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File: 1c5ff3b2fbd91cd⋯.jpg (93.45 KB, 800x600, 4:3, sh2_p07_01.jpg)

File: 5b2e9eafd4281f5⋯.jpg (264.48 KB, 1600x900, 16:9, Resident-Evil-HD-Remaster-….jpg)

File: a56ea295db5c967⋯.gif (1.79 MB, 320x240, 4:3, 03d39fce4b6f3ba60f6ad2391f….gif)

75411b  No.15654280

Been playing through the original trilogies for Resident Evil and Silent Hill this month and it really struck me how important the camera systems were for these titles.

Resident Evil made great use of it by making positioning an important factor in terms of gameplay. Oftentimes enemies are just off-screen, so you gotta be careful, especially around corners.

Silent Hill on the other hand didn't emphasize positioning with it's moving camera and more agile movement system, but used the fixed angles to great affect by putting the perspective unconventional (and uncomfortable) situations.

It kind of got me upset with how every game today operates on the exact same camera system pioneered during 6th generation consoles. While lots of games do benefit more from the standardized player-controlled camera systems, there's a real lost art in how these older titles used interesting perspectives for both gameplay and atmosphere. Are there any other games out there today that still use their camera systems to great effect?

698adf  No.15654341

>inb4 shitposting about tank controls


fa5933  No.15654357

>Silent Hill on the other hand … used the fixed angles to great affect by putting the perspective unconventional (and uncomfortable) situations.

Resident evil did this to.


e6173b  No.15654367

YouTube embed. Click thumbnail to play.

Video related, at least once you get past the memes which are pretty funny actually.


43a09e  No.15654373

>>15654341

Tank controls are only shit with a fixed camera. They were fine in RE4, and fine for most of SH and SH2.


e6173b  No.15654376

>>15654373

>Tank controls are only shit with a fixed camera

git gud faggot


311a64  No.15654378

>>15654341

you can tell how much of a nigger someone is by how much difficultly they have with tank controls


8e26fe  No.15654403

>>15654373

Try playing the REmake with the "modern controls" option enabled or try playing DMC1, and then try saying this again


75411b  No.15654405

File: d021248f9f80b96⋯.jpg (83.21 KB, 1280x720, 16:9, maxresdefault.jpg)

>>15654357

You're right, but I think Silent Hill used it more effectively for this purpose. I can remember a few moments here and there from the OG Resi games that really drove up the spook factor with the camera (looking in through a window in the original and looking at an alleyway in Resi 3 letting you see slightly into an apartment with a zombie in it), but there are quite a few more in the Silent Hill games I can remember. Tthe alleyway at the beginning of the first game where the camera moves as you go around the corner or the area near the end of the game where it moves right behind Harry's head. The chase scene in the hospital in 2 where Pyramid Head is often put into just the right place in frame.

>>15654373

t. brainlet with undeveloped hand-eye coordination


fa5933  No.15654416

>>15654405

From what I remember SH was mostly a camera floating behind the player, and the ONLY used fixed camera for scenes that where intense like what you where talking about. RE was fixed camera all the way, so there was a lot of mundane hallways and crap mixed in with the moldy as fuck basement and labs.


698adf  No.15654452

>>15654378

Right, and as you can see, we should laugh at said nigger: >>15654373


4ca59c  No.15654530

You know what would be awesome? A survival horror game with a fixed camera angle and tank controls where you play as somebody with a physical disadvantage like..

>a fat truck driver who just got amputated in the initial chaos.

>gets winded easily from running and sprinting

>reloading takes much longer for him than somebody with both arms.

>needs to apply fresh dressing to his wound where he lost his arm.

>Some of his problems can be mitigated by finding an artificial arm.

>a weak, skinny woman working as a stripper.

>lots of exposed flesh that leaves her especially vulnerable to zombie bites and acid projectiles.

>had to kick off her high heels so she's running around barefoot and needs to avoid glass

>can't handle the recoil on shotguns so using it too often can leave an acute contusion on her shoulder.

>This can be mitigated by finding clothes, shoes, and shells with reduced loads.


9e7f6e  No.15654545

Would Eternal Darkness fit in with the fixed camera perspective or is it some sort of hybrid type camera where it follows you slightly and swings around corners when you move behind them?


275489  No.15654578

>>15654367

That was actually pretty good, thanks anon.


43a09e  No.15654590

>>15654403

The alternate controls in REmake are fantastic, and feel so much better for Real Survival runs.


5614be  No.15654598

inb4 thread gets shoah'd for wrongthink


275489  No.15654608

>>15654590

It may feel better to use more modern control schemes that give the play full control, but it diminishes the horror aspect of a game unless it somehow introduces other handicaps. Ammo limitation is rarely sufficient to retain the spooky scenario when a good player can kill everything with his knife or just swiftly avoid enemies.


43a09e  No.15654659

>>15654608

>It may feel better to use more modern control schemes that give the play full control, but it diminishes the horror aspect of a game unless it somehow introduces other handicaps

That's the mindset that causes people to think that Survival Horror is just Action Horror with clunky gameplay. Dead Space 1 was far more effective at horror than any RE title to date, and it has excellent controls.

>Ammo limitation is rarely sufficient to retain the spooky scenario when a good player can kill everything with his knife or just swiftly avoid enemies

The goal has always been to juke as many enemies as possible and only using resources on mandatory fights, or high risk situations where juking isn't worth the risk. Better controls merely make it feel less terrible, and that's a good thing. RE4 doesn't fall apart difficulty-wise (even on professional) because it has better controls, it falls apart because of how insanely powerful the counter attacks are.


