The Challenge of Cameras

Ойындар

🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/ 🔴
Choosing a camera for a 3D game is a huge challenge, because cameras can serve gameplay and aesthetic goals at the same time. What happens when these goals clash?
=== Sources and Resources ===
Evolving Combat in 'God of War' for a New Perspective | GDC Vault
www.gdcvault.com/play/1026085...
The Challenges Of Remaking A Horror Classic Like Resident Evil 2 | Gamespot
www.gamespot.com/articles/the...
=== Chapters ===
00:00 - Camera Serves the Gameplay
00:40 - Camera Serves the Aesthetics
02:50 - Intimacy vs Vision
04:56 - Case Study: God of War
07:26 - Dynamic Cameras
10:11 - Innovation in Cameras
11:22 - Conclusion
11:46 - Patreon Credits
=== Games Shown ===
Super Mario 64 (Nintendo, 1996)
Furi (The Game Bakers, 2016)
Call of Duty: WWII (Sledgehammer Games, 2017)
Street Fighter V (Capcom, 2016)
Super Mario 3D World (Nintendo, 2013)
A Hat in Time (Gears for Breakfast, 2017)
Uncharted 3: Drake's Deception (Naughty Dog, 2011)
Alien: Isolation (The Creative Assembly, 2014)
The Sims 4 (Maxis, 2014)
Killer7 (Grasshopper Manufacture, 2005)
Shadow of the Colossus (Team Ico, 2005)
Resident Evil (Capcom, 2002)
Resident Evil 2 (Capcom, 1998)
Hellblade: Senua's Sacrifice (Ninja Theory, 2017)
Resident Evil 2 (Capcom, 2019)
Tomb Raider (Crystal Dynamics, 2013)
Gears of War 4 (The Coalition, 2016)
Metro 2033 (4A Games, 2010)
Uncharted 4: A Thief's End (Naughty Dog, 2016)
God of War (Santa Monica Studio, 2018)
God of War (Santa Monica Studio, 2005)
For Honor (Ubisoft Montreal 2017)
Dark Souls III (From Software, 2016)
Devil May Cry 5 (Capcom, 2019)
Metal Gear Rising (PlatinumGames, 2013)
Days Gone (SIE Bend Studio, 2019)
Marvel’s Spider-Man (Insomniac Games, 2018)
Vanquish (PlatinumGames, 2010)
Nier: Automata (Platinum Games, 2017)
Batman: Arkham Asylum (Rocksteady Studios, 2009)
Bayonetta (PlatinumGames, 2009)
Resident Evil 4 (Capcom Production Studio 4, 2005)
Resident Evil 7: Biohazard (Capcom, 2017)
Half-Life (Valve Corporation, 1998)
Mirror's Edge (EA DICE, 2008)
Dead or Alive 6 (Team Ninja, 2019)
Arms (Nintendo, 2017)
Tony Hawk's Pro Skater 3 (Neversoft, 2001)
Skate (EA Blackbox, 2007)
Firewatch (Campo Santo, 2016)
Far Cry 2 (Ubisoft Montreal, 2008)
Sonic Forces (Sonic Team, 2017)
Ico (Team Ico, 2001)
=== Credits ===
Spades - Blue Wednesday ( / bluewednesday )
Resident Evil 2 soundtrack - Capcom
Hotel Administration - animeistrash
Another Version of You - Chris Zabriskie (chriszabriskie.bandcamp.com)
=== Subtitles ===
Contribute translated subtitles - amara.org/v/C3BEP/

Пікірлер: 2 300

  • @lentencraft
    @lentencraft5 жыл бұрын

    Minecraft´s third person view is horrific

  • @Rigorwideo

    @Rigorwideo

    5 жыл бұрын

    yeah it's just unplayable

  • @SmokePudding

    @SmokePudding

    5 жыл бұрын

    That's why it's not standard I guess

  • @reklessbravo2129

    @reklessbravo2129

    5 жыл бұрын

    It would be so much better if your crosshair was above your head instead of inside it. Or shifted to the side. There's probably a ton of ways to make it work but the one they went with is idiotic

  • @loolermeister8578

    @loolermeister8578

    5 жыл бұрын

    @@reklessbravo2129 I gues if you turned it to the side as in a 3rd person shooter, like an over the shoulder cam, it could work.

  • @jeanluca01

    @jeanluca01

    5 жыл бұрын

    I remember spending hours modding the third person camera on the game. It wasn't impossible, changing the crosshair and the Fov was enough, but the hitscan for your hand got offset and aiming with bows and modded guns was a challenge XD

  • @Hydrospatial
    @Hydrospatial5 жыл бұрын

    I mean I was half expecting the old joke of the Camera being the final boss of Dark Souls

  • @Ninjat126

    @Ninjat126

    4 жыл бұрын

    The camera is the warm-up boss, the lock-on system is the final boss. Specifically, switching lock-on while running or dashing. You'll pivot on a dime to face the new lock without losing speed at all.

  • @tahraki4918

    @tahraki4918

    4 жыл бұрын

    We all know the true final boss is Gravity, Seeker of Autumn.

  • @MrCmon113

    @MrCmon113

    4 жыл бұрын

    Kicking is the final boss of Dark Souls

  • @youwouldntremembermeanyway7410

    @youwouldntremembermeanyway7410

    4 жыл бұрын

    Basically King of the Storm bossfight

  • @AhbibHaald

    @AhbibHaald

    4 жыл бұрын

    @@MrCmon113 it's easy af. Just move forward and press the attack button

  • @madspunky
    @madspunky5 жыл бұрын

    "The camera is like the working class. If you can't control it, it will conspire to kill you." Yahtzee, Zero Punctuation.

  • @SillyMakesVids

    @SillyMakesVids

    5 жыл бұрын

    US police know this only too well.

  • @swiftd3vil

    @swiftd3vil

    5 жыл бұрын

    Crooked Hillary knows this only too well. The Chinese communist party knows this only too well. Maduro knows this only too well.

  • @fuckedup610

    @fuckedup610

    5 жыл бұрын

    You didn't need to put Yahtzee there, we would have known regardless.

  • @nullpoint3346

    @nullpoint3346

    5 жыл бұрын

    Which episode?

  • @hmmmhmmm6917

    @hmmmhmmm6917

    5 жыл бұрын

    @@swiftd3vil blah blah china bad blah blah...shut up stupid boy!!!

  • @legendeOfDragon
    @legendeOfDragon4 жыл бұрын

    I must say, just a tiny detail about a camera: when you start the game in sunset overdrive the camera is near the protagonist. He is looking around and then noticing the camera and punching it way back, it feels like the character is annoyed over the camera that is way to near for him to actually fight. And I just love that the map is right under a crack in the screen because he smacked it!

  • @FireStarJutsu

    @FireStarJutsu

    2 жыл бұрын

    The self awareness of Sunset Overdrive was something else...

  • @Adriano_446

    @Adriano_446

    2 жыл бұрын

    We need a sequel...

  • @woojinjang8077
    @woojinjang80775 жыл бұрын

    I got really scared when the video didn't start with "Hi, I'm Mark Brown and this is Game Makers Toolkit" WHO ARE YOU?! LARK CROWN??

  • @thestormwizard6447

    @thestormwizard6447

    5 жыл бұрын

    He hasn’t done it in a while I think

  • @LeeroniLee

    @LeeroniLee

    5 жыл бұрын

    OR EVEN WORSE! WHAT IF IT'S BARK MROWN!

  • @Enedee_

    @Enedee_

    5 жыл бұрын

    He hasn't used it in a while, about a year I think

  • @suetraptor2703

    @suetraptor2703

    5 жыл бұрын

    hi i'm Fart Lowne and this is blame placer's cool pit

  • @tuazulyrojoeljean

    @tuazulyrojoeljean

    5 жыл бұрын

    @@suetraptor2703 ROFL!!!

  • @spencerwill2215
    @spencerwill22155 жыл бұрын

    That was definitely the quickest 12 minutes of my life. I just wanted to say that your videos are some of the most captivating and well-edited on KZread and seeing a new one in my subscription feed really brings a smile to my face. Well done!

  • @zeb_xyz

    @zeb_xyz

    5 жыл бұрын

    Spencer Will could not say that better, great vid mark

  • @BlueisNotaWarmColour

    @BlueisNotaWarmColour

    5 жыл бұрын

    Agreed

  • @Sertyhora

    @Sertyhora

    5 жыл бұрын

    Spencer Will Same team man, so good !

  • @ELDonMesut

    @ELDonMesut

    5 жыл бұрын

    Same here Spencer it really brings a smile to my face too :D

  • @KlldbyCuriosity

    @KlldbyCuriosity

    5 жыл бұрын

    This...now this is a perfect comment

  • @adamcomerford8502
    @adamcomerford85023 жыл бұрын

    I was always impressed by Breath of the Wild's targeting system that seems to center the camera at a half-way point between you and your enemy. If you rotate the camera, it creates some really great cinematic fight scenes.

