While playing Star Wars Outlaws, I noticed that Ubisoft's open-world game follows the general trend of triple-A games. No, I'm not talking about obvious things like peering through cracks in walls. or yellow paint on the environment So you can tell which objects can be interacted with. Even if that's the case. do Do both I'm talking about the fact that As you enter the vent, Kay Wes disappears.
Vent to the first person you see.
This is a more common way for triple-A games to deal with placing third-person cameras in areas that would otherwise be difficult to see. You can't pan the camera around. A character in a vent in third person without a) its orbit stuck or cutting through a wall, b) making the character and camera smaller, or c) making the vent larger.
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MachineGames doesn't need to apologize to Indiana Jones.
After two excellent Wolfenstein games (and Youngblood), MachineGames has more than proven itself.
Switching to first-person view is a good solution. Vents The original Metal Gear Solid had vents handled like this back in 1998, which is consistent with the use of first-person view as a complement to the usual top-down view. But I've noticed it becoming a broader trend for Ghost of Tsushima when Jin crawls through tent panels or under buildings. The camera switches to first-person view as long as you're there. Marvel's Spider-Man 2 does the same in missions where you use Spider-Bot.
In general, Games are played with different perspectives more often than ever before. is Older games that switch from first-person to third-person perspective, such as Vampire: The Masquerade – Bloodlines, use a mostly first-person perspective. But it's third person for melee combat and stealth. But in the past decade and change This type of versatility is becoming more common.
You can play The Elder Scrolls V: Skyrim and GTA 5 in first or third person. Cyberpunk 2077 is in first person. Instead, you can switch to third-person view while driving around Night City. Driving is easier in third-person, but Cyberpunk's world has an undeniable first-person feel.
Dynamic views are hot right now.
Indiana Jones and the Great Circle is a recent example. MachineGames' new adventure game takes the best of both worlds approach. It's mostly a first-person perspective. But it switches to third person when appropriate: for climbing and whip-swinging.
Although I think of it as an isometric RPG, you can play Baldur's Gate 3 from a variety of perspectives, fully zoomed in, over your character's shoulder. Or somewhere in between If you play games using a mouse and keyboard You probably use isometric perspective most of the time. If you play with a controller You probably use third parties most of the time. (except in combat) The game lets you do whatever feels best to you.
This is becoming more and more common. And that's both good and bad. The good thing is that the game is evolving. Find new solutions And implement it in a great way. Switching to first-person view when you want to crawl through vents is convenient. And it's nice to see more games take it and run with it. Because this is a trend I've seen happen over the past few years. So I'm excited about how the game will continue to change in the future. How they will discover new solutions to problems. Exciting for previously intractable problems
Not every game has to do this.
The bad part is that when games like GTA and Skyrim have multiple perspectives, it creates expectations for the game. need Including multiple perspectives or first person is somehow not good. That was a common talking point after Cyberpunk's first demo at E3 back in 2018, and it reared its ugly head again when an early Indy trailer revealed it would be mostly first-person.
If the game borrows more and more from what is best for the given situation or player. It might make those players less accepting of games that deviate from the norm. We're living in a time where the majority of triple-A narrative games follow a relatively narrow third-person action-adventure format. And even though I like some of these games, But even mid-range, high-budget games feel more cramped.
Games can be anything. And if a change in perspective helps them to be who they need to be. That's great. But I worry that games using the same fix could eventually make media as cramped as these vents.
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