Well that still does not consider why NO ONE is doing fix perspective survival-horror games any more.Manji187 said:I may be wrong but here's how I see the issue of fixed perspective; it was an inherent part of gameplay, not just a design decision.Treblaine said:Chester Rabbit said:I'm still waiting for Resident Evil 2 and 3 to get the RE 1 treatment *Grumble Grumble*Manji187 said:Same here man, same here. But it seems parts 4 and 5 have thrown a wrench in the works. "Over the shoulder" is apparently the future, as is hectic, action-oriented gameplay instead of the traditional survival horror. It's the same "mass-appeal" philosophy you see in the whole industry these days. "Classic-style" RE is a now a niche, i.e. not profitable enough.
Still, don't dismiss the abandonment of fixed-perspective for "mass appeal" as even the most bohemian games have gone full 3D, no one is using fixed perspective any more. The thing was RE-style "3D over 2D background" was used in PS1 era because of the hardware limitations and the artistic desire to have detailed and visually compelling environments.
Remember, the terrifying Silent Hill series has had a free following camera, developers just have to be a bit more creative with camera positioning. Also consider Fatal Frame and Clock Tower series. Gears of war and Uncharted have shown how much you can do moving the camera around to show off things, croping shots and so on. Hell, Condemned showed what an utterly terrifying game you can make even in the first-person perspective! And oh. my. god. Amnesia: Dark Descent! That's a first person game and is too scary to play, really.
Yeah, tension or horror are not inherently limited nor dependant on perspective.
The fixed perspective enforced a certain claustrophobia, it basically told you: Be careful, movement space is limited, so use what you have wisely. It also added to the tension when you heard things off camera (fear of what is there but you cannot see, yet). You had to learn to properly maneuver the character and remain vigilant so as not to be caught off guard.
Resident Evil 4 then gave you way more space and a greater field of vision, so it naturally had to use more and faster enemies to keep the tension up. Where 2-3 zombies in a tight space could make you shit bricks in RE 1-3, 2-3 regular Ganados in RE4 are a cakewalk....also because you have a knife that can make them stagger and a Kick/ Supplex move that you can't get hit out of (but which you can use to evade attacks). Add to that all the environmental advantages (ladders, ledges, fences and doors) and you simply don't have to worry about ammo whereas ammo management was also a factor that added to tension in classic RE's.
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.
On a counter point, Dino Crisis 2 had a fixed perspective and that wasn't remotely survival-horror, it was straight up action shooter and quite a good one at that, even with the fixed perspective from the 2D painted backgrounds.
You talk about so many aspects of Resident Evil 4 OTHER than the camera direction that made it less survival-horror:
-Field of vision = can be reduced by dialling down FOV (this is something inherent in the rendering, not viewpoint position) or moving camera in or out from character, dynamical under developer control to suit tone
-Kick/suplex moves = are not inherent, they can me removed (Resident Evil had the "side items" for close encounters and was still survival horror)
-Environmental advantages = again were in previous Resident Evil games but are not inherent to dynamic/controlling the camera direction
-too much ammo = again, this can be reduced to increase challenge
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. It's a lot less cut and dry than just correlating a rendering decision made in the mid 90's to a distinct art style.
Don't underestimate the power of immersion in perspective. Even beyond Amnesia Dark Decent's utter terror, Half Life 2's Ravenholm was scary with hardly any ammo, dark so many places your field of view was narrowed to the width of your torch beam, you had to depend on the awkward gravity gun to kill the headcrab zombies, who were still as slow as Resident Evil zombies... only you couldn't see one sneaking up beside you!
You of course can make a good survival horror game without the fixed-perspective for each screen (a la Resident Evil 1-3), there are so many examples, not least of which include Dead Space, System Shock 2, Cryostasis, Condemned, Penumbra series, etc.