  • @jjfve3280

    @jjfve3280

    2 жыл бұрын

    Kinda like a fight I an arena

  • @charlesburns7391

    @charlesburns7391

    Жыл бұрын

    Really cool when you lock on to a lynel and then run away

  • @SmolGawblin

    @SmolGawblin

    11 ай бұрын

    I honestly hated it, my main problem was how it wrestled with the controls for things like jumping to get flurry attacks, hard to jump in the right direction if the camera is at a 45 degree angle, but I do understand the appeal.

  • @genuineangusbeef8697
    @genuineangusbeef86975 жыл бұрын

    I appreciate you saying "Bat Funk" in this video. That is all

  • @zendariun101

    @zendariun101

    3 жыл бұрын

    @@laptoprelaks a true american

  • @Table53
    @Table535 жыл бұрын

    The camera is Journey is truly amazing. Not only does it add to the sublime nature of the game and the smallness of your character, but the way the camera pushes to the sides to hint at where you should be heading is such a fantastic way to avoid 'gamey' elements like waypoints

  • @lostleviathan2352

    @lostleviathan2352

    5 жыл бұрын

    I loved this so much!! The 'leading' camera is such a powerful tool

  • @drGeppo

    @drGeppo

    5 жыл бұрын

    Yep, Thatgamecompany also gave a very nice GDC talk pointing out the many steps to follow in order to have a good camera, it's very interesting

  • @thegameneededme5

    @thegameneededme5

    5 жыл бұрын

    I was thinking about this during the video, too. It's so good.

  • @user-ow1bc4sx2r

    @user-ow1bc4sx2r

    5 жыл бұрын

    @@drGeppo great video

  • @Table53

    @Table53

    5 жыл бұрын

    @@drGeppo Ooh, thanks for this comment. That's something I'm definitely going to have to check out!

  • @DarylTalksGames
    @DarylTalksGames5 жыл бұрын

    So great to see ARMS getting a little love here. I know it didn't see massive levels of success, but the behind-the-back perspective and use of relative size to gauge distance was such a refreshing idea.

  • @Stephen-Fox

    @Stephen-Fox

    5 жыл бұрын

    It's not as big a failure as people seem to dismiss it as being - While it doesn't seem to have garnered much of a competitive following, and it's no longer in the top 10 Nintendo published games on Switch, it sold in the upper echelon of what a non-licensed fighting game tends to wind up doing these days, as a new IP.

  • @landminedj

    @landminedj

    5 жыл бұрын

    @@Stephen-Fox preach

  • @bobvella7228

    @bobvella7228

    5 жыл бұрын

    i think it would've done better if they had levels to help you master the controls better or didn't force you to win the volleybomb, target gallery, or basket ball rounds in the single player, some arms are terrible for volleybomb!

  • @dkpsyhog

    @dkpsyhog

    5 жыл бұрын

    Daryl Talks Games it makes such good use of motion controls, too. Playing the game with detached joy-cons is the only way to truly play it, where you’ve got to be precise about how you hold the controllers.

  • @superfakerbros

    @superfakerbros

    5 жыл бұрын

    @@Stephen-Fox Absolutely. Believe it or not, it's sold similarly to Bloodborne and Persona 5 and no one would call those games failures, now would they? The game only did poorly when compared their absolute biggest hitters. In general, it did well

  • @Allan1291
    @Allan12914 жыл бұрын

    I really loved how Nier Automata's camera changes even the genre of the game, swigging from a brawler like devilmay cry to a classic arcade game like galaga or even a shooter-platformer like Contra. Or maybe is better to say that moving the camera allowed the game to make those changes of style.

  • @joshuabrown7815
    @joshuabrown78155 жыл бұрын

    Another thing which makes Hellblade's camera good was the fact that the voices warn you about attacks from behind

  • @Ninjat126

    @Ninjat126

    4 жыл бұрын

    Even when there aren't any, just to keep you off balance. Hellblade needs headphones in the same way other games need controllers.

  • @sdrawkcab_emanresu

    @sdrawkcab_emanresu

    4 жыл бұрын

    Like 100 times the "boy"

  • @safe-keeper1042

    @safe-keeper1042

    3 жыл бұрын

    @@Ninjat126 So it's like Amnesia, where you're told to hide, but 99% of the time you're not really in danger?

  • @Red-in-Green

    @Red-in-Green

    3 жыл бұрын

    Midgard Eagle I enjoy games lying to you in order to induce paranoia. Both of those games want you not to trust the character’s senses

  • @skipthetutorial
    @skipthetutorial5 жыл бұрын

    Whenever picking up a new 3D platformer, the first thing that tips me off is how the camera works. Yooka Laylee pre-fix was a key example of this because it really felt like the camera was fighting you. Always best to have some free mobility in a game like that.

  • @duffman18

    @duffman18

    5 жыл бұрын

    Mario Oddysey's camera is a bit like that sometimes, like at points it'll force you to look a certain way and it fights with you when you're trying to move the camera

  • @stevenmitchell3202

    @stevenmitchell3202

    5 жыл бұрын

    A Hat in Time was a really good camera. Hopefully 3D Platformers in the future can learn from how Gears For Breakfast did it!

  • @agedisnuts

    @agedisnuts

    2 жыл бұрын

    funny seeing you here

  • @Faruq-xn4gj
    @Faruq-xn4gj5 жыл бұрын

    Is there no discussion about "Camera who fight the Player". Example 3rd perspective camera with wide view angle suddenly collide with terrain like wall and make the camera so close to character you can't see anything.

  • @cavemann_

    @cavemann_

    5 жыл бұрын

    Or automatically go with the direction you walk in, so you have to move your mouse to keep a stable angle while going sideways.

  • @SuperArppis

    @SuperArppis

    5 жыл бұрын

    Metal Gear Rising Revengeance does just that. It's basically one of the foes of the game. In game about precision parrying, that's a very bad flaw.

  • @yvesgomes

    @yvesgomes

    5 жыл бұрын

    Soulsborne is notorious for that. Cleric Beast totally double teams you with its trusty sidekick, the camera.

  • @DGonzRobotics

    @DGonzRobotics

    5 жыл бұрын

    Dark Souls' hardest boss is the Camera.

  • @SJrad

    @SJrad

    5 жыл бұрын

    its understandable why the camera does that. prevents you from being able to see out of bounds. annoying? yes.

  • @nickkluzynski1415
    @nickkluzynski14155 жыл бұрын

    I love the dynamic camera from Nier Automata

  • @Fins-T

    @Fins-T

    5 жыл бұрын

    I love it. Too bad he didn't mention the game (well, he did show it)

  • @alvareo92

    @alvareo92

    4 жыл бұрын

    More 3D games should shift the camera to 2D for some sections. It’s so dynamic

  • @Pwasercan

    @Pwasercan

    4 жыл бұрын

    I hate 2D camera

  • @taenggukim8255

    @taenggukim8255

    4 жыл бұрын

    Even fits the gameplay perfectly.

  • @dicksonZero

    @dicksonZero

    4 жыл бұрын

    they transition from 3d to 2d so well that i spent my first hour of the game admiring it

  • @DanDoesDev
    @DanDoesDev5 жыл бұрын

    Regarding God of War's enemies being "less aggressive" when off-camera... I've noticed a similar trick used in the Ratchet & Clank games. Enemies will never attack if you can't see them. It's a nice touch - makes the game a lot more player-friendly.

  • @RadicalKingJames
    @RadicalKingJames5 жыл бұрын

    The camera in Pokémon X/Y is fine unless you’re in Lumiose City. It’s like it tries to get you lost.

  • @user-bo6vy5eg8g

    @user-bo6vy5eg8g

    4 жыл бұрын

    oh god, Lumiose city hurts.

  • @MultiZelda13

    @MultiZelda13

    4 жыл бұрын

    X/Y ! Yeah! now that you mention it even though the camera was always fixed I never felt the need or desire to move it, like I sometimes did in sun/moon. The framing and angles chosen were usually ideal and relatively cinematic, for a handheld pokemon game. But screw Lumiose City.

  • @dvillines26

    @dvillines26

    4 жыл бұрын

    lmaooooo the camera in Lumiose City is so terrible. tbh there's a few spots in Sw/Sh where the camera is pretty bad too.

  • @LucyKosaki

    @LucyKosaki

    4 жыл бұрын

    Yeah, I kept unconsciously trying to move the camera with the analog >.< You can't even read the route numbers on top of the gates unless you get really close to it and then back off again

  • @toster387

    @toster387

    3 жыл бұрын

    for some reason I absolutely hated that place. was so tired of hearing the same music over and over again and having no idea where to go because the camera seems to want to be as inconvenient as possible.

  • @TheAzureWolfe
    @TheAzureWolfe5 жыл бұрын

    Monster Hunter World "Yes game, I know another monster has entered the area, but I'm currently getting my face chewed on because you decided to it was more important to point the camera at this new monster instead of the one I'm locked in combat with."

  • @This-Was-Sparta

    @This-Was-Sparta

    5 жыл бұрын

    Oh god, yeah. The dreaded "necksnap" as I've started calling it. It straight up got me killed a couple times.

  • @mystique7709

    @mystique7709

    3 жыл бұрын

    Yeah, that was unfortunate but at least it only happens when you haven't seen the monster before

  • @vjvolition
    @vjvolition5 жыл бұрын

    The camera in Oni avoids getting stuck on walls by just making the walls translucent. Such a simple solution, I don't know why other games don't do it.

