SlimeGooGoo
Party Gooper
.
Last edited:
I see you're a man of cultureMy actual favorite use of fixed cameras are older JRPG's. I think they are one of the reasons Ps1 and Ps2 era JRPG's had some of the mos visually striking and memorable worlds:
Baten Kaitos Origins was better.Baten Kaitos was nice
Agreed, it has good art. It was particularly impressive at the time.Apocryphon - Fear Effect looks far, far better than it has any right to given how simple the texturing and lighting treatment on the characters is. Fantastic stuff.
I mean, I may be showing my biases here, but I think you could make a really great indie low-poly game using similar techniques for the characters today - maybe do some more 'painterly' texture backgrounds (eg. TF2) instead of the harsh renderings they originally used for Fear Effect. Like, most of the time you don't expect cel shaded characters in animation to have perfectly accurate shadowing (and indeed, surface cel shaders can often look more distracting than the static shadows on the characters bodies). And the facial flipbooks were effective. Getting off topic, though, I think...Agreed, it has good art. It was particularly impressive at the time.
If you're talking fixed multicam ala Alone in the Dark, Resident Evil, etc, then 'this, this, a thousand times this'. I mention that idea during the intro to the Fixed Camera Appreciation Society homepage. There's a value to presenting and restricting information to the player using the conventions of filmic cinematography - but it still somewhat conflicts with the control methods we have available.Fixed camera angles are a hidden art in videogames that nobody understands yet.
I see you're a man of culture
Yasuyuki Honne is underapreciated, and to think he hasn't been art director in a game in 14 years a crime.
I'll just leave some Baten Kaitos Origins as well.
Doesn't make it justice though.
Baten Kaitos Origins was better.
Better story, dub, art, character development, etc.
I remember very well testing my PVM's and Plasmas with that scene and how it looked amazing on a CRT. On the plasma as well.This part with the clouds is one of my favorite looking locations in games:
People always say pre rendered backgrounds and fixed camera angles are meaningless now because they were just a solution to technical constrains that no longer exist.
But there's very few modern JRPG that artistically looks as nice as this, or Chrono Cross, or FFIX. I really think having limited locations and angles to work with made devs try to make each of them truly stand out
I don't think fixed camera impedes anything on any RPG series or any point and click game.The ONLY video game series where the fixed camera angle does not impede gameplay:
God of War 1/2/3
Metal gear solid 1/2/3
The ONLY video game series where the fixed camera angle does not impede gameplay:
God of War 1/2/3
Metal gear solid 1/2/3
Prepare yourself for first-person.Hope folks find this relevant -
The Fixed Camera Appreciation Society will be celebrating it's birthday on the 27th of this month with a raffle featuring keys for some fixed camera classics!
https://steamcommunity.com/groups/fixedcamera/announcements/detail/3378282226091446862
Now if you'll excuse me, I need to order enormous quantities of hopium for the supposed Alone in the Dark announcement this Friday...
But, but, but that's... impossible...Prepare yourself for first-person.
I absolutely hate fixed cameras in games! I want to see what I want to see, not what anybody else wants me to see! It's a game, not a movie! It's supposed to be interactive! At the very least that should include control of the camera, especially for 3D games! That's just my personal thoughts on the subject though, carry on.
That's an absolutely valid opinion, of course. But I think there's value in having the developer being able to control the information available to the player in this way - and the end result can be incredibly atmospheric. Dunno why you'd think it wasn't interactive, though! =) Come along to our raffle and maybe you'll win something that will change your mind. =PI absolutely hate fixed cameras in games! I want to see what I want to see, not what anybody else wants me to see! It's a game, not a movie! It's supposed to be interactive! At the very least that should include control of the camera, especially for 3D games! That's just my personal thoughts on the subject though, carry on.
To me, it's perfectly fine to do that through cutscenes but not during gameplay. I want full control of the experience and not having that takes me out of the experience.That's an absolutely valid opinion, of course. But I think there's value in having the developer being able to control the information available to the player in this way - and the end result can be incredibly atmospheric. Dunno why you'd think it wasn't interactive, though! =) Come along to our raffle and maybe you'll win something that will change your mind. =P
I mean, not to be especially glib, but you probably wouldn't want full control of your health and lives and ammo in a game, right? Constraints can provide form for a game. Fixed cameras provide a different flavour of constraint and challenge. Man, we're getting into design discussions here. Probably off-topic...! Speaking of off-topic, have you heard about this Fixed Camera raffle that's happening soon?To me, it's perfectly fine to do that through cutscenes but not during gameplay. I want full control of the experience and not having that takes me out of the experience.
