They suck for action games imo. I hate tank controls and the camera relative barely work as you walk between scenes
You know what would be even greater? If someone told me what OTS means.
Ohhh, this is interesting. I mean I like the original view, but it's works too.
The first Devil May Cry worked well enough
Hopefully they'll do 3 (aka my favorite Resi) this gen
Mostly just so that 0,1,2,3,4,5,6,7,CV,R1+R2 are all available at once in the same place
Ok I'm going to get this out of the way. I am ALL FOR the OTS. I think it's great and I don't think it subtracts from the horror vibe of RE like some may claim. I think RE2 REmake is a perfect example of this.I've heard and read and watched a lot of arguments in favor of fixed camera angles, and I think they objectively make sense, but I've always found playing actual fixed camera games to be less than the sum of their parts. They can create very memorable shots because you control exactly what the player is meant to see. I think those merits are worth speaking to. But I also think the restrictions they can bring regarding movement and combat are not worth the trade off depending on the kind of game you want to make.
It's hard to imagine the shooting systems as they currently exist in virtually any over the shoulder game working properly or correctly in a fixed camera format. If any game is series is going to experiment with selective camera angles again, I would prefer them design a combat system from the ground up.
I think a lock on system that let you selectively target fixed points on an enemy would be interesting. Hold L to lock on to the center point of an enemy. Then use the right stick in one of five directions (sort of like a star shape: head, left arm, right arm, left leg, right leg) and press R2 to fire. If you hold R1 you'll switch your lock on from one enemy to another enemy, which you can aid directionally with the right stick. The gunplay is digital, not analog, but with lots of options of where to shoot.
The star-shape pinpoint system would always be player relative. So whether the enemy is facing the camera or facing away from the camera you would always aim to your right or your left. This would allow a shooter to have dynamic gunplay with enemy weakpoints that could also be relatively fast-moving and strategic. You could quickly shoot a bunch of enemies in the leg, slowing their pace. You could shoot a bunch of enemies in weakpoints on their shoulders. You could aim for the center of the enemy with powerful weapons like a shotgun for maximum damage, or you could aim for the head with weak weapons to make the most of your shot. The lock on system ensures the aiming is easy and because the aiming is player-relative it's not hindered by the fixed camera.
But I don't think any major studio will truly go back to or experiment with fixed camera angles any time soon - or even again, for that matter. That's something I'd like the indie space to catch up to.
Games like RE3.5 (Hook man version) Silent Hill 0rigins, show us instances where the game uses static camera angles, but when your character prepares an attack, the camera whips in to an OTS view specifically for combat.
If you designed a game to function this way from the ground up, you could easily offer both fixed cameras AND OTS. You could even have a selection to play permanently in OTS should you desire.
RE games like Revelations and Dead Ain showed us that you could mix third and first person together in much the same way, and they worked stunningly well, without the camera transition being too jarring.
Completely agree with all of this.I agree that a hybrid camera (basically a standard camera and a combat camera) is another way to evolve on the concept. I actually had a separate section of my post where I proposed something similar but I edited out because I thought the post was too long.
I think the problem we are both getting at here is that fixed camera angles haven't been properly iterated on in many years. Their most recent forms are quite old, with few exceptions, and little experimentation has been done with the format. When someone says "fixed camera", I still think Resident Evil and Grim Fandango. Those are some old games. Good games, but old.
What it would take to being fixed camera angles back is simply determined experimentation. Somebody needs to set out to build a game around this perspective and design systems that compliment them.
Recreating the exact systems of their heyday, which is unfortunately some of only point of reference we have, is not the answer, in my opinion. That's why I'm glad that RE2 isn't an exact remake like RE1 was. REmake was excellent. But I don't know if it would keep being excellent if we continued to get releases based on strict systems designed 20 years ago.
Agreed.No, fixed camera angles is a lost art. It helps create and establish very specific moods. Just think of how iconic and mood-setting the camera work in Silent Hill 1's prologue was.
Fixed camera angles were unfortunately made extinct by the push to openworld and less linear games. Now over-the-shoulder is such a boring and trite convention that makes almost all games look similar from a visual-aesthetic perspective.
I miss fixed camera angles :'-(
Good thing RE2 and 3 were supposed to be survival horror and not action games, then. Once upon a time, at least. *sigh*They suck for action games imo. I hate tank controls and the camera relative barely work as you walk between scenes
No, fixed camera angles is a lost art. It helps create and establish very specific moods. Just think of how iconic and mood-setting the camera work in Silent Hill 1's prologue was.
Fixed camera angles were unfortunately made extinct by the push to openworld and less linear games. Now over-the-shoulder is such a boring and trite convention that makes almost all games look similar from a visual-aesthetic perspective.
I miss fixed camera angles :'-(
They should REngine REmake Code Veronica or RE3 with FIXED CAMERAS so that they will have a solution to fixed-cameras built in to the REngine moving forward and then use that to make an actual sequel that sports fixed cameras, first person and third person the same way GTA or Red Dead basically does that now.I think they should REngine everything including R3make, TEW, Last of Us, Dead Space, Gremlins 2....
Slightly off topic but with all Capcoms library hitting every system recently, why not the Outbreak games with actual online now Capcom? :(
Do you got yourself a list of the sales of the fixed camera games versus the OTS games?
It's a good indicator for what many more people want.
Totally. I still rather enjoyed them playing solo though. Would love to play them with my friends.Outbreak is a series that came too soon and ahead of its time :( , Shame the concept didn't boom at that time
People wouldn't be so cynical if they made good games in that perspective. RE2 looks great, but it'd be the first great OTS RE since 4.
I agree, they suck for action games.They suck for action games imo. I hate tank controls and the camera relative barely work as you walk between scenes