  • @ytivarg5371

    @ytivarg5371

    4 жыл бұрын

    A lot of ps2 era games do this.

  • @Killicon93

    @Killicon93

    4 жыл бұрын

    Third person days today don't do it because with deferred shading transparency gets really performance heavy. AFAIK you need an extra rendering pass to do it. Thus the games that do it (MGSV comes to mind) make objects in front of the camera dithered rather than transparent. Sekiro had an interesting take on the transparency. With the objects made translucent to avoid obscuring the view would still make things blurry behind them.

  • @ytivarg5371

    @ytivarg5371

    4 жыл бұрын

    @@Killicon93 The dithering effect is really noticeable on Shadow Tactics: Blades of the Shogun

  • @cupriferouscatalyst3708

    @cupriferouscatalyst3708

    4 жыл бұрын

    Some do, but as SundayRoast pointed out it's less common in games today because of the sheer amount of computing power it takes to do it efficiently/consistently. I do see it in tons of 2D games, but they do it for different reasons as that's not an issue there.

  • @winstondowning6305

    @winstondowning6305

    4 жыл бұрын

    Oni. Such a cool game that blended martial arts amd guns. It felt very different to me at the time. Big fan!

  • @GoldieTamamo
    @GoldieTamamo5 жыл бұрын

    Sonic Adventure 2's camera, hands down. Need to backtrack? Well, the camera has decided that it's going to always be oriented forward, whether you want it to or not. Want to side-track to do optional mission stuff, and you need to do precision platforming over death pits? Well that's tough, the camera just decided it wanted to re-orient 90+ degrees while you were hover-jumping in your Tails or Eggman mech, and now you're floating in a horseshoe pattern down to your demise. And don't get me started about the stupid loop-de-loops. 3d just totally has hold-ups, when it comes to classic sonic rollercoaster setpieces.

  • @mjc0961

    @mjc0961

    5 жыл бұрын

    "And don't get me started about the stupid loop-de-loops" Nah, I'm getting started. Don't try to actually make them work in 3D, just litter them with boost pads so the player doesn't even get to play the game!! BRILLIANT!!! In fact, a lot of 3D Sonic is just "don't touch the controls, or you'll interrupt this sequence of boost pads, springs, and literal rails and you'll die!" and it's complete garbage. Adding grind rails in SA2 was basically an admission that they couldn't figure out how to make the game work and thus needed to just railroad you while you watched rather than played. I hate all of those games.

  • @MrChiliblue

    @MrChiliblue

    4 жыл бұрын

    Having recently replayed this game which I adored as a kid I have to agree that it’s the worst camera in any game I’ve played, in addition to all your points the inability to look up or down and then being asked to essentially jump into the unknown constantly causes a lot of frustrating deaths.

  • @QwerpOS

    @QwerpOS

    3 жыл бұрын

    ​@@mjc0961 Y'know what's sad? Its that the solution to loops in 3D Sonic is simple: just add a slope in front of the loop that can be used to build up enough speed, and add a spline path that guides the player through the loop. There is absolutely no need for boosting, auto-running or boost pads, but Sonic Team keeps using them.

  • @liamcullen3035

    @liamcullen3035

    3 жыл бұрын

    I loved that game. But I agree that the camera was godawful

  • @Alphasoldier
    @Alphasoldier5 жыл бұрын

    "Pics looks better if the subject is not in the center of the frame." ...and also so we're able to see where the heck we're going.

  • @CalebWillden

    @CalebWillden

    5 жыл бұрын

    In the Legend of Zelda: Breath of the Wild, Link is in the center of the screen while riding a horse, but you can still see where you're going, so I think it is a mostly artistic choice for that game to use the rule of thirds.

  • @QuintaFeira12

    @QuintaFeira12

    5 жыл бұрын

    Most third person games do this by making the camera point slightly overhead compared to the player. That game does indeed do something unique by also tilting aside.

  • @Alphasoldier

    @Alphasoldier

    5 жыл бұрын

    @@CalebWillden As someone who's playing Red Dead Redemption 2 right now I am CONTINUOUSLY finding myself tilting the camera down so I can look over my character to see where I am going. I'm also constantly swapping between my minimap and trying to find the roads that show up on there. I haven't played BotW in a while so I don't recall how they handle it, but my point is that far from every game does it that well.

  • @dddmemaybe

    @dddmemaybe

    5 жыл бұрын

    @@CalebWillden That's mostly because we have the freedom to put the camera above link and the horse to see the ground in front of us. It does become a problem when going down slopes, but so does the side-angle cameras whenever you turn to the side of the screen your character is on.

  • @Refat_swordfish

    @Refat_swordfish

    5 жыл бұрын

    @@dddmemaybe I dont remember how it is in BOTW but I have always had a problem with this. In GTA while driving (I guess it´s the same in RDR2 since both are Rockstar games) you can tilt the camera to see where you´re going, BUT you can not fix the camera in a specific direction wich means you constantly have to keep fiddeling with the thumbstick wich I find really anoying....

  • @gowahouway1512
    @gowahouway15125 жыл бұрын

    A third person camera really makes you FEEL like Spiderman.

  • @orr4337

    @orr4337

    5 жыл бұрын

    But a first person camera makes you FEEL like you are the person who you are playing... So should spiderman ps4 be first person in order to make you FEEL even more like spiderman?

  • @shrekthedank1999

    @shrekthedank1999

    5 жыл бұрын

    Well you can't feel those flips and quick movements of Spiderman in First person as they will look horrible.

  • @GamesAndWhales

    @GamesAndWhales

    5 жыл бұрын

    That’s a good point, but I’d say no. I feel the major selling point of how Spider-Man moves in comparison to other super heroes is he’s highly acrobatic. Flips and somersaults and spins and cartwheels are all common aspects of his movement while swinging, parkouring and also in combat. Having the camera do full 360 degree spins ever few seconds would be super nauseating, and trying to fudge it to covey the motion of the movement like Blizzard does with McCree’s combat roll in Overwatch I feel would either be so frequent it would get disorientating, or not really sell each individual movement and how it differed from Spider-Man’s last flip.

  • @norushoutcast

    @norushoutcast

    5 жыл бұрын

    @@orr4337 not really, spider-sense make spiderman aware of his surrounding pretty much anytime and made him hard to shoot even at point blank. 3rd person camera is as close as it get for us mortal human to understand how his spider sense work.

  • @SpartanXVII

    @SpartanXVII

    5 жыл бұрын

    Well if you think that, you should hear about this Batman game that just came out!

  • @RedRiotRoss
    @RedRiotRoss3 жыл бұрын

    Ror2 camera is actually insane how effective it is for third person

  • @Teodor_Ripka

    @Teodor_Ripka

    3 жыл бұрын

    Yeah but the Camera cant be blamed for my loss so its complete shit

  • @Cicero760

    @Cicero760

    3 жыл бұрын

    as of writing this this was made 2 years ago on a year old video. it has 5 likes and below it is a comment with 535 likes and above it is a comment with 6.2k likes. how are you the second comment i saw with almost no like and recentally. im impressed

  • @RedRiotRoss

    @RedRiotRoss

    3 жыл бұрын

    @@Cicero760 cuz yt be like " ooo verified mmmm gimme ur balls"

  • @Cicero760

    @Cicero760

    3 жыл бұрын

    @@RedRiotRoss i feel like i need to respond to this but i dont know how to respond to MMMMMM KZread BE LIKE GEMME YUR NUT

  • @Cicero760

    @Cicero760

    3 жыл бұрын

    @MUHAMMAD ASYRAAF HANIS BIN ABD KHAIRUSYAHIDI - risk of rain 2 from what i googled

  • @unleashthedog
    @unleashthedog5 жыл бұрын

    I like that in the Batman Arkham series, the longer the combo, the more the camera zooms out (and the acrion slows) to allow for even better control and combo length. Unfortunately they still have some random close-ups that can cause you to get hit

  • @CaseyHofland
    @CaseyHofland5 жыл бұрын

    Bubsy 3D, easy. The way it disorients you when you jump or get hit or sneeze is truly a masterpiece of camerawork.

  • @guthetanuki256

    @guthetanuki256

    5 жыл бұрын

    Yeah man, the team that designed that game should go down in history as one of the best of all time. Some master class shit there

  • @AbbreviatedReviews
    @AbbreviatedReviews5 жыл бұрын

    In your highlight of Arkham Asylum's variety of camera use, I was immediately reminded of how Metal Gear Solid made use of the same sort of dynamic situational camera functionality. The early games were somewhat like a moving Resident Evil camera where the perspective was mostly fixed for each area but it still moved with the player. By MGS3 and MGS4 it became followed the player more often in a third person mode. It adjusted to first person mode for air vents and in boxes, moved around corners when in stealth, zoomed in to aim down sights, and went wide in a whole variety of cinematic shots even outside of cutscenes. By MG5 with its open world design it was mostly in third person following though.

  • @joeyjohnson2565

    @joeyjohnson2565

    5 жыл бұрын

    Slightly disappointed in this video for the sheer lack of praise or even mention of MGS as a whole, outside of the clip of Revengence anyway. Aside from those games being cinematic masterpieces, gameplay wise the camera is incredibly dynamic, I'd have to agree. Not unlike what Rocksteady did with the Arkham series.

