History Main / CameraScrew

26th Oct '16 2:17:47 PM Killerikala
Is there an issue? Send a Message

Added DiffLines:

* ''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.
20th Oct '16 10:46:01 AM Ferot_Dreadnaught
Is there an issue? Send a Message


* [[TheyJustDidntCare Lazy or incompetent programmers and/or level builders]].

to:

* [[TheyJustDidntCare Lazy or incompetent programmers and/or level builders]].builders.
15th Aug '16 11:19:09 PM thirdscenario
Is there an issue? Send a Message


**You can use the right analogue stick to move the camera while driving (it does snap back, though) unless the car has hydraulics.



** ''[[VideoGame/GrandTheftAutoIV GTA IV]]'' took the camera to incredible levels of stupidity by turning it into a chase camera that initially sits slightly to the left of the car, which gives you the feeling you aren't driving straight. While the new camera was controllable so that you could shoot better (near full 360 degrees worth of in-car shooting), it also required you to maintain a very, very slight rightward pressure on the camera control stick to get the camera behind the car. That's ''real'' fun to do for longer than 30 seconds.
*** The "in-car" camera in ''GTA IV'' also inexplicably filled a fourth to third of the screen with car hood, never mind that you'll never see your own hood while you're driving in real life (unless, of course, it's an old Caddy) because real car hoods are designed ''to avoid that''.



* ''VideoGame/SaintsRow'' gets the driving camera right, but ''flying'' vehicles have it wrong. In a helicopter, the control scheme is that the turning keys have very little effect and it is actually the camera angle that exerts the most control over the heading of your chopper. Don't look at the building you're trying to avoid or it will act as a black hole and inexorably pull you towards it.

to:

* ''VideoGame/SaintsRow'' ''[[VideoGame/GrandTheftAutoIV GTA IV]]'' took the camera to incredible levels of stupidity by turning it into a chase camera that initially sits slightly to the left of the car, which gives you the feeling you aren't driving straight. While the new camera was controllable so that you could shoot better (near full 360 degrees worth of in-car shooting), it also required you to maintain a very, very slight rightward pressure on the camera control stick to get the camera behind the car. That's ''real'' fun to do for longer than 30 seconds.
** The "in-car" camera in ''GTA IV'' also inexplicably filled a fourth to third of the screen with car hood, never mind that you'll never see your own hood while you're driving in real life (unless, of course, it's an old Caddy) because real car hoods are designed ''to avoid that''.
*''VideoGame/SaintsRow''
gets the driving camera right, but ''flying'' vehicles have it wrong. In a helicopter, the control scheme is that the turning keys have very little effect and it is actually the camera angle that exerts the most control over the heading of your chopper. Don't look at the building you're trying to avoid or it will act as a black hole and inexorably pull you towards it.
13th Aug '16 8:32:27 PM nombretomado
Is there an issue? Send a Message


* ''DissidiaFinalFantasy'' suffers from some rather wonky camera mechanics on indoor maps such as Pandemonium and Ultimecia's Castle where it will get stuck in corners and trapped behind walls. This is particularly prominent during the [[PressXToNotDie Quick Time Events]] when the camera is already zooming in and around the fighters. Even more frustrating is that some of these problems don't go away even when ''you'' are controlling the camera during the Battle Replay mode. On the upside, it is sometimes a GoodBadBug when the problems allow you to see the maps from unusual angles, and outside of those two stages the camera control is generally good enough you barely notice it.

to:

* ''DissidiaFinalFantasy'' ''VideoGame/DissidiaFinalFantasy'' suffers from some rather wonky camera mechanics on indoor maps such as Pandemonium and Ultimecia's Castle where it will get stuck in corners and trapped behind walls. This is particularly prominent during the [[PressXToNotDie Quick Time Events]] when the camera is already zooming in and around the fighters. Even more frustrating is that some of these problems don't go away even when ''you'' are controlling the camera during the Battle Replay mode. On the upside, it is sometimes a GoodBadBug when the problems allow you to see the maps from unusual angles, and outside of those two stages the camera control is generally good enough you barely notice it.
22nd Jun '16 12:42:23 PM cornycrunch
Is there an issue? Send a Message

Added DiffLines:

* Part of the inherent challenge of ''VideoGame/GrooveCoaster'' is precisely having to deal with choreographed, shifting camera angles.
2nd Jun '16 9:05:23 PM nombretomado
Is there an issue? Send a Message


** The PS2 game ''VideoGame/CastlevaniaLamentOfInnocence'' has very few platforming sections, but all of them feature frustrating mid-jump camera moves. Fortunately, falling in these cases instantly sends you to the room's entrance, keeping the frustration factor from getting ''too'' high.

to:

** The PS2 [=PS2=] game ''VideoGame/CastlevaniaLamentOfInnocence'' has very few platforming sections, but all of them feature frustrating mid-jump camera moves. Fortunately, falling in these cases instantly sends you to the room's entrance, keeping the frustration factor from getting ''too'' high.



