Camera Controls (Or Lack Of)

Recommended Videos

Something Amyss

Aswyng and Amyss
Dec 3, 2008
24,759
0
0
So.

I picked up Enslaved in the PSN store sale because I had wanted to try it and it was cheaper than a renta. Or what a rental would be if the remaining rental place in town had it. I don't get too far into it before it starts pulling off screens where you can't really change the camera angle or anything. It reminds me of a throwback to 90s games before dual analogue sticks were all the rage, and let me tell you, I did not miss it.

I mean,. not every genre needs it or should necessarily have it. 2D platformers don't inherently benefit, but 3D platformers, especially when the angles are pretty horrible (another throwback to the 90s) seem thoroughly unforgivable in a modern game. I haven't seen a camera angle as bad as the ones from the 90s where you can literally accidentally run back and forth between two rooms by pressing one direction, but they're pretty bad.

So seriously, did anyone else NOT miss this? I don't see the point in doing it. I especially don't see the point because those fixed platforming scenes so far have been completely pointless, but maybe that changes. When I see one, my reaction is usually to try and change the camera, only to be jarred by the camera rubber banding back into place after some trivial movement.

Aggh. I just....It's not a dealbreaker for a game in itself, but it strikes me as the exact sort of thing we should have tried to breed out of gaming.
 

an annoyed writer

Exalted Lady of The Meep :3
Jun 21, 2012
1,409
0
0
I always hated fixed camera angles, and I know exactly what you mean about Enslaved there. Not a bad game, but those fixed angles made me want to put it down when I first started it. I also disliked the Devil May Cry series for that reason.
 

Axmak

New member
Nov 16, 2013
20
0
0
delta4062 said:
MGS 1, 2 and versions of 3 have fixed angles and the games still work fine.
The difference there is the fact that up till then, the MGS series was mostly top-down, you didn't really need a camera control.

I always hated fixed cameras with a passion, I mean we have two analog sticks now, even on half the major handhelds, why don't we freaking use them!?

I'm now having terrifying flashbacks to the horror that was the final level in Psychonauts.
 

Casual Shinji

Should've gone before we left.
Legacy
Jul 18, 2009
20,519
5,335
118
The God of War games made it work fine, but that's really the only example I can think of.

I remember Assassin's Creed 2 locking the camera at certain puzzle platforming bits, and it made me miss ledges half of the time.