History Main / CameraScrew

4th May '18 4:43:43 AM REV6Pilot
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* Camera screwing is a staple in the modern horror game, but the ''VideoGame/{{Slender}}'' games turn it into a core gameplay element. The more glitchy your literal handheld camera gets, the closer the titular [[Franchise/TheSlenderManMythos Slenderman]] is [[RightBehindYou relative to your position.]] Not really surprising, [[WebVideo/MarbleHornets considering it's an adaptation.]]
* The ''Franchise/SilentHill'' series does this ''intentionally'' on a few occasions; the weird camera angles just add another dimension to the general MindScrew.
** Beautifully creepy cinematography aside, most of the sequels keep this and compound it with difficult combat controls (which, again, is somewhat intended: most of the protagonists are not trained, effective fighters) to make many mook fights frustrating, item-expensive, or downright ''lethal'', as the camera aggressively moves every which way but towards oncoming enemies.
*** Presumably to compensate for the extremely limited camera control in the first game, the developers designed the controls so that Harry would always [[TankControls move forward when the player pressed "up," backward when the player pressed "down," and walk in an arc when the player pressed "right" or "left"]]. Perhaps not a bad solution for its time, but absolutely maddening if you're used to "up" moving the character away from the camera, "down" making the character rotate toward the camera and move in that direction, and "left" or "right" making the character rotate while staying in one spot. Often while being [[TheDeterminator relentlessly chased by]] [[EldritchAbomination something nasty]].

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* Camera screwing is a staple in the modern horror game, but the ''VideoGame/{{Slender}}'' games turn it into a core gameplay element. The more glitchy your literal handheld camera gets, the closer the titular [[Franchise/TheSlenderManMythos Slenderman]] is [[RightBehindYou relative to your position.]] position]]. Not really surprising, [[WebVideo/MarbleHornets considering it's an adaptation.]]
adaptation]].
* The ''Franchise/SilentHill'' series does this ''intentionally'' on a few occasions; the weird camera angles just add another dimension to the general MindScrew.
**
MindScrew. Beautifully creepy cinematography aside, most of the sequels keep this and compound it with difficult combat controls (which, again, is somewhat intended: most of the protagonists are not trained, effective fighters) to make many mook fights frustrating, item-expensive, or downright ''lethal'', as the camera aggressively moves every which way but towards oncoming enemies.
***
enemies.
**
Presumably to compensate for the extremely limited camera control in the first game, control, the developers designed implemented the ''FranchiseResidentEvil'' solution of TankControls. Starting on ''VideoGame/SilentHill2'', a more movement-free option of controls so with input related to the camera angle was added under the name "2D controls", while tank controls were kept as "3D controls"; the problem with 2D is that Harry would always [[TankControls move forward if the camera angle changes, and it will change [[NoticeThis when something important is nearby]], the player pressed "up," backward slightest tilt of the analog stick in a different direction from what it was when the player pressed "down," and walk in an arc when the player pressed "right" or "left"]]. Perhaps not a bad solution for its time, but absolutely maddening if you're used to "up" moving the character away from entered the camera, "down" making the character rotate toward the camera and move angle, they'll rocket off in that direction, and "left" or "right" making the character rotate while staying in one spot. Often while being [[TheDeterminator relentlessly chased by]] [[EldritchAbomination something nasty]].an entirely unintended direction.



** Ironically, ''VideoGame/SilentHillDownpour'' essentially averts the run into the camera while being chased thing: when running from the Void, you retain full control over the camera, and can check on the distance between you and it with a dedicated ''look behind you'' button.

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** Ironically, ''VideoGame/SilentHillDownpour'' essentially averts the run "run into the camera while being chased chased" thing: when running from the Void, you retain full control over the camera, and can check on the distance between you and it with a dedicated ''look "look behind you'' you" button.



