
A Batman action game by Rocksteady with a camera that changes per activity.
Rocksteady's Batman: Arkham Asylum skipped the search for one perfect camera and gave each activity its own. It hugs Batman's back in corridors, pulls back and locks onto the current enemy in fights, widens on gargoyles, goes fixed in cover, first-person in vents, 2D in Scarecrow sections, and tilts under poison. Lesson: match the view to the task. The sources give no performance numbers.
One camera per moment: intimacy and visibility
From Arkham Asylum camera breakdown
Arkham Asylum changes the camera for each activity instead of using one. The camera hugs Batman's back in corridors so you feel connected to him. In fights it pulls back dramatically and auto-locks onto the enemy you are fighting, for a better view. Each camera only has to serve one moment, so you get both intimacy and visibility.
Other modes: crouching hangs the camera back to show nearby threats, and cover uses a fixed angle that looks around the corner and frames Batman well. On a gargoyle the field of view widens to show the whole room, vents go first-person, and Scarecrow sections go 2D for platforming. Poison tilts the camera into a dutch angle to show he is off kilter. As the source puts it, "there's no one-size-fits-all-approach".
The camera hugs Batman's back in corridors and pulls back dramatically in fights, locking onto the current enemy. It also widens on gargoyles, goes fixed in cover, first-person in vents, 2D in Scarecrow sections, and tilts under poison.
Arkham Asylum changes the camera for each activity instead of using one. The camera hugs Batman's back in corridors so you feel connected to him. In fights it pulls back dramatically and auto-locks onto the enemy you are fighting, for a better view. Each camera only has to serve one moment, so you get both intimacy and visibility.
Other modes: crouching hangs the camera back to show nearby threats, and cover uses a fixed angle that looks around the corner and frames Batman well. On a gargoyle the field of view widens to show the whole room, vents go first-person, and Scarecrow sections go 2D for platforming. Poison tilts the camera into a dutch angle to show he is off kilter. As the source puts it, "there's no one-size-fits-all-approach".
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