Fixed camera angles have been a staple in gaming since the earlyPlayStationdays, in which the game’s camera is set in a particular spot, whether it be for the whole game or for that particular area.
This can lead to innovative uses of the fixed camera (such as the firstSilent Hill’sswooping cinematography after already establishing the fixed camera). However, as more modern games have allowed players to control the camera, the need for fixed angles has slowly subsided. Sure, it still exists in modern games, but it’s not as commonplace.

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That doesn’t mean that these games with fixed camera angles aren’t good, quite the opposite actually. The camera acts as a foundation and as an enhancer for these games, making for a better gaming experience overall.
In all honesty, it would be hard to imagine these games without the fixed cinematography at all, as it simply wouldn’t feel right with a free-roaming camera.

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Kuonis aterrifying Japanese horror gamepublished byFromSoftware, practically a hidden gem in their archive, that’s done in theKaidanstorytelling style. Kaidan are old, haunted folktales, with ancient and horrifying connotations to back up the narrative.
The game revolves around uncovering the secrets behind the titular Kuon ritual, playing as a handful of different characters like how actors switch on a stage. And, of course, the fixed camera angles add to the impending fear.

Players tend to move incredibly slowly throughout this game, as the camera can prevent them from seeing a potential haunt around the corner. This is all the more terrifying with your silence, since even the faintest mistake or noise could attract enemies, leaving the player slowly navigating a haunted mansion without the ability to even scream.
Needless to say,if you had a good time withFatal Frame, you’ll have a blast (and hopefully an extra pair of bottoms) withKuonall the same.

9Crash Bandicoot
The Camera Will Make You Crash Out
Crash Bandicoot
One ofSony’smore nostalgic PlayStation titles features an equally iconic mascot forNaughty Dog– that being theCrash Bandicootgames. They’re fun, colourful, and full of life; they also keep the camera in the exact same spot for essentially the entire series.
This is one of those games where a fixed camera is not only helpful for gameplay, but essential. How else would you be able to spin, jump, break boxes and flail around in other ways if you also have to keep track of the camera?