* VERY common in the early ''Franchise/ResidentEvil'' games, including one such moment in ''VideoGame/ResidentEvilZero'' where you enter a train car, and the camera is at the opposite end of the room, pointed at you, showing you how a security camera would see you. So you have a clear view of everything within 5 feet of you, but you cannot see down the hall. The problem? There are 3 infected dogs in the train car, and you have less than 20 bullets at this point. You can hear them, but you won't see them until they are close enough to attack you. And in case you aren't familiar with RE, dogs are the fragile speedster enemies, and always have a stunning (sometimes an instant kill) attack.
** ''VideoGame/ResidentEvil6'' has some levels where your character is forced to run from something, usually an invincible enemy, or an environmental hazard such as an explosion. During those parts, the camera often changes angles instead of normally following behind your character. This usually isn't a problem, but the camera can abruptly change its position, meaning that during one part, pressing right makes your character run to the right, then the camera suddenly changes position, causing pressing right to make your character run left instead, right back into the thing you were trying to avoid, resulting in an instant death.

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* ''Franchise/ResidentEvil''
**
VERY common in the early ''Franchise/ResidentEvil'' classic games, including one such moment thanks to the workaround of using pre-rendered backgrounds as still camera angles when the Playstation hardware wasn't powerful enough to render it in ''VideoGame/ResidentEvilZero'' where you enter a train car, and real time. The series predates ''VideoGame/SilentHill'' in the use of TankControls, to make controlling characters be consistent no matter what the camera is at angle is. However, starting with ''VideoGame/ResidentEvilCodeVeronica'', the opposite end of consoles ''were'' able to render the room, pointed at you, showing you how a security backgrounds in real time, and the developers added effects like camera would see you. So you have panning and zoom in one single angle, which looks nice on a clear view of everything within 5 feet of you, tech demo but you cannot see down the hall. The problem? There are 3 infected dogs in the train car, and you have less than 20 bullets at this point. You can hear them, but you won't see them until they are close enough to attack you. And in case you aren't familiar screw with RE, dogs a player's perception of space. In the vast majority of cases it also serves to create tension since enemies are the fragile speedster enemies, usually offscreen and always have a stunning (sometimes an instant kill) attack.
come from BehindTheBlack; [[BrokenBase opinions on that are VERY mixed]].
** ''VideoGame/ResidentEvil6'' has some levels where [[RunOrDie your character is forced to run from something, something]], usually an [[ImplacableMan invincible enemy, enemy]] or an environmental hazard [[OutrunTheFireball such as an explosion.explosion]]. During those parts, the camera often changes angles instead of normally following behind your character. This usually isn't a problem, but the camera can abruptly change its position, meaning that during one part, pressing right makes your character run to the right, then the camera suddenly changes position, causing pressing right to make your character run left instead, right back into the thing you were trying to avoid, resulting in an instant death.
27th Feb '18 9:00:51 PM nombretomado
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* ''TheSimpsonsGame'' uses all of the given examples... plus playing two-player shrinks the screen to irritatingly small, meaning apart from a few areas, its far more fun playing single player.
* ''Videogame/CrashBandicoot1996'' has this in spades. The camera moves on a rail just behind your character. The problem? The camera never shows you how far the next jump is. As a result, you will have to take it on blind faith that you will find solid ground if you jump as far as you can in one of the four cardinal directions (forward, back, left, and right.) Don't even think about jumping diagonally, you'll only plummet to your doom.

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* ''TheSimpsonsGame'' ''VideoGame/TheSimpsonsGame'' uses all of the given examples... plus playing two-player shrinks the screen to irritatingly small, meaning apart from a few areas, its far more fun playing single player.
* ''Videogame/CrashBandicoot1996'' ''VideoGame/CrashBandicoot1996'' has this in spades. The camera moves on a rail just behind your character. The problem? The camera never shows you how far the next jump is. As a result, you will have to take it on blind faith that you will find solid ground if you jump as far as you can in one of the four cardinal directions (forward, back, left, and right.) Don't even think about jumping diagonally, you'll only plummet to your doom.
20th Jan '18 1:31:14 PM Mineboot45
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* The ''VideoGame/{{Bubsy}}'' 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/{{Bubsy}}'' 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.
20th Jan '18 1:30:21 PM Mineboot45
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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'' ''VideoGame/{{Bubsy}}'' 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.
5th Jan '18 9:23:20 PM nombretomado
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** ''InfiniteUndiscovery'', on the other hand, has the [[spoiler:Vesplume Tower]], with castle perimeter areas that have fixed cameras and dogs that dash at one or more characters for what at the time is about 1/3 of their HP. These dogs come at you from an angle that WOULD allow you to see them coming, easily, if not for the fixed camera.

