The Forgotten Horrors of Fixed Camera Games... and How The Medium Fell Short
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- čas přidán 13. 09. 2024
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What are your thoughts on the use of fixed camera angles within the survival horror genre?
I also wrote an article on this topic, give it a read: / the-forgotten-art-of-f...
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Fixed camera angles are the best. I wish RE still used this format :-( I think the older games had so much more detail.
I liked when Silent Hill 2 did it it made the game scary sometimes when you go in a room. The camera angle would watch you from a top view. Almost like something is going to attack you from on top.
i absolutely love fixed camera angles lol. learning the old school re games for me was a very enjoyable challenge. and fixed angles were just a visual treat for me and never really frustrating as a kid. i know people also hate on tank controls but its just a skill you have to learn and part of the fun especially when you get really good at it. ill dare say im a fanboy of prerendered backgrounds as well (alhtough my favorite game Silent Hill didnt have prerendered bg but still looked amazing in its own right). when you see games like REmake and Onimusha 2 where the backgrounds were jawdropping, it's depressing that it has become obsolete.
I agree.
It’s one thing for people to say they don’t like the controls but another to completely dismiss everything about it and say it’s outdated. Maybe get gud is a harsh take but it’s not bad game design either
@@AKAdaJoker14 nah, this is a case where git gud is a fair response. People are allowed to dislike them, but the insistence that they're bad design is just obnoxious. I really wish more people could just say "it just wasn't for me" when a game isn't their taste.
I really like fixed cameras and horror game's narrative instead of a dull jump scare, and taking away the player's agency is more cinematic, getting a Hitchcock effect and show things in a way that is not natural, but living something through a photo album (sounds like a vg idea). Indeed my favorite part of many horror games lies at the beginning and the end. The first encounter, not knowing what you will be facing, and the resolve, putting an end to the journey (not the horror itself, like The Ring or The Evil Within). The journey is amazing as well, but in a different way in terms of a horror theme situation. Nice video btw, discovered it while looking for a fixed camera solution in Unity to avoid ClearShot conflicts, a little bit tech, but the narrative aspect is more important for me at least, nice work.
I love the fixed camera angles because each "change" gives me this constant sense of wonder about the environment. And also they convey the creator's directing vision more.
I've never been very interested in stuff like this but this video was actually super cool to watch. Great job dude! :)
Nice, thank you for watching even though it wasn't your usual preference :)
@@yagmanx :)
I like that these days, horror games have managed to make all three camera styles work. I love fixed camera angles for their atmosphere and unique visuals, but they can be clunky when it comes to faster gameplay or stealth, which is better suited for TPS and FPS games. I'd love to see more games change perspectives to keep gameplay fresh, like Signalis or Holstin.
i needed the fixed camera more than most people. because once resident evil 4 came out, i couldnt play resident evil games anymore because it gave me motion sickness.that's why i needed the fixed camera.
This is a good deconstruction of how and why fixed camera angles work, especially in horror games. I'm currently exploring the PS1 style video game genre because I want to make games but only have a potato pc to work with, so this was some good insight!
It would be really cool to see a fixed camera game with pre-rendered backgrounds like RE1 remake at high resolution with super life-like realistic graphics with the only real-time 3d models being the character models with super high res textures, good animations, and life-like lighting/rendering. If RE1 remake looked amazing on a 2001 GameCube, imagine how it would have looked today with higher quality assets but pre-rendered (not real-time).
Really good article, particularly on the technical directing of fixed camera affecting the mood of the player that first person or OTS never quite replicates. Deserves more views!
Than you, I'm glad you enjoyed the vid :)
It's like watching your kid/a dog in a movie running around and you're controlling them so they don't die.
You just earned yourself a sub^^ I want more games exploring the fixed camera , there is so much that can be done with it.
Or just explore camera angels in general^^
I can’t wait for the games you will create 👍🏻
Neither can I!
Great video! I do agree with all the advantages of fixed camera that you mentioned. As a guy who loves horrors but gets dizzy from first-person perspective or "free" camera I tired to search for games with fixed camera
Really enjoyable video on a genre I've only grown more fond of the more time that passes. Thanks!
