Moss is a game that follows the adventures of a mouse from a top -
down camera angle.
There is only one camera angle available in the form of the classic Micro Machines top -
down camera angle which will more than likely appeal to fans of the series, although it is capable of being overly restrictive of your view when approaching the end of a straight in regards to taking a left or right corner on some of the race tracks.
The game will also sport a new top
down camera angle.
Not exact matches
Asuka did as good as possible to make it look like she kicked Sasha in the air; if she had not done the «kick maneuver» Sasha would have actually landed on Asuka (but
angle of
camera was such, that we saw an «obviously missed kick» and we talking now about a «botch») plus Sasha right away put her arms out in a way to land safely than make it look like a «harsh hit on the floor» with the small roll BUT at same time she did hit the top rope with her feet so either it was a not intentional slow
down (most likely) or she was so good that she intentionally used top rope to slow herself
down (unlikely but still possible)
Although in Pascal 1 in the final flurry I do remember thinking he might've been clipped and knocked
down, but it was ruled a slip and the
camera angles weren't good.
It's tough to see from the
camera angle, but as the pack slowed
down it seems that Sho Onodera (in the white car) was unsighted and went clean over the top of the black car of Miki Koyama.
Another great thing about this monitor is that the
cameras are able to be mounted on a multitude of
angles — up,
down, sideways.
Petabit communication pipes and perhaps thousands of high - definition
cameras will enable someone to manipulate a «soft
camera» that will elicit a view from thousands of
angles throughout a stadium dome or from
down on the field.
Hold the
camera up and face it
down at a slight
angle.
She looks
down the hallway at the mental institution toward the chair she's meant to sit on across from Lecter's cell, and we're looking from her
angle; later, Lecter looks straight at the
camera — which is to say straight at us — as he talks.
In the case of Gun Fury, this includes shoot - out choreography, barroom composition, and the heightened depiction of forward motion, from galloping tracking shots to
camera angles staring
down a row of reigns as horses sprint headlong over the desert terrain.
Penelope Houston cited the opening scenes of The Bride Wore Black in summarising the Hitchcock connection with Moreau's character: «In the opening sequence, she is unmistakably playing Marnie: the half - packed suitcase, the neat little piles of bank notes, the doleful parting from mother and sister, and the moment when, having sadly boarded the train on one side, she ducks briskly
down on the other and marches back along the platform (Marnie
camera angles all around) on her errand of vengeance.»
We see him gliding
down from a multitude of
angles below and then the abundance of
camera operators on the field.
Unlike traditional racing games, Micro Machines keeps the
camera in a strict top -
down locked
angle with players having to adjust their steering based on the track and the various hazards.
Underlining this is Blade Mode, a vicious conclusion to combat encounters that pulls the game
camera in closely, slows
down time and lets Raiden slice apart enemies freely from any
angle.
Odyssey LX, EX, SE and EX-L models feature a single -
angle «Normal View» display, while EX-L Navi, Touring and Touring Elite models have a Multi-
Angle Rearview
Camera with wide, normal and top -
down views — all with improved optical quality.
The 2017 Honda HR - V has a multi-
angle rearview
camera that lets you see what's behind you from a top -
down, wide -
angle, or from a normal view.
On the safety front, there's a multi-
angle rearview
camera that lets you choose normal, top -
down, or wide -
angle views standard on every HR - V.
Redesigned for 2016, the new Civic makes a big impression with its richer and more accommodating cabin, which also features as standard rearview
camera (with three viewing
angles), while on the SUV front, the also new for 2016 Pilot was appreciated for its third - row seating that is (a) spacious enough for adults and (b) folds
down to create a cavernous cargo hold the editors called «almost impossible to fill.»
How about a series of
cameras that give you a top -
down view from all
angles to aid in parking, completely with sensors to alert you to objects (animal, vegetable or mineral) that pose a risk to your progress).
Massive incline changes are also heavily featured but these are let
down by the
camera angles as you often just don't get an idea of the scale of these huge hills, and while heading sharply downhill you'll find the
camera looking at the dirt for a few seconds if it changes to an uphill incline leading to even more damn crashes.
For PH and ST it worked because it was top -
down and at a fixed
angle, but in Bayonetta, the
camera is not fixed and behind Bayonetta.
I appreciate Tyranny's old school isometric
camera angle since it's nostalgic for me, but it may be a turnoff for those who don't generally like top
down click - to - navigate gameplay.
It bears the most resemblance to a top -
down shooter, but the
camera never seems content to stay there and you'll have plenty of moments where you're using a
camera angle that's almost over-the-shoulder, but for the sake of simplicity I'm going to say top -
down.
However, since the
camera is locked to a top -
down angled view, sometimes the directional controls can get choppy, especially when moving diagonally.
Activated by holding
down the left trigger (if you're on Xbox 360), Blade Mode sends the world into slow motion and gives you direct control of Raiden's weapon, with the left stick controlling the
camera and the right stick controlling the exact
angle of your attack — simply swipe the stick in whatever direction you want and Raiden will follow the motion on - screen, neatly slicing through the enemy.
