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Why do modern developers REFUSE to make their Survival-Horror games in Camera Angles?
>>
every single game has camera angles you fucking moron
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>>722580856

Lost artform.

Like letter writing and cursive.
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>>722580856
Zoombies need every game to be RE4
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>>722580856
It was just a technical limitation
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>>722581081

Limitations and constraints breed innovation.
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>>722580856
Not as marketable
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>>722581230
*frustration
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>>722581295
t. filtered by a mild bump in the learning curve
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>>722581295

Only for the lazy and passionless modern developers.

Which explains the lack of SOVL in most new games.
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>>722580907
Pretending to not know what I'm talking about is peak faggotry.
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>>722580856
Because everyone even you would complain about it.
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>>722580856
Its seems as outdated even tho its the a great way to do actual cinematic games since cinematography becomes a key part of gameplay. There are some indie games trying tho.
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>>722580856
Incompetent, uneducated hacks, lacking inspiration. Plus you don't have a simple toggle to enable such feature in Unreal 5 within seconds.

AAA publishers also steer away from it, because it spooks away the Call Of Halo audiences.

>>722581475
>Its seems as outdated...
1. English doc
2. That's the same as claiming that every single piece of cinema should be filmed like a TikTok selfie vlog now.
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>>722580856
Devs realised that moviegames doesn't literally mean shooting your game like a movie
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>>722581659
Im not saying its outdated, i think its great and im a sucker for tank controls/fixed camera angles. But publishers do see it as outdated, we haven't had an AAA fixed camera angle horror game in almost 20 years.
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Have you considered fixed angle games were shit
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https://store.steampowered.com/app/3851600/Pulsebreaker/
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Lots of indie games do the fixed camera thing.
AAA typically avoid it because it's hard to make intuitive controls and combat for that kind of camera angle.
Tank controls break zoomers minds and camera relative controls don't work well with constantly switching camera angles.
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>>722581401
More faggotry than being an ESL?
>>
>>722582032
The interesting thing about the controls debate is that Fatal Frame 2/3 basically solved the issue 25 years ago.
>Hold button to move forward
>Use thumbstick only when you want to adjust your movement direction
Bam. No longer do you have to worry about the camera angle switching messing up your movement direction.
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>>722580856
It's outdated and not fun
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>>722580856
Even movies don't do it, OP.
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>>722582209
re has this control option
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>>722582032
>camera relative controls don't work well with constantly switching camera angles.

Now that's something that would make games progress, make the camera not go full bananas on continual perspective change
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>remake removes the fixed camera angles in favor of over the shoulder
>in a fucking movie game

this is never not going to piss me off
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>>722582119
Is the esl in the room with us right now?
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>>722582032

Zombies + Snow/Winter = SOVL
>>
Jesus Christ, reading the comments ITT is just sad. The originals had fixed camera angles, because that's what Alone in the Dark did and they were copying that (none of you have beaten it btw). It also allowed to save processing power, since backgrounds were pre-rendered. I'd hardly also consider RE a movie-game. Having direct camera controls is objectively giving more control to the player. But some people on here will say that's bad, because... IDK, they probably think a dedicated jump button in platformers is also bad and we should have kept up-is-jump, because that's more challenging.
Also OP is a retarded faggot, because modern developer are doing exactly what he claims they are not - Tormented Souls 2 come out in about 2 weeks I think.
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>>722584548
He's obviously not talking about indie games because if he was there are countless examples of fixed camera horror.
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>>722585065
>He's obviously not talking about indie games
>Why do modern developers REFUSE to make their Survival-Horror games in Camera Angles?
99% of survival-horror is indie. If he was OBVIOUSLY not talking about indie game, he'd just say Capcom.
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>>722580856
You meant why do AAA studios refuse to do that.
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>>722586570
Silent Hill, Dead Space, Resident Evil, Alone in the Dark, and now Fatal Frame all have modern entries. And they're all using the RE2 Remake formula instead of trying something new.
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>>722582032
Dammit, thought it was out now.
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>>722586873
>>722582032
The visuals in this game are so fucking nice. I would suck the cock of whoever is responsible for those backgrounds.
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>>722586873
Finding nothing by that file name.
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>>722587087
It's Phase Zero on steam
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>>722582209
>Hold button to move forward
...and that's literally what RE and SH did already in the 1990s:
You press UP on D-PAD to move forward.
Or DOWN to walk backwards.

>thumbstick
And there's the main problem of every zoom zoom.
DO NOT use thumbsticks, people!
Even the Nips instructed you of this 25 years ago.
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>>722587239
That means using tank controls which Fatal Frame 2/3 do not by default. This allows you to use camera relative controls while preventing big shifts in direction when camera angles switch.
>>
because modern game devs are genuinely retarded and their entire thought process consists of nothing more than "not being able to move the camera feels bad, therefore its bad" without any regard as to how camera angles can add to the suspense and drama necessary to create an intense atmosphere.
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>>722586905
>And they're all using the RE2 Remake formula instead of trying something new.
Which is literally the Evil Within formula from 11 yearsa go, which itself was just a mix-and-match spin on the RE4 x Uncharted designs. With a hint of TLOU.