275489  No.15654725

File: c26fce09829df91⋯.jpg (388.18 KB, 1599x899, 1599:899, penumbra.jpg)

>>15654659

I get your point about Dead Space, but it's horror primarily came from the environment and the brutal executions you faced from the enemies, not as much from the gameplay mechanics themselves. Still a good game though. There are a few ways to make a good horror game and handicapping the player in the face of threatening, surprising, or sneaky enemies is just one. But you see a lot of attempted horror games today try to recreate the traditional horror scene while allowing the player to be a badass, and it just doesn't work. The early Penumbra games did a great job of it by making the player largely powerless against most enemies, especially if outnumbered, and combined this with a really spooky atmosphere that made for a great horror game. Also the controls, while allowing the player to move fluidly, required manual dexterity to open/close drawers/doors/etc, which added a lot to the feel of the game. Things like trying to quickly drag a heavy barrel in front of a door to stop enemies from getting in was really cool.


d248bd  No.15654771

File: 025b8f330e7d74a⋯.png (3.12 MB, 1920x1080, 16:9, ClipboardImage.png)

>>15654280

>Are there any other games out there today that still use their camera systems to great effect?

OoT does some neat shit with its use of a low angle as a child to make things look a lot bigger then they are.

Speedrunners don't let the boss move around enough for it to be visible but the boss from JubJub isn't that much bigger then adult link.


43a09e  No.15654799

>>15654725

>penumbra

My problem with the first one is that you could just climb on a barrel or box and brain the dogs with the hammer. For Black Plague, and this extends to both Amnesia games and Outlast as well, is that the optimal course of action is to just sprint from A to B for nearly the entire game, except for the handful of times where you're forced into playing hide and seek, and none of that is particularly scary.

>try to recreate the traditional horror scene while allowing the player to be a badass

I agree, but I think the best way of doing it is allow the player to effectively fight back, but then heavily limit the resources to discourage the player from doing so unless absolutely required, rather than handicapping the player with things like shit controls.


fa5933  No.15654808

>>15654659

>Dead Space 1 was far more effective at horror than any RE title to date, and it has excellent controls.

I don't get the constant dead space shilling here. The game was so bad, and all the jumps cares where predictable as fuck. The only time the game was tense at all was in Dead Space 2, when you revisit the ship from 1 and it's just pure atmosphere. I remember I was laughing my ass off in the first 30-40 minutes because of how hard it was trying to be scary and how the boot stomp made bodies fucking explode.


43a09e  No.15654824

>>15654808

Play on Impossible, it's top-tier survival horror.

>I remember I was laughing my ass off in the first 30-40 minutes because of how hard it was trying to be scary and how the boot stomp made bodies fucking explode.

I felt the same way as a kid playing RE2 and realizing that my path was routinely being blocked by waist-high barriers.


fa5933  No.15654863

File: 43790738a041d0d⋯.jpg (10.71 KB, 328x277, 328:277, 43790738a041d0dc52737becee….jpg)

>>15654824

>Play on Impossible, it's top-tier survival horror.

Fool me once shame on you. I'm not picking that turd up again.


aaf36b  No.15654898

>>15654530

Outbreak had a similar scenario, you could play as an old vietnam veteran who moved very slowly but had a considerable strenght or you could play as a jap girl who couldn't shoot well, did shit damage and was sloppy with melee weapons, suffered severe damage from enemy attacks but had a student backpack so she could carry more itens than any character.


dd7180  No.15654946

>>15654808

>>15654863

You didn't feel tense when you were thrown in the locked room with twitchers? Nor the big guy when it's just you, him, and a tight space where you have to turn around moving crates to get through? If you're at critical health he can instantly kill you from behind.


ad410d  No.15654957

>play sonic adventure 1

>the camera when it plays well is actually fine, which is most of the time.

>but the moment you change camera type from auto camera to free camera you try to control the camera you start to notice it's inverted, it sucks and you can't manipulate in a way you want it to

i prefer a fixed camera with small amount of control for console games


e5a745  No.15654997

>>15654403

DMC1 is fine still a great game to play.

gitgud faggot.


016154  No.15655037

>>15654403

DMC1 rarely changes camera angles mid-fight (especially during boss fights) and the directional controls don't switch over for a full second after a camera transition so that you can orient yourself. Neither of those are true of the alternate REmake controls or the controls for Silent Hill 4, Origins, or most games that run with that control scheme as far as I'm aware. No reason to drag that game into this.


9e7f6e  No.15655371

>>15654946

I'm playing it right now and what gets me the most is the power loss fake outs and the fake ambushes where a necro will smash a vent but nothing comes out. Leaves me paranoid until I work up the courage to move on to the next room hoping nothing is there when I come back. That and the fucking workbench scare I wasn't expecting. Whoever thought that of that one is an asshole.


3aa8b0  No.15655400

File: 154d1d47e08992b⋯.jpeg (6.33 KB, 259x194, 259:194, Holobutts.jpeg)

>>15654608

Tank Controls are perfectly acceptable and easy to use. The only indefensible issue they ever really had was the lack of a quick-turn button in early games, because in order to allow the player to control accurately, they had to slow down the turning animation - which was fine for small or moderate directional changes, but a frustrating liability for long-arc changes in direction that often were required because of jump-scare bullshittery. It was often faster to just do a three point turn-around like you were lost on a country road in order to take advantage of the faster forward movement while turning - but this was already solved by the time RE3 came out.




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