  • @DanteYewToob
    @DanteYewToob4 жыл бұрын

    One of the only 3rd person cams I've actually _enjoyed_ was Dead Space... I really like how they immersed you in the world, and made the health bar an integrated part of the suit. The crappy peripheral vision adds to the claustrophobia and fear, and you end up frantically sweeping the camera around trying to not miss anything. That game did horror, suspense, 3rd person, and what I call "basic action" better than almost everything else. P.S. Basic Action is what I call very simplified versions of shooters, or very stripped down combat systems built to fit as a part of a whole and not the focus. Often those systems suck, but I think Dead Space did it very well.

  • @VithorCasteloTutoriais

    @VithorCasteloTutoriais

    4 жыл бұрын

    i couldn't think of a better example, dead space camera extremely well made, the camera even get a little further away on low grav parts of the game, and during interactive cutscenes, like the tentacle thing that grabs you it makes it fell tense and scary but also making the gameplay clear and interesting

  • @StellarStreak

    @StellarStreak

    4 жыл бұрын

    I was thinking of the same thing. Too bad Mark didn't mention it at least once in the video concerning camera in video games. Would have loved to see Mark's take on Dead Space.

  • @averagejoe6617

    @averagejoe6617

    3 жыл бұрын

    @@StellarStreak you're in luck. He's made a 3 part series examining each and every mainline dead space game, breaking down its mechanics and seeing how the game changed each time. It's some of his best work imo.

  • @benjamincarr9119
    @benjamincarr91194 жыл бұрын

    Thank you for the balanced critique of GoW’s camera. I am so befuddled as to why more people haven’t discussed it’s tolerable, but still present, design flaws.

  • @jonathanwilson7949

    @jonathanwilson7949

    2 жыл бұрын

    check out mattewmatosis' case study on it most of the video is just that it's really well done here's the link: kzread.info/dash/bejne/e3mGqq-GiMjZmMY.html

  • @nicknelson9542
    @nicknelson95425 жыл бұрын

    Do a video on lockpicking/hacking minigames!!!

  • @stickershock66

    @stickershock66

    5 жыл бұрын

    This is as good as place as any to mention Actionbutton's analysis of Bioshock 2. They loved how the hacking minigames were integrated in real-time compared to Bioshock 1.

  • @LeonserGT

    @LeonserGT

    5 жыл бұрын

    Or rather, not just lockpicking/hacking, but mini-games in general, which tries to represent something usually boring from player's perspective and is that even the right thing to do, check GTA 5 and Online also for wide variety of seemingly unique mini-games

  • @LordSnorky

    @LordSnorky

    5 жыл бұрын

    I feel like no game has ever done locking picking better than the Gothic series. Every other game feels the need to show you some kind of UI representation of a lock that pointlessly tries to recreate what lock picking actually does instead of what it feels like to do.

  • @joshuabrown7815

    @joshuabrown7815

    5 жыл бұрын

    the original thief had a good system which simply had you hold down the interact button with a lock pick in hand over a door. It also had two different lockpicks which had to be tried to determine the right one. This system made you feel stressed as the door nob slowly turned and guards moved on their patrol paths, possible straight into you.

  • @bro...5849

    @bro...5849

    4 жыл бұрын

    Nier Automata had really great hacking mini games

  • @Nevare_
    @Nevare_5 жыл бұрын

    Hard to criticize when it's one of the first attempts at a 3D camera, but the camera in Mario 64 drives me crazy. It often swings all over the place with no input from you, and will completely ruin an attempt to navigate across a narrow bridge.

  • @pacattack2586

    @pacattack2586

    5 жыл бұрын

    Ironically - I found that the best way to use the Mario 64 camera was to leave it alone, if you try to change the camera you have to fight it for the rest of the level... all though Mario 64 gets grace for being early attempt at 3d camera the remake doesn't get that grace for me - they could have fixed the camera

  • @GugureSux

    @GugureSux

    5 жыл бұрын

    You do know that there's like 3 different camera "modes" in SM64, plus the far / near options for all of them ?

  • @pacattack2586

    @pacattack2586

    5 жыл бұрын

    @@GugureSux there are - and they are all somehow equally bad (mostly because the cameraman lakitu can't move through walls...)

  • @BolleBoi

    @BolleBoi

    4 жыл бұрын

    I have mastered the camera and dont have any issues with it anymore

  • @restlessfrager

    @restlessfrager

    4 жыл бұрын

    It has a high skill floor, but I find that SM64's camera gets a lot of unnecessary flack. Once you get it, it gets the job done perfectly.

  • @WasabiNoise
    @WasabiNoise5 жыл бұрын

    5 years ago I started a simple 2D spaceships game for iOS just for fun, controlling a dynamic camera was by far the most complex part but it was a lot of fun.

  • @frawding9438
    @frawding94383 жыл бұрын

    "[Dark Souls] puts you up against one enemy at a time" *DS2 laughing noises*

  • @lostprophet8888
    @lostprophet88885 жыл бұрын

    Super Mario Odyssey has an amazing camera! And your description is absolutely right. It's so good, it makes itself invisible most of the time!

  • @cachotognax3600

    @cachotognax3600

    5 жыл бұрын

    Speaking of that, I've heard somewhere that most of it is for it's scripted transitions, I never played the game but I guess most challenges are linear, devs know where the player is and what they want to see, so the devs scripted the camera to be perfect in such cases. This requires a lot of work but it is a solution.

  • @Questorium

    @Questorium

    5 жыл бұрын

    To me, the camera in Mario Odyssey is easily the worst part of the game. It likes to sweep around and zoom out and just do whatever it wants, which honestly feels disorienting and distracting most of the time.

  • @obamacheck3567

    @obamacheck3567

    3 жыл бұрын

    @@Questorium I might actually partly agree with you. Especially when you play as captures, the game has some angles it likes to stick to when your not moving your joystick and I wish I could just have more control

  • @El_HOPEa
    @El_HOPEa5 жыл бұрын

    worst camera ever!? that's an easy one. Bubsy 3D

  • @Table53

    @Table53

    5 жыл бұрын

    I see you haven't played The Adventures of Mr. Fluffykins.. I planned on writing a completely serious review of this game as an April fools video, but about 30s in you have to walk down some stairs and the camera bounced on every single step. I instantly refunded it, I couldn't deal with that for any longer haha

  • @SuperArppis

    @SuperArppis

    5 жыл бұрын

    It's not the worst... but how about Metal Gear Rising Revengeance? You are required to show the direction you are going to block/parry with the thumbstick, while pressing square. But the camera does this bit more challenging than it needs to be by being really close. By flipping it around if you are using lock-on as enemy attacks so you are sure to miss the attack. Also in the corners it jumps around and sometimes doesn't show the action very well. :D I love the game, but the camera is something I wish they would have fixed. Because it's not nice to get hit at last second because the camera starts act up.

  • @Bradlyeon

    @Bradlyeon

    5 жыл бұрын

    Pilot's License? WHAT FOR?

  • @CrazyBananas56

    @CrazyBananas56

    5 жыл бұрын

    I feel like bubsy is more a control issue than a camera one

  • @parwaaaa

    @parwaaaa

    5 жыл бұрын

    Pilot's license? What for?

  • @AnthanKrufix
    @AnthanKrufix4 жыл бұрын

    I've been on a VR craze after getting an Oculus Quest for Christmas last month... I really want to know more about a game's camera mechanics when the entire thing is COMPLETELY controlled by the player like in VR. I played through Moss and this enamoured craze thing started in the first place at being able to physically lean in forwards or backwards as per needed to make a precision jump or get an overview of the whole scene. I realised how many cinema tricks game cameras use to frame shots, for example if you want to show that a monster is really big you might get the camera panning out further to show that it's the size of a building... but VR made me realise that'd be unnecessary because you can literally see how big it is because it's right next to you... ... But on the other hand it faces the issue of not being able to force the player to look at something which should be seen. A minor example but early on in Moss there's a cutscene where a bird flies overhead and the main character hides from it... I saw the bird approach and looked at that and took a few seconds to see where the character had gone. Which wouldn't have been an issue if it were a traditional game which can force the camera to look where the cutscene wants you to look. etc.

  • @Alanlya
    @Alanlya4 жыл бұрын

    I wish you could devote an entire video to Nier:Automata's camera. The shifts of perspective in that game are a work of art in themselves.

  • @seanmcdonald1111

    @seanmcdonald1111

    4 жыл бұрын

    Nier's camera is great up until it forces me to stair up 2bs skirt whenever she climbs a latter. It's a pervert game.

  • @JAOResnik

    @JAOResnik

    4 жыл бұрын

    @@seanmcdonald1111 then it becomes a masterpiece

  • @chummyweevil3948

    @chummyweevil3948

    3 жыл бұрын

    @@seanmcdonald1111 what's wrong with that

  • @ZaHandle

    @ZaHandle

    3 жыл бұрын

    @@seanmcdonald1111 That’s how you sell games properly

  • @blazzinga595

    @blazzinga595

    Жыл бұрын

    @@seanmcdonald1111 listen to this uncultured pleb Saying it like it's a bad thing.