It's insane that it's been a decade since this meme started.
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>>722581401
Not using the correct terms for things makes you stupid and dismissable.
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>>722587438
Evil Within is just RE4. It lacks puzzles and exploration. It's basically just a shooter with a gory theme.
RE2 Remake is very puzzle focused with the action being mostly secondary until you reach the second half.
>>
>Silent Hill
We have a shitty remake and that new game that has nothing to do with Silent Hill and souls-like combat made by chink devs, as Konami is trying to crawl back into mainstream gaming with as little cost as possible.
>Resident Evil
>instead of trying something new
RE7 was something completely new for the series though?
>Alone in the Dark
Anon, the series started the genre, it had 3 technologically impressive entries, that in today's times are an absolute chore to play (they were also that back in the day, but all games felt clunky and you'd suffer through it, because the tech was impressive). They tried to reboot it, but the series lost it's relevance decades ago. You'd need top industry brains behind a game that could bring it back, not just a 3rd party studio hired by execs to milk a dormant IP.
>Dead Space
It's a remake that is completely unnecessary (doing a play-through of the 2008 game now, it doesn't need a remake). This isn't a case of a studio following the REmake2 trend, it's EA trying to cash in on the remake trend in general. Also kind of a bad example, since DS was always this immersive action horror with the in-universe interface being a key feature. DS also underperformed, because they made a AAA-budget game in a niche genre and fucked up the marketing.
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>>722588051
RE7 and Village are just RE2 Remake. Yes they're first person and slightly more scripted but at a core systems level it's the same shit.
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>>722588150
>at a core systems level it's the same shit.
ok but 7 came out years before 2 remake did. you'rte saying 7 isnt new became the next game in the series was like it? what?
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>>722587225
Loved this camera angle. It's so fucking cool.
The only thing i would change is remove the zombies attacking you.
I remember getting grabbed and the camera still zooming out and it was goofy.
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>>722588353
It's all the same shit man. RE2R being a RE7 ripoff instead of the other way around doesn't change the fact that all of the modern survival horror games are cookie cutter because RE2R was a huge success.
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>>722586975

You degenerate faggots look for any reason to suck cock, don't you?

>'Looks like rain today, I better start sucking some cock.'

>'What's the answer to the Jewish Question? Sucking cock may be the answer, I better see for myself.'

They are nice backgrounds though.
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>>722588616
I'll suck your cock anon and you'll enjoy it.
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>>722588475

The overhead tracking show is pure kino.

The one in 30 Days of Night during the vampire assault on the town is proof of this.

The game has fantastic cinematography and is already dripping SOVL without even being released yet.
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>>722580856
Fixed camera 3D games only existed back in the N64 era because the N64 only had one stick. There is no reason to make it now. First person is better for horror anyway.
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>>722587239
Anon here is on point. Tank controls work even better on a keyboard. Analog will fuck you up, because of axis bleed, you either need to use a huge fucking deadzone for x axis, or just bind turning to the right analog to sort of have a setup like an FPS game, sans strafing, then it becomes easy.
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Indie devs are constantly making fixed angle horrors.
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>>722580856
because emulating cinema or any kind of sovl is dead
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>>722588819
See that's the thing. When OP said modern developers, he meant mainstream AAA devs and not the indies.
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>>722588689

That's besides the point, senpai.

Can't you just get to know the guy who designed the backgrounds and pick his brain BEFORE you start sucking his cock?

Learn some patience.
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>>722588475
>>722588756
There is a similar shot at the end of The Terror episode 1 and it's perfect at showing how isolated (read: fucked) you are.
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>>722588879
AAA is shit
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>>722580856
Requires effort and an art degree which is where things fall down
Smart people who make video games know that art degrees are a waste of fucking time and money
Dumb people who earn art degrees are too stupid to make video games
So we get third person slop made by architect hobbyists instead
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>>722580856
Brainlets were allowed to regurgitate shallow criticisms for too long until devs caught wind of what they were saying. There is no logical reason to think having the camera always behind the shoulder is "more modern" than what is essentially a fancier top-down view. They don't even need to have tank controls, games like Haunting Ground or Fatal Frame 2 (which is getting a shoulderslop remake by the way) did not have the tank controls and play just fine. As a matter of fact, not even Silent Hill 3 has tank controls if you want to turn them off. You can pick up any of the above games and have no issue getting into them.
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>>722581295
Dis nigga plays RE1 with the alternative control scheme lmao
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>>722588903

I fucking love good cinematography.
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>>722588051
Dead Space remake was pretty great
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>>722587225
That's fucking great
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>>722580856
Tank controls suck for combat.
But it does limit the cinematography ay.
You need to mix the two better.

MGS1 wouldn't really be as good in 1st person mode and so MGS3 tried to have 2 modes (well initially 1 but they updated it) to allow for some cinematography and combat QoL.
I still think Zelda OoT does it pretty good for it's time.
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>>722580856
Lot of Indie games with this
Tormented Souls 1+2
Signalis
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>>722589519
Everyone always posts this image for SH1 but most of SH1 uses an action camera style that follows you around. If anything I wish the game had more fixed camera stuff.
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>>722588051
RE7 is just first person corridor horror slop that started with Amnesia and Condemned
It's not new at all and didn't even do much with the new perspective either
There's more to do in RE1 1996 than there is in RE7
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>>722581401
Use your words retard
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>>722582032
>AAA typically avoid it because it's hard to make intuitive controls and combat for that kind of camera angle.
There's a reason why RE4 was a milestone... but also something that killed Survival Horror until things Amnesia came out.
Signalis proves you can still do isometric cameras though and have decent combat though. I guess 00s equivs of that were just not quite there with good controls.
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>>722588601
NTA, but I'm interested why you think that. 7 was a soft-reboot that deviated from the standard RE formula (found footage, first person, VR stuff, new engine, new tech etc). RE2R seems nothing like it. It's a remake, so the same story, but a completely new game made with modern tech (that includes controls) and apparently what the fans were begging Capcom for.
>all of the modern survival horror games are cookie cutter because RE2R was a huge success
That just doesn't seem true. RE8 is more RE7. RE4R is... RE4 on a new engine. RE9 isn't out yet. Other horror games are pretty much all indies and you have plenty of FPP games and quite a few RE/SH clones with tank controls, convoluted puzzles and static camera.
>>
Camera angles and tank controls are based, but the majority of gamers hate them, so that shit just isn't going to happen anymore outside of indie games.
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>>722588886
exactly, sit down with him talk it out about how he created such beautiful backgrounds then suck his cock
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>>722589609
>Tank controls suck for combat
go play outbreak
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>>722589609
>t.ign
Worked for godhand skill issue
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>>722580856
because most gamers are young retards and refuse to play anything remotely challenging or different. the camera angles gave these games a vibe unlike any other, almost like you were the villain watching the hero through a CCTV feed. it made you aware of every corner and to not rush in. plus it allowed devs to hyperfocus and nail the feel of the setting. no modern horror games can match the fixed angle camera games of old
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>>722589749
>It's not new at all
I said it was new to the series.
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>>722589813
The different camera perspective and theming doesn't change the fact that the core gameplay is still:
>explore an area while collecting items to solve puzzles while engaging in combat
At a fundamental level, survival horror hasn't changed that much since RE1.
The only thing changing from entry to entry is the perspective, visuals and the percentage of puzzles, exploration and combat.