In fact, theoneCrash Bandicootgamethat had a free camera (Crash Twinsanity) ended up becoming a prime example of why the games require a fixed camera. Basically, so long as the game’s camera movement is nothing like inTwinsanity, it’ll be fine.
MostCrash Bandicootfans share a similar sentiment about the game’s fixed cameras: including a photo mode is one thing, something welcome, even, but free camera control is another, something far less welcome.
8Dino Crisis
A Hidden PS1 Gem
Dino Crisis
One ofCapcom’s best hidden gems,Dino Crisisis a survival horror game that was advertised as“Panic Horror”when it was being released, asCapcomimplemented a few, intelligent dangers specifically to invoke panic. These intelligent dangers happen to beliteral dinosaurs.
You play asRegina, a special agent that was sent to aJurassic Park-type of research facility, only to quickly uncover the secrets that wait there. You and your team have to survive and escape from dinosaurs, ones that manage to graphically impress even to this day.
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Shinji Mikamioversaw the project, creating a cult classic that has maintained a dedicated fanbase for decades. So, whenDino Crisiswas released on GOG earlier in the week, fans were ecstatic (and immediately forked over $17 for the bundle).
The game ended up having a lot of staples that Mikami’s games had back in the early PlayStation days, and that includes fixed camera angles in every sense of the term.
7Tormented Souls
A Modern Love Letter to Horror of Yore
Tormented Souls
Just because a game is more modern, doesn’t mean that it always has to adhere to a modern UI or gameplay experience. In the case ofTormented Souls, it’s a love letter to classic horror games, including theunique puzzles– and of course, fixed camera angles.
It’s aPS1-style horror game, essentially – not in graphics, but with literally everything else. In fact, the modern graphics and moody atmosphere give a similar vibe to theResident Evil Remakefor the GameCube.
Considering that the game took heavy inspiration from that game (and fromAlone in the Dark),the tone should become much clearer. It’s not cheesy, though, unlike the games from the era, it’s genuinely scary, which makes the experience all the more enjoyable.
So, if anything, the fixed camera angles are just the cherry on top.
6Paper Mario
2D Cameras for 2D Characters
Paper Mario
TheNintendo 64provided countless games that ended up contributing to many gamers' childhoods, especially with the plethora ofSuper Mario Bros.andZeldagames that were available. One of these games is the charmingPaper Mario.
In this game, you play as the titularMario, but folded into a cute, origami version – as well as the rest of theMushroom Kingdomand its inhabitants. It ended up booming in success, spawning a miniseries of its own within theMariofranchise.
The camera in this game is fixed on Mario, obviously, and it doesn’t budge from there. This makes sense, of course, since the world isn’t 3D, and it only ended up adding to the cute and light-hearted vibe it put off.
Plus, this camera makes it easier for players to have a relaxing experience with the platformer – at least, that’s why my aunt sings its praises.
5Devil May Cry
An Almost-Resident Evil Game
Devil May Cry
By this point, it’s well known thatDevil May Crywas meant to beResident Evil 4before the project ended up splitting off to become its own thing. So, it’s no surprise if a few things carried over across franchises, including the fixed camera angles.
Playing as the iconicgaming anti-hero, Dante, youhack-and-slashyour way through demons like you’re throwing back pizza slices, even though the latter is clearly what Dante would rather be doing.
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It’s surprising how theDevil May Crygamesmanage to pull off fixed camera angles while still managing to feel fluid and easy to follow up (at least for the most part, we don’t talk about theMoving Cubes RoominDevil May Cry 3).
Needless to say, the constant action-packed adventure is tons of fun, and thankfully, players don’t have to try and fight with their own camera in the middle of combat.
4God of War (Greek Pantheon)
God of War (2005)
As the newGod of Wargames have been coming out in recent years, featuringNorse Mythologyand a free-to-control camera. However, in the games centred around theGreek Pantheon, it can be easy to forget that they featured fixed camera angles.
The camera will pan, it will move up and down or even tilt, but it will never rotate. Typically, it will alternate between being in one spot (such as in boss arenas) or being attached to the character, but that’s the extent of it.
By this point, there isn’t a gamer in the scene that doesn’t know whoKratosis (and, by extension, hisGreek Tragedy of a backstory), so for newer fans that were introduced from the current games, it may come as a surprise to know that you won’t be able to control the camera.
That said, though, it’s still an action-packed extravaganza, to where players won’t even end up caring about the camera by the time they get to the credits.
3Metal Gear Solid 3: Snake Eater
Big Boss Can Only See What Kojima Allows
Metal Gear Solid 3: Snake Eater (2004)
Despite being the third installment in theMetal Gearfranchise,Metal Gear Solid 3: Snake Eateris actually a prequel to the events in the series. In it, you play asBig Bossrather thanSolid Snake.
If you don’t understand what’s happening in the story, that’s totally okay.The narrative is infamously complex, even after going through a several-hour-long video that explains what’s going on. I still can’t fully wrap my head around it – just like how the camera can’t wrap around the player.
The fixed camera in this game actually assists with stealth by encouraging players to be on their guard constantly. For all they know, the enemy could be right around the corner.
Or maybeHideo Kojimajust wanted to get a good laugh out of us sitting throughendlessly climbing a ladder for three solid minuteswithout knowing when the end was in sight.
2Animal Crossing: New Horizons
Two Angles, and That’s It
Animal Crossing: New Horizons
A more well-hidden example of a fixed camera angle in games actually comes from theAnimal Crossingseries, withAnimal Crossing: New Horizonsin particular being its most modern use.
Inall theAnimal Crossinggames, the camera is just slightly overhead of the player, allowing for a nice, sweeping view of your environment.
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It can be tilted up or down to get a better view of the sky or ground, depending on what your goal is, but the camera cannot be controlled by any other means. And honestly? It doesn’t need anything more than that.
These games are notoriously relaxing and a wonderful stress reliever, so adding in some potential camera errors (and any nausea that might come from them, for those who are particularly sensitive) wouldn’t be a good idea. Keeping the camera fixed as it is keeps the game relaxing, and I wouldn’t have it any other way.
1Resident Evil
A Classic in Survival Horror and Camera Angles
Resident Evil
Perhaps the most infamous example of the fixed camera in video games, without a doubt, comes from theResident Evilgames, a feature that they’re still known for to this day, despite no longer implementing it in their games.
I played the firstResident Evilgame religiously growing up. TheSpencer Mansionwas practically a home away from home – so I speak from experience when I say those cameras can literally be life or death.
You could open a door, only see your character (Jill Valentine, my beloved, or Chris Redfield), yet you’ll hear the moans and groans of a zombie just a few feet away. Just as quickly, you begin to hear shuffling in your direction, and you whip out your pistol and blindly begin to fire, knowing that running forward to look around the corner risks you getting bit.
This doesn’t even mention when you don’t hear anything at all, when you’re moving forward with a terrifyingly slow tension building, waiting to topple over onto you.
It’s honestly just incredible how the game managed to work with such limited camerawork, creating a mechanic that would become as infamous as the series itself.
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