History Main / CameraScrew

26th Jan '16 12:11:15 PM CountDorku
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* In ''VideoGame/FinalFantasyXIII'' the camera is actually programmed to rotate to one side or the other as you're walking to [[SceneryPorn show off the admittedly impressive scenery]], which can make getting around a bit irritating. It also spins around during battles, but due to the combat system being unable to see who is where and being attacked by what is only mildly inconvenient.
12th Jan '16 7:11:37 PM nombretomado
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doubled example
* The camera in ''Franchise/{{Highlander}}: Last of the [=MacLeods=]'' is all over the place, jumping to new angles multiple times in the same area. It's so bad, it left the game and stopped [[WebVideo/TheSpoonyExperiment Spoony]] from [[http://spoonyexperiment.com/2010/10/19/highlander-last-of-the-macleods/ leaving his own bathroom]].
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* The camera in ''Franchise/{{Highlander}}: Last of the [=MacLeods=]'' is all over the place, jumping to new angles multiple times in the same area. It's so bad, it left the game and stopped [[WebVideo/TheSpoonyExperiment Spoony]] from [[http://spoonyexperiment.com/2010/10/19/highlander-last-of-the-macleods/ leaving his own bathroom]].\n

* Also parodied by [[TheSpoonyExperiment Spoony]] in his review of the Franchise/{{Highlander}} video game, wherein he walks out of the bathroom to radically and inexplicably changing camera angles.
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* Also parodied by [[TheSpoonyExperiment [[WebVideo/TheSpoonyExperiment Spoony]] in his review of the Franchise/{{Highlander}} video game, wherein he walks out of the bathroom to radically and inexplicably changing camera angles.
2nd Jan '16 12:53:46 PM nombretomado
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* Bad camera control is one of the (at times, overexaggerated) common complaints about the 3D ''SonicTheHedgehog'' games (and many other Sega games as well). Mostly fixed in ''VideoGame/SonicUnleashed'' and beyond.
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* Bad camera control is one of the (at times, overexaggerated) common complaints about the 3D ''SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' games (and many other Sega games as well). Mostly fixed in ''VideoGame/SonicUnleashed'' and beyond.

** It can be particularly frustrating in ''SonicAdventure2'', where the game taunts you by allowing you to move the camera to look, but then resetting it as soon as you move a muscle.
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** It can be particularly frustrating in ''SonicAdventure2'', ''VideoGame/SonicAdventure2'', where the game taunts you by allowing you to move the camera to look, but then resetting it as soon as you move a muscle.
18th Dec '15 11:51:41 AM dmeagher13
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** ''VideoGame/SonicTheHedgehog2006'' had it the worst. The camera always seems to focus on the ground, even though this game has lots of huge, expansive levels that are often filled with enemies that you can't see. The camera angles also rarely adjust automatically even as you turn corners, and while you can readjust the camera angle with the right analog stick, it moves painfully slowly and often gets stuck on objects in the environment.
18th Dec '15 11:48:22 AM dmeagher13
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** In the early games, it is possible to run fast enough to outrun the camera. Because the level sections in which this can happen generally have no danger, instead of a problem it is a fondly remembered [[VisualEffectsOfAwesome special effect]]. ''Sonic CD'', on the other hand, sends the camera some steps ahead of Sonic when he goes fast - but because of a glitch the game doesn't do that when he's spinning in midair, with awkward results.
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** In This can even happen in the early early, 2D games, where it is possible to run fast enough to outrun the camera. Because the level sections in which this can happen generally have no danger, instead of a problem it is a fondly remembered [[VisualEffectsOfAwesome special effect]]. ''Sonic CD'', on the other hand, sends the camera some steps ahead of Sonic when he goes fast - but because of a glitch the game doesn't do that when he's spinning in midair, with awkward results.
23rd Nov '15 9:26:05 AM Prfnoff
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Namespaces
* DriverSanFrancisco invokes this with certain dares, requiring you to complete otherwise easy objectives with the first-person view (which is serviceable, but makes it a little tricker to tell how wide your car is or if you're going to tailswipe something during a drift) or Thrill Cam (a dynamic camera mode that constantly shifts before different shots; makes impressive replays a snap, but [[AwesomeButImpractical hell]] to actually drive with). Fortunately, these rarely have time limits.
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* DriverSanFrancisco '''VideoGame/DriverSanFrancisco'' invokes this with certain dares, requiring you to complete otherwise easy objectives with the first-person view (which is serviceable, but makes it a little tricker to tell how wide your car is or if you're going to tailswipe something during a drift) or Thrill Cam (a dynamic camera mode that constantly shifts before different shots; makes impressive replays a snap, but [[AwesomeButImpractical hell]] to actually drive with). Fortunately, these rarely have time limits.

* Bad camera control is one of the (at times, overexaggerated) common complaints about the 3D ''SonicTheHedgehog'' games (and many other Sega games as well). Mostly fixed in ''SonicUnleashed'' and beyond.
to:
* Bad camera control is one of the (at times, overexaggerated) common complaints about the 3D ''SonicTheHedgehog'' games (and many other Sega games as well). Mostly fixed in ''SonicUnleashed'' ''VideoGame/SonicUnleashed'' and beyond.