  • @Laezar1
    @Laezar15 жыл бұрын

    The camera in FTL is the worst. I mean think about it : -You have to pay for the complete experience -It stops working in certain areas -It doesn't work properly against the last boss -It can even get damaged -Sometimes you don't even have one!

  • @cachotognax3600

    @cachotognax3600

    5 жыл бұрын

    took me a while, but this comment has some depth to it: sometimes the camera can be obscured in some ways, and have that be a part of the mechanics. I guess prime example is the fog of war, but I remember an rts with a more fluid view of the battlefiled, where the camera would start to have more and more noise on top as you left the seen area.

  • @chairityowner3028

    @chairityowner3028

    5 жыл бұрын

    What is FTL?

  • @cachotognax3600

    @cachotognax3600

    5 жыл бұрын

    @@chairityowner3028 Faster than light, just look it up on steam or mobile.

  • @ExtraAmpersand

    @ExtraAmpersand

    5 жыл бұрын

    Massively underrated comment, well played you dork :D

  • @officialruneiverse9168

    @officialruneiverse9168

    5 жыл бұрын

    @@chairityowner3028 A game called Faster Than Light. He's referring to the sensors (shown as a camera icon) on your ship which shows you details about the enemy. It can be upgraded to show more stats, or destroyed making it really hard to see what's happening on your ship.

  • @sleepyeevee6299
    @sleepyeevee62995 жыл бұрын

    Best / Worst camera is the Cinematic camera in GTA while driving.

  • @angrybirds902

    @angrybirds902

    5 жыл бұрын

    It would probably be the best camera if auto drive is a thing tho

  • @solosimone8394

    @solosimone8394

    5 жыл бұрын

    So truee, it's better in red dead redemption 2 where you can still move the horse where you want, with all the difficulty of the fast changes, and let the IA does it work and enjoy the view while the horse goes by itself

  • @SuperArppis

    @SuperArppis

    5 жыл бұрын

    Good thing it's not the only camera angle in the game. :D

  • @Jagerbomber

    @Jagerbomber

    5 жыл бұрын

    Except the X button causes your horse to walk in place if you had stepped away from the game lol. I was also disappointed that when the automatic cinematic camera triggers while driving a train, it cancels you holding X and the train slows to a stop, and hitting X again cancels the cinematic camera. (And yes I know you can manually start the cinematic camera.)

  • @shingshongshamalama
    @shingshongshamalama4 жыл бұрын

    "First-person camera doesn't usually work in platforming, but Mirror's Edge..." Ahem. _Metroid Prime_

  • @bobiboulon

    @bobiboulon

    4 жыл бұрын

    I think he was talking about games that are primarily platformers. Also, he had to make a choice, he can't cite every game that makes a good work with camera.

  • @shingshongshamalama

    @shingshongshamalama

    4 жыл бұрын

    @@bobiboulon I know that was a joke. Mirror's Edge is already the go-to example everyone cites for first-person platforming it's not controversial.

  • @bobiboulon

    @bobiboulon

    4 жыл бұрын

    @@shingshongshamalama Ok, np.^^ I was mostly reacting because MoofEMP was adding yet other games, and I know some people can get frustrated when their favorite game isn't cited in a relevant video. ;)

  • @jasdanvm3845

    @jasdanvm3845

    4 жыл бұрын

    Hold my cubes; M I N E C R A F T

  • @MoofEMP

    @MoofEMP

    4 жыл бұрын

    @@bobiboulon oh look it's me this is one of the comments that must have been nuked when i attempted to switch to a brand channel

  • @rooty
    @rooty5 жыл бұрын

    The description of the licker corridor in Resi 2 is almost word for word the same as Nerrel's amazing in-depth video on it. And no, the camera in Resident Evil was not a result of the limitations of the ps1. There were plenty of games with true 3D environments at the time, that's what the ps1 was designed for. It was a choice to make it cinematic. You know, like a horror film.

  • @tuck3771
    @tuck37715 жыл бұрын

    I love how when you climb walls in Breath of the Wild the camera turns to show Link from the side, with the environment behind him. And Destiny’s third person switch when you have a relic or a super is amazing.

  • @alvareo92

    @alvareo92

    4 жыл бұрын

    Justin Knutson Breath of the Wild has a lot of dynamic camera shifts to not only suit the gameplay but show you the prettiest possible camera angle too

  • @nidde
    @nidde5 жыл бұрын

    Sitting at home sick when watching this. My takeaway: I should buy and play Firewatch, right now.

  • @nidde

    @nidde

    5 жыл бұрын

    So I did. It was a really nice experience.

  • @genehayes

    @genehayes

    5 жыл бұрын

    You like the ending?

  • @nidde

    @nidde

    5 жыл бұрын

    @@genehayes I didn't dislike it, and in the universe it was quite fitting. But I was almost expecting more. Then again, I supposed that was somewhat the point. I did feel bit paranoid.

  • @fortphoenix
    @fortphoenix5 жыл бұрын

    Fascinating video!! Also Rocksteady's work with in-game cameras is probably second to none! So glad that they're recognized. I spent ages just gliding around in the third arkham game just admiring all the tiny details with the game camera!

  • @RolandTheJabberwocky
    @RolandTheJabberwocky5 жыл бұрын

    Honestly I'm glad they did the camera the way they did in God of War. It made the action feel visceral, and made you have to control your tunnel vision like Kratos has to die to his rage. It made it so you had to be ruthless but concentrated. It also made it so you feel close to Kratos when he's most himself, during combat.

  • @Mario1080p
    @Mario1080p5 жыл бұрын

    Punch-Out Wii should get an honorable mention not just for the behind-the-back camera like ARMS, but how the camera moves with Little Mac and his opponents. I recall New Frame Plus go more into detail about that.

  • @juanrodriguez9971

    @juanrodriguez9971

    4 жыл бұрын

    Well, that kind of camera comes from the older Punch Out games, and it's also a single player game, while the point of the ARMS camera comes from Mario Kart (interesting, isn't it?) Where the point it's to allow a more comfortable and easy to read gameplay for people new to the fighting games allowing them to see the punch literally coming from a long distance, creating then the concept of elastic arms.

  • @DisKorruptd

    @DisKorruptd

    4 жыл бұрын

    I mean, I consider Boxing and Fighting games on 2 seperate levels, after all, you want a side view in Wrestling and UFC games or Mortal Kombat, but in Boxing, you want to be behind your own fists, as you're controlling each of them separately, you're not just tapping square 3 times to give a left jab, a right jab, and a left hook, you're pushing the left joystick forward, pressing the right joystick forward, then pushing the left joystick to the side and pushing it up from the side to do a hook,

  • @ZGregerson98
    @ZGregerson985 жыл бұрын

    I've been watching these videos for years, and just wanted to let you know that I am going to start applying some of these lessons in Dreams! So thank you for these great videos!

  • @rmaatn606

    @rmaatn606

    5 жыл бұрын

    oh im gonna get that game, whats your psn so i can check your stuff out

  • @cavemann_

    @cavemann_

    5 жыл бұрын

    Flexing on people without the console smh my head

  • @greenlemon9155

    @greenlemon9155

    5 жыл бұрын

    Oof

  • @michaelwells529

    @michaelwells529

    5 жыл бұрын

    Holy Crap! I never even heard of Dreams until I read your comment! Thanks I'm excited to try it out now!

  • @GiantBrother
    @GiantBrother5 жыл бұрын

    VR games also have an interesting take on camera lately. Games like Moss, Astro Bot, and Ghost Giant are first/third person hybrid platformers where the player is their own character, viewing the game in first person, while your game protagonist is played like a 3D platformer in third person view. These first person and third person views work simultaneously to reflect the relationship between the player and the game protagonist. The player also can interact with the diorama-like world which enabling the player to look for secrets obscured by walls.

  • @Stephen-Fox

    @Stephen-Fox

    5 жыл бұрын

    I wonder if that conceit will continue forward as people get more used to VR, since that's basically the way Mario 64 framed it's camera - A Lakitu with a camera that you controlled independently of Mario.

  • @IkBenBenG

    @IkBenBenG

    5 жыл бұрын

    @@FluffyBunniesOnFire I think it would be a lot better if they would make head tilt rotate the camera in-place, so you could look around as if your head was at the camera's location. Then keep the analog stick for the orbit. It's certainly no perfect solution (but so far I haven't seen any perfect solution for porting to VR), but it should be very straightforward to implement and probably increases immersion and decreases motion sickness by a lot since the camera then acts in the same way as your head.

  • @KevinCow

    @KevinCow

    5 жыл бұрын

    @@IkBenBenG - That's what Hellblade VR does, and it works extremely well.

  • @thefoggydewy
    @thefoggydewy5 жыл бұрын

    Honestly there could be a whole series on cameras, such an important part of any game.

  • @ZoidbergForPresident

    @ZoidbergForPresident

    5 жыл бұрын

    You mean 3D cameras? Because there aren't only 3D games, nor are they only action oriented.

