PHYSICS TEACHING / CONCEPT GUIDE
Have You Ever Seen Yourself in the Crystals of the Great Crater of Paldea?
When a game image violates basic physics, a physics teacher’s soul automatically catches fire.
This article begins with a strange image from Pokémon Scarlet and Violet: when the player character stands with their back to one of the mirror-like crystals in the Great Crater of Paldea, the reflection somehow shows the character’s face. To find out what is wrong, the article works from reflection and the law of reflection through specular and diffuse reflection, then into plane-mirror ray diagrams and image properties before ending with an edited “physics-correct” version of the game image.
- Finding the problem in the game image
- The Great Crater crystals behave visually like reflective mirror surfaces
- The character faces away from the crystal, yet the reflection shows their face
- Reflection and types of reflection
- Angle of incidence equals angle of reflection
- Specular and diffuse reflection both obey the same law, but surface geometry distributes reflected rays differently
- Plane-mirror imaging
- Backward extensions of reflected rays locate a virtual image behind the mirror
- Object distance equals image distance and image size equals object size; the familiar idea of “left-right reversal” needs a reference-frame qualification
- Returning to the Pokémon physics bug
- If the character’s back faces the mirror, a physically reasonable reflection should primarily show the back of the head and body
- The article ends with an edited image showing a version more consistent with plane-mirror imaging
Introduction and Background
You might be wondering, “Wait—what kind of problem is this? What does it have to do with science?”
Here is what happened. About a year earlier, I had just bought Pokémon Scarlet and Violet. I streamed myself playing while casually poking fun at the occasional little bug and graphical glitch.
To be fair, those little bugs were minor. They did not really hurt the overall experience.
Before getting to the physics, I should briefly introduce the setting of Pokémon Scarlet and Violet so the rest of the article makes more sense.
Pokémon Scarlet and Violet are set in a region called Paldea.
Paldea is a fictional region with many natural environments, including lakes, grasslands, and snowy areas. One of its most distinctive features is the enormous hole in the middle of the map known as the Great Crater of Paldea [1] .
What is actually inside the Great Crater is… wait, that would spoil too much. Let us keep it simple: the crater contains a surprisingly rich environment and ecosystem, and one area is filled with large, mirror-like crystals.
While I was happily absorbed in the world and story of Pokémon Scarlet and Violet and wandering around the map, I suddenly saw an image that completely pulled me out of the game.
That reflection is completely inconsistent with ordinary geometrical optics. The high-school physics teacher inside me immediately caught fire, and somehow I became very serious while playing a video game.
And that is how this article was born.
The Great Crater Crystals and Plane-Mirror Imaging [2]
Analyzing the Imaging Behavior of the Great Crater Crystals
Let us set aside the chemical nature of the crystals in the Great Crater—and also set aside the possibility that the whole thing is simply magic.
These crystals appear to have flat, smooth surfaces. When the character stands in front of one, the image looks almost identical to the character and does not show obvious distortion.
So, for the purpose of this analysis, we can treat these crystals as having mirror-like optical behavior.
That means the image formed when the character stands in front of the crystals can be analyzed using the basic principles of plane-mirror imaging.
Basic Terms for Plane-Mirror Imaging
Before discussing the properties of plane-mirror images, we need a few basic terms related to image formation.
These terms also apply more broadly to images formed by mirrors and lenses, not only plane mirrors.
Object: something that either emits light or reflects light.
Image: an optical image formed after light emitted or reflected by an object is reflected by a mirror or refracted by a lens. If the rays actually converge, the result is a real image; if only their backward extensions appear to originate from a location, the result is a virtual image. [6]
Object distance: the distance between the object and the mirror.
Image distance: the distance between the image and the mirror.
Why Can We See Ourselves in the Crystal?
The Great Crater is extremely deep, but some light still reaches the bottom—at least according to the game—and equipment in the crater also provides illumination. Humans do not emit visible light on their own, but we do reflect the ambient light around us.
So the player character standing in front of the crystals should be treated as an object reflecting ambient light, not as a self-luminous light source. [5]
When light reflected from us reaches surrounding materials, several things can happen, including reflection, refraction, and absorption of light energy.
Suppose we call the original environment of the light medium 1 and the material it encounters medium 2. The boundary between them is the interface.
Part of the incident light can be reflected at the interface and return to the original medium. This is reflection.
Another part of the light can enter the second medium. That transmitted ray is refracted, and the phenomenon is called refraction.
The character can see an image because ambient light reflects from the character, reaches the mirror-like crystal surface, and is reflected again into the observer’s eyes.
In other words, the reason we can see ourselves in front of the crystal is fundamentally the reflection of light from that large reflective surface.
Reflection, the Law of Reflection, and Types of Reflection
Since seeing ourselves in the crystal depends on reflection, let me spend a little more time on how reflection works before moving on.
At the point where a ray strikes the interface, draw a line perpendicular to the surface. This is the normal—the dashed line in the previous figure. Reflection follows the law of reflection: the angle of incidence, measured between the incident ray and the normal, equals the angle of reflection, measured between the reflected ray and the normal.
If a bundle of parallel rays strikes a smooth mirror surface, the surface normals are aligned, so the reflected rays remain parallel. This is specular reflection [3][5] .
Not every surface is as smooth as the crystal. On a rough surface, each ray still obeys the law of reflection locally, but the surface normals point in different directions, so the reflected rays spread out. This is diffuse reflection [4] .
Properties of Plane-Mirror Images
We have argued that the character can see an image in the giant crystal because of mirror-like reflection. So next, let us look at some important properties of images formed by a plane mirror.
