RE: talking about camera

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one of most important part of a game is camera system.

In 2d games we can say the camera system isn't much hard to control. You can easily use static camera which move with player or in some advance could be moved by player in some situations.

BUT when it comes to 3d you can't just put a camera behind the player and give control to them!
Why? Well in 3d other object or even enemies could blind player view.

Let's talk about some good examples:

Fixed camera angle:
from RE 1 to 3.
Resident_Evil_2_RPD.png

In horror franchises like resident evil
, Silent hill this special camera system always had and have a sepcial place.

The horror you can't see corners and feel fear what's near you which you can't see. This camera system keep player feel unsafe while they exploring rooms and corridors.

Helping player to find items and puzzels with a better look. Yes they coukd use siometric camera but it couldn't boost fear atmosphere for player as angle system.
police-station-courtyard-live-selection-fight.png

this is one of most iconic fight of re3 the nemesis first encounter. As you can see the nemesis is so fast and for run away from him you move around the map. As the camera move you can't see nemesis and you don't know is he near or is he far? Nemesis has a tentacle grab,which he use it in middle range.this powerful attack make player to keep running around and try dodge attack.

fixed camera angle is a annoying camera view but still powerful and if it's use on right location.

isometric camera
from RE 4 to 6.
Resident_Evil_4_Ganado_village.png

Better camera system for shooter fans. Unlike fixed camera angle you can check every single location and look where ever you want!

More freedom and better exploring with a nice change for shooting mode make this camera system very good for fighting and exploring areas.

This camera system was a great choice for RE4. We don't play inside a small corridors or long streets feeled with walking corpes. This time we move in a very bigger area which don't have much location or angle for fixed camera view.

This camera view also used in silent hill origin but not good as this one.

this camera view made RE4 one of best games on franchise for a long time but it couldn't save RE5 and RE6 because of adding to much guns!

First person camera:
from RE 7 to RE 8 village.
33N4VYVhdMFYBbF2e8PDLD-970-80.jpg.webp

One of greatest change in whole series was this camera system. So many same stuffs like same characters or elements but this camera system save whole franchise from the call of evil made in RE5.

first person camera system has the good fighting and exploring of isometric and limited view of fixed angle camera.

With good points of both and good story,RE 7 become one of best game of RE series.

This camera view make finding key items easier and keep bonus items hidden as well.

You can't trust to your back,and so many scenarios improved by this camera system. For example jqck baker breaking wall and come to life after the car crash or police officer get killed.

If they where in isometric or fixed angle camera some part woukd spoil or don't have the smae fellimg as first perso.

effects and actions of fighting make the gameplay better and better for player.

END:

the camera view could improve your gameplay or make it bad. No matter how much hard you try. It woth nothing when people look in wrong location.

Hope it helps and happy to see what do you think.

P.V: you read whole of this? Glad to hear,hope it helps and remind good old days.
 
Never liked fixed camera angle. Resident Evil games were "ugh" to play until 4th game but 1st and 3rd game are fun and especially 3rd game is a really great game. I especially liked to explore different outcomes of some situations depending on what you choose. It added replay value and opportunity to get different tastes in the story. Since 4th game the RE games themselves "ugh" lol. They even ruined RE3 Remake by not including tons of content the original had so me crying. ::sadkirby
 
Never liked fixed camera angle. Resident Evil games were "ugh" to play until 4th game but 1st and 3rd game are fun and especially 3rd game is a really great game. I especially liked to explore different outcomes of some situations depending on what you choose. It added replay value and opportunity to get different tastes in the story. Since 4th game the RE games themselves "ugh" lol. They even ruined RE3 Remake by not including tons of content the original had so me crying. ::sadkirby
Fixed camera system make me sick in re2 for crews corridor first time I check everyplace for ammo. When I find some on corpes of police officer in crew corridor suddenly they break in and I lost my cobtrol and don't know where to run,even shot some bullets!


Yeah re3 remake was really bad. Seriously we buy game for nemesis but now everyone owned him as they want! Carlos use RPG? also it dogs form remind me tigerx not resident evil. Did you know in easy and normal nemesis die immediately by a grand?
Also this video explained how they destroy him!
 
Good analysis. Anyway, yes, before I hit like (or any other reaction) on a thread or comment, I obviously read everything first!
 
Yeah re3 remake was really bad. Seriously we buy game for nemesis but now everyone owned him as they want! Carlos use RPG? also it dogs form remind me tigerx not resident evil. Did you know in easy and normal nemesis die immediately by a grand?
Also this video explained how they destroy him!
It really seems like Crapcom developed RE3 Remake by sticking to assets from RE2 Remake as much as possible without wasting budget to create new assets and they just watched random original RE3 playthrough to learn "how the original was" by skipping the video a lot and just making the remake seem like the original but it's a very pointless remake.

I don't see the point of a remake that doesn't actually improve the original. For example RE2 Remake improves the original but fans may hate the way the game got easier, and then RE3 Remake cuts too much content and makes the game so easy. In the original Nemesis could appear anytime but it was rather so random you restart the game again and again but where and when Nemesis may show up is so different. In the remake Nemesis shows up in fixed places and when he does he is no threat at all lol. Well yeah the game has "difficulty" option but in new games hardest difficulty is usually "one shot kills you but enemies are bullet sponges with unnatural good skill to kill you" which I don't call this hard, it's unfair lol.

Now they make games so easy it's like there is nothing to play. For example when I played CyberJunk 2077 I could easily dodge bullets by just simply walking lol. Making games easier and making game unfair for "hard" difficulty is a really nonsense aspect of new games.
 
In 2d games we can say the camera system isn't much hard to control. You can easily use static camera which move with player or in some advance could be moved by player in some situations.
I agree with what you say about 3d cameras but you shouldn't be so dismissive of the nuances around 2d cameras. The way a camera follows a 2d character can vary a lot more than you'd think and can be used in different ways. Super Metroid is full of hidden scroll blocks that restrict the camera in different ways in different rooms either to conceal secrets or add dramatic effect before revealing something. Hollow Knight uses a lot of the same kinds of camera scrolling tricks. The camera scrolling in the classic Sonic the Hedgehog games was finetuned by the developers to convey a sense of speed when Sonic starts moving fast buy still allows the player to mostly see what's happening on the screen, until you go so fast you briefly fly off the screen. All of that was a conscious decision by the developers. Just because there's one less dimension doesn't mean 2d cameras aren't an equally important consideration in your game design.
 
The camera scrolling in the classic Sonic the Hedgehog games was finetuned by the developers to convey a sense of speed
Poor camera cannot keep up with Sonic's speed lolol.
 
Camera shouldn't be a concern to the player, that's ultimately the goal but we've driven game design to a point where controlling it is almost essential for someone's enjoyment.

and RE4 isn't an isometric camera, where did you even read that??
 
I unironicalloy love tank controls and fixed camera angles in horror games.
Tank controls because it adds so much to the tension (to me) when you have to be economical and mindful of your movement, especially when most enemies are faster than you, and makes crowds of slow lumbering zombies scarier to navigate.
Fixed camera angles because it makes for a suspenseful feeling, like you're not in total control, which helps with the scary-factor alot. Stuff can be moving ahead of you without you knowing it and forces you to explore, and the way it forces the environment to be interpreted in a particular way makes for cool setups and traps and the like.
 

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RE: talking about camera

one of most important part of a game is camera system.

In 2d games we can say the camera system...
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