Whilst most of the game takes place from a fixed
camera angle where you're essentially shooting
down upon your foes, you'll also come across specific Immersion Points that put you right into the action.
With the impeccable use of
camera angles and slow
down when button prompts appear I didn't care that I had limited control over Batman or Bruce.
It's not overbearing or bogged
down in dialogue so it's ideal for gaming on the go, and the only major hindrance comes in the form of the locked
camera angle which can make solving puzzles and navigating rooms far more difficult than it needs to be.
You enter «Blade Mode» by holding
down L1, using the analogue sticks to control the
camera and the
angle at which you want to cut.
We
angle our
camera along two axes (swing the
camera 45 degrees to one side, then 30 degrees
down).
The default control scheme consists of pressing R2 to accelerate; pressing L2 to apply the brake or reverse the car; holding X during manual starts; pressing triangle to activate or deactivate DRS; pressing X to manually shift up a gear; pressing square to manually shift
down a gear; pressing R1 to change the
camera angle; pressing O to produce the multi-functional display; pressing L1 to produce the voice control menu; moving the direction of the left analogue stick to the left or right to steer your car in that direction; moving the direction of the right analogue stick forwards, backwards, left or right to appropriately manoeuvre the
camera angle to look in that direction; pressing up,
down, left or right on the d - pad to scroll through the MFD menu; pressing R3 to chat in online multiplayer; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The default control scheme consists of pressing R2 to accelerate; pressing L2 to apply the brake or reverse the car; holding X during manual starts; pressing X to manually shift up a gear; pressing square to manually shift
down a gear; pressing triangle to activate or deactivate DRS; pressing triangle to engage the pit limiter; pressing R1 to change the
camera angle; pressing O to produce the multi-functional display; pressing L1 to produce the voice control menu; moving the direction of the left analogue stick to the left or right to steer your car in that direction; moving the direction of the right analogue stick forwards, backwards, left or right to appropriately manoeuvre the
camera angle to look in that direction; pressing up,
down, left or right on the d - pad to scroll through the MFD menu; pressing R3 to chat in online multiplayer; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
You adjust the
camera angle with the analog stick, and raise the speed of your character's pace by holding
down the X button.
There are also some new
camera angles tossed in at certain parts of the game which bring the
camera down for more of a «Dead Space feel», though this only occurs a few time.
However, it would have been better if there were a variety of
camera angles such as a
camera mounted to the bonnet of the car, a viewpoint from the front of the car looking ahead without showing any of the car, further
camera angles attached to the tyres and bodywork, alongside a top -
down perspective reminiscent of Micro Machines and MotorStorm RC, while there are unfortunately no post-event replays.
The default view while in a park is a top
down, isometric - style
camera angle, which focuses mainly on your in - game avatar, selected from a roster of cute characters at the outset.
This may not work for everybody, but I found that sitting the
camera around 6 - 7 foot high and
angled slightly downwards while you stand about six feet away helps immensely with tracking accuracy, as it allows the
camera to get a full view of your body even when stretching high above yourself, such as when trying to shoot
down a dragon, or when you're crouching on the ground.
At first, I thought she was holding
down the stick to change the
camera angle, but I paid close attention the next time it happened, and sure enough, when she was placed back on the course, her
camera was backwards.
TD basically requires a top -
down perspective, which when done with a natural
camera angle is quite ugly — just a bunch of heads and shoulders, whereas humans are adapted to viewing the world from eye level.
The isometric view is replaced with an over-the-shoulder
camera angle, putting players
down lower to the ground and closer to the action.
The top
down view is one of my favorite kinds of
camera angles in games so I love how the game played out from this perspective.
City streets are winding and confusing, and blocked off by seemingly random invisible walls, while large grassy plains shift the
camera angle uncomfortably far away from you, and slows the frame rate
down to a slideshow.
The action stage moves the
camera angle to a lower
down third person perspective and the game serves up a nice slice of action as you go head on with the invaders.
Stand or sit up straight,
angle yourself just a bit, lean slightly toward the
camera, and try looking just above the
camera with your chin tucked
down.
Because of the different positioning of the front - facing
camera, you actually have to turn the phone upside
down to take a selfie, to avoid the otherwise awkward
angle.
Many (Instagram and Facebook included) don't support the up and
down arrows for scrolling, and Snapchat needs to be adjusted so that it doesn't rotate the
camera to a 90 - degree
angle.
However, Netgear does offer some suggestions of their own, such as placing the
camera up high and
angling it
down a bit.
Ultimately, I judge phones based on how likely I am to recommend them, and it comes
down to this: if you really want an Android phone and are enticed by specific features like minimal bezels, VR, or a wide -
angle camera, get an S8 or G6.
Coming
down to the specs of the iSightDuo
camera, we have a wide -
angle lens with an f / 1.8 aperture, while the telephoto lens packs a f / 2.4 aperture.