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* ''Franchise/MassEffect'' uses this during the combat sections, while exploration sections used free-flying third-person.

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* ''Franchise/MassEffect'' uses this during the combat sections, while exploration sections used use free-flying third-person.



* ''VideoGame/BattleTanx'' used this perspective, with the slight variation in that the view is tied to the orientation of the gun turret, not the tank body; this becomes apparent when switching the control scheme to "Arcade Mode".
* The ''VideoGame/GhostRecon'' series uses this from ''Advanced Warfighter'' onward. ''VideoGame/GhostReconWildlands'' zigzags the trope-it uses an over-the-shoulder perspective when you've got your weapon out, but holstering it switches the camera to a freely-rotating mode.
* ''VideoGame/CallOfDuty: World at War'' did the same for its tanks, which controlled similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission and controlled more like an actual tank (i.e. the "Forward" button always moved the tank body in the direction it is oriented in, though the player could hold Jump to force the body to realign itself with the turret while moving though).

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* ''VideoGame/BattleTanx'' used uses this perspective, with the slight variation in that the view is tied to the orientation of the gun turret, not the tank body; this becomes apparent when the default "Easy Control" setting locks both to the same direction, but switching to anything else lets you aim the control scheme to "Arcade Mode".
turret independently from the rest of the tank.
* The ''VideoGame/GhostRecon'' series uses this from ''Advanced Warfighter'' onward. ''VideoGame/GhostReconWildlands'' zigzags the trope-it trope--it uses an over-the-shoulder perspective when you've got your weapon out, but holstering it switches the camera to a freely-rotating mode.
* ''VideoGame/CallOfDuty: World at War'' ''VideoGame/CallOfDutyWorldAtWar'' did the same this for its tanks, which controlled control similarly to when the player is on-foot; earlier tank levels in the series were played in first-person like every other mission and controlled more like an actual tank (i.e.(e.g. the "Forward" button always moved the tank body in the direction it is oriented in, though the player could hold Jump to force the body to realign itself with the turret while moving though).
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* In ''Awesome'' for the UsefulNotes/{{Amiga}}, it's blatantly obvious that the Elapidae spacecraft remains locked in position at the lower center of the screen; turning makes everything else rotate around it.

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* In ''Awesome'' for the UsefulNotes/{{Amiga}}, Platform/{{Amiga}}, it's blatantly obvious that the Elapidae spacecraft remains locked in position at the lower center of the screen; turning makes everything else rotate around it.
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* The third person view in ''VideoGame/{{Fallout 3}}'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}'' use this perspective.
* ''Franchise/StarWars: VideoGame/DarkForces2: Jedi Knight'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped at all in ''VideoGame/JediAcademy'' (''VideoGame/JediOutcast'' still allowed first-person lightsaber combat, but only in singleplayer).

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* The third person view in ''VideoGame/{{Fallout 3}}'', ''VideoGame/Fallout3'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}'' ''VideoGame/Fallout4'' use this perspective.
* ''Franchise/StarWars: VideoGame/DarkForces2: Jedi Knight'' ''VideoGame/JediKnightDarkForcesII'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped at all in ''VideoGame/JediAcademy'' (''VideoGame/JediOutcast'' ''VideoGame/JediKnightJediAcademy'' (''[[VideoGame/JediKnightIIJediOutcast Jedi Outcast]]'' still allowed first-person lightsaber combat, but only in singleplayer).
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* ''VideoGame/{{Contra}} III: The Alien Wars'' does this in the TopDownView stages.

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* ''VideoGame/{{Contra}} III: The Alien Wars'' ''VideoGame/ContraIIITheAlienWars'' does this in the TopDownView stages.
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* ''VideoGame/GhostReconPredator''
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Since first person views are one of the best ways to avoid CameraScrew, a similar control in third person works just as well.

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Since first person views are one of the best ways to avoid CameraScrew, an EventObscuringCamera or [[CameraScrew other camera issues]], a similar control in third person works just as well.
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quality upgrade


[[quoteright:350:[[VideoGame/ResidentEvil4 https://static.tvtropes.org/pmwiki/pub/images/Resident_Evil_4_Shoulder_4661.jpg]]]]

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[[quoteright:350:[[VideoGame/ResidentEvil4 https://static.tvtropes.org/pmwiki/pub/images/Resident_Evil_4_Shoulder_4661.jpg]]]]org/pmwiki/pub/images/1358186505_preview_resident_evil_4_storm.png]]]]
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* The third person view in ''VideoGame/{{Fallout 3}}'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}''.

