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* In the first two ''SaintsRow'' games when in aiming mode (otherwise it's just free movement). ''The Third'' places the camera over the shoulder at all times.
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* In the first two ''SaintsRow'' ''VideoGame/SaintsRow'' games when in aiming mode (otherwise it's just free movement). ''The Third'' places the camera over the shoulder at all times.
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* The video game version of ''TomorrowNeverDies'' opted to use this perspective rather than ''[[Videogame/GoldenEye1997 GoldenEye 007's]] First-Person perspective.
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* The video game version of ''TomorrowNeverDies'' opted to use this perspective rather than ''[[Videogame/GoldenEye1997 GoldenEye 007's]] 007's]]'' First-Person perspective.
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* The video game version of ''TomorrowNeverDies'' opted to use this perspective rather than ''Videogame/GoldenEye007'''s First-Person perspective.
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* The video game version of ''TomorrowNeverDies'' opted to use this perspective rather than ''Videogame/GoldenEye007'''s ''[[Videogame/GoldenEye1997 GoldenEye 007's]] First-Person perspective.
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* The video game version of ''TomorrowNeverDies'' opted to use this perspective rather than ''Videogame/GoldenEye007'''s First-Person perspective.
* Similarly, ''EverythingOrNothing'' featured an over the shoulder perspective.
* Similarly, ''EverythingOrNothing'' featured an over the shoulder perspective.
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* MassEffect uses this during the combat sections, while exploration sections used free-flying third-person.
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* MassEffect Franchise/MassEffect uses this during the combat sections, while exploration sections used free-flying third-person.
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* Similar to the ''Resident Evil'' games, the ''VideoGame/FatalFrame'' series has also replaced its former FixedCamera with this new perspective since the fourth game.
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Compare CameraLockOn, FreeRotatingCamera.
Contrast FixedCamera.
Contrast FixedCamera.
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Compare and contrast CameraLockOn, FreeRotatingCamera.
Contrast FixedCamera.FreeRotatingCamera, FixedCamera, FreelookButton.
Contrast FixedCamera.
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* ''VideoGame/{{Contra}} III: The Alien Wars'' does this in the TopDownView stages.
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* ''VideoGame/TheElderScrolls'' games when in third person view.
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* ''VideoGame/TheElderScrolls'' ''Franchise/TheElderScrolls'' games when in third person view.
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* Became a standard in ''ResidentEvil'' games since ''ResidentEvil4'' (pictured).
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* Became a standard in ''ResidentEvil'' ''Franchise/ResidentEvil'' games since ''ResidentEvil4'' ''VideoGame/ResidentEvil4'' (pictured).
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* ''VideoGame/CallOfDuty: World at War'' did the same for its tank level, in which the tank controlled similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission and controlled more like an actual tank (i.e. the "Forward" button always moved the tank body in the direction it is oriented in).
to:
* ''VideoGame/CallOfDuty: World at War'' did the same for its tank level, in tanks, which the tank controlled similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission and controlled more like an actual tank (i.e. the "Forward" button always moved the tank body in the direction it is oriented in).in, though the player could hold Jump to force the body to realign itself with the turret while moving though).
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Resident_Evil_4_Shoulder_4661.jpg]]
[[caption-width-right:350:Want to get a good angle on that.]]
[[caption-width-right:350:Want to get a good angle on that.]]
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[[caption-width-right:350:Want to get a good angle on
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* Became a standard in ''ResidentEvil'' games since ''ResidentEvil4''.
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* Became a standard in ''ResidentEvil'' games since ''ResidentEvil4''.''ResidentEvil4'' (pictured).
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Resident_Evil_4_Shoulder_4661.jpg]]
[[caption-width-right:350:Want to get a good angle on that.]]
[[caption-width-right:350:Want to get a good angle on that.]]
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namespace Changing!
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* The bonus levels in ''SonicTheHedgehog2'' and ''VideoGame/Sonic3AndKnuckles''.
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* The bonus levels in ''SonicTheHedgehog2'' ''VideoGame/SonicTheHedgehog2'' and ''VideoGame/Sonic3AndKnuckles''.
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* In the "Lock-Strafe" mode in the ''RatchetAndClank'' games.
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* In the "Lock-Strafe" mode in the ''RatchetAndClank'' ''VideoGame/RatchetAndClank'' games.
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* ''GrandTheftAutoIV'' has this as an available camera option.
* ''ElderScrolls'' games when in third person view.
* ''ElderScrolls'' games when in third person view.
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* ''GrandTheftAutoIV'' ''VideoGame/GrandTheftAutoIV'' has this as an available camera option.
*''ElderScrolls'' ''VideoGame/TheElderScrolls'' games when in third person view.
*
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* ''CallOfDuty: World at War'' did the same for its tank level, in which the tank controlled similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission and controlled more like an actual tank (i.e. the "Forward" button always moved the tank body in the direction it is oriented in).
to:
* ''CallOfDuty: ''VideoGame/CallOfDuty: World at War'' did the same for its tank level, in which the tank controlled similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission and controlled more like an actual tank (i.e. the "Forward" button always moved the tank body in the direction it is oriented in).
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* ''MetalGearSolid4GunsOfThePatriots'', when aiming guns in third-person mode.
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* ''MetalGearSolid4GunsOfThePatriots'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', when aiming guns in third-person mode.
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* ''GrandTheftAutoIV'' has this as an available camera option.
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* ''CommandAndConquer: Renegade'''s tanks actually have two camera settings of this manner - the default ties the camera to the tank body, with the turret able to aim away from the center of the screen, while the alternate ties it to the turret, allowing the tank to engage targets to its side or rear while moving away.