The restrictive angle and image composition is the experience in this case. Moving around a painting that you know was drawn to scare you and provoke a very particular reaction can be very effective.To me, it's perfectly fine to do that through cutscenes but not during gameplay. I want full control of the experience and not having that takes me out of the experience.
Well, I'm always reminded of how the licker was introduced in RE2 1998 vs. RE2 Remake. In 1998, you see it scuttle past a window in the corner of your eye. In the remake (a fine game, btw!), they put that window at the end of a long corridor, so the creepy half-seen moment is reduced to an in-your-face scare. Ehh. It's personal preference, but I know what I prefer.Full camera control can’t really replicate this in the same way.
It's still a pretty good solution to another constrain, budget.This part with the clouds is one of my favorite looking locations in games:
People always say pre rendered backgrounds and fixed camera angles are meaningless now because they were just a solution to technical constrains that no longer exist.
But there's very few modern JRPG that artistically looks as nice as this, or Chrono Cross, or FFIX. I really think having limited locations and angles to work with made devs try to make each of them truly stand out
That's actually a really interesting game - fixed multicam Metal Gear Solid. I'm not usually a huge fan of pivot cams in fixed multicam games, but it's used to good effect here. Trying to remember if I've seen other fixed multicams using that trick... I should check our collection of the most complete lists of fixed multicam games known to humankind.One interesting example was Covert Ops: Nuclear Dawn. Could be the first "Alone in the Dark" clone ever to feature rotary cameras? (without using FMV like Time Commando, of course) Using a very weird implementation.
One interesting example was Covert Ops: Nuclear Dawn. Could be the first "Alone in the Dark" clone ever to feature rotary cameras? (without using FMV like Time Commando, of course) Using a very weird implementation.
Still love itI loved it back in the days.
I mean look at this shit
It is the wireframe mode of the gpuBladeSoft plugin. Basically the plugin that did every single PS improvement (texture replacement, PGXP and many other stuff) like 10 years before the new emulators. Its wireframe mode has yet to be surpassed in any emulator/plugin.That's actually a really interesting game - fixed multicam Metal Gear Solid. I'm not usually a huge fan of pivot cams in fixed multicam games, but it's used to good effect here. Trying to remember if I've seen other fixed multicams using that trick... I should check our collection of the most complete lists of fixed multicam games known to humankind.
Where did you get that footage from, by the way? That's a really interesting demonstration of the tech in operation...!
ADHD kids that started gaming on the 7th gen l
I have a soft spot for fixed cameras or director controlled cameras. They can frame a scene in a completely different way to the standard first person or behind the shoulder/arse cams. Its even more refreshing these days as 3rd person games camera control is usually so boringly standardised now.
I miss the old Resident Evil and Final Fantasy pre-rendered backdrops as they framed the scene in a completely different way to how the modern games do it. I'd like to see it more.
Final Fantasy VII
Final Fantasy IX:
REmake(taken by myself in Dolphin so a bit blurry as not in original res):
Slightly adjacent to topic, just saw these today.
Gave me chills seeing the games like this. Don't know how they do it.
Full Playlist:
I'm as big a booster as anybody for static cameras, but do you really think they were fundamental to that genre? That said, I'd love to see more games like Koudelka or Chrono Cross nowadays...!Final Fantasy's pre-rendered backdrops were so fundamental to its genre.
64bitmodels
I'm as big a booster as anybody for static cameras, but do you really think they were fundamental to that genre? That said, I'd love to see more games like Koudelka or Chrono Cross nowadays...!
But we don't really get that outcome when the player is allowed to roam freely.FFX's camera angles were static though with very few exceptions, and console hardware is powerful enough that we can replicate the beauty of older cgi backgrounds in real time. Even ignoring that FFX had some prerendered backgrounds too (you probably never noticed, though)
It still provides advantages over prerendrred like aging better thanks to being able to me more easily upscaled in emulation and rereleases. I never meant to say that free camera angles are better, just that prerendered backgrounds are useless these days, because when the consoles themselves can render them with ease whats the point? They only make sense for 2d illustrations.But we don't really get that outcome when the player is allowed to roam freely.
It's like the production of stage design: even if you do live rendering, having 100% fixed camera angles allows you to create the scenery to be viewed only from a specific angle, which permits all kinds of great tricks and optimizations, and stops from wasting time filling in out-of-frame ceilings / walls / other details. You can have amazing visuals if you treat it like a stage and use all the effects (lighting, movement, etc) you want from the specific angle alone.
Since they aren't bold enough to fully lock the camera and give us the stage play approach where every shot is calculated and nothing is wasted outside, games like FFVII Remake end up spending 5 years of development to give us only 1/20th of the original game's scope, and so much of that is useless filler areas where I walked down repeated corridors that looked all the same in order to give the "feeling" of adventuring even though it was just dull assets over and over through those areas.