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Freelook Buttons notably took off in the UsefulNotes/TheFifthGenerationOfConsoleVideoGames. Since the UsefulNotes/Nintendo64 only ever had one analog stick and the UsefulNotes/PlayStation didn't get ''any'' until two years after launch, camera controls were assigned to buttons[[labelnote:*]]typically L2 and R2 on the [=PlayStation=] and the C Buttons on the Nintendo 64[[/labelnote]]. This meant that there was no way the player could look up or down with any precision (if they could at all!), so developers added the Freelook Button to allow it[[labelnote:*]]On [=PlayStation=] this was because developers couldn't be guaranteed that the player was using a [=DualShock=] with the second analog stick[[/labelnote]]. With UsefulNotes/TheSixthGenerationOfConsoleVideoGames, dual analog sticks were available on all systems and the Freelook Button became an antiquated feature.

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Freelook Buttons notably took off in the UsefulNotes/TheFifthGenerationOfConsoleVideoGames. MediaNotes/TheFifthGenerationOfConsoleVideoGames. Since the UsefulNotes/Nintendo64 Platform/Nintendo64 only ever had one analog stick and the UsefulNotes/PlayStation Platform/PlayStation didn't get ''any'' until two years after launch, camera controls were assigned to buttons[[labelnote:*]]typically L2 and R2 on the [=PlayStation=] and the C Buttons on the Nintendo 64[[/labelnote]]. This meant that there was no way the player could look up or down with any precision (if they could at all!), so developers added the Freelook Button to allow it[[labelnote:*]]On [=PlayStation=] this was because developers couldn't be guaranteed that the player was using a [=DualShock=] with the second analog stick[[/labelnote]]. With UsefulNotes/TheSixthGenerationOfConsoleVideoGames, MediaNotes/TheSixthGenerationOfConsoleVideoGames, dual analog sticks were available on all systems and the Freelook Button became an antiquated feature.

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Freelook Buttons notably took off in the UsefulNotes/TheFifthGenerationOfConsoleVideoGames. Since the UsefulNotes/Nintendo64 only ever had one analog stick and the UsefulNotes/PlayStation didn't get a second one until two years after launch, camera controls were assigned to buttons[[labelnote:*]]L2 and R2 on the [=PlayStation=] and the C Buttons on the Nintendo 64[[/labelnote]]. This meant that there was no way the player could look up or down with any precision (if they could at all!), so developers added the Freelook Button to allow it[[labelnote:*]]On [=PlayStation=] this was because developers couldn't be guaranteed that the player was using a [=DualShock=] with the second analog stick[[/labelnote]]. With UsefulNotes/TheSixthGenerationOfConsoleVideoGames, dual analog sticks were available on all systems and the Freelook Button became an antiquated feature.

to:

Freelook Buttons notably took off in the UsefulNotes/TheFifthGenerationOfConsoleVideoGames. Since the UsefulNotes/Nintendo64 only ever had one analog stick and the UsefulNotes/PlayStation didn't get a second one ''any'' until two years after launch, camera controls were assigned to buttons[[labelnote:*]]L2 buttons[[labelnote:*]]typically L2 and R2 on the [=PlayStation=] and the C Buttons on the Nintendo 64[[/labelnote]]. This meant that there was no way the player could look up or down with any precision (if they could at all!), so developers added the Freelook Button to allow it[[labelnote:*]]On [=PlayStation=] this was because developers couldn't be guaranteed that the player was using a [=DualShock=] with the second analog stick[[/labelnote]]. With UsefulNotes/TheSixthGenerationOfConsoleVideoGames, dual analog sticks were available on all systems and the Freelook Button became an antiquated feature.



* The ''VideoGame/DemonsSouls'' 2020 remake added a "photo mode" for admiring the environment and taking screenshots. It allowed the camera to be moved a limited distance from the player character in any direction as well as freely rotated; it also ''paused the game'', which cannot normally be done in any ''Souls'' game.



* ''Franchise/SpyroTheDragon'' gives an over-the-shoulder perspective.

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* ''Franchise/SpyroTheDragon'' gives an over-the-shoulder perspective. Spyro even turns his head to look where the player is looking.

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* ''VideoGame/AeroTheAcrobat'': Holding the X button enabled the player to look around in any direction while Aero stood in place, with accompanying sprite animation.

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* ''VideoGame/AeroTheAcrobat'': ''VideoGame/AeroTheAcroBat'': Holding the X button enabled the player to look around in any direction while Aero stood in place, with accompanying sprite animation.



* ''VideoGame/SonicTheHedgehog'': Sonic could look Up or Down while standing in place.

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* ''VideoGame/SonicTheHedgehog'': ''Franchise/SonicTheHedgehog'': Sonic could look Up or Down while standing in place.



* In ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'', the "Amaze-O-Gaze Glasses" are an optional item that allows first-person view to zoom in or out.

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* In ''[[VideoGame/BanjoKazooie Banjo-Tooie]]'', ''VideoGame/BanjoTooie'', the "Amaze-O-Gaze Glasses" are an optional item that allows first-person view to zoom in or out.



* World maps in ''VideoGame/MarioParty'' and ''VideoGame/NewSuperMarioBros'' have a button that enables the player to scan the board without moving their piece/character.



* ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'' have this, the latter allowing the player to aim FLUDD's spray nozzle at targets.
* ''VideoGame/SuperMarioGalaxy'' has this feature, which provides excellent viewing for the game's outer-space SceneryPorn.

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* ''Franchise/SuperMarioBros'':
**
''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioSunshine'' have this, the latter allowing the player to aim FLUDD's spray nozzle at targets.
* ** ''VideoGame/SuperMarioGalaxy'' has this feature, which provides excellent viewing for the game's outer-space SceneryPorn.SceneryPorn.
** World maps in ''VideoGame/MarioParty'' and ''VideoGame/NewSuperMarioBros'' have a button that enables the player to scan the board without moving their piece/character.

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