  • @Scroteydada

    @Scroteydada

    5 жыл бұрын

    So neglected too. Most 3D games have cameras as good as clunky 2D fan games

  • @IceFireBlast
    @IceFireBlast5 жыл бұрын

    See, this is why I have some issues with 2D Sonic games. In Sonic Mania, the camera is hellbent on having your character be smack-dab in the middle of the screen. Except, if you're running at the high speeds the games want you to be, there isn't enough time to react to some of the stage elements which makes them feel like a "Gotcha!" moment. If the camera were to pull Sonic away from the middle of the screen depending on his speed, it would both give the player more screen space to react, as well as add to the feeling of speed and momentum.

  • @RAFMnBgaming

    @RAFMnBgaming

    5 жыл бұрын

    Well, better than the old sonic games that let you outrun the camera, because *EXTREME!*

  • @bobafettjr85

    @bobafettjr85

    4 жыл бұрын

    @@RAFMnBgaming in pretty sure that when you outran the camera it was a glitch that they didn't intend.

  • @todesziege

    @todesziege

    3 жыл бұрын

    @@bobafettjr85 No, it was deliberately implemented, "because EXTREME".

  • @DaraulHarris
    @DaraulHarris3 жыл бұрын

    What if the camera was part of the difficulty? Like, on harder difficulty let the camera give you less information, forcing you to figure things out yourself, or mentally keep track of enemies you're fighting.

  • @SebastienDelfino
    @SebastienDelfino5 жыл бұрын

    And what about camera control as a gameplay action ? Shouldn't we dicuss games which gamify the camera and those in which players can use framing, camera's angles, movement or speed to face challenges ? Because, once we aknowledge that most video-games have to deal with build-in cameras, there are many wonderfull and playfull things to do with it. A few examples : It can be as simple as binoculars and sights allowing players to look or aim further (through zoom or depth of field), while quite a few FPS and RPG use some variations of "X-ray vision", slow-motion powers, light sources or lack thereof (including the classic dungeon dilemma "you can either hold a torch or a shield"), other play with blood, blur, weather conditions and particules obscuring the screen as penalty or new challenges, Metro even asking players to regularly wipe your vision clean. Various platformers only allow players to look around when the character isn't moving, Hyper Light Drifter even require you to stop in order to shoot, Fez reveals its third dimension through camera rotation, many strategy games let players pan-out in various direction to look at the map beyond their borders (with or without for of war), numerous third person and even tactical games ask that you reach high view-points to reveal the environment, some give you camera-drones or camera-birds to explore even further. More directly, Fatal Frame, Outlast or Five night at Freddy's use their different in-game cameras not only for jump-scares but largely as a mean of exploration and interaction (not even mentioning "found footage" horror games now constituting a sub-genre).

  • @feathero3
    @feathero32 жыл бұрын

    I really like L4D's camera. The first person snaps to third person when you're restricted by an infected or fallen off a ledge. A good way to inform you that you are unable to do anything until help arrives, while letting you look around for said help and possible threats to warn them about.

  • @Culturephile0
    @Culturephile0 Жыл бұрын

    One of the best videos GMTK made wow. Your videos are generally awesome but this is a whole other level. Kudos to you.

  • @samvente1261
    @samvente12615 жыл бұрын

    Every time I go back and play an N64 game my first thought is "boy, cameras have really come a long way in all those years"

  • @Anna_Rae
    @Anna_Rae5 жыл бұрын

    One thing I kinda wish you’d mention is automatic camera movement vs letting the player move the camera. For example: in Mario odyssey the camera will frequently reset behind the character by itself. Where as Zelda BotW leaves most of the camera work up to the player excluding the lock on. While it is more work on my part to move the camera if it doesn’t move as much automatically. I prefer that because I like having that amount of control as to where I’m looking, and I find it frustrating when a camera is resetting back to behind the character when I want to look at a certain angle

  • @rhubarbjin

    @rhubarbjin

    5 жыл бұрын

    Yes! Self-moving cameras make my blood boil. They feel like trying to control a stubborn child or corral a recalcitrant cat.

  • @hammerstix5791

    @hammerstix5791

    5 жыл бұрын

    @@rhubarbjin Self moving cameras are my biggest gripe with Shadow of the Colossus. Following the rule of thirds is nice and all, but I prefer the camera to be straight behind me so I can see dead ahead and won't feel slightly confused with the controls by the shifting camera.

  • @treeaboo

    @treeaboo

    5 жыл бұрын

    @@rhubarbjin Yeah they drive me nuts, having to constantly adjust the camera to stop it from moving itself is infuriating.

  • @flobb91
    @flobb915 жыл бұрын

    11:03 EA didnt really find a new style. they mimic the style of skate videos. the important part in a skate video is the board and the foot work. so thats what is in focus in the videos. EA did a good job in copying the style though. it makes the player feel like they are a professional skater trying to film the next big thing

  • @juanrodriguez9971

    @juanrodriguez9971

    4 жыл бұрын

    Coping and adapting the camera, they would easily just copy it but it need to be translated to gameplay, so it's technically a new style if you see it as what it is, a game.

  • @Loekamber

    @Loekamber

    3 жыл бұрын

    EA's sports game nearly always do this. When there are examples of how the sport would be filmed in real life, this is integrated. In racing games you get the same tight FOV in filler shots, in soccer games you get a view from above, as though filmed by a crane, and then filler shots from the ground crew. In sports games realism is usually the goal, and having a camera that does what it would do in real life adds to the immersion. I especially like how in golf games the safe thing to do would be to just have the camera follow the ball, so you can actually see whats happening. Instead, the camera is stationary and the ball could shrink to like 10 pixels in size on screen, meaning that the actual gameplay part of the game is minimized on the screen in favor of you being immersed into this golfing competition.

  • @Jmcgee1125
    @Jmcgee11255 жыл бұрын

    0:52 Alien: Isolation has a VR mod, in case you want even MORE immersion. Help. The alien isn't even here and I'm scared.

  • @gogozipray
    @gogozipray5 жыл бұрын

    Sonic 06, worst camera in any game ive ever played. It felt like it fought me every step of the way.

  • @Kntrytnt

    @Kntrytnt

    5 жыл бұрын

    To be fair, Sonic 06 *does* fight you every step of the way

  • @BornEvilXIII

    @BornEvilXIII

    5 жыл бұрын

    Is it worse than Bubsy 3D tho?

  • @Kntrytnt

    @Kntrytnt

    5 жыл бұрын

    @@BornEvilXIII probably not, but he might not have played Bubsy

  • @gogozipray

    @gogozipray

    5 жыл бұрын

    @@Kntrytnt thats right, i have not

  • @michaelwesten4624

    @michaelwesten4624

    5 жыл бұрын

    most games have 3rd person cameras are ass

  • @fezankhan536
    @fezankhan5365 жыл бұрын

    man i love your channel. its awesome, its entertaining and it just makes me happy. thank you.

  • @orr4337

    @orr4337

    5 жыл бұрын

    But the camera is a bit off sometimes, and by that I mean that it doesn't make me FEEL like Mark Brown XD

  • @brocdoc
    @brocdoc5 жыл бұрын

    Lord of the Rings: The Two Towers had frustrating camera angles

  • @PrimordialNightmare

    @PrimordialNightmare

    5 жыл бұрын

    yeah, some of them. Hate it when they either obscure important parts or make you run back and forth. But admittedly, I accustomed fairly well to it.

  • @theflashgordon193

    @theflashgordon193

    4 жыл бұрын

    @@lilsliceofbread he talk about the game

  • @LittleFjords

    @LittleFjords

    4 жыл бұрын

    Human Person it's actually a book series

  • @BafeGames
    @BafeGames5 жыл бұрын

    Overwatch has different camera bob, depending on how the character walks.

  • @Brawph

    @Brawph

    5 жыл бұрын

    Good point! Overwatch has a bunch of really good first person animation quirks to differentiate character. New Frame Plus did a cool video on it if anyone's interested: kzread.info/dash/bejne/aXibw4-Ooceogps.html

  • @lewashby8662

    @lewashby8662

    5 жыл бұрын

    Plus it goes to third-person view, depending on some abilities or ultimates (e.g. when Reinhardt and Brigitte got their barriers up, or when Hammond goes into ball mode).

  • @davidleonardflanagan

    @davidleonardflanagan

    5 жыл бұрын

    Can you imagine Hammonds rolling around in first person? 😂😂

  • @Table53

    @Table53

    5 жыл бұрын

    @@lewashby8662 And for emotes, gotta peak around corners with the sit emotes..

  • @dasetman
    @dasetman5 жыл бұрын

    The camera vs DarkBeast Paarl in Bloodborne is one I remember being horrible. It might be a Soulsborne issue when it comes to large bosses.

  • @willbingle4524

    @willbingle4524

    5 жыл бұрын

    Camerabeast paarl. I think they camera in the Ludwig fight is a really good example of camera in a beast fight, rarely had an issue where I couldn't see what was going on

  • @EdknightVODS

    @EdknightVODS

    5 жыл бұрын

    I do not remember suffering much on Darkbeast Paarl, or the majority of large bosses, but in Orphan of Kos... man... Every time I locked-on in the boss, he'd come running in my direction, and while I was struggling to not stare at the floor, he just beat the hell out of me with that placenta thing.

