open/close all folders
- The Legend of Zelda, particularly in the 3D games. However, Breath of the Wild is rather light on it due to the effort to distance itself from the handholding of its immediate predecessors. To compensate, puzzle elements are generally in plain view with no need to move the camera around.
- Tomb Raider
- The LEGO Adaptation Game Series
- Ōkami and Ōkamiden
- Before a level in Plants vs. Zombies, the camera pans right, and you see a mix of zombies representing what types you'll likely see next round, which helps the player decide what plants to pick.
Hack and Slash
- The 3D Prince of Persia titles
- Various Metroid games. Specifically, the Metroid Prime Trilogy.
- Sonic the Hedgehog
- Super Mario Bros.
- American McGee's Alice inverts this at one point. Right after the camera finishes panning over a new area, the Cheshire Cat makes a comment to the effect of "... the proper way of things is a mystery to me. You, too?" The very fact that the camera has stopped moving (and that the Cat's comments have been of dubious sanity and mixed value thus far) keeps you from noticing that the Cat's eyes are pointing out the pattern you need to follow.
- While not specifically a puzzle, The Monk Temple in Jak 3 has a specific puzzle pan shot in a large barrel-shaped bowl to show the player where to go (up), as playtesters were often confused as to where to go next before it was put in.
- The Irritating Maze pans across each level before it starts, though only to show off the more inventive hazards since the correct route is almost never ambiguous.
- World of Goo
- The Assassin's Creed series makes extensive use of this technique, especially in the crypt/vault/tomb sequences where the game emphasizes rapid and precise platforming more than murder. It can go too far, though, such as when the camera pans across to a jump you're supposed to make, but also throws off your aim because the directional controls are relative to the camera, not the character.