** Because the game was made for PSP initially, there's no up/down camera movement allowed. Even on the PS2 version.

to:

** Because the game was made for PSP initially, there's no up/down camera movement allowed. Even on the PS2 [=PS2=] version.



* 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.

to:

* 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 [=PS2=] version was used for attack inputs rather than controlling the camera.
25th May '16 1:55:49 AM erforce
Is there an issue? Send a Message


* The camera in ''VideoGame/{{Burnout}} Paradise'' goes crazy as soon as you put your car into reverse. While the new angle it assumes might be helpful if you intended to drive backwards for long distances, you're usually just trying to make a quick 2-point or 3-point turn, for which the new camera angle is useless. Not to mention, the default camera angle you see whenever you drive fills up almost the entire screen with your car's bumper, making it almost impossible to see far ahead of you. This is useful if you're going uphill, or at slow speeds; in Burnout Paradise, you're very rarely doing either. You can adjust the camera to fill more of the screen with the road, but constant pressure is necessary, or else the screen snaps back to show you how neat your bumper looks.

to:

* The camera in ''VideoGame/{{Burnout}} Paradise'' ''VideoGame/BurnoutParadise'' goes crazy as soon as you put your car into reverse. While the new angle it assumes might be helpful if you intended to drive backwards for long distances, you're usually just trying to make a quick 2-point or 3-point turn, for which the new camera angle is useless. Not to mention, the default camera angle you see whenever you drive fills up almost the entire screen with your car's bumper, making it almost impossible to see far ahead of you. This is useful if you're going uphill, or at slow speeds; in Burnout Paradise, ''Burnout Paradise'', you're very rarely doing either. You can adjust the camera to fill more of the screen with the road, but constant pressure is necessary, or else the screen snaps back to show you how neat your bumper looks.



* ''MarioKart 7'' has a camera screw for Rock Rock Mountain. On the last stretch of the track where you climb up the mountain, the camera slowly shifts to a different angle so you can see up the hill. The problem is the angle switch is done slowly to begin with, which means you can't see the oncoming boulders rolling downhill.

to:

* ''MarioKart ''VideoGame/MarioKart 7'' has a camera screw for Rock Rock Mountain. On the last stretch of the track where you climb up the mountain, the camera slowly shifts to a different angle so you can see up the hill. The problem is the angle switch is done slowly to begin with, which means you can't see the oncoming boulders rolling downhill.



* In an admittedly optional morphball puzzle in ''MetroidPrime 2'', a very common glitch forces the camera ''behind a wall'', almost entirely obscuring your view of where you are. Worse, the puzzle is constantly in motion. Luckily, the player is able to see the puzzle in its entirety before undertaking it, giving them a chance to memorize it.

to:

* In an admittedly optional morphball puzzle in ''MetroidPrime 2'', ''VideoGame/MetroidPrime2Echoes'', a very common glitch forces the camera ''behind a wall'', almost entirely obscuring your view of where you are. Worse, the puzzle is constantly in motion. Luckily, the player is able to see the puzzle in its entirety before undertaking it, giving them a chance to memorize it.
17th May '16 1:46:56 PM Willbyr
Is there an issue? Send a Message


* The first ''KingdomHearts'' can be frustrating at times due to the small rooms in some levels like Wonderland or Monstro causing the camera to spin everywhere at the slightest hint of movement. Thankfully this was fixed for the sequel.

to:

* The first ''KingdomHearts'' ''VideoGame/KingdomHeartsI'' can be frustrating at times due to the small rooms in some levels like Wonderland or Monstro causing the camera to spin everywhere at the slightest hint of movement. Thankfully this was fixed for the sequel.
24th Mar '16 9:46:34 AM AndyLA
Is there an issue? Send a Message

Added DiffLines:

