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RCmodeler

Best camera angle?

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Cameras are frustrating. It seems you can never get them where they need to be to see all the action, or else they move behind some annoying wall. Most people put the camera directly behind their character (Mario or Link or whoever).

 

Problem with that is what happens when the enemies are coming from directly behind you? Sneak attack! So placing the camera directly behind yourself is still not a perfect solution. Therefore, I submit that the absolute best camera angle is straight above, looking downward.

 

In essence, the same camera angle we had with 2D games like Berzerk and Link to the Past.

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Which is fine providing the enemy/ target is exactly at the same height as you. You can't compare 2 dimesions to 3.

 

I'd prefer a first person view in platformers. The only one I've played that does this is Jumping Flash (and, well, Quake:))

 

In driving games I always choose in-car view unless the handling is particularly bizarre.

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If you're playing a PS2 chances are you'll have trouble with the camera angles ( this is just based on my experiences with the games I've played on it, not one of my usual attempts to slam the PS2 :) ), but I prefer the behind the character, slightly above camera angle, with a strafe ability. Then you don't have to worry about sneak attacks so much.

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If there is the possibility for attacks from all sides...then I prefer top down as well (I just agreed with RCModeler...somebody stab me:P) Everything other possibility, either 1st person...or from the side 8)

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Which is fine providing the enemy/ target is exactly at the same height as you.  You can't compare 2 dimesions to 3.

 

I'd prefer a first person view in platformers.  

 

I prefer the 3rd person view. I recollect the jumps I had to do in Metroid Prime and Turok 2, and it was extremely difficult to know where the platforms stopped and started. It's better to be able to see your character's position in relation to the platforms... like Banjo-Kazooie and Mario Sunshine.

 

HEIGHT: When has the height of your enemy made any difference? It made no difference in Kingdom Hearts or Zelda: Wind Waker. I could have played both those games from a top-down perspective.

 

REAR ATTACKS: What made me think of this topic is the new Rare game called Ghoulies. You can be attacked from any direction (like Smash TV), and so you end up with a blind spot if they attack from the direction of the camera. For Ghoulies, the ideal position would be above & looking down.

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I'd prefer a first person view in platformers.  The only one I've played that does this is Jumping Flash

 

Metroid Prime seems almost like more of a platform game than an FPS to me, and it's first-person. Works very well I think. It can be hard to make precision jumps when you can't see your feet though, and looking down while running/jumping is kind of a pain in Metroid Prime.

 

I like the "rubber-band" camera that most platform games use, but there's so many games that throw the camera into chaos when it happens to come into contact with the wall. I think it's completely ridiculous when games won't let you control a 3rd person camera angle though, or when they limit your control over it. Sonic Adventure had a LOT of points in the game where you couldn't adjust the camera beyond a certain point, or it would gradually force it back to what the game thought was best (Sometimes forcing you to make jumps "into" or "out of" the screen that were almost impossible).

 

I actually thought that the camera in Super Mario Sunshine wasn't too bad... it could have been better, but I've seem games with much worse. I liked the way it would make things transparent when they were in the way.

 

--Zero

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I agree on Metroid Prime. It's quite easy to tell where you're going to land, as everything is very intuitive control wise. One of the best games I've ever played, and that's saying something.

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I actually thought that the camera in Super Mario Sunshine wasn't too bad... it could have been better, but I've seem games with much worse. I liked the way it would make things transparent when they were in the way.

 

 

The camera in Mario 64 was nearly perfect. I don't understand why companies don't simply copy that. You could move it 360 degress and at 3 different distances. I never had a problem orienting my camera to a good view.

 

METROID PRIME: It was very forgiving because Samus could jump so far... but if you have a platformer requiring pixel-perfect jumps (or else plunge to your death), then the first-person view doesn't work. I had 15 lives saved up in TUROK 2, and ran through all of them because I couldn't get past the platforming level! Argh!

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I don't think overhead is that great, because you're so limited in how far away you can see. That's why GTA3 is so much more playable than GTA2, or GTA3's overhead mode...you can look into the distance. I think 3rd person, putting the camera a little further back lets you "watch your back" as it were.

 

Metroid Prime's jumps were nicely forgiving. I think it was because you could jump off even after you were off the side of the platform. (Though with a 1st person mode, you sure can't do those spinning jumps that Samus did in the previous Metroids... that would be very confusing.)

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As long as the player-character can cast a shadow to help me determine where he/she is in relation to where I'm moving him/her in, then I prefer just using the behind-view mode. Although in some spots I may prefer having the camera positioned to the side of the player-character. I just hate when I get those occasional forced bad camera angles in some games; if a game has nothing but forced bad camera angles, I might as well not play it.

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I can tell you what the WORST is - Super Monkey Ball 2.

What, the one player mode? Does anyone play that?

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:sigh: I do. I'm a stubborn idiot. I've worked my way up to world 7 and completed half of the levels. It's insanely hard though. World 6 has a level called "narrow peaks" where the lack of camera control makes it damn near criminal to play. You have to line your ball up right down the middle of these tiny bridges because if you aren't straight down the center you fall off, and you have to be going straight to pick up enough speed to get over the "peak" at the top. If you could roll your ball into place and use the C stick to face the camera the right way no problem, but since the camera only moves when you do by the time you're facing the right way you're either too close or too far off. ARRRRRRRRRRGH.

 

The worst part is that the tutorial in attract mode says, "your camera follows you when you move, SO REMEMBER THAT!" Jesus f#%#% Christ, how the BLUE HELL could I forget?

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The best camera angle in a video game?  One that bloody well stays still instead of traveling all over the place faster than you can say "Cambot!  Give me rocket number 9!"

 

You may think that, until you play Dino Crisis 3

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The worst part is that the tutorial in attract mode says, "your camera follows you when you move, SO REMEMBER THAT!"  Jesus f#%#% Christ, how the BLUE HELL could I forget?

I've always found Monkey Ball single player difficulty to ramp up unmercifully, and generally just exist as an anoyance to unlocking the multiplayer goodness. (One time I just played the beginner mode over and over and over in "Picture in Picture" mode and watched a movie at the same time....multiplayer locked content sucks)

 

They probably went crazy trying to simplify the control, but they should let you switch between 3 or 4 camera modes:

-current "intertia" mode

-camera locked at current absolute angle, adjustable w/ yellow stick

-camera stays exactly where it is now

 

maybe if there's a 3 they'll improve it.

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They'd sure as heck better improve it. The camera options you suggest sound like a good idea. The lack of ANY options is a bad idea. I love the game, but I freaking hate the mother-grabbing camera.

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That would depend on the type of game I'm playing.

 

Adventure/actionplatformer I like it a little behind, like Mario, or Spyro.

First Person Shooters/Racers I like, well, First person, or bumpercam as it's called useually in racers.

Fighters Side view. 3D doesn't work to good on many fighters.

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