History Main / CameraScrew

9th Sep '17 5:24:16 PM nombretomado
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* The camera keeps switching positions while doing a combo in ''[[BackyardSports Backyard Skateboarding]]'': sometimes to the ground, sometimes to the side, sometimes to the ''sky''. And you don't even control the camera while this happens.

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* The camera keeps switching positions while doing a combo in ''[[BackyardSports ''[[VideoGame/BackyardSports Backyard Skateboarding]]'': sometimes to the ground, sometimes to the side, sometimes to the ''sky''. And you don't even control the camera while this happens.
3rd Sep '17 5:32:31 AM HalcyonDayz
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* ''VideoGame/{{Prototype}}'' has a working camera most of the time, but it's lock-on is certainly not trustworthy. It has a habit of locking on everything you were not aiming, potentially fatally in the later missions, given the games NintendoHard nature. To make things worse, grappling NPCs is basically the only way to restore health to anywhere near full. It's not uncommon to die because the game first locks into a faraway enemy, ignoring the duo playing tennis with you, and then further screws you over by giving you taxi while trying to grab the only nearby NPC.

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* ''VideoGame/{{Prototype}}'' has a working camera most of the time, but it's lock-on is certainly not trustworthy. It has a habit of locking on everything you were not aiming, potentially fatally in the later missions, given the games NintendoHard nature. To make things worse, grappling NPCs {{Non Player Character}}s is basically the only way to restore health to anywhere near full. It's not uncommon to die because the game first locks into a faraway enemy, ignoring the duo playing tennis with you, and then further screws you over by giving you taxi while trying to grab the only nearby NPC.
12th Aug '17 8:26:23 PM Pocketim
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** ''VideoGame/SonicAdventure'''s camera has a habit of going too low and getting stuck under the floor. Since you have no control over the camera's y axis (possibly due to the camera controls having to be mapped to the shoulder buttons as the Dreamcast lacked a second analogue stick) there's not really any easy way to get out of this other than jumping around a bit and hoping that the camera catches up before you accidentally jump to your death due to not being able to see anything.
16th Jul '17 12:30:37 PM Grobi
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* The first game in the ''MonsterHunter'' series, and its portable port, ''Freedom'' can get frustrating because the camera follows quite closely behind the player character, sometimes too closely, which prevents you from seeing monsters and the environment around you. One section of the Forest & Hills level in particular can be a nightmare because of how cramped it is, making it easy for the hunter to get knocked into a corner and beaten up. Oddly enough, the right thumbstick on the original [=PS2=] version was used for attack inputs rather than controlling the camera.

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* The first game in the ''MonsterHunter'' ''VideoGame/MonsterHunter'' series, and its portable port, ''Freedom'' ''Freedom'', can get frustrating because the camera follows quite closely behind the player character, sometimes too closely, which prevents you from seeing monsters and the environment around you. One section of the Forest & Hills level in particular can be a nightmare because of how cramped it is, making it easy for the hunter to get knocked into a corner and beaten up. Oddly enough, the right thumbstick on the original [=PS2=] version was used for attack inputs rather than controlling the camera.
11th Jun '17 1:12:59 AM Piterpicher
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* ''MarioGolf'' and especially its sequel, ''Toadstool Tour''. It doesn't affect gameplay, but frequently a shot will be totally obscured by a weird camera angle; you don't know what happened until the ball comes to a stop.

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* ''MarioGolf'' ''VideoGame/MarioGolf'' and especially its sequel, ''Toadstool Tour''. It doesn't affect gameplay, but frequently a shot will be totally obscured by a weird camera angle; you don't know what happened until the ball comes to a stop.
2nd Jun '17 9:54:38 AM erforce
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** The rushing water scene in a ''[[Film/IndianaTheTempleOfDoom The Temple of Doom]]'' level also has the camera face the water -- if the water even catches up to you once, it [[MercyMode still lets you move on to the next part]], though getting to the end is required for OneHundredPercentCompletion.