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* The third person view in ''VideoGame/{{Fallout 3}}'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}''.4}}'' use this perspective.



* Camera in ''VideoGame/{{MDK}}'' is positioned behind Kurt whenever you aren't aiming with ScopePerspective.

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* Camera The camera in ''VideoGame/{{MDK}}'' is positioned behind Kurt whenever you aren't aiming with ScopePerspective.
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* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2002, which switched to this perspective whenever using weapons.

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* One of the earliest examples in ThirdPersonShooter gameplay is the The original ''VideoGame/SplinterCell'' from 2002, which (2002) switched to this perspective whenever using weapons.aiming with weapons. This makes it one of the earliest examples of an over-the-shoulder camera in ThirdPersonShooter gameplay. However, it's not always over-the-shoulder, but mostly uses a ''VideoGame/SuperMario64'' style camera for moving around.
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* The original ''VideoGame/SilentHill'' had an extra NewGamePlus option to change your alternate camera mode into this, although it sits a little higher up and tighter in than the usual position. Another option on the same menu lets you flip the camera defaults around and play the whole game this way.

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* The original ''VideoGame/SilentHill'' ''VideoGame/SilentHill1'' had an extra NewGamePlus option to change your alternate camera mode into this, although it sits a little higher up and tighter in than the usual position. Another option on the same menu lets you flip the camera defaults around and play the whole game this way.
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* The original ''VideoGame/SilentHill'' had an extra NewGamePlus option to change your alternate camera mode into this, although it sits a little higher up and tighter in than the usual position. Another option on the same menu lets you flip the camera defaults around and play the whole game this way.
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* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2002, which switched to this perspective whenever using weapons.

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* One of Became a standard in ''Franchise/ResidentEvil'' games since ''VideoGame/ResidentEvil4'' (pictured), the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2002, which switched to this perspective whenever using weapons.TropeMaker.



* Became a standard in ''Franchise/ResidentEvil'' games since ''VideoGame/ResidentEvil4'' (pictured).

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* Became a standard One of the earliest examples in ''Franchise/ResidentEvil'' games since ''VideoGame/ResidentEvil4'' (pictured).ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2002, which switched to this perspective whenever using weapons.
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Compare and contrast CameraLockOn, FreeRotatingCamera, FixedCamera, FreelookButton.

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Compare and contrast BackToCameraPose, CameraLockOn, FreeRotatingCamera, FixedCamera, FreelookButton.

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* ''VideoGame/GearsOfWar''

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* ''VideoGame/GearsOfWar''''VideoGame/GearsOfWar'', together with ''Resident Evil 4'', popularized the use of this trope in third-person shooters.


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* The ''VideoGame/GhostRecon'' series uses this from ''Advanced Warfighter'' onward. ''VideoGame/GhostReconWildlands'' zigzags the trope-it uses an over-the-shoulder perspective when you've got your weapon out, but holstering it switches the camera to a freely-rotating mode.
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grammar


A ThirdPersonShooter often uses this view since right analog stick (and mouse aim in keyboard + mouse control combination) becoming the norm and the increasingly clunkier auto aim being phased out, thus playing just like a FirstPersonShooter, save for not being first person. Heck, some first person games allow switching to third person, while keeping the control essentially the same. Note, however, that this isn't limited to UsefulNotes/PolygonalGraphics; it's also common in older 2D games featuring an "into-the-screen" perspective or a rotating TopDownView because it reduces the number of angles the most conspicuous sprite has to be shown from.

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A ThirdPersonShooter often uses this view since right analog stick (and mouse aim in keyboard + mouse control combination) becoming the norm and the increasingly clunkier clunky auto aim being phased out, thus playing just like a FirstPersonShooter, save for not being first person. Heck, some first person games allow switching to third person, while keeping the control essentially the same. Note, however, that this isn't limited to UsefulNotes/PolygonalGraphics; it's also common in older 2D games featuring an "into-the-screen" perspective or a rotating TopDownView because it reduces the number of angles the most conspicuous sprite has to be shown from.

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* ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Dark Forces 2: Jedi Knight]]'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped at all in ''Jedi Academy'' (''Jedi Outcast'' still allowed first-person lightsaber combat, but only in singleplayer).