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** ''InfiniteUndiscovery'', ''VideoGame/InfiniteUndiscovery'', on the other hand, has the [[spoiler:Vesplume Tower]], with castle perimeter areas that have fixed cameras and dogs that dash at one or more characters for what at the time is about 1/3 of their HP. These dogs come at you from an angle that WOULD allow you to see them coming, easily, if not for the fixed camera.
4th Jan '18 5:00:04 AM Cryoclaste
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* It's naturally one of the many complaints of ''{{Quest 64}}''.

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* It's naturally one of the many complaints of ''{{Quest ''VideoGame/{{Quest 64}}''.
18th Dec '17 7:53:51 AM Cryoclaste
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* ''VideoGame/SpiderMan2'' is one of the sixth generation's[[note]]Dreamcast, [[UsefulNotes/NintendoGameCube GameCube]], Playstation 2, and XBox[[/note]] few good movie tie-ins, but sometimes -- with the [=GameCube=] version at least -- the camera gets stuck [[FemaleGaze pointing at Spidey's groin]], making navigation and combat impossible until you save and reload.

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* ''VideoGame/SpiderMan2'' is one of the sixth generation's[[note]]Dreamcast, [[UsefulNotes/NintendoGameCube GameCube]], Playstation 2, and XBox[[/note]] UsefulNotes/XBox[[/note]] few good movie tie-ins, but sometimes -- with the [=GameCube=] version at least -- the camera gets stuck [[FemaleGaze pointing at Spidey's groin]], making navigation and combat impossible until you save and reload.
14th Dec '17 2:09:38 PM Anddrix
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* This is basically the idea behind JitterCam, used in movies like ''Film/TheBlairWitchProject''. Jerking the camera around and limiting what the audience can see increases the tension of the scene. [[LoveItOrHateIt In theory, at least.]]

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* This is basically the idea behind JitterCam, used in movies like ''Film/TheBlairWitchProject''. Jerking the camera around and limiting what the audience can see increases the tension of the scene. [[LoveItOrHateIt In theory, at least.]]
27th Oct '17 12:05:08 PM MegaMarioMan
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* The camera from the Waterskiing/waterboarding game in ''WiiSportsResort'' qualifies. The camera often goes slower than the player character, which results in being often unable to get back in balance and, thus, gain no points. It becomes unnerving on Medium or Hard difficulty levels, where obstacles are added to the course and it's sometimes impossible to see them because of the camera. Yet it's on the SEA.

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* The camera from the Waterskiing/waterboarding game in ''WiiSportsResort'' ''VideoGame/WiiSportsResort'' qualifies. The camera often goes slower than the player character, which results in being often unable to get back in balance and, thus, gain no points. It becomes unnerving on Medium or Hard difficulty levels, where obstacles are added to the course and it's sometimes impossible to see them because of the camera. Yet it's on the SEA.
15th Oct '17 2:16:28 PM nombretomado
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* ''BreathOfFireIII'' is an isometric view that has a camera that can only rotate a fraction of the full 360 degrees. This is used to hide things like chests and hidden passages.

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* ''BreathOfFireIII'' ''VideoGame/BreathOfFireIII'' is an isometric view that has a camera that can only rotate a fraction of the full 360 degrees. This is used to hide things like chests and hidden passages.



* ''VideoGame/{{Persona 4}}'' has an intentional case found in the Void Quest dungeon. In the 7th floor the camera will abruptly shift in every crossroad, effectively disorienting you. Quite lethal, specially if you found yourself running ''into'' the shadow you were trying to escape moments earlier.
** Additionally when you open doors and step through the camera focus can screw up for a few seconds which means that the Shadow next to the door can get the first move.

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* ''VideoGame/{{Persona 4}}'' has an 4}}'': An intentional case found in the Void Quest dungeon. In the 7th floor the camera will abruptly shift in every crossroad, effectively disorienting you. Quite lethal, specially if you found yourself running ''into'' the shadow you were trying to escape moments earlier.
** Additionally when
hen you open doors and step through the camera focus can screw up for a few seconds which means that the Shadow next to the door can get the first move.move. Quite lethal, specially if you found yourself running ''into'' the shadow you were trying to escape moments earlier.
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