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** The rushing water scene in a level based on ''[[Film/IndianaTheTempleOfDoom The Temple of Doom]]'' level also has the camera face the water -- if the water even catches up to you once, it [[MercyMode still lets you move on to the next part]], though getting to the end is required for OneHundredPercentCompletion.
2nd Jun '17 9:54:15 AM erforce
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** The first ''Film/RaidersOfTheLostArk'' level from ''LEGO Franchise/IndianaJones'', of course, has the scene where you run from a boulder in Indiana-Jones cam view. If you fail enough times however, [[MercyMode you can ride the boulder out]] in one of the most hilarious cutscenes ever.
** The rushing water scene in a ''Film/TempleOfDoom'' level also has the camera face the water -- if the water even catches up to you once, it [[MercyMode still lets you move on to the next part]], though getting to the end is required for OneHundredPercentCompletion.
** In two-player mode in ''LEGO Franchise/StarWars'' , the camera keeps both players in-frame at all times, and has a camera force field that prevents your character from leaving the frame area (instead of splitting the screen to focus on each character separately). If you manage to trick the force field, it will ''teleport'' you back into the frame, sometimes as a completely different character.

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** The first ''Film/RaidersOfTheLostArk'' level from ''LEGO Franchise/IndianaJones'', ''VideoGame/LEGOIndianaJones'', of course, has the scene where you run from a boulder in Indiana-Jones cam view. If you fail enough times however, [[MercyMode you can ride the boulder out]] in one of the most hilarious cutscenes ever.
** The rushing water scene in a ''Film/TempleOfDoom'' ''[[Film/IndianaTheTempleOfDoom The Temple of Doom]]'' level also has the camera face the water -- if the water even catches up to you once, it [[MercyMode still lets you move on to the next part]], though getting to the end is required for OneHundredPercentCompletion.
** In two-player mode in ''LEGO Franchise/StarWars'' ''VideoGame/LEGOStarWars'' , the camera keeps both players in-frame at all times, and has a camera force field that prevents your character from leaving the frame area (instead of splitting the screen to focus on each character separately). If you manage to trick the force field, it will ''teleport'' you back into the frame, sometimes as a completely different character.



* The N64 ''Franchise/{{Castlevania}}'' [[VideoGame/{{Castlevania 64}} games]] made pretty much every jump towards a platform that's not so large you couldn't possibly miss it a complete leap of faith. Thankfully, the games are generous with the save points.

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* ''Franchise/{{Castlevania}}''
**
The N64 ''Franchise/{{Castlevania}}'' [[VideoGame/{{Castlevania 64}} N64]] [[VideoGame/CastlevaniaLegacyOfDarkness games]] made pretty much every jump towards a platform that's not so large you couldn't possibly miss it a complete leap of faith. Thankfully, the games are generous with the save points.
24th May '17 7:08:20 PM Kadorhal
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* ''VideoGame/LegoIndianaJones''
** The first ''Raiders of the Lost Ark'' level of course has the scene where you run from a boulder in Indiana-Jones cam view. If you fail enough times however, [[MercyMode you can ride the boulder out]] in one of the most hilarious cutscenes ever.
** The rushing water scene in a ''Temple of Doom'' level also has the camera face the water -- if the water even catches up to you once, it [[MercyMode still lets you move on to the next part]], though getting to the end is required for OneHundredPercentCompletion.
* ''VideoGame/LegoStarWars''
** In two-player mode, the camera keeps both players in-frame at all times, and has a camera force field that prevents your character from leaving the frame area (instead of splitting the screen to focus on each character separately). If you manage to trick the force field, it will ''teleport'' you back into the frame, sometimes as a completely different character.

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* ''VideoGame/LegoIndianaJones''
''VideoGame/{{LEGO Adaptation Game}}s''
** The first ''Raiders of the Lost Ark'' ''Film/RaidersOfTheLostArk'' level from ''LEGO Franchise/IndianaJones'', of course course, has the scene where you run from a boulder in Indiana-Jones cam view. If you fail enough times however, [[MercyMode you can ride the boulder out]] in one of the most hilarious cutscenes ever.
** The rushing water scene in a ''Temple of Doom'' ''Film/TempleOfDoom'' level also has the camera face the water -- if the water even catches up to you once, it [[MercyMode still lets you move on to the next part]], though getting to the end is required for OneHundredPercentCompletion.
* ''VideoGame/LegoStarWars''
** In two-player mode, mode in ''LEGO Franchise/StarWars'' , the camera keeps both players in-frame at all times, and has a camera force field that prevents your character from leaving the frame area (instead of splitting the screen to focus on each character separately). If you manage to trick the force field, it will ''teleport'' you back into the frame, sometimes as a completely different character.



