Glossary Shots
From now on, terms relating to the world of cinema will often be used to describe the different types of shots (and not only). It is therefore necessary to make a brief summary for those unfamiliar with this nomenclature.
Obviously only the shots (and techniques) used in this text will be listed.
Long Shot The landscape predominates over the subject, that is still clearly recognizable. | Once upon a time in the West (1968) |
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Full Shot Shot aimed at giving an overview of the situation in which the subject is in. The action of the subject is the central point of the frame. | Once upon a time in the West (1968) |
Cowboy Shot The human figure is framed up to the knees or almost. Name derived from the wide use in classic westerns, since it allows to show the gestures of the gunslingers who quickly extract the weapon. | Once upon a time in the West (1968) |
Medium Shot The human figure is framed only half-length, from the waist or from the chest up. | Once upon a time in the West (1968) |
Medium Close Up Shot Close-up shot showing only the subject's face and shoulders. | Once upon a time in the West (1968) |
Shot reverse shot Assembly technique where two mirror shots alternate. | No Country for Old Men (2007) |
High Angle Subject is photographed from above eye level. |
FIXED CAMERA
We speak of a fixed camera when the camera does not move from the point where it is anchored. The definition includes cameras that rotate or zoom (exactly like video surveillance cameras). |
The father of all survival-horror games was undoubtedly Alone in The Dark (1992).
Alone in the dark (1992)
Frederick Raynal, creator of the saga, had worked on the port for DOS of Alpha Waves (which we will discuss later in the dynamic camera section). This, combined with the passion for Lovecraft, led him to conceive this 3D survival horror.
The use of the fixed camera, with targeted changes of shot, were an excellent intuition.
The biggest advantage lies in the possibility of being able to insert a detailed pre-rendered background (instead of creating the whole 3D environment). In addition to this, the game became more cinematic: using this technique, the game-designer has total control over what the player has to see (exactly like a director). The horror genre lends itself particularly well as a special direction helps to generate tension.
It is important to note that the reference system for the direction of the commands was the avatar and not the screen. This is because the shot changes would not be predictable, during the latter there would have been a lot of confusion in the player (we will deal with the problem using the scene controls in a while).
The best known saga for this kind of camera is definitely Resident Evil (1996), so much so that at the time all the games that used this style were called "like Resident Evil".
Resident Evil (1996)
This system does not make it possible to implement a totally manual targeting system.
In Silent Hill (1999), the player is often forced to walk towards the camera without being able to see what is in front of him. At the same time, however, the rustle of the radio makes him aware of the presence of enemies. It is a method of creating tension that not everyone appreciates, as it creates inconsistency with what the avatar sees and what the player sees.
Silent Hill (1999)
When it became the norm to manage movement using the analog stick, the tendency to use the screen as a reference system for the direction of movement commands developed. This choice gives the player a less woody and more intuitive feeling. However, the main flaw is found when a change of camera requires a change of direction of the player (especially in the shot reverse-shot).
Change direction problem on: Escape From Monkey Island (2000)
The modern solution to this problem lies in spacing out the reference system.
Shot | Command | Reference System |
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Shot 1 | Analog stick in one direction | Screen |
Shot 2 | Maintain analog stick | Avatar |
Shot 2 | Release analog stick | Screen |
The avatar reference system is maintained even for more than 2 shot changes, practically until the analog stick is released.
It should also be noted that, following the change of shot, if the player during the avatar reference system moves the analog directly on the opposite axis (e.g. from right to left) without releasing it, however, switch to the screen reference system.
Today, creating a game using only the fixed camera is considered an obsolete choice. Games entirely based on the fixed camera are usually only intended to convey a feeling of nostalgia, as in Syberia 3 or Resident Evil HD Remaster.
Syberia 3 (2017)
On the contrary, it is not so rare to use situational fixed cameras, especially in horror games.