slider to "Quake Pro."
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The following is a list of statements referring to the current page from other pages.

 No Peripheral Vision
processingCategory2
Contrived Stupidity Tropes
 No Peripheral Vision
processingCategory2
Stealth Tropes
 No Peripheral Vision
processingCategory2
Stupidity Tropes
 No Peripheral Vision
processingCategory2
There Are No Indexes
 Let Them Go (Audio Play) / int_f482730a
type
No Peripheral Vision
 Sandman Mystery Theatre (Comic Book) / int_f482730a
type
No Peripheral Vision
 Dial (Fanfic) / int_f482730a
type
No Peripheral Vision
 Harry Is a Dragon, and That's OK (Fanfic) / int_f482730a
type
No Peripheral Vision
 Harry Is A Dragon, And That's Okay (Fanfic) / int_f482730a
type
No Peripheral Vision
 Kaleidoscopic Grangers (Fanfic) / int_f482730a
type
No Peripheral Vision
 A Christmas Story / int_f482730a
type
No Peripheral Vision
 Big Fat Liar / int_f482730a
type
No Peripheral Vision
 Carrie (1976) / int_f482730a
type
No Peripheral Vision
 Cemetery of Terror / int_f482730a
type
No Peripheral Vision
 Don't Go in the Woods (1981) / int_f482730a
type
No Peripheral Vision
 Duel Of Fists / int_f482730a
type
No Peripheral Vision
 Friday the 13th (1980) / int_f482730a
type
No Peripheral Vision
 Gravity / int_f482730a
type
No Peripheral Vision
 Hanna / int_f482730a
type
No Peripheral Vision
 Home Alone / int_f482730a
type
No Peripheral Vision
 Home Alone / int_f482730a
type
No Peripheral Vision
 Independence Day / int_f482730a
type
No Peripheral Vision
 Lone Star 1952 / int_f482730a
type
No Peripheral Vision
 Mad Max: Fury Road / int_f482730a
type
No Peripheral Vision
 Mama / int_f482730a
type
No Peripheral Vision
 Maniac Cop / int_f482730a
type
No Peripheral Vision
 Matilda / int_f482730a
type
No Peripheral Vision
 Motor Home Massacre / int_f482730a
type
No Peripheral Vision
 New Year's Evil / int_f482730a
type
No Peripheral Vision
 Ophelia / int_f482730a
type
No Peripheral Vision
 Rage in Heaven / int_f482730a
type
No Peripheral Vision
 Scream for Help / int_f482730a
type
No Peripheral Vision
 Sesame Street Presents: Follow That Bird / int_f482730a
type
No Peripheral Vision
 Sinister / int_f482730a
type
No Peripheral Vision
 The Bay / int_f482730a
type
No Peripheral Vision
 The Blacksmith / int_f482730a
type
No Peripheral Vision
 The Fisher King / int_f482730a
type
No Peripheral Vision
 The Happening / int_f482730a
type
No Peripheral Vision
 The Nail Gun Massacre / int_f482730a
type
No Peripheral Vision
 The Professional / int_f482730a
type
No Peripheral Vision
 The Return of the Pink Panther / int_f482730a
type
No Peripheral Vision
 The Thirteenth Chair / int_f482730a
type
No Peripheral Vision
 The Unbearable Weight of Massive Talent / int_f482730a
type
No Peripheral Vision
 Time of the Apes / int_f482730a
type
No Peripheral Vision
 Tower Heist / int_f482730a
type
No Peripheral Vision
 Violent Night / int_f482730a
type
No Peripheral Vision
 Westworld / int_f482730a
type
No Peripheral Vision
 Sly Cooper (Franchise) / int_f482730a
type
No Peripheral Vision
 Ghost Hunt / int_f482730a
type
No Peripheral Vision
 La Fuerza Series / int_f482730a
type
No Peripheral Vision
 Sten / int_f482730a
type
No Peripheral Vision
 The Bad Guys / int_f482730a
type
No Peripheral Vision