>RE1
>30% combat
>30% puzzles
>40% exploration

>RE4
>70% combat
>20% exploration
>10% puzzles
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>>722589735

You ever watch a movie, TV show or anime show and randomly see a scene or shot that stands out as being so much more kino than it has any reason to be?

I'm 40 and have seen this about 20 times in my entire life. That Silent Hill camera angle/shot is one of them.
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>>722589884

I concur. Delayed gratification is the best kind.

Find how what his art background is, where he draws his inspiration from, what his vision for the game is and THEN deep throat his cock into next week.
>>
because nobody bought RE0, Code Veronica, Outbreak 1, 2 and REmake
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>>722590234
There is a shot in the movie Heretic where the camera zooms up and out of the current scene and transitions to the next scene by framing the main characters in a dollhouse being loomed over by the antagonist
And the rest of the movie is shot in such a boring, uninteresting way that I was like
>the fuck
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>>722589609
>Tank controls suck for combat.
There's a HEAT round coming your way.
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>>722580856
Because only boomers who grew up on fixed camera angles want it.
>it's janky
>you ONLY see one angle and miss out on all the other details
>you might as well play a top down rpg
>>
Tormented Souls and Crow County have fixed camera angles to name a few
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>>722581659
>Plus you don't have a simple toggle to enable such feature in Unreal 5 within seconds.
It's literally just a checkmark in Unreal engine what the fuck are you talking about.
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>>722590227
>games in the genre feature genre-defining tropes
Ok, your point being?
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>>722590498
>janky
how so?
>ONLY see one angle
The angle the devs wanta you to see. They picked it specifically to emphasize certain features and obfuscate others.
>You might as well play a top down rpg
This is just plainly wrong and can be proven by looking at screenshots
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>>722590724
That Resident Evil fans only engage on a superficial level when they consider RE7 to be a radically different formula from the past.
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I want more VR survival horror. A classic-style RE game but in VR would be awesome.
>>
PSA:
Top down or isometric are not fixed camera angles
Yes they are technically fixed but nobody talking about games considers the camera techniques used in RE1 to be the same as those used in Zelda
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>>722590498
>Equips the sniper rifle to fight Sniper Wolf
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>>722580856
>Survival-Horror
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>>722580856
Too clunky.
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>>722591539
If you can't visualize the apple, I suppose.
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>>722590817
You do realize that Resident Evil is basically a remake of Alone in the Dark which was Sierra-style adventure game (meaning you die), but with 3D character and more combat? The only thing that I'd say makes RE different is that they made inventory space limited and made that into a game mechanic so the game is longer.
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>>722591931
Sure.
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>>722590817
RE7 was
>10% combat
>20% puzzles
>20% exploration
>20% ""exploration""
>30% cinematic experience
Yep, totally the same formula. But it's so spooooopy, remember how spoopy RE1 was, like it was impossible to play without shitting your pants, like you had no choice but to run away all the time instead of fighting, like there was no heavy explosive weapons blowing shit away, and there were cheap jump scares on every step, and the game constantly took controls away from you, and the replayability was virtually non-existent and also fucking dreadful thanks to all the scripted shit. Boy I do love RE1 formula, my favorite RE1-like is RE8, and I sure can't wait for RE9 to use this awesome formula.
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>>722591931
RE had better marketing thus it is the better game.
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>>722582209
Camera changes don't mess up your movement direction when you press Up to go forward.
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>>722591931
They originally wanted it to be full 3d and first person but this was still early PS1 days so AITD style prerendered maps+3d characters was a compromise
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>>722592468
Again, that only works with tank controls.
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>>722592514
Which was always a dumb excuse honestly.
Dino Crisis is full 3d with way better visuals than RE1.
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>>722591735
NTA, but it's a shit argument. Tech evolves and making use of it is a sing of intelligence. You can argue all you want, but while lighting a fire with flint is something a literal neanderthal can do, people will choose a lighter because it's more convenient. This doesn't make them retarded, it makes the guy who still insists on using flint when the lighter is on hand retarded.
>>
>>722592715

Everything else about Dino Crisis sucks though.
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>>722593637
Kind of, yeah.
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>>722592796
The result is 1:1 identical with a flint and with a lighter, you get fire, exactly same fire. I doesn't matter which method you used because your goal is fire.
Using different control schemes leads to completely different experience, because using the controls is a part of the game, and your goal is to experience the game from start to finish. If your goal was to just watch the credits, than you can say tank controls can be replaced with modern controls and nothing will be lost, the result will be identical, but at this points watching credits on youtube will give you exact the same 1:1 result.
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>>722593726

A game needs a balance of story, gameplay and graphics to be good.

