A combination of
the fixed isometric camera angles, an increase in objects / enemies that kill you or just insane level design moments result in all the happiness nostalgic feelings will make you seethe with rage.
Not exact matches
Fear Effect: Sedna discards
fixed -
camera angles and tight corners for an
isometric approach; to keep the familiar tension of the previous Fear Effect games, each character will have a limited field - of - vision, allowing enemies to get the potential drop on the player.
For the majority of Wayward Sky, the
camera is a
fixed isometric perspective, which makes the presentation sort of look like a board game.