Agree! There are a couple of moments in The Medium where a Fixed Camera would be amazing! Im not a big fan of scary/horror games but I played this one. Really interesting video, keep doing them!
Glad you wanna see more :D
When you said that the fixed camera would need the player to listen to sounds to know what is hidden outside of the camera made me realise something. With modern games being more accessable, the reliance of sound would be a huge detriment for deaf players.
But I do love fixed camera angle games. Even if I only finished one so far
That is a very good point! I wonder what could be done to help deaf players because of this? An option with more visual clues instead? It's an interesting problem to solve, thanks for bringing it up!
@@yagmanx it is. But it's something that most developers tend to forget. Especially Japanese developers. Mr X in the RE2make is such a huge hassle for deaf players. But one comment suggested on using the controllers vibrations to simulate his footsteps. Which sounds absolutely terrifying
@@teneesh3376 That's a great idea!
Love your videos! Your Dev style is very admirable :)
This is the type of video that should have over 500k views... Great work, I loved it!
Thank you and great name! I'm glad you enjoyed the video 😊
Cool video and I think we have a new technology to hopefully help bring back some more popularity to fixed camera angles, vr gaming. If we look at games like moss(which is not a horror game but still) we can have something akin to fixed camera angles and provide a super immersive experience. I'd love to see a survival horror in that style with vr, hell maybe i'll work on it myself one day in unreal who knows
I was actually really excited to see this video. An awful lot of the adventure games I loved as a kid used al lot of fixed cameras. I've even considered trying to remake some of them in VR and reusing the fixed-camera thing as a kind of stand-in-place point, so you still control the main character but you yourself stay in one place, commanding your player character to do things.
Awesome vid, you are awesome too ;) I love games that use fixed cameras!
severely underrated work, awesome analysis. Great video all around! Consider me subbed and looking forward to what comes next!
i recenty played resident evil 2 remake with fixed cameras and it worked surprisingly well. seemed scarier too
Its not just horror games but earlier action games too, like god of war it gave it a sense of scale of you and the monstrosities you fight
11:24 One of the best jumpscares I’ve had was part of Playdead’s INSIDE - and it was also one of the quietest, but worked due to its camerawork.
Yes! Inside is a brilliant game that uses it's cameras restraints effectively. Great point!
Psychology is the biggest aspect of horror. The exploration of the unkown and unseen makes things very spooky.
Be like this, your home alone and you hear a scratch noise on your bedroom door, what could be making this noise? A cat? A dog? Maybe neither of those.
I think fixed camera angles are a good way of disempowering the player in third person games. With an over the shoulder cam, you can easily peek around corners while keeping your character behind cover; with a fixed camera angle, the player can't make use of strategic camera placement. This is why I also think first person perspective really works for horror, the player is limited in their field of view and vulnerable from behind and from the sides; there is also the sensation of feeling like YOU, the player, are the ones opening that frightful door, rather than just watching someone else on screen perform the action.
I worry that the SH2 remake will lose some of it's more cinematic moments by going to a over the shoulder, or behind the character, camera angle. Remember finding that dead body in the apartments that was sitting in front of a static television? You couldn't see the character's face. Do the devs let the player freely move the camera to see the cadaver's face or do they find a crafty way of limiting the player's freedom?
Subbed. Love having this topic keep going even today. Couldn’t have said it better and wish more games would make a comeback for this option. Another good example would be like resident evil code veronica. Great video!
I actually bought that game from a market the other day! Excited to play! Glad you enjoyed the vid 😊
Excellent video! I really like the point at 9:10 that 3rd person means you can see your character's immediate emotional and physical state, something u can't get in first person!
Moving camera angles doesn't mean you can't have cutscenes. Wth?
5:24 That clip of you walking down the hallway, as the radio static grows louder, kinda scared me!
This was a great video and I liked that you touched on so many positives of FCA games.
But it also would have been nice if you touched on the satisfying gameplay loop of back tracking, item management & resource conservation, & how FCA actually heightened the enjoyment of these gameplay elements by making it enjoyable to recall certain “angles” (if you close your eyes you can remember exact locations by the static camera angle!) to not only progress in the story but also remember the location of optional items & enemies.
The Medium failed entirely in this regard as it didn’t have item management, back tracking, complex puzzles & a noisy main character made it exhausting to play.