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* ''CommandAndConquer: Renegade'''s ''VideoGame/CommandAndConquerRenegade'''s tanks actually have two camera settings of this manner - the default ties the camera to the tank body, with the turret able to aim away from the center of the screen, while the alternate ties it to the turret, allowing the tank to engage targets to its side or rear while moving away.
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Namespace stuff Fixing!!
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* ''FZero'' uses this view.
to:
* ''FZero'' ''VideoGame/{{F-Zero}}'' uses this view.
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* The third person view in ''{{Fallout 3}}'' and ''FalloutNewVegas''.
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* The third person view in ''{{Fallout ''VideoGame/{{Fallout 3}}'' and ''FalloutNewVegas''.''VideoGame/FalloutNewVegas''.
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* ''VideoGame/AsurasWrath'' has the camera turn to this when ever Asura is shooting projectiles during a battle on the ground (That isn't a running shooter section)
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the Namespace
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* ''{{VideoGame/Brandish}}'' is a rare example of a sprite-based TopDownView game that does this trope. The game actually loads four level maps per area, and when the player turns, it switches to the map in that direction.
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* ''{{VideoGame/Brandish}}'' ''VideoGame/{{Brandish}}'' is a rare example of a sprite-based TopDownView game that does this trope. The game actually loads four level maps per area, and when the player turns, it switches to the map in that direction.
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* Oddly for the post-3D ''DukeNukem'' franchise, ''Zero Hour'' uses this perspective.
* ''{{BattleTanx}}'' used this perspective, with the slight variation in that the view is tied to the orientation of the gun turret, not the tank body; this becomes apparent when switching the control scheme to "Arcade Mode".
* ''{{BattleTanx}}'' used this perspective, with the slight variation in that the view is tied to the orientation of the gun turret, not the tank body; this becomes apparent when switching the control scheme to "Arcade Mode".
to:
* Oddly for the post-3D ''DukeNukem'' ''VideoGame/DukeNukem'' franchise, ''Zero Hour'' uses this perspective.
*''{{BattleTanx}}'' ''BattleTanx'' used this perspective, with the slight variation in that the view is tied to the orientation of the gun turret, not the tank body; this becomes apparent when switching the control scheme to "Arcade Mode".
*
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* ''Xtreme G Racing'' games had this as the default view
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* ''Xtreme G Racing'' games had this as the default view view
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* ''{{God Hand}}'' makes use of this camera method in a Beat Em' Up. It works surprisingly well, too.
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* ''{{God Hand}}'' ''GodHand'' makes use of this camera method in a Beat Em' Up. It works surprisingly well, too.
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* ''DeadSpace''
to:
* ''DeadSpace''''Franchise/DeadSpace''
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* ''MaxPayne'' and its sequel use traditional first-person controls for their third-person gameplay.
to:
* ''MaxPayne'' ''VideoGame/MaxPayne'' and its sequel use traditional first-person controls for their third-person gameplay.
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* ''StarWars: [[DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped at all in ''Jedi Academy'' (''Jedi Outcast'' still allowed first-person lightsaber combat, but only in singleplayer).
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* ''StarWars: [[DarkForcesSaga [[VideoGame/DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped at all in ''Jedi Academy'' (''Jedi Outcast'' still allowed first-person lightsaber combat, but only in singleplayer).
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* ''WolfQuest'' uses this by default, but it allows you to [[FreeRotatingCamera rotate the camera]] as well.
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* The bonus levels in ''SonicTheHedgehog2'' and ''Sonic3AndKnuckles''.
to:
* The bonus levels in ''SonicTheHedgehog2'' and ''Sonic3AndKnuckles''.''VideoGame/Sonic3AndKnuckles''.
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Changed line(s) 27 (click to see context) from:
* ''StarWars: [[DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped by ''Jedi Outcast'' multiplayer.
to:
* ''StarWars: [[DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped by at all in ''Jedi Academy'' (''Jedi Outcast'' multiplayer.still allowed first-person lightsaber combat, but only in singleplayer).
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* ''CallOfDuty: World at War'' did the same for its tank level (earlier tank levels in the series were played in first-person like every other mission).
to:
* ''CallOfDuty: World at War'' did the same for its tank level (earlier level, in which the tank controlled similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission).mission and controlled more like an actual tank (i.e. the "Forward" button always moved the tank body in the direction it is oriented in).
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* In the ''SaintsRow'' games when in aiming mode (otherwise it's just free movement).
to:
* In the first two ''SaintsRow'' games when in aiming mode (otherwise it's just free movement).movement). ''The Third'' places the camera over the shoulder at all times.
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* ''StarWars [[DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped by ''Jedi Outcast'' multiplayer.
to:
* ''StarWars ''StarWars: [[DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped by ''Jedi Outcast'' multiplayer.
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How is simply where you place the camera an effect on a video game where you can alter how time flows?
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* ''MaxPayne'' and its sequel use traditional first-person controls for their third-person gameplay, and modding the games to force a first-person perspective makes the two games surprisingly realistic.
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* ''MaxPayne'' and its sequel use traditional first-person controls for their third-person gameplay, and modding the games to force a first-person perspective makes the two games surprisingly realistic.gameplay.
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* ''MaxPayne'' and its sequel use traditional first-person controls for their third-person gameplay, and modding the games to force a first-person perspective makes the two games surprisingly realistic.
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* ''{{Brandish}}'' is a rare example of a sprite-based TopDownView game that does this trope. The game actually loads four level maps per area, and when the player turns, it switches to the map in that direction.
to:
* ''{{Brandish}}'' ''{{VideoGame/Brandish}}'' is a rare example of a sprite-based TopDownView game that does this trope. The game actually loads four level maps per area, and when the player turns, it switches to the map in that direction.