It's the trifecta.
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>>722580947
i remember being forced to write in cursive in like first grade
always thought it was more busywork than just writing normally
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i love tank controls
i wish every game had tank controls, even the over the shoulder ones
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There is an upcoming survival horror game with fixed camera angles, Echoes of the Living.

You might wanna check it out if you are looking for classic survival horror with fixed camera angles.
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>>722593637
hey now
it had good door opening scenes with reginas fat ginger ass in your face
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>>722594154
>doesn't look like it uses blatantly generic assets
>animations don't look extremely janky
please let this game have halfway decent voice acting
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>>722594904
It is basically a ton of assets thrown together but I forgive the dev cause it's a really small team
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>>722592715
Dino Crisis also came out years later when they had a better handle on the hardware. RE1 started development in 1994.
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>>722581230
>Limitations and constraints breed innovation.
That is why it's a skill issue if you are incapable of introducing tension and scary moments in an interactive medium where you don't have dictatorial control over the camera. It being a videogame is the limitation that needs to bring about the creativity that makes it a good videogame.
>>
>>722595304
It doesn't look like a blatant patchwork of generic assets thats extremely distracting to look at like so many of the other retro RE style games I've seen.
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>>722580856
Everything that could be done with the formula was done by RE2. There was no new ground to break with it. Even the original devs considered it done and dusted and moved on to other things.
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>>722580856
Because it filters people with low IQ and they get the "ick" and call it tank controls
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>>722596472
"Tank controls" isn't a pejorative, it's a term for a control style.
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>>722594154
What about that level of graphics requires pre-rendered backgrounds? Wait... are they even pre-rendered? Are these morons making a static camera angle game with realtime rendered backgrounds? Why?
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>>722582209
>racing game controls.

Whats next? Nitro?
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>>722596581
they use it for everything with bad controls or fixed camera angles
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>>722596857
Why would you want prerendered backgrounds in 2025?
They have no upside besides better performance.
They'll always have a fixed resolution and in 10 years when you're playing at 8k they're going to look blurry as fuck.
They have limited animation capabilities.
Shadows and lighting is completely fixed.
etc
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>>722580856
there are some games coming out like that, Tormented Souls 2 and someone posted another indie with a femc and fixed angles but i forgot the game
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>>722581401
Ooga booga bug bog beewh...
Heh... I just served you
>>
>>722581230
Thirdies who know nutting about game dev parroting this while being unable to play modern games because of their trash hardware are retards. White and Japanese STEMfags and talented artists bred creativity. It's got nothing to do with arbitrary limitations.
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>>722580856
Do you ever wonder if we will see nostalgia and calls to return to the no weapons no fighting walking sim style of Amnesia type horror games like we are seeing now with Resident Evil fixed camera angle horror games?
>>
>>722597232
they look better
modern games need better performance, they all run like shit
I'm never going to use an 8k monitor
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>>722588150
No, because 2R is an actual game and not a shitty movie.
>>
>>722590581
I love Crow Country and think it's a great evolution of old RE style games, but it's not fixed camera.
>>
>>722597232
Exactly. Old games used pre-rendered backgrounds in order to save on performance since all the polygon budget could be used on characters. There is no reason to use static camera angles if you're not going to use pre-rendered backgrounds, and there's no reason to use pre-rendered backgrounds if you can achieve the desired graphical fidelity with realtime graphics.
If they're actually going with static cameras and tank controls because they want, not because they have to, then they're just retarded. It was never design. It was always a compromise. Everything about every game ever that had to use tank controls would have been better if they didn't have to use them. Even Silent Hill which has full realtime graphics uses it for a reason. Important quest locations use static camera for visual feedback and so tank controls are necessary.
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>>722594904
It's a guy and his girlfriend and they built an engine specifically for it. Just try the demo.
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>>722599364
I'm like 90% sure it's UE4 unless it changed at some point.
Maybe you're thinking Signalis?
>>
>>722599364
Where is the demo? I'm not seeing it on the steam page for the game.
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>>722599472
I was 95% sure it was a custom engine, but I can't find the dev blog talking about it now.

>>722600564
They might have pulled the demo since the game is releasing into EA soon.
>>
>>722587225
I did not realize a fixed camera could be so kino
>>
>>722582534
hell even back in the day with the subsistence version of MGS3 I felt it cheapen the experience
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>>722581401
Think and reread your post before blinding sperging out on your keyboard and clicking submit then.
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>>722587225
Was going well until it zoomed out way too far and expected you to still maneuver past enemies
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>>722581230
And you will never breed.
>>
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>>722580856
Because camera angles were a product of lacking technical capability, not an actual artistic choice.
Resident Evil was going to be an FPS game until they recognized their own lacking skill and the PSX's lacking capabilities to deliver on that concept while maintaining their chosen visual style.
The first mainline game to be on more powerful hardware, Resident Evil 4, promptly dropped the fixed cameras entirely because the camera angles were always a crutch that was supposed to be discarded. Wanting to look backwards and go back to that is antithetical to actually designing a game, as those angles added ultimately little to the experience.

