(Hope this is the right place to post this!)
Have been investigating fixed camera games recently - for example Resident Evil 1, Code Veronica, Outbreak, Fear Effect, Heavy Rain, Republique, etc. I know the changing angles and controls can frustrate a lot of players, but there are a few of us wrong-'uns who are still quite fond of this gameplay camera.
I'm doing my own investigation of Resi Remake 1 (lots of screenshots!) and making the odd tiny prototype in Unity and I've discovered that getting the right angle, the right coverage and transitions is tricky. Indeed, outside of Capcom Resi games, very few companies seem to execute that aspect in a way that feels right, or comfortable.
I'm wondering if anybody here has any theories on how Resi cameras managed to (mostly) hit the sweet spot of restricting your vision, creating an atmosphere but also giving you enough information to take appropriate action? Or perhaps somebody knows of somewhere else I should be asking the question?
It just seems like an interesting art/game design challenge. Looking forward to your thoughts.