 The Chronicles of Ancient Darkness / int_f482730a
type
No Peripheral Vision
 HyperFocusedCrowd
seeAlso
No Peripheral Vision
 Odd Squadcast (Podcast) / int_f482730a
type
No Peripheral Vision
 Blake's 7 / int_f482730a
type
No Peripheral Vision
 CSI / int_f482730a
type
No Peripheral Vision
 Colditz / int_f482730a
type
No Peripheral Vision
 Fawlty Towers / int_f482730a
type
No Peripheral Vision
 Fraggle Rock / int_f482730a
type
No Peripheral Vision
 Little Britain / int_f482730a
type
No Peripheral Vision
 Los Espookys / int_f482730a
type
No Peripheral Vision
 Mr. Bean / int_f482730a
type
No Peripheral Vision
 Oobi / int_f482730a
type
No Peripheral Vision
 Primeval / int_f482730a
type
No Peripheral Vision
 Sisyphus: The Myth / int_f482730a
type
No Peripheral Vision
 The City Hunter / int_f482730a
type
No Peripheral Vision
 The Middleman / int_f482730a
type
No Peripheral Vision
 The Muppet Show / int_f482730a
type
No Peripheral Vision
 The Eighth Voyage of Sindbad (Theatre) / int_f482730a
type
No Peripheral Vision
 Assassin's Creed II (Video Game) / int_f482730a
type
No Peripheral Vision
 Batman: Arkham City (Video Game) / int_f482730a
type
No Peripheral Vision
 Commandos (Video Game) / int_f482730a
type
No Peripheral Vision
 Dishonored (Video Game) / int_f482730a
type
No Peripheral Vision
 Distorted Travesty (Video Game) / int_f482730a
type
No Peripheral Vision
 El Hijo A Wild West Tale (Video Game) / int_f482730a
type
No Peripheral Vision
 Go To Sleep (Video Game) / int_f482730a
type
No Peripheral Vision
 Grand Theft Pizza Delivery (Video Game) / int_f482730a
type
No Peripheral Vision
 Gunpoint (Video Game) / int_f482730a
type
No Peripheral Vision
 Harry Potter (Video Game) / int_f482730a
type
No Peripheral Vision
 Invisible, Inc. (Video Game) / int_f482730a
type
No Peripheral Vision
 Legends Of Kong (Video Game) / int_f482730a
type
No Peripheral Vision
 Metal Gear (Video Game) / int_f482730a
type
No Peripheral Vision
 Monaco: What's Yours Is Mine (Video Game) / int_f482730a
type
No Peripheral Vision
 Resident Evil 7: Biohazard (Video Game) / int_f482730a
type
No Peripheral Vision
 Spider-Man (PS4) (Video Game) / int_f482730a
type
No Peripheral Vision
 StarCraft II: Nova Covert Ops (Video Game) / int_f482730a
type
No Peripheral Vision
 Strong Bad's Cool Game for Attractive People (Video Game) / int_f482730a
type
No Peripheral Vision
 Super Mario 64: Ocarina of Time (Video Game) / int_f482730a
type
No Peripheral Vision
 The Classroom Trilogy (Video Game) / int_f482730a
type
No Peripheral Vision
 The Emperor's New Groove (Video Game) / int_f482730a
type
No Peripheral Vision
 The Legend of Zelda: Majora's Mask (Video Game) / int_f482730a
type
No Peripheral Vision
 In a Heartbeat (Web Animation) / int_f482730a
type
No Peripheral Vision
 Jacksepticeye (Web Video) / int_f482730a
type
No Peripheral Vision
 Spinnerette (Webcomic) / int_f482730a
type
No Peripheral Vision
 Ben 10 (2016) / int_f482730a
type
No Peripheral Vision
 Brave / int_f482730a
type
No Peripheral Vision
 Dinosaucers / int_f482730a
type
No Peripheral Vision
 Rocky and Bullwinkle / int_f482730a
type
No Peripheral Vision
 The Nightmare Before Christmas / int_f482730a
type
No Peripheral Vision
 Elix Skipper (Wrestling) / int_f482730a
type
No Peripheral Vision
 Spider-Man (Japan) / int_f482730a
type
No Peripheral Vision