Not exact matches
As the nameless baby evades dangerous traps and leaps across the treacherous hazards, the
camera remains static, always maintaining its diagonal,
isometric perspective.
The
camera wasn't locked
isometric — it followed each soldier from a third - person
perspective.
While the
camera is never moving, it is 3D with fully pixel lighting, shadowing, bloom» filtering and normal mapping — all in an classic
isometric, instead of a
perspective projection.
Two
camera angles are available; one a 3/4
isometric view while the other is a more traditional overhead
perspective.
Even the viewpoint is different, with the
camera now taking an
isometric perspective instead of the 3rd person viewpoint the Tomb Raider series is known for.
Less an action RPG like Torchlight and more a straight - up adventure game of its own, the
camera perspective of the game and the proportions it showcases works well for adventuring, with
camera control mostly stationary in an
isometric view, but at times moving to showcase scenery or direct player attention in gameplay.
How to Survive has the look of a traditional role playing game, with a top down,
isometric camera view / player
perspective.
For the majority of Wayward Sky, the
camera is a fixed
isometric perspective, which makes the presentation sort of look like a board game.