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Not an example.
* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2003, which switched to this perspective whenever using weapons.
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* ''VideoGame/MaxPayne'' and its sequel use traditional first-person controls for their third-person gameplay.
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* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2003, which switched to this perspective whenever using weapons.
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* One of the earliest examples in ThirdPersonShooter gameplay is the original ''VideoGame/SplinterCell'' from 2003, which switched to this perspective whenever using weapons.
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I want to cut the hyphenated redirect.
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* ''VideoGame/{{F-Zero}}'' uses this view.
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* ''VideoGame/{{F-Zero}}'' ''VideoGame/FZero'' uses this view.
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* ''TransformersWarForCybertron''
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* ''TransformersWarForCybertron''''VideoGame/TransformersWarForCybertron''
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* ''VideoGame/NightDriver'' may be the UrExample. Since the ArcadeGame's hardware is barely powerful enough to mark the edges of a winding road with monochrome rectangles, the front of the player's car had to be literally painted onto the screen.
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* ''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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* ''VideoGame/NightDriver'' may be the UrExample. Since the ArcadeGame's hardware is barely powerful enough to mark the edges of a winding road with monochrome rectangles, the front of the player's car is literally painted onto the screen.
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* ''VideoGame/NightDriver'' may be the UrExample. Since the ArcadeGame's hardware is barely powerful enough to mark the edges of a winding road with monochrome rectangles, the front of the player's car is had to be literally painted onto the screen.
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* ''VideoGame/NightDriver'' may be the UrExample. Since the ArcadeGame's hardware is barely powerful enough to mark the edges of a winding road with monochrome rectangles, the front of the player's car is literally painted onto the screen.
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* In ''Awesome'' for the UsefulNotes/{{Amiga}}, it's blatantly obvious that the Elapidae spacecraft remains locked in the lower center of the screen; turning makes everything else rotate around it.
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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}}, it's blatantly obvious that the Elapidae spacecraft remains locked in the lower center of the screen; turning makes everything else rotate around it.
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* In the "Lock-Strafe" mode in the ''VideoGame/RatchetAndClank'' games.
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* In the "Lock-Strafe" mode in the ''VideoGame/RatchetAndClank'' ''Franchise/RatchetAndClank'' games.
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* ''VideoGame/{{Brandish}}'' is a rare example of a sprite-based TopDownView game that does this trope. The game actually loads four level maps per area, and when the player turns, it switches to the map in that direction.
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* ''VideoGame/{{Brandish}}'' is a rare example of a sprite-based TopDownView ThreeQuartersView game that does this trope. The game actually loads four level maps per area, and when the player turns, it switches to the map in that direction.
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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 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, 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, 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.
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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.
UsefulNotes/PolygonalGraphics; it's also common in older 2D games featuring an "into-the-screen" perspective because it reduces the number of angles the most conspicuous sprite has to be shown from.
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Now this isn't limited to UsefulNotes/PolygonalGraphics. This can be done in pseudo 3D as well, often by using "Mode 7".
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.
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.
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* Namco's System 2 {{Arcade Game}}s ''Assault'', ''Metal Hawk'' and ''Dirt Fox'' center the player's tank, helicopter or car in the bottom part of the screen, while zooming and rotation effects are applied to the 2D backgrounds and sprites as the player turns and changes altitude.
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* Namco's System 2 {{Arcade UsefulNotes/{{Arcade Game}}s ''Assault'', ''Metal Hawk'' and ''Dirt Fox'' center the player's tank, helicopter or car in the bottom part of the screen, while zooming and rotation effects are applied to the 2D backgrounds and sprites as the player turns and changes altitude.
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Now this isn't limited to PolygonalGraphics. This can be done in pseudo 3D as well, often by using "Mode 7".
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Now this isn't limited to PolygonalGraphics.UsefulNotes/PolygonalGraphics. This can be done in pseudo 3D as well, often by using "Mode 7".
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* Namco's {{Arcade Game}}s ''Assault'' and ''Metal Hawk'' center the player's tank or helicopter in the bottom part of the screen, while zooming and rotation effects are applied to the 2D backgrounds and sprites as the player turns and changes altitude.
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* Namco's System 2 {{Arcade Game}}s ''Assault'' and ''Assault'', ''Metal Hawk'' and ''Dirt Fox'' center the player's tank or tank, helicopter or car in the bottom part of the screen, while zooming and rotation effects are applied to the 2D backgrounds and sprites as the player turns and changes altitude.
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* Similar to the ''Resident Evil'' games, the ''VideoGame/FatalFrame'' series has also replaced its former FixedCamera with this new perspective since the fourth game.
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* Similar to the ''Resident Evil'' games, the The ''VideoGame/FatalFrame'' series has also replaced its former FixedCamera with this new perspective since the fourth game.
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* Namco's {{Arcade Game}}s ''Assault'' and ''Metal Hawk'' center the player's tank or helicopter in the bottom part of the screen, while zooming and rotation effects are applied to the 2D backgrounds and sprites as the player turns and changes altitude.
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Opinions do not inform a trope.
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* ''VideoGame/GodHand'' makes use of this camera method in a Beat Em' Up. It works surprisingly well, too.
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* ''VideoGame/GodHand'' makes use of this camera method in a Beat Em' Up. It works surprisingly well, too.
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* ''GodHand'' makes use of this camera method in a Beat Em' Up. It works surprisingly well, too.
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* ''GodHand'' ''VideoGame/GodHand'' makes use of this camera method in a Beat Em' Up. It works surprisingly well, too.
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* ''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".
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* ''BattleTanx'' ''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".
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** All of the 3D games' PC ports behave this way as well, when played with keyboard and mouse.
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* ''WolfQuest'' uses this by default, but it allows you to [[FreeRotatingCamera rotate the camera]] as well.
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* ''WolfQuest'' ''VideoGame/WolfQuest'' uses this by default, but it allows you to [[FreeRotatingCamera rotate the camera]] as well.
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* The video game version of ''TomorrowNeverDies'' opted to use this perspective rather than ''[[Videogame/GoldenEye1997 GoldenEye 007's]]'' First-Person perspective.
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* The video game version of ''TomorrowNeverDies'' ''VideoGame/TomorrowNeverDies'' opted to use this perspective rather than ''[[Videogame/GoldenEye1997 GoldenEye 007's]]'' First-Person perspective.
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* Similarly, ''EverythingOrNothing'' featured an over the shoulder perspective.
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* Similarly, ''EverythingOrNothing'' ''VideoGame/EverythingOrNothing'' featured an over the shoulder perspective.
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* ''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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* ''StarWars: ''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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* ''VideoGame/DeadRisingChopTillYouDrop'' uses this, as it borrows the gameplay from ''Resident Evil 4''.
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The others allow free movement.
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* In the first two ''VideoGame/SaintsRow'' games when in aiming mode (otherwise it's just free movement). ''The Third'' places the camera over the shoulder at all times.
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* In the first two The ''VideoGame/SaintsRow'' games when in aiming mode (otherwise it's just free movement). ''The Third'' places the camera over the shoulder at all times.movement).
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[[caption-width-right:350:Want to get a good angle on that shot.]]
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[[caption-width-right:350:Want to get a good angle on that head shot.]]
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* ''Franchise/DeadSpace''
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* ''Franchise/DeadSpace''''Franchise/DeadSpace'' uses this while aiming, or moving, but the camera orbits around the player character freely if they're standing still.