History Main / CameraScrew

12th Mar '17 4:58:09 PM Superjustinbros
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* Most episodes of ''WebVideo/JeepersMedeia''[='s=] ''Fail Toys'' plaster the screen with a variety of annotations, sometimes obstructing the screen the video plays on (including possible yellow text that appears under the annotations). Many annotations will include a "PleaseSubscribeToOurChannel" message.

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* Most episodes of ''WebVideo/JeepersMedeia''[='s=] WebVideo/JeepersMedia[='s=] ''Fail Toys'' plaster the screen with a variety of annotations, sometimes obstructing the screen the video plays on (including possible yellow text that appears under the annotations). Many annotations will include a "PleaseSubscribeToOurChannel" message.
12th Mar '17 4:57:48 PM Superjustinbros
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* Most episodes of ''WebVideo/JeepersMedeia''[='s=] ''Fail Toys'' plaster the screen with a variety of annotations, sometimes obstructing the screen the video plays on (including possible yellow text that appears under the annotations). Many annotations will include a "PleaseSubscribeToOurChannel" message.
4th Mar '17 9:48:42 AM nombretomado
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* Invoked for ''MarioParty 9'' in the Perspective Mode. You play 10 mini-games that has the camera focused on you instead of showing all 4 players at once, making the games more challenging since you can't see everything.

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* Invoked for ''MarioParty 9'' ''VideoGame/MarioParty9'' in the Perspective Mode. You play 10 mini-games that has the camera focused on you instead of showing all 4 players at once, making the games more challenging since you can't see everything.
21st Feb '17 5:22:33 PM nombretomado
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* In ''CrisisCore: VideoGame/FinalFantasyVII'' on the field screen the camera will "stick" on obstacles and refuse to move. This makes discovering treasure chests quite a bit more annoying than it has to be, since swinging the camera away involves moving away from the walls. But moving away from the walls triggers enemy encounters - which leads to the other camera screw. The buttons that control the camera in the field screen switch to selecting commands in the combat screen. Sadly, the camera does not pull out enough to display the entire combat area, leaving some enemies off the screen - which becomes even more annoying when they use ranged attacks. Oh, and then there's the stealth section where you need to watch out for guards spotting you...

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* In ''CrisisCore: ''VideoGame/CrisisCore: VideoGame/FinalFantasyVII'' on the field screen the camera will "stick" on obstacles and refuse to move. This makes discovering treasure chests quite a bit more annoying than it has to be, since swinging the camera away involves moving away from the walls. But moving away from the walls triggers enemy encounters - which leads to the other camera screw. The buttons that control the camera in the field screen switch to selecting commands in the combat screen. Sadly, the camera does not pull out enough to display the entire combat area, leaving some enemies off the screen - which becomes even more annoying when they use ranged attacks. Oh, and then there's the stealth section where you need to watch out for guards spotting you...
20th Jan '17 1:11:53 PM TrollBrutal
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** [[Videogame/AloneInTheDark1992 The original]] was the originator of the fixed-camera survival horror angle where movement was based entirely on camera angle, sometimes resulting in pressing a given direction walking you halfway across the room and then repeatedly switching between views because the camera angles were flipped 180 degrees.

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** [[Videogame/AloneInTheDark1992 The original]] was the originator of the fixed-camera survival horror angle where movement was based entirely on camera angle, sometimes resulting in pressing a given direction walking you halfway across losing view of the entrance to the room and then repeatedly switching between views because the camera angles were flipped 180 degrees.just when a monster conveniently enters it.
3rd Jan '17 3:35:58 PM Dreadjaws
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* ''VideoGame/BatmanArkhamKnight''
** 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.
** A minor case happens in the Cobra Tank fights (or the Cloudburst Tank battle). If you're discovered, the camera pulls back as you race away, which makes it harder to evade the enemies, as it becomes more difficult to notice where you can make turns without crashing into buildings.
26th Oct '16 2:17:47 PM Killerikala
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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.
20th Oct '16 10:46:01 AM Ferot_Dreadnaught
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* [[TheyJustDidntCare Lazy or incompetent programmers and/or level builders]].

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* [[TheyJustDidntCare Lazy or incompetent programmers and/or level builders]].builders.
15th Aug '16 11:19:09 PM thirdscenario
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**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.

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* ''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
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* ''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.

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* ''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.
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