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This disgarees with you.
Now, in most old games that used it, it was a way to fake 3d. Here, it's used simply for perspective, but real 3d models are probably being used. Unfortunately, it makes exact depth hard to read, and in games like Solstice, it meant long jumps into the void were MUCH harder to guess; the blocks didn't have different sizes to show depth, so a block that was much higher towards the front of the screen might look like it was actually near the ground towards the back of the screen. With real 3d models we can avoid that, I think. Don't see much of this anymore.
$VDrake77: You can't disagree, not really. Isometric perspective is a very specific, clearly defined thing. A perspective either is or is not isometric. See:
https://en.wikipedia.org/wiki/Isometric_projection
It's easy to forgive ignorance from consumers, but developers should be held to a higher standard.
The word "isometric" combines "iso," which means "equal," and "metric," which means "measurement. It *literally* means "equal measurement."
It is a pointless discussion, but that's only because people seem to think that there's room for personal opinion here--spoiler alert, there's not.
As for the popular (incorrect) interpretation of what "isometric" means... I mentioned that in the original post--many people conflate all top-down games as being isometric. But all you have to do is look at the screenshots to see that this game does not use a top-down viewpoint.
http://www.ltps.org/webpages/lrush/photos/888059/3_1_Axonometric.jpg
And these are all forms of parallel projection we're talking about. And then there are screenshots of the game, like this one:
http://cdn.akamai.steamstatic.com/steam/apps/345480/ss_5b5761dbc288f7bb8c30752501b2b9376d86a088.1920x1080.jpg?t=1464090638
...And if there's any kind of parallel projection going on there, it's far too subtle for my eyes.