![Resident evil camera angles](https://cdn-ak.f.st-hatena.com/images/fotolife/g/greathigh-power/20200126/20200126193909.jpg)
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Think of them as looking through security cameras, or any kind of camera that doesn’t move. The best example is Resident Evil or Silent Hill – it’s true that the term “fixed camera angle” is a bit vague (most are fixed to some location or another), so I hope that clarifies it. There are multiple cameras throughout the game, and the view will switch between these as the player moves about. This post is going to be a (relatively) short look at the benefits and costs of using them.įor clarity, a “fixed camera angle”, as far as I’m concerned, is a camera in third-person games that otherwise grant fully 3D movement to the player. Partly as a result of that, I’m sure, fixed cameras are largely a thing of the past.
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Most games give players a large degree of control over their cameras – whether first or third person, it’s intuitive that the player should be able to change where they’re looking, as they can in reality. Today’s post is on Fixed Camera Angles, most commonly associated with the earlier Resident Evil and Silent Hill games. Still nameless, but I’m hoping to rectify that before the next post.
![Resident evil camera angles](https://cdn-ak.f.st-hatena.com/images/fotolife/g/greathigh-power/20200126/20200126193909.jpg)