Sentences with phrase «fixed camera angles»

Technically a 3D game but with fixed camera angles and mostly 2D movement, it's a visual style largely driven by light and shadows and it creates some wonderfully striking views.
The dynamic camera from fixed camera angles is going to be much harder to get right than just having a chase cam with a few other fixed angle sections.
It's amazing to me that indies haven't tried to emulate the classic fixed camera angle re formula.
Fixed camera angles make navigation difficult, and the lack of lighting, although intentional resulted in puzzles being harder than they should have been.
Admittedly, these static backgrounds do interfere with the new contextual control scheme, as fixed camera angles sometimes result in you running back where you came from.
The game will maintain its classic fixed camera angles, although minor changes will be added to make it slightly more playable.
The third - person view and fixed camera angles of its cartoon - like environments is reminiscent of a simpler time in gaming, but there is a genuine mish - mash feel of Crash Bandicoot and God of War gameplay to be found in the sequel.
FFX feels in many ways like an evolutionary dead end for the series now, with its unique battle system and fixed camera angles in a 3D world.
Fixed camera angles intensify the sensation of claustrophobia and your limited inventory keeps you feeling vulnerable.
Adding to that, it fails to do anything meaningful with VR, using it only to create tension through a series of fixed camera angles whose transition are jarring and disorienting.
The only tricky aspect of the gameplay was the relatively fixed camera angle that sometimes got in the way, especially when you were backtracking.
The game has fixed camera angle shots, making the game more fun and challenging by only allowing a field of view set on that perspective; you may hear a zombie or something skittering around, but you won't see it until it comes to you (or you, it).
As with Silent Hill 2 and Fatal Frame, the game relies on fixed camera angles to add a sense of dread and fear for the unknown.
One of the first things that needs to be said, and is a definite winner, is that Project Zero continues to use the Survival Horror tradition of semi fixed camera angles throughout the mansion.
Whereas the previous fixed camera angles succeeded in its obscurity, it didn't feel fair, that's why I'd like to see this third person perspective continue without being as fast paced as either Resident Evil 5 or 6.
Instead of putting you inside of the labyrinth from the first - person perspective of the titular character, you'll be set at fixed camera angles and over his shoulder at times, with the ability to look around using your own head.
The controls, combined with horrible fixed camera angle, made the original Devil May Cry games nothing short of frustrating.
The radical changes to gameplay, such as Resident Evil switching from fixed camera angles to an over-the-shoulder view, were huge.
Then, two things happened: Kaori Tanaka and Tetsuya Takahashi worked on a script that they intended for Final Fantasy VII, but it was rejected; and with fatigue upon seeing the direction that Final Fantasy VII's world was taking (using pre-rendered backgrounds with fixed camera angles), Takahashi decided he wanted to work on a game of his own, in which the world would be entirely in 3D.
The third - person view and fixed camera angles of its cartoon - like environments is reminiscent of a simpler time in gaming, but there is a genuine mish - mash feel of
Yes, despite a clunky control scheme and fixed camera angles that drove many gamers crazy, it succeeded beyond Capcom's wildest imaginations.
Resident Evil 4 broke the franchise free from the confines of fixed camera angles and gave us a horror game with a huge dose of action.
The fixed camera angles appear to have allowed the developers to push way more of the effects not commonly seen in Wii games.
As if the DLC wasn't enough of a throwback to the original Resident Evil already, you've now got the fixed camera angles to go with it.
It's back to basics with tank controls, fixed camera angles and nonsensical puzzles galore.
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.
There's a real sense of wonder and depth to your surroundings — Thora is often dwarfed by everything around her, which is especially impressive given the game's visual style and fixed camera angle.
The original three God of War games were all critical and commercial successes, and were known to be linear experiences with fixed camera angles and a penchant for action - packed gameplay, with story taking a backseat.
Yes, despite a clunky control scheme and fixed camera angles that drove many gamers crazy, it succeeded beyond Capcom's wildest imaginations.
The third - person view and fixed camera angles of its cartoon - like environments is reminiscent of a simpler time in gaming, but there is a genuine mish - mash feel of
The third - person view and fixed camera angles of its cartoon - like environments is reminiscent of a simpler time in gaming, but there is a genuine mish - mash feel of Crash Bandicoot and God of War gameplay to be found in the sequel.
Ditching the fixed camera angles for an over-shoulder perspective, Resident Evil 4 gave players wholly different experience.
Much like Resident Evil 1 through 3 this game adapts the fixed camera angle and tank controls into a hardcore survival horror game.
Moonchild's animations often get stuck and the fixed camera angles work against you.
In previous games, you played in third person view or with a fixed camera angle, so you could see Kratos» entire body most of the time.
The puzzles are old - fashioned — the fixed camera angles and restricted navigation giving me flashbacks to Myst — but they focus investigations with clear areas to probe and prod for clues.
The way the game is presented is also fabulously cinematic, with choreographed and well thought - out cutscenes and often excellent use of a fixed camera angle during gameplay.
Zero was created in the same style as the remake, using the pre-rendered backgrounds and fixed camera angles to craft a horror experience in many ways still unique to these titles.
Are the times gone where fixed camera angles and engaging sound can create an atmosphere that rivals an over-the-shoulder experience?
In terms of graphics and controls, MySims Agents reminds me of playing LEGO Star Wars — everything is presented from a fixed camera angle as you move around in the nicely detailed 3D areas.
He then goes on to say that it didn't work because the levels were built like movie sets and meant to be viewed from a fixed camera angle.
Though the gameplay itself may be somewhat dated by today's standards with fixed camera angles and puzzle - based progression, Eternal Darkness revolutionized the idea of breaking the fourth - wall in video games thanks to the Nintendo - patented «Sanity» system: Sanity is measured by a green gauge in the top - left corner of the screen; characters will lose Sanity as long as they are in a creature's line of sight until the gauge is empty.
It was then said that the game would be retaining a connection to the original title through use of cel shaded visual style and fixed camera angles, but visual updates and control improvements would help bring the game in line with modern titles.
The game will still retain the fixed camera angles and present itself as a classic survival horror style game.
Fear Effect's original charm was that it took the fixed camera angles and gameplay from Resident Evil and bumped the presentation and story up a notch by using FMV for backgrounds instead of still images.
The player controls Sherlock Holmes, in first person perspective, and interacts with the world within a pre-rendered 3D environment utilizing limited character movements and fixed camera angles.
Stylistically, the game apes Capcom's survival horror classic right down to the mid-90s graphics, boasting archaic tank controls, fixed camera angles, and unreliable combat to really bring the nostalgia home.
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