Tank controls and fixed camera are kino and I'm tired of pretending they're not.

Tank controls and fixed camera are kino and I'm tired of pretending they're not.

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  1. 3 weeks ago
    Anonymous

    Then I'll stop pretending that non fixed camera tanking is good. Looking at you, tomb raider

    • 3 weeks ago
      Anonymous

      yeah that's the funny thing. the fixed camera angles make tank controls way more bearable. it sucks to have your fov locked to your slow ass character turning.

  2. 3 weeks ago
    Anonymous

    >kino
    You mean to say "ludo". "Kino" is a Ganker meme because it means movie. Well, here's some tank control "kino" for you, a TV show about a really bad fighting game https://www.youtube.com/playlist?list=PLZUMWYQJl7gEGIKE01chyLSYJMNQMu0Pj

    • 3 weeks ago
      Anonymous

      ok nerd

    • 3 weeks ago
      Anonymous

      It's kino because it allows unique cinematic angles of the gameplay.

  3. 3 weeks ago
    Anonymous

    Yup. Fixed / cinematic camera-angles + tank controls are extremely aesthetic and fun combo, that results way more interesting and memorable gaming experience.

    It's just laughable that so many ""adults"" these days have "trouble" learning this sort of gameplay style, knowing well that some ~9yo kids could speedrun through classic REs and SHs on their own back in the 90s.

    • 3 weeks ago
      Anonymous

      it's not hard, there's just fundamental limitations that come along with it. absolutely it'd be nice for them to exist and have a few come out every once in awhile, but I wouldn't want them as the default.

      • 3 weeks ago
        Anonymous

        >I wouldn't want them as the default.
        ...and has anyone ever asked them to be?
        Have they ever been the default?
        Heck, the gaming industry had way more diverse selection of vidya back in the Y2K days.

        >there's just fundamental limitations that come along with it
        Correct, but this applies to ALL game design types in general. If you ask me, it's the nowadays generic first-person and over-shoulder viewpoints that are THE most restricting in terms of world-building and non-verbal player guidance.

        This post is what will make me finally give the older RE games a try. And no, I will not be starting with the original version of 1.

        >And no, I will not be starting with the original version of 1.
        Why ? You are missing out on the best game in the series + downgrading the REmake1's experience. It was designed with veteran RE fans in mind.

        • 3 weeks ago
          Anonymous

          >...and has anyone ever asked them to be?
          yes you, and for the most part people who make threads like this.
          >Have they ever been the default?
          for horror yes.

          • 3 weeks ago
            Anonymous

            >yes you, and for the most part people who make threads like this.
            I believe you might be suffering of not only illiteracy, but some kind of mental issues in that case.

            >for horror yes.
            But for rest of the industry? Nope. And that's the whole point.
            Even if we limit the conversation to horror only, it might be a good idea to ask WHY they were a standard for so many decades.
            My two cents would be that not only was it a functional design choice, but it became a beloved style right off the bat. It prevents the games from devolving into generic shooter games, like so many modern remakes and reboots tend to be with the current day Uncharted-like schemes.

    • 3 weeks ago
      Anonymous

      >It's just laughable that so many ""adults"" these days have "trouble" learning this sort of gameplay style
      I only played classic RE games for the very first time a few years ago and it took me like an hour to get used to it but then it was like a second nature. I really don't get why people complaint about this control scheme, it makes sense when you think about it.

      • 3 weeks ago
        Anonymous

        >I really don't get why people complaint about this control scheme
        Ditto, but these days many people seem to lose their minds if you don't have an ADS mode in an FPS, or "Use" button is in a slightly different spot than usual. I can only assume that 15+ years of generic, standardized AAA games that all play and look the same have rotted an entire generation's brains. They aren't used to having to learn how to play a game, nor have they ever read a manual.

      • 3 weeks ago
        Anonymous

        >I really don't get why people complaint about this control scheme
        play siphon filter and report back.

      • 3 weeks ago
        Anonymous

        RE2 onward implemented some QoL features that made them much more user friendly, primarily locking on and quick turn. Before that, shit could be an absolute nightmare. Take Alone in the Dark for example where you didn't have either of those which made combat an absolute chore (among other bonehead design decisions)

    • 3 weeks ago
      Anonymous

      I'm 20 and play the first devil may cry

      • 3 weeks ago
        Anonymous

        I played DMC1 already 23 year ago, and replayed the entire series in release order when 5 dropped.
        DMC1 is not even trying to be survival horror no more, and absolutely highlights the problem with camera-oriented controls (2D scheme) with switching camera-angles. Fortunately, it mostly uses tilting wide-angle views withing relatively open arena rooms.
        Can't say the same about SH4, unfortunately.

