History Main / CameraScrew

22nd Jun '16 12:42:23 PM cornycrunch
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* 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
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** 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.

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** 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.

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** 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.

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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 [=PS2=] version was used for attack inputs rather than controlling the camera.
25th May '16 1:55:49 AM erforce
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* 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.

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* 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.

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* ''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.

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* 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
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* 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.

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* 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
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* 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
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!!Examples:

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* 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.

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* ''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.
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23rd Feb '16 5:16:33 PM skidoo23
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** There are a couple of locations where the camera moves to a different viewpoint, almost creating a GameBreakingBug scenario as the player finds it nearly impossible except by luck to know where to move the character because of the changed angle.




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* ''VideoGame/LegoDimensions'' has a number of locations where due to a very limited range of camera motion it's difficult to see things like pick-ups or even exits. Also, when something significant happens the camera will move to that point for a moment, causing the player to sometimes miss the opportunity to access pick-ups and, even worse, they will sometimes be attacked while the mini-cut scene plays out.
19th Feb '16 11:39:07 AM Tyk5919
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* ''VideoGame/GodOfWar'' just loves to change camera angles during precision balance scenes. The game's EdgeGravity may or may not let you grab onto the beam as you fall from it.

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* ''VideoGame/GodOfWar'' just loves to change One level of ''VideoGame/{{Bomberman 64}}'' intentionally screws with the camera angles during precision balance scenes. The game's EdgeGravity may or may not let you grab onto by positioning it underneath the beam as you fall large sheet of ice Bomberman is walking on. As the camera looks up through the ice, the directions of "up" and "down" are essentially reversed from it.the player's perspective. But why should Bomberman be disoriented by where the camera is?



* ''VideoGame/GodOfWar'' just loves to change camera angles during precision balance scenes. The game's EdgeGravity may or may not let you grab onto the beam as you fall from it.



* ''VideoGame/OrcAttackFlatulentRebellion'' has no option to control the cameras, which leads to the camera slowly panning or turning around and obscuring the player's vision. At times, the camera won't move even when there are clearly more enemies in the area, [[BehindTheBlack thus making it easier for said enemies to ambush the player]].



* One level of ''VideoGame/{{Bomberman}} 64'' intentionally screws with the camera by positioning it underneath the large sheet of ice Bomberman is walking on. As the camera looks up through the ice, the directions of "up" and "down" are essentially reversed from the player's perspective. But why should Bomberman be disoriented by where the camera is?
12th Feb '16 5:17:14 AM MegaMarioMan
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* The otherwise perfectly done camera in the ''Franchise//RatchetAndClank'' series will occasionally "helpfully" lock onto your next jump destination and refuse to let you look away. Useful for finding otherwise non-obvious jump platforms, but annoying if you just want to look around and explore before making the jump.

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* The otherwise perfectly done camera in the ''Franchise//RatchetAndClank'' ''Franchise/RatchetAndClank'' series will occasionally "helpfully" lock onto your next jump destination and refuse to let you look away. Useful for finding otherwise non-obvious jump platforms, but annoying if you just want to look around and explore before making the jump.
12th Feb '16 5:16:51 AM MegaMarioMan
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* The otherwise perfectly done camera in the ''VideoGame/RatchetAndClank'' series will occasionally "helpfully" lock onto your next jump destination and refuse to let you look away. Useful for finding otherwise non-obvious jump platforms, but annoying if you just want to look around and explore before making the jump.
** ''Tools Of Destruction'' plays with the run-toward-the-camera sequence. You're forced to rail grind towards the camera, but there are no hazards in front of you. You just have to dodge laser fire from the Cragmite battlecruiser chasing you, and the camera gives a clear view of it.

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* The otherwise perfectly done camera in the ''VideoGame/RatchetAndClank'' ''Franchise//RatchetAndClank'' series will occasionally "helpfully" lock onto your next jump destination and refuse to let you look away. Useful for finding otherwise non-obvious jump platforms, but annoying if you just want to look around and explore before making the jump.
** ''Tools ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools Of Destruction'' Destruction]]'' plays with the run-toward-the-camera sequence. You're forced to rail grind towards the camera, but there are no hazards in front of you. You just have to dodge laser fire from the Cragmite battlecruiser chasing you, and the camera gives a clear view of it.
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