Nobody here can even explain what makes fixed cameras a worthwhile or positive addition anyways. It's always just mumbling of "muh sovl" or saying they "look cool", but no actual commentary on what they can add to a game- because they can't add anything. They're a crutch, and freely controllable cameras were seen as a Godsend. This type of behavior people here are exhibiting is akin to the people who look at survival situations from the comfort of their house in a functional city with no real issues impeding them and going "Yeah, I bet my life would be improved 10,000 time over if I lived inawoods" or whatever. It's a delusion built upon from enjoying in life's comforts to the point where you look at what those comforts were created to escape from and thinking that something meaningful was left behind.
>>
>>722580856
Retards can't handle tank controls. I am not even memeing. They did research and a lot of zoomers can't play games like this.
>>
>>722593937

Apparently kids that can read and write in cursive are more intelligent that kids who can't AKA niggers.
>>
>>722580856
Because it would most likely degrade perception of it, because it would be considered outdated/low budget, just like sprites/pixel art.
>>
>>722605005

I'll breed your faggot boipucci if you don't watch your tone when @ me, fuckface.
>>
Alisa has a lot of fixed camera angles and makes good use of them for set up scares and surprises if you just wanted something similar to older games.

https://files.catbox.moe/lmo8th.mp4
>>
Fixed camera angles was a byproduct of its time due to hardware limitations but I can totally see fixed camera angles for a survival horror RPG type game.
>>
>>722605053

Fixed camera angles allow the developers to frame a sequence/shot/scene in a certain way to increase tension; the exact same way a movie director does.

For two entire paragraphs, you said absolutely nothing of worth.
>>
>>722605053

Also, look at Tormented Souls and the upcoming sequel.

https://store.steampowered.com/app/1367590/Tormented_Souls/
>>
>>722580856
It doesn't have mass appeal.
>>
Indie studios have tried and its dogshit

There's a reason they stopped doing it
>>
>>722605623
That's a benefit on the level of the insulation ability of mud- that doesn't mean we should be building mudhuts in the modern day.
You can create and derive tension in a video game through any number of ways that do not involve kneecapping your game's presentation and gameplay to an absurd degree, and you should not be making games "the exact same way a movie director does". Two different mediums.
>>
>>722605410
Monsters just outside of the camera is not a good thing
Many "hardcore" RE2/3 mods does the same.

Also what is with the fucking music? Sounds as bad as that fag on here that made music for his friends game.
>>
>>722606116
What don't you like about the music? What part of it do you find bad, and why?
>>
I love fixed camera angles and I hope we get more games with them.
>>
>>722605836

Using fixed angles in the year of our Lord 2025 is an artistic choice. Like how certain movie directors use 4 x 3 or film the entire movie in black/white.

Spielberg showed as little of the mechanical shark as possible because it looked fake as hell and kept shorting out in the water. He used the POV shots and the music guy used the iconic theme to build tension and dread.

Resident Evil/Biohazard may have started out using fixed camera angles due to hardware limitation but they used them well and to great effect. But that ultimately came down to their passion for the project because there's lots of fixed camera angle games that fucking suck.

Soul is real and it makes a decent game into a great one.
>>
Anybody think Jill got the short end in her Remake 3 game when Capcom decided to half her budget for that godforsaken doomed Resident evil multiplayer game and Jill got a shitty spark notes remake of her game?
>>
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>>722606294

This anon absolutely fucks.
>>
>>722606405

I loved the original RE3 but it didn't need a remake because it wasn't a full length game to begin with. Even with a bigger budget and more time to develop it, it still wouldn't have been very good.
>>
>>722605375
This. You just know if a high quality game like this got announced people here would still insist it shouldn't cost more than $20.
>>
>>722593937
>more busywork than just writing normally
>normally
Cursive is so much better for handwriting (not to mention prettier if your teacher is worth a damn), though, it's almost as if it was the standard for hundreds of years before print.
>>
>>722606364
You keep highlighting movies while failing to note significant differences.
4:3 resolution is not a limitation- that's an advancement. IMAX utilizes a resolution akin to 4:3, that's why several new movies since the 2010s will have been filmed in that resolution.
Black and white in the modern day is not how the movie is filmed as well- that is called colour grading. If this was like the demand for fixed camera angles, they'd use the shitty film equipment of the 20s and 30s to make their movies in black and white, but they don't. That's why the black and white is an artistic choice.
>Resident Evil/Biohazard may have started out using fixed camera angles due to hardware limitation but they used them well and to great effect.
Resident Evil 4 is barely a horror game and accomplishes a greater sense of tension and revulsion in spades. Fixed cameras are a crutch that has been discarded for good reason.
>>
>>722580959
pretty much this
the success of RE4 destroyed this franchise
>>
>>722593726
>>722593637
you're both insanely retarded
>>722592715
dino crisis still featured fixed cameras but in a different way, they were usually moved like they were on a dolly, replicating the same experience you'd get with fixed cameras but for a 3D world

the outbreaks, code veronica, and silent hill 1 in certain areas that weren't the streets all did it and they did it beautifully
>>
>>722605836

Interview with the developer of Resident Evil:

>IGN: Back during Resident Evil’s development the lack of processing power on the original PlayStation forced you to use pre-rendered backgrounds. Now you don’t have any such limitations. Are there any limitations nowadays that inspire you to solve problems creatively?

>SM: There’s a little bit of that. It’s a little bit of both. At the same time, the lack of limitations allows you to be more creative and create anything which provides for a more creative environment.

Checkmate atheists.
>>
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If you make this claim but have not played Alisa, the only revival game that went the extra mile to be designed around pre-rendered backgrounds, what are you waiting for?
>>
>>722607339
And with that creativity, how many fixed camera games did Mikami make after RE4?
>>
>>722580856
a "The Thing" game like this would be kino
>>
>>722606742
>wasn't a full length game to begin with
The retarded parroted memes around 3 never end, do they? Next you'll say it was actually never meant to be RE3, and that it was just an asset flip of RE2.
>>
>>722587225
game?
>>
>>722607439
to be fair, mikami was a fucking idiot
he finally got his time to shine and make his own game with blackjack and hookers and he made a solid 6/10 game with TEW1
>>
>>722607132

Resident Evil is not a true Resident Evil game. It's a bastard son, spinoff game that set the entire franchise back for a very long time.

Not everything was a limitation, some were intentional decisions made by the director like with tank controls.

