Summary

There’s a very clear distinction between 2D and 3D games, but 2.5D games represent the vague middle-ground between them. Although the exact meaning of “2.5D” varies between games, there are a few defining characteristics that set 2.5D games apart from other titles.

2.5D Games Combine 2D and 3D

Despite what the name implies, 2.5D doesnotinvolve any half-dimensions (or “fractals”, if you want to sound smart). Instead, 2.5D—in the context of video games—refers to any combination of 2D and 3D elements that make up a game’s presentation. This can involve displaying 2D character sprites alongside 3D assets or using 3D graphics for 2D gameplay. Basically, if a game’s visuals aren’t exclusively 2D or 3D—not counting the HUD or other UI elements—they can be considered 2.5D.

The exact meaning of “2.5D” is a contentious topic among gamers. Over the years, the term has evolved to encompass multiple definitions, all of which are still relevant to modern games. One person’s interpretation of 2.5D may be completely different from your own, so I’ll break down all the different meanings for one of gaming’s most confusing categories.

The Spencer Mansion from Resident Evil.

2.5D Graphics Blend Art Styles

The original PlayStation is home to some of the earliest examples of 2.5D games.PS1 survival-horror gameslikeResident EvilandJRPGslikeFinal Fantasy VIIcommonly used pre-rendered backgrounds—static 2D images of detailed 3D renders—in place of true 3D environments. This practice allowed games to work around the console’s hardware limitations and render more detailed visuals than was normally possible. Additionally, the 2D backdrops still resembled 3D environments and allowed for full-3D movement, meaning it wasn’t always obvious when a game was using pre-rendered backgrounds.

Most other 2.5D games combine 2D sprites with 3D environments to give characters and objects a stylistically flat appearance. This visual technique has been used across many different games and art styles, ranging from the unique paper-cut-out characters of thePaper Marioseries to the eye-catching pixel art popularized byOctopath Traveler.

Fei in Xenogears.

JRPGslikeGrandiaandXenogearstook advantage of the PS1’s ability to render 3D environments while retaining 2D sprites. Their decision to use sprites over 3D character models was largely a result of hardware limitations—much like the pre-rendered backgrounds of other PS1 games. However, it also gave these games a uniquely timeless style that blends the immersive depth of 3D worlds with the nostalgic charm of 2D sprites reminiscent of the 16-bit era.

Recently, the sprite-based 2.5D style has made a resurgence through HD-2D games likeOctopath Traveler,Triangle Strategy, and modern remakes of classic JRPGs such asDragon Quest: HD-2D RemakeandStar Ocean: The Second Story R. HD-2D games use a similar hybrid of pixel character sprites and 3D environments, but they enhance the old-school 2.5D style with the detailed textures and dynamic shading that only modern games can provide. It’s a gorgeous blend of realism and retro nostalgia that no other art style can match.

A Dragon Quest HD 2D Remake teaser shot.

Not every 2.5D game shares the same presentation, and plenty of games break the mold with their own creative art styles. Unlike other 2.5D games,Dave the Diverdoesn’t follow any strict rules to determine which elements are presented in 2D and 3D. Most characters and cutscenes are animated in emotive 2D spritework, and the game’s backgrounds are predominantly rendered in 3D. However, just like its genre-bending gameplay and constantly unpredictable story, the rest ofDave the Diver’s presentation is an endless stream of surprises that meshes together shockingly well.

One moment, you’ll be harpooning pixelated fish, the next will have you battling a realistically modeled shark, and you’ll wrap up your mini-adventure with a 3D cookingminigame. At every turn, the expansive amalgamation of art styles that definesDave the Diverensures the game’s presentation can keep up with the seemingly endless variety of its gameplay. It’s a perfect blend of creative ideas and unexpected twists that only a 2.5D artstyle can pull off.

A gameplay screenshot from Super Mario Bros. Wonder.

2.5D Games Are Also a Long-Standing Genre

Before it became the term for games that combined 2D and 3D art, “2.5D” referred to 3D-rendered games that restrict movement to a 2D plane. In other words, any 2D platformer with 3D graphics belongs to the 2.5D genre.

Most big-budget 2D games qualify as 2.5D games. This includes platformers likeSonic SuperstarsandSuper Mario Bros. Wonder, fighting games such asStreet Fighter 6andMortal Kombat 1, andMetroidvanias (or “Search-Action” games)likePrince of Persia: The Lost CrownandMetroid Dread. Even games that prominently featurestylized 2D-inspired visualssuch asGuilty Gear StriveandDragon Ball FighterZare usually made with full-3D character models and stages.

A gameplay screenshot from Klonoa: Phantasy Reverie.