  • @Felicificity

    @Felicificity

    5 жыл бұрын

    It was improved a bit in Bloodborne and particularly Dark Souls 3 by having the camera back up when large bosses are on screen. The same effect is utilized after the first real area boss, Vordt; the camera backs up so the player gets a very wide angle shot over the entirety of Lothric to see every area they’ll explore in the game. Other examples include the camera backing up during the boss fight against Midir to get a clearer view of his enormity and the movement of all his limbs, so the player gets more info on screen.

  • @Ten_Thousand_Locusts

    @Ten_Thousand_Locusts

    5 жыл бұрын

    Just unlock the camera and bind dodge/run to L1.

  • @parwaaaa

    @parwaaaa

    5 жыл бұрын

    I feel like Amygdala is fucking impossible to fight while locked on too

  • @YVZSTUDIOS
    @YVZSTUDIOS5 жыл бұрын

    I have just one specific pet peeve about cameras: When you peek around a corner and your character tilts his head, but also the camera suddenly also tilts. The thing is, our brains are great at correcting tilts like that, but a camera not. That's why I love cameras that are a bit closerer to the human perception! :^) Here is another one: Lens flare streaks go vertical for us (just squint your eyes a bit and you'll see it), while most cameras (lenses) bend them horizontal, but I prefer the horizontal look, because it reminds me of anamorphic lenses aka the cinematic widescreen aesthetic.

  • @MultiZelda13

    @MultiZelda13

    4 жыл бұрын

    So lemme get this straight... you want a camera experience that better emulates human perception but you want horizontal lens flares because the vertical ones that emulate human perception aren't as cool XD

  • @DOC_951
    @DOC_9515 жыл бұрын

    "DS3 puts you up against 1 enemy at a time." *WHAT.*

  • @Rafa-Silva-Alt

    @Rafa-Silva-Alt

    5 жыл бұрын

    The camera.

  • @rarepepe4697

    @rarepepe4697

    4 жыл бұрын

    Remember fighting Spear of the Church when Boss Invasions bug was a thing? Pepperidge farm remembers

  • @gwynlefleur

    @gwynlefleur

    4 жыл бұрын

    @@rarepepe4697 it literally wasn't a bug, it was a covanent in the Ringed City that allowed you to invade another player's world instead of fighting an npc

  • @Salmontres
    @Salmontres4 жыл бұрын

    The camera for Glover (N64). It is the hardest bossfight that never ends

  • @TriteHexagon
    @TriteHexagon5 жыл бұрын

    Shout out to Metroid Prime's camera. Retro managed to make the morph ball work in 3D so well I didn't even notice it was weird until after I played the 2D games.

  • @tonigrondahl4465
    @tonigrondahl44654 жыл бұрын

    Best camera is in Nier: Automata, I love the unique PS1 like locked perspectives.

  • @keelelovesscifi12
    @keelelovesscifi125 жыл бұрын

    The camera in some of the 3d platformer mario games almost ALWAYS had me yelling in frustration. I couldn't say exactly how or why but the way you could swing the camera or the camera swung for you often hid cliffs or holes or made judging the distance on them difficult.

  • @cybrandir

    @cybrandir

    5 жыл бұрын

    Super Mario 64 DS remake was almost unplayable because of this (or I suck :D)

  • @takatamiyagawa5688
    @takatamiyagawa56885 жыл бұрын

    More of an unusual camera than a bad camera, but Ape Escape has a boss battle done with an enemy's-eye-view camera. Jak 2 also has a chase level where you get the point-of-view of the monster chasing you.

  • @bobafettjr85

    @bobafettjr85

    4 жыл бұрын

    I hated the boss camera in Ape Escape. It took me way too long to realize what was happening.

  • @nappkins9346
    @nappkins93465 жыл бұрын

    I think I got around 10 hours into God of War before I stopped playing. It is something I will go back to eventually. Ultimately I think the camera is one of its biggest issues. A lot of outlets described it as an open world game but it felt very linear and I can see now its partly due to the camera. I missed the more sprawling open scale of the original games even though they were completely linear. A lot of very cool things could've been done with the player perspective, closer camera turning very grandly into something more open n dynamic for combat etc. Anyway hopefully the game proves me wrong when I finally return to it. Another eye opening video Mark!

  • @grahamwalker2168
    @grahamwalker21685 жыл бұрын

    Firstly- tuckus?! The Capra Demon in dark souls is a pretty awful camera experience especially when not cheesing him with the ledge

  • @fenty666666

    @fenty666666

    4 жыл бұрын

    It means butt Unless its a joke i didn't understand lol

  • @Reydriel

    @Reydriel

    4 жыл бұрын

    It's not so much a camera problem as it is a level design problem lol. That place was just WAYYY too small

  • @shin-gerharar
    @shin-gerharar3 жыл бұрын

    Resident Evil's camera angles were heavily inspired by another horror classic, Alone In The Dark trilogy, which featured (and possibly introduced) many of survival horror tropes featured in early RE games. In fact, you could say that Resident Evil is the spiritual successor to Alone In The Dark. God Of War camera might be less effective than in earlier games, but this is not a bad thing by itself -- it's just different. It definitely fits the game better, as latest GoW is indeed a more personal, grounded game, and the camera also makes combat more realistic and grounded. Moreover, the camera makes you worry about the surroundings the same way Kratos worries about Atreus, and this mimicking helps player to get into Kratos' current mindset. The suggestion to zoom out the camera during battles would definitely ruin that, and frankly it's not even needed from gameplay perspective.

  • @wiggy8912
    @wiggy89125 жыл бұрын

    It’s probably not the worst that I’ve experienced, but Yooka Laylee immediately comes to mind.

  • @FluffyHeretic
    @FluffyHeretic4 жыл бұрын

    I appreciate Monster Hunter World's monster-tracking camera, especially how you can set it to just snap the camera towards the monster when you press a button or to continuously track it automatically, depending on your preference. Or you can forgo it entirely and just control the camera manually. I've used all three in different situations.

  • @Stratelier
    @Stratelier3 жыл бұрын

    "Worst camera"? I've gotta mention a small PS2 platformer called _Portal Runner._ It actually wasn't the camera itself, but the interaction with the game's controls that created the problem: you were free to rotate the camera (via right stick) as you pleased, but all your movement was in _character-relative_ directions (like a first-person game) rather than camera-relative directions (as is standard now). So long as you kept the camera facing (approximately) the same direction as your character, no problem; but if you wanted to shift the camera to any different angle (like side-on) you had to keep in mind that "up" on the control stick now means sideways (on the screen). By contrast, the camera in early Tomb Raider games worked largely because it was locked behind Lara (so your character-relative directions mapped intuitively to the camera angle), and would only snap to a different angle in certain cases (such as backing Lara up against a wall where the camera will no longer "fit"). For the most part, any section requiring speed and precision in movement had enough space for the camera to follow Lara from its default position; any section tight enough to constrain the camera allowed you the time to navigate it at your own pace (with or without input errors).

  • @VeteranXGaming

    @VeteranXGaming

    3 жыл бұрын

    Whoa, those camera controls sound like a *nightmare* for Portal Runner. What were the devs thinking?! Honestly, I want to try this game out based on your comment alone (I'll probably use an emulator). I have to see this monstrosity for myself lol

  • @Stratelier

    @Stratelier

    3 жыл бұрын

    @@VeteranXGaming The worst part? They advertised it as a feature on the back of the box (the "Orbit Cam"), and this was during the early PS2 era when camera-relative controls were _already the standard_ in 3D games (Mario 64, Spyro, Jak, etc). Again, not so much a fundamentally bad design decision or that you couldn't adapt to it (remember: "up" means forward _for your character_ not onscreen), but it clashed with changing industry norms and feels horribly non-intuitive now.

  • @VeteranXGaming

    @VeteranXGaming

    3 жыл бұрын

    @@Stratelier wow, I love it when "features" make the game more crappy. And I can easily see how non-intuitive those controls would be within a modern age. Like, imagine if The Witcher 3 or Mario Odyssey had these controls. It'd would be *disgusting*

  • @Stratelier

    @Stratelier

    3 жыл бұрын

    @@VeteranXGaming Fun fact: Monster Hunter games actually have an option for whether you want the left analog stick to be interpreted as camera-relative or character-relative (camera-relative is the default).

  • @VeteranXGaming

    @VeteranXGaming

    3 жыл бұрын

    @@Stratelier oh really? 200 hours in on Monster Hunter World and I never knew that. I never would've guessed! I'm going to give that a shot and see "how it feels"

  • @joobels2712
    @joobels27125 жыл бұрын

    I'm surprised you didn't mention how good overwatch is with first-person-characterization through use of both animations and the camera; things like how junkrat's peg-leg is mirrored with the camera movement and so on.

  • @MultiZelda13

    @MultiZelda13

    4 жыл бұрын

    There's an entire video on this subject

  • @NoodleHouseGaming
    @NoodleHouseGaming5 жыл бұрын

    From recent memory, the Shadow of the Colossus camera was absolute arse.

  • @butt317

    @butt317

    5 жыл бұрын

    It's nice when simply riding but it is so bad at adjusting during fights

  • @balianlau7694
    @balianlau76945 жыл бұрын

    nah, I'm pretty sure in lara's case the camera serves a different purpose.