>SM: [Tank controls were] the method that was the scariest and could express the horror of things. In this way you couldn’t see the zombie coming, but you could still hear it coming, you could hear the footsteps without revealing that they were there. This was best for a horror game.

Agree to disagree.

But RE fans have made it known that they prefer more horror and less straight up action.

You can't argue with results.
>>
>>722607392
you're supposed to put the game on sale before you shill it, dev-kun
>>
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>>722607670
>Resident Evil is not a true Resident Evil game
>>
>>722607439

Glad you asked:

>SM: [Laughs]: I’ve felt this way a lot. Speaking for myself I was done with survival-horror after the first Resident Evil.

>IGN: If Resident Evil hadn’t been successful, what kind of game do you think you would have made next?

>SM: I wanted to make an action game that felt like a movie; a movie like Die Hard.

>IGN: Is there any particular reason why you haven’t gone on to make that game?

>SM: At the end of Resident Evil I submitted a game proposal to Capcom to make a game like that, but they prioritized making a sequel [to Resident Evil].

Mikami mentally checked out after making Resident Evil. He just wanted to move on a make action games but these Japanese Jews wouldn't let him walk away from the cash cow.

It's no wonder why he made RE4 into the action movie garbage it is.
>>
>>722580856
There are still fixed-camera games being made, like Alisa. I'm pretty sure I have another one on my wishlist, but I can't recall the name now
>>
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>>722607392
sort of sequel sort of soon brother
>"- Real pre-rendered backgrounds and eye-watering cutting edge 320x240 resolution"
>>
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Any day now
>>
>>722607569

RE3 was absolutely kino. It leaned more into action but still had survival horror. It told a story from beginning to end and didn't overstay it's welcome.

I don't have a single bad thing to say about it.
>>
>>722606116
That area takes place in a literal clown area of the game, so you get clown music.
>>
>>722607889

I meant RE4, smartass.
>>
>>722607670
>But RE fans have made it known that they prefer more horror and less straight up action.
>You can't argue with results.
The results are that fixed camera isn't even in the language of RE games anymore, yeah.
>>722607908
>action movie garbage
Again, RE4 accomplishes all the same tension that the older games have, with a far better camera system.
>>
>>722608024
That's a common problem with artists, where they sometimes don't get their own art or what made it good in the first place
>>
>>722607983
Boy I sure do love when the game has less fucking visual clarity than the games it was inspired by.
>>
>>722607983
>co-op classic RE
sounds cool honestly
>>
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>>722608213

>RE4 accomplishes all the same tension that the older games have, with a far better camera system.

Opinion discarded.

Thanks for the discourse but I'm going to go play some vidya, senpai.
>>
>>722608024
>players want the game to be scarier
>he wants to the game to be more immersive and playable
Notice how these are completely different things.
Also
>RE4
>more immersive
If you're a single digit IQ brainlet maybe.

I still respect him for what he did. Even when deep inside he wanted to make something else, he still made RE1 as good as he could, and decades later it's still among the very best games in the genre.
>>
>>722607889
go back to sucking dicks on reddit
>>
>>722590938
This honestly
RE4 was megafun in VR and so was RE7 especially since that one was made with VR in mind
>>
>>722580856
Tank controls is something that I will never miss
>>
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>>722608217
Many many such cases.
>>
FUCKING HEARTWORM HAS IT
https://store.steampowered.com/app/1257030/Heartworm/
>>
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>>722608670
>Go*
>Reddit.*
>>
>>722608723
Yeah, but it's the best way to do movement in fixed camera angles like OG RE. Playing the REmake, which lets you switch between OG and modern controls, really makes you appreciate having forwards and backwards always be forward and backwards.
>>
>>722608905
that's where dick sucking avatar attention whores like you belong, now fuck off
>>
>>722587783
>It's basically just a shooter with a gory theme.
And Alone in the Dark clones are basically just GrimE adventure games with bad combat mechanics tacked on. We can all be reductionist.
>>
Now i want to make a literal tank control horror game where you're the last tank in your battalion in some fictionalized World War 1.5 lost in European bog. Semi-fixed camera angles from observation balloons that track you slightly as you creep through the fog looking out for anti-tank weapons and/or Eldritch monsters.
Maybe sections where you have to dismount and scrounge for supplies in small towns that could be over the shoulder just as a contrast.
>>
>>722594154
all these faggots here cumming over their fixed camera angles and somebody brings up a new game that delivers what you faggots want and nobody cares.
>>
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>>722609193
>That's*
>off.*
>>
>>722606364
>But that ultimately came down to their passion for the project
As gets repeatedly pointed out, Mikami considered prerendered backgrounds nothing but a ball and chain right from square one, so clearly not "passion".
>>
>>722580856
People like to see where they are going without running right into some stupid monster by accident.
>>
>>722605053
you're a faggot if you think fixed camera = resident evil
it was in hundreds of games, especially platformers including mario and zelda
whenever the camera would zoom away and give you a great shot of a new zone as you entered it or perhaps necessary for a puzzle or maze, that was fixed camera
fixed camera is fucking great
even if it was used to hide how little old games could render at once, it was still handled in such a great way that people miss it
NOBODY is going to fucking miss anti soul gas or those godfuckingawful crawlthroughs instead of loading screens, or depth of field + motion blur and any number of bullshit features done to hide loading blips, pop in or low framerate animations at a distance, shitty LODs or repeating textures
get fucking real
>>
>>722609625
nta but he's saying the passion for the project allowed him to navigate around the limitations of the fixed camera angles
>>
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>>722597232
this looks better than a lot of modern games despite being a gamecube game that has been badly upscaled with AI
>>
>>722582032
So in the end it boils down to that the average IQ has decreased some points between the late 90s and now?
>>
>>722580856
>>722581081