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* ''Franchise/StarWars: [[VideoGame/DarkForcesSaga Dark Forces 2: VideoGame/DarkForces2: Jedi Knight]]'' Knight'' allowed the user to switch between first- and third-person cameras at any time; there was also an option to automatically switch to third-person view when drawing your lightsaber, which became the default for the later games, to the point that it is impossible to be in first-person view with the lightsaber equipped at all in ''Jedi Academy'' (''Jedi Outcast'' ''VideoGame/JediAcademy'' (''VideoGame/JediOutcast'' still allowed first-person lightsaber combat, but only in singleplayer).



* Franchise/MassEffect uses this during the combat sections, while exploration sections used free-flying third-person.

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* Franchise/MassEffect ''Franchise/MassEffect'' uses this during the combat sections, while exploration sections used free-flying third-person.


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* Camera in ''VideoGame/{{MDK}}'' is positioned behind Kurt whenever you aren't aiming with ScopePerspective.
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* ''VideoGame/GodOfWar2018'' takes this to the the extreme; the only time this doesn't apply is in cutscenes, [[TheOner and the entire game plays in a single camera shot]].

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* ''VideoGame/GodOfWar2018'' ''VideoGame/GodOfWarPS4'' takes this to the the extreme; the only time this doesn't apply is in cutscenes, [[TheOner and the entire game plays in a single camera shot]].
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* ''VideoGame/GodOfWar2018'' takes this to the the extreme; the only time this doesn't apply is in cutscenes, [[TheOner and the entire game plays in a single camera shot]].
* And before ''God of War'' released, ''VideoGame/HellbladeSenuasSacrifice'' did both those two things!
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* ''Videogame/DarkSector'' and its spiritual sequel ''Videogame/((Warframe}}''.

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* ''Videogame/DarkSector'' and its spiritual sequel ''Videogame/((Warframe}}''.''Videogame/{{Warframe}}''.

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A ThirdPersonShooter often uses this view, thus playing just like a FirstPersonShooter, save for not being first person. Heck, some first person games allow switching to third person, while keeping the control essentially the same. Note, however, that this isn't limited to UsefulNotes/PolygonalGraphics; it's also common in older 2D games featuring an "into-the-screen" perspective or a rotating TopDownView because it reduces the number of angles the most conspicuous sprite has to be shown from.

to:

A ThirdPersonShooter often uses this view, view since right analog stick (and mouse aim in keyboard + mouse control combination) becoming the norm and the increasingly clunkier auto aim being phased out, thus playing just like a FirstPersonShooter, save for not being first person. Heck, some first person games allow switching to third person, while keeping the control essentially the same. Note, however, that this isn't limited to UsefulNotes/PolygonalGraphics; it's also common in older 2D games featuring an "into-the-screen" perspective or a rotating TopDownView because it reduces the number of angles the most conspicuous sprite has to be shown from.



* ''VideoGame/GrandTheftAutoIV'' has this as an available camera option.

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* ''VideoGame/GrandTheftAutoIV'' and ''Videogame/GrandTheftAutoV'' has this as an available camera option.


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** ''Videogame/GrandTheftAutoSanAndreas'' PC version has FreeRotatingCamera instead, however by the default Mouse + Keys setting, holding the right mouse button to aim will snap your camera to where you aim.


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* ''Videogame/DarkSector'' and its spiritual sequel ''Videogame/((Warframe}}''.
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* ''GearsOfWar''

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* ''GearsOfWar''''VideoGame/GearsOfWar''
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Corrected wrong info: Splinter Cell came out in 2002.


* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2003, which switched to this perspective whenever using weapons.

to:

* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2003, 2002, which switched to this perspective whenever using weapons.
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* ''Franchise/TheElderScrolls'' games when in third person view.
* The third person view in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''.

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* ''Franchise/TheElderScrolls'' games when in third person view.
view. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will [[CameraLockOn snap right back to this]].
* The third person view in ''VideoGame/{{Fallout 3}}'' 3}}'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/FalloutNewVegas''.''VideoGame/{{Fallout 4}}''.
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That's more akin to first-person perspective than this trope.


* ''VideoGame/NightDriver'' may be the UrExample. Since the ArcadeGame's hardware is barely powerful enough to mark the edges of a winding road receding into the distance with monochrome rectangles, the front of the player's car had to be literally painted onto the screen.

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