Fixed camera angles?

It's true - a Silent Hill game from ryukishi07! Here's what we know so far...

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jdnation
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Fixed camera angles?

Post by jdnation »

While going through the images in the trailer examination thread, there was something that made me wonder if fixed camera angles were coming back, or if it was a good idea to try bringing them back.

For example there are two shots that are obviously cutscene:
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But it would be cool if various locations did have these angles.

There are some shots that do make me wonder if these are gameplay with fixed camera angles. Such as this one:
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But arguably it could just be angles of real gameplay only made for the trailer.

This shot is a typical 3rd person camera angle. The animation in the scene is very fluid, but I suspect that there is a lot of contextual real-time animation in walking etc.
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I don't think the entire game is returning to fixed camera angles, and will be a typical 3rd person game, though hopefully not an OTS one like SH2 Remake. But I do think it'll be cool if it takes a page out of Downpour and occasionally uses fixed angles.

What I think would be a cool idea, if I were making a game, would be to still have real-time 3D environments, and make the majority of the game using fixed camera angles, but whenever an enemy is aggro'd in the area, to have the camera move from it's fixed location to behind the player character's back for potential combat. Or have it toggable by the player. Ideally areas would have to be designed around this so that locations of items, doors, enemies etc. would be easily readable for exploration and stealth.

We can already see evidence of the game going from cutscene to behind-the-back combat towards the end of the trailer where she picks up the pipe and confronts something coming towards her.
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Jonipoon
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Re: Fixed camera angles?

Post by Jonipoon »

The Silent Hill series never had fixed camera angles to begin with, so technically they couldn’t be ”coming back” unless you’re referring to the survival horror genre as a whole which includes games like Resident Evil. Personally I wouldn’t want fixed camera angles in a Silent Hill for various reasons, but the most obvious reason is that it’s never been a thing, really.

And as you’ve already concluded, these are definitely intentional angles used for cinematic effect.
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jdnation
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Re: Fixed camera angles?

Post by jdnation »

I meant in the loose sense where you did not have full 3D camera control, and entering areas would deliberately establish a curated shot or perspective. It'd be cool if f brought much of that back.

I'd say keep 3D camera control largely, but when traversing specific areas for the first time, use fixed establishing shots then gradually sweep the camera back with movement progression.

Certain areas can do it again if story moments or progress dictates changes to the area or moments of horror or unsettling perspectives dictate it for specific scenarios.
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