  4. 3 weeks ago
    Anonymous

    This post is what will make me finally give the older RE games a try. And no, I will not be starting with the original version of 1.

  5. 3 weeks ago
    Anonymous

    try playing vampire hunter D on psx. it totally shits the bed with horrible cameras and tank controls

  6. 3 weeks ago
    Anonymous

    >OP pic
    best Jill ever
    also. OP is correct

  7. 3 weeks ago
    Anonymous

    Honestly, I prefer the GC versions of RE2 and RE3 because type C or whichever one lets you move with the trigger is the best control scheme

    • 3 weeks ago
      Anonymous

      I have never ever understood people like you.
      Yeah I get it, "muh triggers = car pedals", but that shit is gay as frick. The D-pad does it way better, but I guess your gen has never used the cross-controller, huh?

      • 3 weeks ago
        Anonymous

        Sorry, I don't speak homosexual but having your forward movement one one finger and the rest of your movement on the d-pad is a huge improvement. I used to have moron thoughts like you do but one day I tried it and it's objectively better.

    • 3 weeks ago
      Anonymous

      This is similar to how I always set up RE1. I don't know why they removed the option to freely rebind controls in all the other games. It was really handy.

  8. 3 weeks ago
    Anonymous

    The scariest moment in RE1 was the first upstairs room (dining room iirc) because the camera shifts and there's a zombie in the foreground. It's the first thing you see and it takes a second to realize your character is in the background, I thought he was right next to me.
    Fixed camera is the best for cool environments/art design and tank controls are the best way to play that perspective.

  9. 3 weeks ago
    Anonymous

    >obscuring the game for the player for cheap horror is good
    Nope

    • 3 weeks ago
      Anonymous

      This. Feels a little too mechanical of a restriction. In RE we play relatively competent people but they move like slow morons just because of the controls.

    • 3 weeks ago
      Anonymous

      This. Feels a little too mechanical of a restriction. In RE we play relatively competent people but they move like slow morons just because of the controls.

      >obscuring
      It is not "obscuring" anything. In fact, the cinematic camera-angles can REVEAL more information than the restrictive FPS view does.
      If anything, the main problem nowadays are the "gamers" that want the games to play by THEIR rules, instead of learning the game's rules and tackling the challenges set up by the devs.

      Similarly, the cinematic camera-angles enable devs to utilize ALL literal cinematography tricks in the book to fluently build up atmosphere. Highlight important details, tease players with implied lurking things, and generally make the player seem smaller and weaker.

      >they move like slow morons
      Classic RE has very fast and tactile movement, little zoomies.
      If you want to see slooow and cumbersome gameplay, play RE7.

      Sorry, I don't speak homosexual but having your forward movement one one finger and the rest of your movement on the d-pad is a huge improvement. I used to have moron thoughts like you do but one day I tried it and it's objectively better.

      Nah. I tried that shit already 20 years ago, and it was moronic.

      • 3 weeks ago
        Anonymous

        You seem to be in need of a lot of words and mental gymnastics to justify your shit taste. Not really trusworthy.
        Sage and bye.

        • 3 weeks ago
          Anonymous

          >You seem to be in need of a lot of words and mental gymnastics
          In the normally functioning society, especially within academic circles, this sort of behavior you're dying to demean is known as "Explaining one's opinion". Opening up the reasons for one's statements, and in case of matters that may have measurable, objective elements, stating the facts and the sources.

          Naturally, the ADHD school dropout zoom zooms that only want to play more FortNite clones wouldn't know of anything else than flat shitposting, usually on their phone, and thus get triggered whenever someone with basic HS level of literature skills steps up and not only makes a statement, but also explains it in great length.

      • 3 weeks ago
        Anonymous

        It is clearly obscuring. Obscuring adds to the tension and horror, like not being able to see the end of a hallway until you cross to the need screen

        • 3 weeks ago
          Anonymous

          >Obscuring adds to the tension and horror
          Correct. Which is why most classic horror films try to hide the monster or the killer to the very last moment. It's also one reason why truly few films are even filmed in first-person.

          Gameplay-wise, this provides the player a simple dilemma: do I take a risk and rush to the next frame, or do I hold my ground and let the lurking threat come to me? In the grander scale of things, the player not only has to learn the map layout and the behavior of his arsenal + the enemies themselves, but also how the rooms are portrayed to him. Alongside with the pseudo-open ended nature of the maps, this results multiple small risk vs rewards calculations being a central part of the gameplay. It really starts to play more akin to a board game than a shooty-tooty vidya.