It's unnecessary.
Japs were insistent on using realistic looking backgrounds that you couldn't possibly render in real time during those years, so they opted for static backgrounds. Static backgrounds obviously only work with a fixed camera angle and even then you're sacrificing all interactivity to achieve it.
>>
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>>722609540
echoes of the asset flip
>>
>>722595952
>>722610112
>>
>>722608257
yeah that one is pretty heinous, but from the first game I know that you can reduce the crunchyness by half at least.
They do tend to go overboard with it.
>>
MODS = FAGGOTS
>>
>>722588475
Yeah I don't know why the dev would ruin the artistic intent like that.
>>
>>722609578
>man I can't stop sucking all these dicks like the huge faggot I am
>>
>>722610112
it might have a bunch of reused assets, but what I played of the demo was genuinely really good
I look forward to it
>>
>>722610112
Who cares?
>>
>>722594154
Neato
>>
>>722608024
This seems like it's just a language issue. I don't believe he means that the original games aren't horror just that he views the early work as clunky and messy, as many creators do. You can't really blame him, Resident Evil 4 is one of the most influencial games ever made.
>>
>>722610079
Without the ultra-high detail backgrounds I likely wouldn't have given RE2 back on the N64 a chance.
>>
>>722587225
Ok this was very funny
>>
I feel like there is a market for this but it's inherently niche
>>
>>722605623
>Fixed camera angles allow the developers to frame a sequence/shot/scene in a certain way to increase tension; the exact same way a movie director does.
People keep saying this without having any idea what they're saying. They also parrot the mantra that limitations are good for creativity. But they all miss the one important thing. You are making videogames. You're trying to make a horror game more like a horror movie, and how do you wish to do it? By reducing the product's game-ness. You are failing to preserve the medium you're working with, and taking things away to create an illusion of cinematic qualities, instead of adding things while preserving what makes the medium unique.
If you really wanted to make a game have the qualities of a horror movie, you would find ways to introduce its elements without sacrificing the one thing that games have, the interactivity. If you can't add tension or frame scenes without taking away the player's free control of the camera, you are not competent enough to make videogames. You are not the director. The player is. That is your limitation, and that is what has to bolster your creativity. You figure out how you can frame your scene without having full control of the camera angles. That's your limitation. Where's that creativity?
>>
>>722582209
>Bam. No longer do you have to worry about the camera angle switching messing up your movement direction.
That was solved by the first resident evil. It never changed direction as long as you didnt lift the finger from the dpad.
>>
>>722607392
Does it have combat or is it a walking simulator?
>>
>>722608037
I still hold the faith.
>>
>>722592237
>and I sure can't wait for RE9 to use this awesome formula.
Yea all the glazing on how the new protag is now a fighter and SCARES EASILY proves as much.
its gonna be jumpscare the game and running around and tripping till she suddenly turns into rambo.
>>
I honestly thought a lot about how pre-rendered backdrops and AI frame generation could work together to make real time camera motion in pre-rendered environments. Same goes with digitized actors... could digitized sprites freely change perspective in a real 3D environment, if it has AI frame generation applied to it? Could the two be matched up perfectly?
>>
>>722587225
Awesome
>>
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>>722615246
>>
>>722616964
If it advanced enough, sure.
But there's a problem with that.

Current day hardware is strong enough to just render the full scene and lighting.
Lighting IS was pre-rendered environments/fixed cameras were all about after all.
>>
Speaking of RE, a new game that's basically RE Mystery Dungeon just came out today
https://store.steampowered.com/app/2005870/House_of_Necrosis/
>>
>>722592715
We played this with friends years ago and honestly we didn't find it very fun. instadeath hazards and puzzles consisting mostly of figuring out a passcode number. We gave up on the crane puzzle part because we didn't know how long we still had to go.
I'd play original RE1 over dino crisis any day
>>
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>>722607392
>>722607913
>>722617219
Wasn't this one made by that tranny sue lightning that capcom keeps shilling?
>>
>>722580856
>press forward
>room transition
>still pressing forward
>new camera view has door i just went through forward
>instantly room transition back to initial room
>keep pressing forward through the transition to instantly retransition back to the room i want to get to again but let go this time so i can reorient myself
>press downwards to go forwards now.
>>
>>722617913
>being so out of the loop that this is what you're aware of
how many rounds of telephone do you have to go through to get to this point
>>
>>722582032
>>722586873
>>722587225
Loved this demo, looking forward to a full release
>>
>>722618714
What else should I be aware of?
>>
>>722619420
sue didn't make it, >she just voiced a boss in it
and I don't think capcom even mentioned it before
>>
>>722615120
>They also parrot the mantra that limitations are good for creativity. But they all miss the one important thing. You are making videogames. You're trying to make a horror game more like a horror movie, and how do you wish to do it? By reducing the product's game-ness. You are failing to preserve the medium you're working with
You're white and smart. I can tell.
>>
>>722619257
What game?
>>
>>722619589
Yeah I meant capcom was shilling the tranny not his game and all I knew was that he was connected to the dev and worked with them in some capacity
>>
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Anyone who actually has any difficulty with tank controls is functionally retarded. I never played a game with them until I played SH1 a few years ago and I had zero issues running around the school bonking the knife wielding little fags to death with the pipe. There's a slight learning curve to it and then you are golden.

