64gigabyteram
&
ResurrectedContrarian
are basically on the same page, there - your priority is the deliberate static framing of the environment, be it painted or rendered or realtime. You're seeking a deliberately composed view, by whatever means. I'm a big fan of static camera angles, but I'd never do prerendered stuff today even if the game was fully static angles. You lose a lot of flexibility in development iteration and deployment, otherwise.
...Oooh, tempted to see if I should put Sonic Unleashed on Fixed Camera Appreciation Society, now. As you say, there's arguments against doing it, but I already have Inside on the list... and the Unleashed is absolutely tightly controlling the player's perspective in a 3D game... but it's not multicam per room, really... sooo...
TheGecko
- Did you ever try the original control system in the first release of Heavy Rain? Thought that was quite interesting. I dig the whole continuity of movement thing with tank controls, but I've also played a lot of fixed multicam games with cam-relative controls and... honestly, they work pretty well, once you get used to 'em.
S
SlimeGooGoo
- Ooh, might have to add that to one of our lists...