Plane-mirror imaging follows the law of reflection. To locate the image, we can draw any two rays from the same point on an object and trace how they reflect from the mirror.
The incident and reflected rays must, of course, satisfy the law of reflection: the angle of incidence equals the angle of reflection.
If we extend the two reflected rays backward behind the mirror, their extensions intersect at a point. That point locates the image formed by the plane mirror.
From the geometry, the perpendicular distance from the object to the mirror equals the perpendicular distance from the image to the mirror. In other words, object distance equals image distance, and the image has the same size and shape as the object.
If you stand in front of a mirror and raise your right hand, the image seems to raise its left hand. High-school physics often describes this as “left-right reversal.” More precisely, however, a plane mirror reverses the direction perpendicular to the mirror—the front-back axis. “Left-right reversal” is the intuitive description we get from comparing ourselves with the image while facing it. [7]
So What Is Wrong with the Reflection?
We have spent quite a bit of time on reflection and the properties of plane-mirror images.
Using the way the character appears in front of the crystal, we have treated the crystal as a mirror-like surface whose image should follow ordinary reflection and plane-mirror imaging.
Now we can finally return to the original question: what exactly is wrong with that first screenshot of my character standing in front of the crystal?
I simplified the character into a basic diagram below. Because the character is standing with their back to the mirror and a human body has thickness, the back of the head is closer to the mirror while the face is farther away.
From the diagram, the reason becomes clear. Because object distance equals image distance, the image of the back of the head should lie closer to the mirror, while the image corresponding to the face should lie farther behind it.
Those parts overlap along the viewing direction, so the face should not suddenly become visible. A third observer looking at this setup should primarily see the back of the character’s head in the mirror.
So if the giant crystal really behaves like an ordinary plane mirror, the scene should look more like the version below.
There is another issue as well: a plane-mirror image should be the same size as the object. The original game image does not match the character’s apparent size, so I also adjusted the image scale slightly when editing the screenshot.
The edited result looks much more consistent with ordinary plane-mirror imaging—and that is why the original scene felt so wrong to me when I first saw it in Pokémon Scarlet and Violet.
Conclusion
This article began with a scene from Pokémon Scarlet and Violet and used the visible behavior of the crystal to model it, for the purpose of analysis, as a mirror-like surface.
We then used the law of reflection and the properties of plane-mirror images to explain why the character’s reflection is inconsistent with that model, and used an edited screenshot to show a version that better matches the physics.
Of course, the entire analysis rests on one very important assumption: that this part of the Pokémon world follows physics close enough to the real world for ordinary geometrical optics to apply, rather than operating by pure magic.
If it really is a magical world, then plenty of real-world scientific rules may not apply—and this whole analysis would need to be reconsidered. That caveat matters!
I hope slipping a little serious science into a lighthearted game gives you a useful intuition for light, reflection, and the basic properties of plane-mirror images.
References
[1] Pokémon Scarlet and Violet - Wikipedia (Chinese), URL:https://zh.wikipedia.org/wiki/%E5%AF%B6%E5%8F%AF%E5%A4%A2_%E6%9C%B1%EF%BC%8F%E7%B4%AB
[2] Walker, J., Halliday, D., & Resnick, R. (2011). Fundamentals of physics. Hoboken, NJ: Wiley.
[3] Specular Reflection - Wikipedia (Chinese), URL:https://zh.wikipedia.org/wiki/%E9%8F%A1%E9%9D%A2%E5%8F%8D%E5%B0%84
[4] Diffuse Reflection - Wikipedia (Chinese), URL:https://zh.wikipedia.org/wiki/%E6%BC%AB%E5%8F%8D%E5%B0%84
[5] The Law of Reflection - College Physics 2e, OpenStax,URL:https://openstax.org/books/college-physics-2e/pages/25-2-the-law-of-reflection
[6] Image Formation by Mirrors - College Physics, OpenStax,URL:https://openstax.org/books/college-physics/pages/25-7-image-formation-by-mirrors
[7] Image Characteristics of Plane Mirrors - The Physics Classroom,URL:https://www.physicsclassroom.com/Class/refln/u13l2b.cfm
FAQ
This article deliberately sets aside the crystals’ chemistry and any magical explanation. Based only on the game image, the surface looks flat and smooth and produces an almost undistorted reflection, so it is treated as an approximate plane mirror for a geometrical-optics analysis.
Both obey the law of reflection. When parallel rays strike a flat, smooth surface, the local normals are aligned and the reflected rays remain regularly directed, producing specular reflection. On a rough surface, the local normals vary, so the reflected rays spread in many directions, producing diffuse reflection.
At the high-school level used here, a plane mirror forms a virtual image behind the mirror, with image distance equal to object distance and image size equal to object size. We often say the image is “left-right reversed,” but more precisely the front-back direction perpendicular to the mirror is reversed.
If the crystal behaves like an ordinary plane mirror, the character’s back is the side facing the mirror and the virtual image must be constructed from the light that actually reaches the mirror. A reasonable reflection should therefore primarily show the back of the head and body, not a direct view of the face as in the game screenshot.
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Recommended Next Step
This article starts with a Pokémon game image and works all the way back to the law of reflection and plane-mirror imaging—the core ideas of geometrical optics in high-school physics. If you want to do more than memorize a few mirror properties, Wakame’s High School Physics Online Course uses animation and gradually scaffolded problems to help you connect ray diagrams, visual reasoning, and problem-solving logic step by step.
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