Don't click the image.
>>
>>722619960
Phase Zero
>>
>>722594154

This looks pretty cool. Pre rendered backgrounds and all. The lights on the cop car look fucked up. Why are they just flashing blue, and they don't affect the environments at all.
>>
>>722615120

Tell that to Kojimbo.
>>
>>722617913
just voiced an enemy
>>
>>722581401
people who trawl the index looking for fresh threads with no posts are not trying to discuss things, they are trying to set the mood of the thread and kill it early. This is usually done by saying the opposite of whatever the OP said.
>>
>>722617913
No, but the tranny did voice a boss in it, unfortunately. The dev is some Belgian guy, his Japanese wife composed the soundtrack and the game is basically named after her (Arisa).
>>
>>722582242
Opinion
>>
>>722620492
NTA but I do this specifically to ruin the thread because it feels amazing making this board worse and upsetting other retards on here, I don't even play videogames anymore :)
>>
>>722580856
>Why do modern developers REFUSE to make their Survival-Horror games in Camera Angles?

Because it loses them money.
>>
>>722581659
What movie is this?
I tried image search but can't find anything except maybe you posting this image about a month ago.
>>
>>722620680
understandable.
>>
I’ve always wanted to know if there’d a smart way to pass character movement between camera angles. I thought having a “directional sense” on the tiles so that you would pass them between camera angles and a player holding down a direction would follow their “intended movement” rather than exact directional movement, it would make it more on-rails but I think something like that would make dealing with the controls less frusturating.

Any game dev anons or engineers want to give their thoughts?
>>
tank controls are hella awkward

I can only tolerate them because I played it when I was younger
>>
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Since this is a nice and civil horror thread can somebody please help me out with my emulation troubles? I’ve been playing Forbidden Siren without walkthroughs and it’s been going okay until I just discovered that my playthrough could be so much better if PCSX2 was actually properly rendering the Link Navigator’s crucial hints like the arrow leading you to connected missions and lock! and key!
Like in this video: https://youtu.be/mpdWeCRIfEA?si=6gQUfka-0Muci1Mz
Pic rel is what mine looks like rn.
I’ve looked everywhere online and at most I have a handful of posts merely mentioning the issue and getting swept under the rug by midwit redditards. I’ve swapped renderers hoping it would magically work like it did for Steambot chronicles but no dice, I don’t know what im doing really. Prease help. Also I’m not sure converting my ISO to chd would affect it but I’m gonna download an ISO copy just in case. Region is PAL.Naoko is a cute, Reiko is fucking retarded.
>>
>>722599248
it's difficult to overstate just how colossally retarded you are. this is like saying the invention of larger tables invalids the chessboard because
>nobody would want to play on 64 squares when they could have more, durrr I am VERY smart
I'm like mouthbreathing mongoloids like you are too lazy and apathetic to actually have any involvement with the game industry besides just impotently whining online.
>>
>>722608414
he is right
>>
>>722586952
House Of Necrosis came out first, maybe that's what you were thinking of
>>
>>722580856
Play Studio System Guardian Angel NOW or stop complaining
>>
>>722580856
zoomies literally cannot comprehend tank controls
>>
>>722621486
Please man I just wanna enjoy this game without having to open up gamefaqs every 5 seconds
>>
>>722605005
>And you will never breed.

Better than your non-forking family tree...FAGGOT!!!FACT!!!
>>
>>722580856

Avalanche Reviews RESIDENT EVIL RETROSPECTIVE is second to none when it comes to the RE franchise.....

https://youtube.com/playlist?list=PLRNG-PENUEEbGQxUIheqJG6CRNun4HAn_&si=nqn5O1hNYpWAL1ST

!!!FACT!!!
>>
>>722580947
>Lost artform.
>Like letter writing and cursive.

pHuc u kunt? i iz rite gud yu phaget!#%TACF!(*
>>
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>>722623318

I really made that post 9 hours ago?

The days go slow but the years go fast.
>>
>>722623437
>I really made that post 9 hours ago?
>The days go slow but the years go fast.

No fucking kidding as your perception is of time accelerates as you get older and turn around to find that ten years have gone by!!!FACT!!!
>>
>>722580856
Because they take place in fully rendered 3D worlds now, not just jpegs.
>>
>>722582032
Cam relative controls work just fine if you aren't retarded. I never understood tankbabbies crying about them in REmake
>>
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>>722580856
While they do work, not all games would work with them.
The Bunker wouldn't have been better with fixed angles. It relied on being first-person. There's a few hallways that could get some neat shots, like this specific bend in the soldier's quarters, but that's not enough to change the game's genre from 1st to 3rd person.
>>
>>722597084
>tank controls is fine
>car controls are racist

ok then faggot
>>
>>722591312
domain of torment more like domain of S-O-Y-LENT
>>
>survival horror
>doesn't have fixed cameras
>doesn't even have semi-fixed cameras like dino crisis or CVX
>doesn't even have fixed/semi-fixed camera angles for small portions like SH

it's not survival horror, shrimple as that
>>
>>722627335
And it could've been a fixed angle camera placed at the opposite side of that corridor looking at you, and as you move towards the camera that silhouette will appear for a split second obscuring your character. Just off the top of my head, something like that might be even better.
>>
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i really like the way they made backgrounds in this game, shame the dev dieded
>>
>>722607392
>>722607983
I tried but I didn't like it very much.
I think the Alice in Wonderland theming is a turn off for me
>>
>>722628354
So that deathtrap of a hallway is an L shape, with the view there being from the top of the L. The spawn wasn't scripted, but you could totally but the camera in the middle of the I part of the L, with a view of most of the wall-holes.
But like I said, you'd have to make the entire game around that camera. And the rest of it doesn't really work. Several segments would be ass to play in a fixed camera, and hiding items in the environment would be harder. Most fixed camera games have items out in the open, and usually brightly colored and/or sparkling due to how hard it can be to see things.
>>
>>722580856
>>722580947
>>722580907

it's an Obsolete Style and the only thing it's good for is Nostalgia.
>>
>>722629239
t. either an alphoomer or AAA dev
>>
>>722628382

Nocturne was too kino for this world too.
>>
Resident Evil sell good but Resident Evil 4 sell gooder



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