  • @MastalinkZ

    @MastalinkZ

    4 жыл бұрын

    ( ͡° ͜ʖ ͡°)

  • @eddible544

    @eddible544

    4 жыл бұрын

    MoofEMP yes that perfectly describes it thank you

  • @TheFilippoman

    @TheFilippoman

    4 жыл бұрын

    @@MastalinkZ This guy gets it

  • @Raymal100

    @Raymal100

    4 жыл бұрын

    We definitely want to be intimate with Lara

  • @paulweyer4339
    @paulweyer43395 жыл бұрын

    Glad to see Neir: Automata as an example even if not spoken about. That game had some of the best camera direction I've ever seen. Every change was so powerful and helped the player approach challenges in a way that didn't ruin the cinematics.

  • @ThrashMetalAvenger
    @ThrashMetalAvenger5 жыл бұрын

    Nicely done putting Far Cry 2 footage after Firewatch. Wax House, Baby!

  • @m-g-b513

    @m-g-b513

    5 жыл бұрын

    he gotta mention Far Cry 2 somehow ;)

  • @steins-bricks4957
    @steins-bricks49575 жыл бұрын

    Everyone talking about good cameras in the comments Mark: *Am I a joke to you?*

  • @Internetgamer420
    @Internetgamer4204 жыл бұрын

    Dark Souls 2: “What’s a ‘Ca-Me-Ra’?”

  • @jashshah1033
    @jashshah10333 жыл бұрын

    I love Shadow of the Colossuss' camera sooo much during the exploration when it pulls back and makes u see just how small u r compared to the world... But absolutely hate it during any sort of fighting movement...the controls and camera are the worst thing about that game.. And those are the only things that are holding it from being a masterpiece imo

  • @Charlie-lg3ly
    @Charlie-lg3ly5 жыл бұрын

    I'm so dissapointed you didn't mention Silent Hill

  • @glennowen4940
    @glennowen49405 жыл бұрын

    A different game perspective gives different experiences and information that the players get. This video is good to show that a game can use camera dynamically to support the game experience. Great video. Thanks.

  • @Real_Retrophilia
    @Real_Retrophilia5 жыл бұрын

    Mario 64 was such a milestone, it's camera still holds up today... :)

  • @williancruz9657

    @williancruz9657

    5 жыл бұрын

    Strongly disagree. Played it for the first time a year ago or so and I feel like most of how people feel about the controls seems like just mostalgia to me, they aren't as amazing as people prop them up to be. Not that they're terrible but definitely a little clunky and not that far ahead of its contemporaries.

  • @tomstonemale

    @tomstonemale

    5 жыл бұрын

    Yeah, but it's terrible on close areas

  • @rhubarbjin

    @rhubarbjin

    5 жыл бұрын

    I strongly disagree. Even back in '96 (when I was fully immersed in Mario-mania) I despised the camera and its limited range of motion. I especially disliked the way it seemed to follow its own whims, sometimes moving on its own and sometimes *not* moving when I told it to. _Banjo-Kazooie_ showed us how it's done: full 360-degree range of motion, and a dedicated button to re-position it behind the character. Most importantly: the camera moves *if and only if* the player commands it.

  • @rowtow13

    @rowtow13

    5 жыл бұрын

    It extremely doesn't. There are too many instances where it just fights you.

  • @pentbot

    @pentbot

    5 жыл бұрын

    ​@@williancruz9657 Oh yeah, it's pretty bad by today's standards, it certainty has not aged well. I think the praise it receives is partly to do with how good it was at the time, and partly cause the people that played it when it was new learned the idiosyncrasies of it.

  • @ThomCote88
    @ThomCote885 жыл бұрын

    Oof, yeah I haven't played the new God of War, but that camera looks like a pain to deal with during combat. Just watching it makes me feel confined and claustrophobic.

  • @GrimmiesN

    @GrimmiesN

    5 жыл бұрын

    Thom Cote I didn't think it was when i played through the game. Honestly it feels like he's kind of exaggerating.

  • @solosimone8394

    @solosimone8394

    5 жыл бұрын

    If you try it after a while you get used and atreus really keeps shouting all time for information about the enemies position

  • @sotrh7974
    @sotrh79745 жыл бұрын

    The camera in Dark Souls 1 can be pretty bad when your fighting multiple enemies, or when your up close and personal with a taller foe

  • @GodlikeGamersz

    @GodlikeGamersz

    4 жыл бұрын

    Yeah, the camera can mess you up sometimes. The first Capra demon fight comes to mind.

  • @dvillines26

    @dvillines26

    4 жыл бұрын

    I feel like that's intentional, though, when usually the camera screwing the player over is an unintended thing. Miyazaki seldom does anything by accident.

  • @HenrikMyrhaug
    @HenrikMyrhaug4 жыл бұрын

    In Breath of the Wild, whenever you target an enemy, the camera shifts to the side, at a 45° angle to the line between your enemy and Link, whith the camera at the height of Link’s hips, witch really fucks with the flurry rush mechanic. It feels as though the game intentionally jumps sideways when you try to do a backflip, and does backflips or forwards jumps when you try to move sideways(around the enemy). It is not the worst camera that exists, but is really bad for trying to stay alive when most enemies one- shot you, and you need to dodge their attacks. A barely shifted 5-15° overhead view would probably have been better than the current view, witch makes dodging difficult by both obscuring the distance between you and your enemy and making directional input more tricky.

  • @jordanjordan124
    @jordanjordan1243 жыл бұрын

    Fun fact: Alien Isolation was going to be 3rd person till they convinced higher ups that it wasn’t working and 1st person was more immersive like the showcase they used to get the project started.

  • @TheHol-Man
    @TheHol-Man5 жыл бұрын

    I always remember a Batman game (Black Mask it something along those lines) which used a fixed perspective like Resident Evil, but without tank controls, so each time you rounded a corner Batman would suddenly jerk around to head in a different direction because due to the reorientation of the screen in relation to the control stick. And it even happened during boss fights! So sometimes you’d move slightly and suddenly be aiming on the other side of the room from where you were aiming before, while the enemy pumped you full of lead.

  • @mikevignola4213
    @mikevignola42133 жыл бұрын

    I particularly liked the camera in a hat in time. A 3rd personal camera in 3d platforming is really complicated. The game literally anticipates your moves and pans the camera appropriately, it also makes walls or the player semi-transparent if it gets too close to the camera.

  • @SuperSupper135
    @SuperSupper1355 жыл бұрын

    worst camera: probably Kingdom Hearts. even though it's one of my favorites, its real vommity

  • @theflashgordon193

    @theflashgordon193

    4 жыл бұрын

    averal square enix always had hard time with camera in action game

  • @mixandjam
    @mixandjam5 жыл бұрын

    Thanks for the recommendation Mark! You are truly the best! ♥️

  • @zachcarr6345
    @zachcarr63455 жыл бұрын

    you made me appreciate the work that goes into camera angles so much more that i might reinstall resident evil remaster to finish it

  • @AbbreviatedReviews
    @AbbreviatedReviews5 жыл бұрын

    This is the first time I've heard someone use "tuchus" unironically.

  • @vesuviusmount9120

    @vesuviusmount9120

    5 жыл бұрын

    I think it was a little tongue-in-cheek

  • @AbbreviatedReviews

    @AbbreviatedReviews

    5 жыл бұрын

    @@vesuviusmount9120 Probably

  • @ryanhigginbotham930
    @ryanhigginbotham9304 жыл бұрын

    *shows how enemy indicators help increase awareness in God of War* *uses footage of enemy indicators turned off so the point you just disproved can still seem valid*

  • @sushigimme

    @sushigimme

    4 жыл бұрын

    That's true. I love his videos but sometimes, he deliberately hides some things to back up his claim, and it just feels kinda cheap and unearned.

  • @nothanksthough

    @nothanksthough

    4 жыл бұрын

    So the game's camera is so not suited for the actual genre of game it is that they had to put a band aid on it?

  • @ryanhigginbotham930

    @ryanhigginbotham930

    4 жыл бұрын

    @@nothanksthough Sure, and health bars are bandaids for developers too lazy to indicate health status in other ways. Tbh I really don't see your point. They designed it a certain way, and figured out how to make it work better for the player. Is there something wrong with that?

  • @restlessfrager

    @restlessfrager

    4 жыл бұрын

    @ThisIsMyRealName What if they wanted it to play that way?

  • @Indigo_1001

    @Indigo_1001

    4 жыл бұрын

    Joseph Tochtrop I found the game far more enjoyable with that attack indicator off. You can easily hear the enemy coming at any direction and there are not one, but TWO characters that let you know when enemies are attacking in what direction, the indicator really isn’t that necessary. Really immersive, challenging and fun this way.

  • @William_Sk
    @William_Sk5 жыл бұрын

    Great video! I love when you tackle more general subjects in gaming.

  • @chocokai
    @chocokai5 жыл бұрын

    Been following these guys for a while and their stuff is so high quality and I'm down for it. Glad to see they're posting more often makes me really excited for upcoming videos. keep it coming guys! :D

  • @J58LRJ
    @J58LRJ5 жыл бұрын

    I'm currently playing through Okami HD on the switch, and while many things about that game remain brilliant the camera has not aged well.

Келесі