Treblaine said:
Well that still does not consider why NO ONE is doing fix perspective survival-horror games any more.
Perhaps because many people have come to consider it to be frustrating for the reason you have stated?
Treblaine said:
The problem with fixed perspective is depending on that for claustrophobia can all too easily end up more frustrating than fighting. The fact that your character can be looking dead ahead right at a threat yet you can't see it just emphasises how you are basically remote controlling a blind person, hard to suspend your disbelief of personal peril.
I can imagine that it can be "frustrating" at times (especially in the beginning when someone is learning to play the game), but the situations you mention are not downright unfair/ impossible/ unavoidable from a gameplay perspective. Yeah, many will have a bit of trial and error, so what? It's part of the challenge and increases the tension.
Suspension of disbelief? Really? Come on man, every game is limited by its design choices and no game, except for driving and flight simulators, tries to achieve perfect adherence to all natural laws (physics, optics, and whatnot).
Treblaine said:
Importantly, it does not consider how many developers have succeeded in making excellent survival-horror games even with a dynamic camera and even a camera perspective you have 100% control over.
Look, I'm not arguing that the fixed perspective is THE ONE AND ONLY for survival horror, I was just trying to show how it added to the tension/ horror BECAUSE OF its fixedness; it stands for a lack of total control. It makes you feel somewhat helpless. Other survival horror games achieve this "helplessness" in other ways.
As to Resident Evil 4's "over the shoulder" view: without messing with rendering settings, just taking the default settings, do you agree that you see a lot more of your surroundings? That your awareness is therefore potentially larger, i.e. less chance to be surprised/ ambushed (if one stays alert)? In RE 1-3 a change of perspective could reveal the presence and/ or proximity of danger, possibly necessitating a quick response. Sure, one could get ambushed from behind in RE4 but that would be completely on the person in question: he or she did not stay mobile and/ or did not glance back once in a while.
Apparently you haven't considered how the very perspective in RE4 enables and enhances the effectiveness of the kick/ supplex moves and the (higher) potential for exploitation of environmental advantages. The perspective is decisively in the player's favor in RE4, not so (or not always) in RE1-3.
Basically, empowerment reduces horror. And Leon in RE4 is fairly empowered, to a great extent because of the change in perspective (and the things it enabled him to do).