* Super NES basketball game ''Super Dunk Shot'' and soccer game ''Tony Meola's Sidekicks Soccer'' both used cameras that always panned behind whoever had the ball, as an attempt to show off Mode 7 technology. It only made gameplay confusing in the long run, especially when you were fighting for possession, as the camera swings along with the back of the player.
5th Mar '16 3:06:04 PM StFan
Is there an issue? Send a Message


!!Examples:

[[AC:ActionAdventure]]

to:

!!Examples:

[[AC:ActionAdventure]]
!Examples:

[[foldercontrol]]

!! Video Games:

[[folder:Action Adventure]]




[[AC:ActionGame]]

to:

\n[[AC:ActionGame]][[/folder]]

[[folder:Action Game]]




[[AC:AdventureGame]]

to:

\n[[AC:AdventureGame]][[/folder]]

[[folder:Adventure Game]]




[[AC:BeatEmUp]]

to:

\n[[AC:BeatEmUp]][[/folder]]

[[folder:Beat 'em Up]]




[[AC:DrivingGame]]

to:

\n[[AC:DrivingGame]][[/folder]]

[[folder:Driving Game]]




[[AC:FightingGame]]

to:

\n[[AC:FightingGame]][[/folder]]

[[folder:Fighting Game]]




[[AC:FirstPersonShooter]]

to:

\n[[AC:FirstPersonShooter]][[/folder]]

[[folder:First-Person Shooter]]




[[AC:PartyGame]]

to:

\n[[AC:PartyGame]][[/folder]]

[[folder:Party Game]]




[[AC:PhysicsGame]]

to:

\n[[AC:PhysicsGame]][[/folder]]

[[folder:Physics Game]]




[[AC:PlatformGame]]

to:

\n[[AC:PlatformGame]][[/folder]]

[[folder:Platform Game]]




[[AC:PuzzleGame]]

to:

\n[[AC:PuzzleGame]][[/folder]]

[[folder:Puzzle Game]]




[[AC:RhythmGame]]

to:

\n[[AC:RhythmGame]][[/folder]]

[[folder:Rhythm Game]]




[[AC:RolePlayingGame]]

to:

\n[[AC:RolePlayingGame]][[/folder]]

[[folder:Role-Playing Game]]




[[AC:Run-and-Gun]]

to:

\n[[AC:Run-and-Gun]][[/folder]]

[[folder:Run-and-Gun]]




[[AC:ShootEmUp]]

to:

\n[[AC:ShootEmUp]][[/folder]]

[[folder:Shoot 'em Up]]




[[AC:SimulationGame]]

to:

\n[[AC:SimulationGame]][[/folder]]

[[folder:Simulation Game]]




[[AC:SportsGame]]

to:

\n[[AC:SportsGame]][[/folder]]

[[folder:Sports Game]]




[[AC:StealthBasedGame]]

to:

\n[[AC:StealthBasedGame]][[/folder]]

[[folder:Stealth-Based Game]]




[[AC:SurvivalHorror]]

to:

\n[[AC:SurvivalHorror]][[/folder]]

[[folder:Survival Horror]]




[[AC:ThirdPersonShooter]]

to:

\n[[AC:ThirdPersonShooter]][[/folder]]

[[folder:Third-Person Shooter]]




[[AC:WideOpenSandbox]]

to:

\n[[AC:WideOpenSandbox]][[/folder]]

[[folder:Wide-Open Sandbox]]




[[AC:Other / Multiple]]

to:

\n[[AC:Other [[/folder]]

[[folder:Other
/ Multiple]]




----
!!Non-video game examples:

[[AC:{{Film}}]]

to:

\n----\n!!Non-video game examples:\n\n[[AC:{{Film}}]][[/folder]]

!!Non-Video Games:

[[folder:Films -- Live-Action]]




[[AC:{{Live-Action TV}}]]

to:

\n[[AC:{{Live-Action TV}}]][[/folder]]

[[folder:Live-Action TV]]




[[AC:{{Web Original}}]]
* Also parodied by [[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.

to:

\n[[AC:{{Web Original}}]]\n[[/folder]]

[[folder:Web Original]]
* ''WebVideo/TheSpoonyExperiment'': Also parodied by [[WebVideo/TheSpoonyExperiment Spoony]] Spoony in his review of the Franchise/{{Highlander}} ''Franchise/{{Highlander}}'' video game, wherein he walks out of the bathroom to radically and inexplicably changing camera angles.angles.
[[/folder]]
This list shows the last 10 events of 275. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.CameraScrew