I love this video! To be true I was searching for fixed cameras for horror game design and found the perfect video! I m still learning but want to make something like this :-)
You should do more videos like this.
Noted.
The reptar t-shirt is OG
the fixed camera angles was so important to me that what I loved about old videogames and I wish new videogames would do this today especially horror games horror games need to bring this element back in my point of view is just a shame to play resident evil game now lie resident evil 5 and have it an action game it's just not the same like the olden days we you boot up a game in your PlayStation one and be totally scared by a game like silent Hill or resident evil the point I'm saying is modern games
… Don't do it like old games used to this is all just my point of view but gosh I miss fixed camera angles
Love the video by the way mean not all games have to have fixed camera angles and ideas for Laurie games need to be that
Heeey! Little Nightmares II shout out! Just finished both games, and I love them 😁. Good job on the video as well. You've helped give great insight into game design. I'm hoping to work on a game myself in the future.
"Remember the ps1" - Yags, please, stop making us feel old! Great video and loved the transitions with the tv! Definitely agree with your points here, been playing the old resi's recently and they still have such a creepy atmosphere because of how well placed and designed it all is!
Wait, they're patenting that technique? that really sucks. Game mechanics shouldn't be patented :/
Look forward to another one if you do so!
Haha I bet kids nowadays are looking at it like it's some ancient creation 😂
Glad you enjoyed the video! Definitely want to make more 😉
@@yagmanx well... There was that one comment you had saying ok boomer 😭
Definitely should make more! Was great :)
@@SambaJones97 Haha I found that comment on a video about Fixed Camera Games and how they want more, I laughed so hard! We're boomers 😭😭
@@yagmanx We have become the very thing we swore to destroy! 😭😭
Totally Agree
While I am an advocate for fixed camera angles over third person shooter view, I do still think there is a wrong way to do it. Resident Evil's fixed camera was so stiff and would only change by the time your character was off-screen, and that made it more annoying than scary when a zombie appears right in front of you that you couldn't see from that previous angle. You have to still experience things from the character's viewpoint while limiting how far it goes. Silent Hill solved this problem by giving you some control over the camera but making it janky.
A quick question, games like the original God of War trilogy also use this camera technique or is it a completely different implementation? I remember In some areas it was fixed, in others it would follow the player, etc.
And yeah... These camera fixed are the worst meaning the best horror experience
I was SO disappointing with Re2 remake, the new flexible camera removed all the scary aspects of the game.
i like a lot this kind of videos. thanks!
Great to hear it 😊
Great video Yas! I wonder how successful a horror game could be if it employed more than one type of camera. Give me a first person camera when there's nooks and crannies to look in, use the fixed camera when I'm walking down a street to give that impression someone is watching me (That window angle from Alone in the Dark is great). And I am a fan of (but hate playing) third person chase sequences, especially running towards the camera. Are there any horror games that use more than one type of camera? Looking forward to seeing what you've learnt in #prefection2 ;)
This is a really interesting train of thought, thanks for sharing!
I always thought about that idea myself. I feel it would help a lot of players get used to the various different camera types and maybe open them up to other styles of games.
I'm playing through Resident Evil 1 for the first time. I got it solely to try out the fixed camera angle which I've been intrigued by ever since it first came out, mainly because I didn't have a Playstation and never got round to trying it. I would love to hear more recommendations of this format, or indeed which of the other Resident Evils used it.
Resident Evil 2, 3, 0 & Code Veronica.
Try Haunting Ground, Dino Crisis, Parasite Eve & Fatal Frame & Clock Tower 3 too.
Also classic FF games such as VIII, IX used FCA so beautifully too.
I really liked the video, interesting topic, and if you haven’t try playing the original Uncharted trilogy, I can’t remember which it was but in general they made really liquid switches between cutscenes and actual gameplay and at some points even implemented fixed camera angles.
Basically I got a huge throwback to my past with the original RE games, which also had a noteworthy mechanic by animating the loading screens (you like slowly opening the creaking doors and cautiously stepping through into the next room) that I kinda miss as well, but also I do absolutely not miss the tank controls, they took away a lot of the fun for me xD
And nope I haven’t played the medium :P
Good point! I haven't played those games no, but you're right, some more recent games have included fixed camera angles in interesting ways, even just partially. I'll have to check it out!