    • 3 weeks ago
      Anonymous

      >boots up cinematic experience over the shoulder third person modern horror game with a tiny field of view and a vignette so dark it looks like you're falling asleep
      now THIS is pure unobscured horror

  10. 3 weeks ago
    Anonymous

    I've never pretended they're not because I am an adult and therefore don't modify my preferences due to popular opinion.

  11. 3 weeks ago
    Anonymous
  12. 3 weeks ago
    Anonymous

    luv me fixed camera

  13. 3 weeks ago
    Anonymous

    Tanks controls are shit and always were.

    >t. boomer

  14. 3 weeks ago
    Anonymous

    I always thought that static camera angles were used just because two analog sticks weren't the standard at the time so it was a pain to control the camera and this solution offered the smoothest gameplay

  15. 3 weeks ago
    Anonymous

    i dont mind fixed cameras much but tank controls can frick off

    • 3 weeks ago
      Anonymous

      >screen changes
      >have to reorient your movement
      isn't that tiring?

      • 3 weeks ago
        Anonymous

        i dont remember how the original re games were but in the re1 remake it wasnt really a problem. if done properly fixed cameras can be pretty cool

  16. 3 weeks ago
    Anonymous

    I like cinematic camera angles and have enjoyed many games with them fwiw but I suppose one potential problem I have with them is the extent they can impose arbitrary and unpredictable challenge. When a game is based around real world line of sight or a close approximation of it I can logically interpret visibility. Even other games that aren't based around real world pov will have a consistent visual logic you can eventually immerse yourself in. In a large open space I know whatever challenge I face it will not likely involve me being taken unawares or having my vision obscured. on the other hand if I enter a claustrophobic maze of concrete tunnels I know ambushes could be a possibility. With fixed camera angles, while there will obviously still be some unavoidable constraints, I'm pretty much at mercy of the developer's cinematic interpretation at any given time, any area could give me easy view of enemies or force me into going blind, and that could change at any moment. Obviously the dev creativity and freedom offered by that is a positive factor, but it can make it hard for the player to assign meaning.

  17. 3 weeks ago
    Anonymous

    the best way to do it is like God of War 123, a contextual camera that is behind the character but then moves into place to show you important scenes. now that you can seamlessly transition from cutscenes back into gameplay I'm not sure why this isn't a thing, considering so many games want to be like movies, and movies often have all kinds of interesting camera angles not just over the shoulder view.

  18. 3 weeks ago
    Anonymous

    Tank controls and fixed camera were abandoned because they're shit

    • 3 weeks ago
      Anonymous

      this! also why do devs keep pushing live service games?!

  19. 3 weeks ago
    Anonymous

    i dont really have the time to play games myself, but ill often throw something like this on in the background while im working on something else
    any good recommendations for visually impressive fixed camera angle games in the horror genre? Obviously OPs pic, also tormented souls looks really good

    • 3 weeks ago
      Anonymous

      Recommend me games with fixed camera other than RE and Silent Hill

      Kuon

  20. 3 weeks ago
    Anonymous

    anyone else constantly switch between alternate and tank controls? its easier to dodge zombies with alternate controls but sometimes you gotta use tank controls in rooms where you know the camera is gonna disorientate you

    • 3 weeks ago
      Anonymous

      no, I just do a couple of practice runs of backing up to juke zombies outside a save room when replaying the games.

  21. 3 weeks ago
    Anonymous

    Recommend me games with fixed camera other than RE and Silent Hill

    • 3 weeks ago
      Anonymous

      haunting ground, parasite eve

    • 3 weeks ago
      Anonymous

      newer games? tormented souls and signalis.
      also while darkwood doesn't really fit, it's still great.

      • 3 weeks ago
        Anonymous

        Is Tormented Souls good? I've heard it's pretty jank, but they recently announced the sequel so I guess it was profitable.

        • 3 weeks ago
          Anonymous

          it's good, but some of the puzzles feel like a bad point and click game. on the flip side of that there's also some cool stuff you can miss out on if you're not paying attention and going back to try stuff in areas that you aren't required to go back to.

        • 3 weeks ago
          Anonymous

          there's uncensored breasts in it

  22. 3 weeks ago
    Anonymous

    >I'm tired of pretending they're not
    Why have you been pretending you fake frick? You spineless waste of space. Was it to fit in? Live your truth idiot, nobody likes you anyway regardless

  23. 3 weeks ago
    Anonymous

    >muh cinematic camera angles
    sorry but I value fun gameplay above visuals

    • 3 weeks ago
      Anonymous

      >Le aim and le shoot like a rambo
      >In a horror game
      No you don't

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