* In ''VideoGame/{{Killer 7}}'', the camera mostly displays from the ground, giving you the best view of your chosen assassin's legs with the only camera control being a choice between looking in front of you or behind you. Otherwise, the camera will be switching back and forth between different angles unpredictably, from aerial shots to side views, to a fixed point in the corner or at far side of the room, to viewing the front of you so you must walk towards the camera, to making you walk away from the camera. Sometimes, the camera doesn't bother focusing on you at all and instead chooses to look at a poster of a bikini-clad girl -- and when it decides to ogle the poster of the bikini girl, that's actually a clue to one of the game's puzzles. This is just that sort of game.
** And yet it's not as much of a problem as you may think, because when you pull your gun (the only time camera position ''matters'' in this game), it goes right into First-Person View, no matter what it's doing otherwise.

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* In ''VideoGame/{{Killer 7}}'', the camera mostly displays from the ground, giving you the best view of your chosen assassin's legs with the only camera control being a choice between looking in front of you or behind you. Otherwise, the camera will be switching back and forth between different angles unpredictably, from aerial shots to side views, to a fixed point in the corner or at far side of the room, to viewing the front of you so you must walk towards the camera, to making you walk away from the camera. Sometimes, the camera doesn't bother focusing on you at all and instead chooses to look at a poster of a bikini-clad girl -- and when it decides to ogle the poster of the bikini girl, that's actually a clue to one of the game's puzzles. This is just that sort of game.
**
game. And yet it's not as much of a problem as you may think, because when you pull your gun (the only time camera position ''matters'' in this game), it goes right into First-Person View, first-person view, no matter what it's doing otherwise.



* ''VideoGame/AdventRising'' has both the lock-on and camera control mapped to the same stick, with no way to turn the lock-on off or lower its sensitivity.

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* ''VideoGame/AdventRising'' has both the lock-on "flick targeting" and camera control mapped to the same stick, with no way to turn the lock-on off or lower its sensitivity.sensitivity, leading to situations where your camera will flip a full 180 degrees to aim at someone not even bothering you in the midst of a platforming sequence.



** ''VideoGame/TombRaiderAnniversary'' and ''VideoGame/TombRaiderLegend'' both have a camera that frequently moves when you're trying to line up tricky jumps, often putting the jump destination offscreen. This wouldn't be so bad, but the controls (unlike the first 5 games) are relative to the screen (not Lara).

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** ''VideoGame/TombRaiderAnniversary'' and ''VideoGame/TombRaiderLegend'' both have a camera that frequently moves when you're trying to line up tricky jumps, often putting the jump destination offscreen. This wouldn't be so bad, but the controls (unlike the first 5 games) are relative to the screen (not Lara).screen, and not Lara.



** The game suffers from this in the APC vehicle pursuit side missions. Whenever you start pursuing, the APC vehicle calls reinforcements, which have to be taken out because they get in the way of you and the APC. As soon as you take one out, the camera decides to slow down and focus on the crashing vehicle and doesn't reposition itself. Even if it did, considering that this is a vehicular pursuit, you want the camera always pointing either forward or at the vehicle you're following. As soon as you crash one of the reinforcement vehicles, good luck not crashing yourself. Were you lining a pacifier shot at the APC, ready to shoot right before the crash? Though luck, you have to line your shot again.

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** The game suffers from this in the APC vehicle pursuit side missions. Whenever you start pursuing, the APC vehicle calls reinforcements, which have to be taken out because they get in the way of you and the APC. As soon as you take one out, the camera decides to slow down and focus on the crashing vehicle and doesn't reposition itself. Even if it did, considering that this is a vehicular pursuit, you want the camera always pointing either forward or at the vehicle you're following. As soon as you crash one of the reinforcement vehicles, good luck not crashing yourself. Were you lining a pacifier shot at the APC, ready to shoot right before the crash? Though Tough luck, you have to line up your shot again.



** The programmers could also learn how a door works. In real life, you can open a door and look through BEFORE you enter a room. In VideoGame/DevilMayCry, Dante has to walk several steps into the room before the camera will pan away from him and show you what is already shooting at him.
** The second game is particularly bad with this. You'll spend a lot of time shooting at enemies the camera has no intention of showing you.

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** The programmers could also learn how a door works. In real life, you can open a door and look through BEFORE ''before'' you enter a room. In VideoGame/DevilMayCry, ''Devil May Cry'', Dante has to walk several steps into the room before the camera will pan away from him and show you what is already shooting at him.
** The second game is particularly bad with this.this, as befitting what is generally considered the weakest in the series. You'll spend a lot of time shooting at enemies the camera has no intention of showing you.