* ''BanjoKazooie'' suffers this problem greatly, even in the XBLA version which is actually worse in design since the N64 controller had C-buttons, meaning one press made the camera swing around a certain angle, whereas using the right analog stick on an Xbox 360 controller gives the illusion of being able to adjust to any number of degrees....which it does not, at all. Despite the camera controls being essentially ripped off from ''VideoGame/SuperMario64'', the camera will auto-adjust infrequently so, and....well just try to play Click Clock Wood and see if you can avoid falling because the camera suddenly cut to another angle and threw you off.
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* ''BanjoKazooie'' ''VideoGame/BanjoKazooie'' suffers this problem greatly, even in the XBLA version which is actually worse in design since the N64 controller had C-buttons, meaning one press made the camera swing around a certain angle, whereas using the right analog stick on an Xbox 360 controller gives the illusion of being able to adjust to any number of degrees....which it does not, at all. Despite the camera controls being essentially ripped off from ''VideoGame/SuperMario64'', the camera will auto-adjust infrequently so, and....well just try to play Click Clock Wood and see if you can avoid falling because the camera suddenly cut to another angle and threw you off.

* ''VideoGame/DawnOfMana'' has a very poorly done camera, which often leaves boss enemies and jump destinations offscreen as soon as you turn vaguely left or right. ** While it is possible to rotate the camera and refocus it so you can see in the direction that Keldy is facing, it's still a massive pain in the rear to navigate tight corners.
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* ''VideoGame/DawnOfMana'' has a very poorly done camera, which often leaves boss enemies and jump destinations offscreen as soon as you turn vaguely left or right. ** right. While it is possible to rotate the camera and refocus it so you can see in the direction that Keldy is facing, it's still a massive pain in the rear to navigate tight corners.

* Unusually for a 2D platformer, {{Mari0}} has this in co-op mode, albeit as an obviously ''deliberate'' element. The screen scrolling stays with whoever is the farthest to the right, thus making it very difficult for anyone who falls behind to catch up without either dying (thus being able to respawn onscreen) or making quick and skillful use of portals.
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* Unusually for a 2D platformer, {{Mari0}} ''VideoGame/{{Mari0}}'' has this in co-op mode, albeit as an obviously ''deliberate'' element. The screen scrolling stays with whoever is the farthest to the right, thus making it very difficult for anyone who falls behind to catch up without either dying (thus being able to respawn onscreen) or making quick and skillful use of portals.
20th Nov '15 10:04:58 PM Dere
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** The camera in ''VideoGame/SuperMarioGalaxy'' was much more intuitive, giving players decent camera angles more often than not. But strangely, it was less controllable than in Sunshine, and in fast-paced levels, it didn't always keep up with Mario's pace. Even worse, it seemed like it was only designed with the linear levels in mind. It was a royal pain in the arse in missions with unlinear gameplay such the purple coins ones, as it often refused to let the player look at corners or to the sides of the road. But at least it didn't automatically readjust itself once the player moved it like the camera in ''Super Mario 64''.
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** The camera in ''VideoGame/SuperMarioGalaxy'' was much more intuitive, giving players decent camera angles more often than not. But strangely, it was less controllable than in Sunshine, and in fast-paced levels, it didn't always keep up with Mario's pace. Even worse, it seemed like it was only designed with the linear levels stages in mind. It was a royal pain in the arse in missions with unlinear gameplay such as the purple coins ones, as it often refused to let the player look at corners or to the sides of the road. But at least it didn't automatically readjust itself once the player moved it like the camera in ''Super Mario 64''.
17th Nov '15 11:28:32 AM Ugolino
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* The ''VideoGame/BubsyTheBobcat'' games managed to pull this off ahead of their time. Being 2D platformers, they couldn't go for wonky angles, so they instead decided to make the camera so claustrophobically close that Bubsy routinely jumps out of the player's view. Additionally, normally the camera positions itself to expose everything that Bubsy is facing, but when he starts moving quickly (which is pretty much every time he moves, being a post-{{Franchise/SonicTheHedgehog Sonic}} MascotWithAttitude), he immediately starts running against the edge of the screen and you can't see anything in front of you. The player is afforded a degree of "camera control," but it's unwieldy and can only be used while Bubsy is standing still. Pretty much every death in the game comes from the camera - either running into something you can't see, or jumping into something you can't see.
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* The ''VideoGame/BubsyTheBobcat'' games managed to pull this off ahead of their time. Being 2D platformers, they couldn't go for wonky angles, so they instead decided to make the camera so claustrophobically close that Bubsy routinely jumps out of the player's view. Additionally, normally the camera positions itself to expose everything that Bubsy is facing, but when he starts moving quickly (which is pretty much every time he moves, being a post-{{Franchise/SonicTheHedgehog Sonic}} post-[[Franchise/SonicTheHedgehog Sonic]] MascotWithAttitude), he immediately starts running against the edge of the screen and you can't see anything in front of you. The player is afforded a degree of "camera control," but it's unwieldy and can only be used while Bubsy is standing still. Pretty much every death in the game comes from the camera - either running into something you can't see, or jumping into something you can't see.
17th Nov '15 11:26:08 AM Ugolino
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* The ''VideoGame/BubsyTheBobcat'' games managed to pull this off ahead of their time. Being 2D platformers, they couldn't go for wonky angles, so they instead decided to make the camera so claustrophobically close that Bubsy routinely jumps out of the player's view. Additionally, normally the camera positions itself to expose everything that Bubsy is facing, but when he starts moving quickly (which is pretty much every time he moves, being a post-{{Franchise/SonicTheHedgehog Sonic}} MascotWithAttitude), he immediately starts running against the edge of the screen and you can't see anything in front of you. The player is afforded a degree of "camera control," but it's unwieldy and can only be used while Bubsy is standing still. Pretty much every death in the game comes from the camera - either running into something you can't see, or jumping into something you can't see.
8th Nov '15 9:03:33 AM Nazetrime
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[[AC:SimulationGame]] * The exterior camera in ''VideoGame/HometownStory''. The player has no control over it and it has a thing for changing angles right in front of house doors so they are more or less facing them. A few houses have their ''back'' to the default camera angle of the map.
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