I think what you're thinking of (in terms of fixed camera angles) was the chase scenes in the Uncharted games. Best one I can remember was in 2 when you get to Nepal and Drake is running away from a truck trying to run him over, or in 4 with the brothers on a motorcycle trying to get away from another truck that wants to run them over. I guess Naughty Dog will never fully forget their Boulder Run/ chase levels from the original Crash trilogy.
how you got nearly 30k but only get couple hundred views. on your vids i do miss fix camera games the indie scene sort got people covered. but they hardly finish project. great informative video nice work. love your hair and look
I wish I knew 😅 thanks, glad you like the video! 😊
The amnesia memes, those were the days 😂
i saw jacksepticeye play your game!!! ;O so funny suddenly seeing u i really didnt expect it!
Loving Tormented Souls !
Giving the player too much control does not make the game scary in my opinion fixed camera angles reinforce that you the player have no control having the player control the camera means the game designer has trouble designing a scary moment because you could just move the camera angle away from the monster when he approaches
Fixed camera should be optional for survival horror purests. But, meh. First person horror games are where its at for me.
What is the name of the game you will create
Have a look at my game old skool camera angles
FINALLY some love for RE6 haha
The coop is very unique and fun!
Fixed camera all the way
Wow did You disappear from Skyrim?!
Appear
Jajsjsjk, no hablo ingles pero eres muy atractiva, te conoci por un video de jordiwile, creo que así se llama ese youtuber, bueno te conocí por un vídeo de el jugando un juego tuyo creo xd, era el de la perfeccion jjejej xd, y desde ese momento me enamore de tu mirada, "esos ojos azules es como ver el cileo mimso wow", de hecho eso fue hoy jajsjj, te conocí hoy teóricamente, bueno no te conocí hoy por que no te conozco en persona jajsksk ya nise que dije xd, "supe de ti hoy" esas serían las palabras correctas, sigue así, me gusta tu contenido saludos!!
Pd: espero y puedas traducir esto xd, espero y veas este comentario y si no pues nimodo jsjsjsjk ;((
Te pusiste un poco nervioso hasta para escribirle el comentario xd. No te preocupes, te entiendo. A mi me pasó algo parecido.
Quizá lo llegue a traducir, con suerte :)
@@ExperimentalPenguin y luego?, ya sumbele alv
why didn't you play RE8 Maiden demo on the channel?
I don't have a PS5. I'll be playing Village though :)
I think you mean RE3.5 Maiden Demo
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Ahhhhhh
Red
As much as I do enjoy their work, I think a big issue lays within Blooper Team themselves, they're not that amazing on making "fun" games. They're great artists with amazing vision and good story tellers, but none of their games were inherently that engaging outside those points. I haven't dove into The Medium yet, but its giving me the same vibes of tell a story first, gameplay substance second.
Are you still friends with djamila?
I came here from Djamila 😂
Noice
yeah, but the modern horror games suck and aren't scary at all because of the change for the camera thing , you now control the camera and that's a bad thing because it ruins the horror and the experience of the games. They're not scary at all. And the same thing goes with the use of the flashlight. It's stupid and lazy, and sadly, people want this trash, repetitive shit. People on steam gave good reviews of resident evil 8, and the game is shit, it's not scary, it's predictable and everything that could've been scary, it's all in the cut scenes. The genre is fucking dead, and it's been dead for fucking years. Customers are too lazy to learn new controls, they want every game to be the fucking same, and they become boring.
In my opinion I think fixed camera games never aged well I don’t know why people still care for this antiquated style but that’s just me
These kids don’t know about the ps1-ps2 era
9:45 Too bad TLOU2 is a terrible game and not even a survival horror game.
Fixed camera won’t make a player to feel
Like they’re in the game they are really controlling this person...others it’s make them feel that it’s was them in the game since we the one plays the game... fixed camera is for a movie because everyone in it was not you players not controlling them. But in games you’re in the game “ kinda” that’s why they not use fixed camera anymore...if it was survival horror then yes fixed camera was goat like silent hill, siren, fatal frame, but comes to shooting the scary things it won’t help...