** This series also inverts this trope at times. In some of its games, especially ''[=DMC4=]'', the enemies are significantly less agressive if they are off-camera than on, leading to camera management being used for the player's advantage to minimize the number of attacking monsters.

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** This series also inverts this trope at times. In some of its games, especially ''[=DMC4=]'', the enemies are significantly less agressive aggressive if they are off-camera than on, off-camera, leading to camera management being used for the player's advantage to minimize the number of attacking monsters.



** ''VideoGame/NinjaGaiden 3'' seems to be afflicted by camera problems as well, though not quite as severe. The fact that most enemies read the MookChivalry code this time also reduces the risk of a humiliating death.

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** ''VideoGame/NinjaGaiden ''Ninja Gaiden 3'' seems to be afflicted by camera problems as well, though not quite as severe. The fact that most enemies read the MookChivalry code this time also reduces the risk of a humiliating death.



* This applies to the ''VideoGame/CallOfDuty'' games. Taking hits causes the camera to shake madly, making it impossible to aim accurately and allows the enemy to hand you your ass on a plate, especially on the highest difficulty. The AI actually takes advantage of this by [[TheComputerIsACheatingBastard always managing to shoot you and throw off your aim just before you pull the trigger.]]

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* This applies to the ''VideoGame/CallOfDuty'' games. Taking hits causes the camera to shake madly, making it impossible to aim accurately and allows the enemy to hand you your ass on a plate, especially on the highest difficulty. The AI actually takes advantage of this by [[TheComputerIsACheatingBastard always managing to shoot you and throw off your aim just before you pull the trigger.]]]] This also applies in multiplayer, though post-''VideoGame/ModernWarfare'' games generally allow you to mitigate this somewhat by taking a perk that reduces the amount of flinching done when you get hit.



* Pressing the lock-on button in ''VideoGame/GoldenEyeWii'' will automatically lock your camera onto the nearest environmental hazard you can shoot at to damage enemies. Great for when you charge into a room full of baddies and want to make a grand entrance. Not so great for when said baddies are aerating your skull from the complete opposite side of the room from the hazard that the game is so intent on you shooting down.
* Attempting to stand up and shoot from behind low cover in ''VideoGame/RainbowSix: Vegas'' is an exercise in futility - if it seems like the camera would be most helpful viewing the action from the left side of your character, it will go on the right side instead (promptly burying itself into the nearest prop to keep you from seeing or shooting anything) and vice versa. Peeking out from the sides of cover is more manageable, as the position of your character ''forces'' the camera to go where it should.

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* Pressing In ''VideoGame/GoldenEyeWii'', the aim button will also act as a lock-on button in ''VideoGame/GoldenEyeWii'' will automatically lock your camera onto the nearest button, which prioritizes environmental hazard you can shoot at to damage hazards like explosive barrels over enemies. Great for when you charge into a room full of baddies and want to make a grand entrance. Not so great for when said baddies are aerating your skull from the complete opposite side of the room from the hazard that the game is so intent on you shooting down.
down. Even less so when you're rescuing hostages that the enemies have decided to huddle around an explosive barrel.
* Attempting to stand up and shoot from behind low cover in ''VideoGame/RainbowSix: Vegas'' is an exercise in futility - if it seems like the camera would be most helpful viewing the action from the left side of your character, it will go on the right side instead (promptly burying itself into the nearest prop to keep you from seeing or shooting anything) hiding all visible enemies behind your own character) and vice versa. Peeking out from the sides of cover is more manageable, as the position of your character ''forces'' the camera to go where it should.it's most useful.
1st May '17 2:12:43 PM Heartlesswithaheart
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* ''VideoGame/FinalFantasyX2'': This is a big problem in the [[spoiler:Yojimbo]] fight, since the camera occasionally shifts to primarily show the enemy's back. The issue is that it has significant tells that inform you whether it's going to use a harmless attack, a harmless attack that poisons you, or an incredibly dangerous attack that puts you on death's door. Since it also has an untargetable flunky, you need to ''immediately'' react to that third attack or risk being killed.
16th Apr '17 3:51:45 PM nombretomado
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* ''{{Spore}}'', in the space phase, will sometimes, in the heat of battle, have the camera suddenly pull up.

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* ''{{Spore}}'', ''VideoGame/{{Spore}}'', in the space phase, will sometimes, in the heat of battle, have the camera suddenly pull up.
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