It should be noted that some 2D games may imitate the appearance of 3D graphics but aren’t normally considered 2.5D games. Games with pre-rendered or digitized sprites, such asDonkey Kong CountryandMortal Kombat, may appear to be 3D at first glance. However, much like the pre-rendered backgrounds of the PS1, these sprites are 2D recreations of 3D models—or real-life actors, in the case ofMortal Kombat. This means these 2D platformers don’t actually contain any true 3D visuals, and therefore don’t qualify as 2.5D.

2.5D can also refer to games with 2D-graphics that simulate 3D perspectives. This form of 2.5D games—also known as pseudo-3D—predates true 3D graphics by a few decades. The psuedo-3D style first appeared in 1973’sMaze War, but gained more prominence when it re-emerged in80s arcade gamessuch as the aerial-combat simulatorInterceptor, the flagship arcade-racerPole Position, and the fast-paced rail-shooterSpace Harrier. None of these games featured any real 3D models, instead using a mix of vertical scrolling backgrounds and sprite-scaling to simulate a moving 3D perspective.

Goldeneye-007

The Super Nintendo Entertainment Systems (SNES) allowed some games to achieve a similar pseudo-3D effect with its “Mode 7” rendering, which displays 2D backgrounds as horizontal planes that can be scaled, rotated, and transformed with a variety of other visual effects to simulate a 3D perspective. SNES racing games likeSuper Mario KartandF-Zerofamously used Mode 7 alongside vertical scrolling to create the illusion of moving along a z-axis.

Even with the clear-cut definition of pseudo-3D, not every game falls neatly into this category. A common misconception is that the originalDoomis a pseudo-3D game, with many players believing its environments are made with 2D assets designed to imitate depth. In actuality, the game features 3D-rendered environments and a limited form of z-axis tracking.Doomstill counts as a 2.5D game due to its combined use of 2D sprites and 3D stages, but it does not qualify as a psuedo-3D game.

However,Doom’s immediate predecessor—Wolfenstein 3D—does fit the definition of psuedo-3D. WhereasDoomuses 3D rendering to build its stages,Wolfenstein 3Drelies on an alternative display technique known as “ray casting.” With ray casting, levels are designed as 2D grid-based maps with each grid representing an empty space or solid wall. As you navigate through a stage, the game determines what parts of the environment to render by using multiple rays (one for each column of screen pixels) attached to the player character’s position.

When the rays detect a wall, that wall is displayed as a vertical texture and scaled based on its distance from the player. This severely limited imitation of 3D lacks the depth and verticality of a proper 3D game—even one as limited asDoom—yet it transformedWolfenstein 3Dinto a genre-defining classic.

Why 2.5D Matters

The distinction between 2D, 3D, and 2.5D games was a necessity during the early days of 3D graphics. 3D games weren’t just notable for looking more advanced than 2D games; they often featured completely different controls and mechanics.3D platformerslikeSuper Mario 64, fighting games likeVirtua Fighter, and action games likeTomb Raiderall marked a drastic departure from their 2D predecessors. Their differences caused many players to view early 3D games and 2D games as separate genres.

However, not every 3D game follows the same formula, and the “2.5D” label was initially invented to classify 3D games that stuck to 2D conventions. Games likeKlonoa: Door to Phantomileand theStreet Fighter EXseries stood out for ignoring trends and translating old-school game design into a new dimension.

It’s much harder to appreciate now, but 2.5D games were an important part of the industry’s transition to 3D gaming. At a time when 2D games seemed like a dying breed, and most 3D games were taking classic genres into radical new directions, 2.5D games kept the spirit of the 2D era alive. They retained everything players loved about 2D games while including the dynamic camera angles and large-scale environments that could only be achieved with 3D graphics.

The 2.5D label gradually lost its significance as 3D graphics began to dominate both 2D and 3D genres alike. Games likeNew Super Mario Bros.andStreet Fighter IVestablished 2.5D as the norm for 2D genres, while the psuedo-3D style quickly vanished afterQuakerevolutionized the FPS genrewith its true 3D graphics. Rather than trying to classify every new platformer or fighting game as a “2.5D game,” most players went back to categorizing games based on their gameplay rather than their visuals. The “2.5D” label was abandoned in favor of the simpler distinction between 2D and 3D genres.

Despite falling out of use once before, 2.5D continues to be an important identifier for video games, even if its meaning has changed in recent years. For some longtime gamers, 2.5D still refers to the pseudo-3D and 3D-rendered side-scrolling classics of earlier eras. For others, it refers to the hybrid of 2D pixel art and 3D worlds seen in many recent releases. No matter the definition, 2.5D has always existed to bridge the gap between old and new technologies—often making retro nostalgia seem like the way of the future, in the process.

Regardless of what “2.5D” means to you, 2.5D games have consistently innovated in unexpected ways, some of which have redefined entire genres. Whether it’s through the gorgeous blend of art styles seen in HD-2D games or the then-unprecedented presentation of pseudo-3D graphics, 2.5D games will likely continue to elevate video game visuals to new heights.