Camera Angles in Resident Evil Remastered
Resident Evil Remastered(2002, Capcom) is unique not only in
the fact that it was one of the first zombie horror games to come to console,
but also in the way it used its cameras. Capcom comprises their camera work in
Resident Evil from fixed angles. These fixed angles allow for a more purposeful
and immersive design and fits in with the horror genre style of gameplay
perfectly. The creators of the game were able to place these cameras in such a
way as to facilitate jump scares by hiding enemies and encounters, establishing
immersive shots for narrative and dictating what the player could see. This
gave the creators a large amount of control over how the game was to be played.
Enhancing the part of horror in this early gen game was
amplified most by the camera work. By establishing angles that convey different
meanings (i.e. undershot for a powerful look on a character or a wide/long shot
for an encroaching horde) the creators of Resident Evil were able to convey exactly
what they wanted the player to feel in that specific part of the game. Also,
due to the repetitive nature of the camera angles and cuts from one to the
next, the player may feel a constant state of tension during play: what’s
around this corner, will I be attacked if I go here? This camera placement
combined with the old style ‘tank controls’ (a type of movement where the character
turns using the button/analog inputs: left and right turns the character, up
moves forward and down moves backward) made for very difficult gameplay that
only enhanced the fear effect of the game. This was difficult because the
camera angle never moved and the player had to negotiate traps, enemies and
basic movement all relative to the current character position, not the camera
as is the norm in modern day games.
Image retrieved from: http://www.cheatcodesgalore.com/wii/games/Resident_Evil_Archives_Resident_Evil_Zero/Resident_Evil_Archives_Resident_Evil_Zero-3.jpg
Combat scenes like in the picture above are filled with high
tension as the player doesn’t know what else is waiting for them, depth
perception becomes less reliable and negotiating movement in tight quarters
like this (as most of the game is designed) becomes almost impossible.
Fixed camera angles also allowed for more powerful narrative
scenes in Resident Evil. Rather than using camera movement in narrative scenes
to show the entirety of an environment, the fixed camera angles allowed for
more specific, emotive angles to enhance the gameplay. It’s also a great
opportunity some great environmental storytelling.
Image retrieved from: https://static3.gamespot.com/uploads/original/1197/11970954/2880212-resident_evil_0_screens_05_bmp_jpgcopy.jpg
The kind of scene as featured above allows for the creators
place exactly what they in front of the player to tell something, anything that
the creators may wish the player to discover, either for a little narrative
spark or to help progress the game. For example, there are no enemies present
in the above scene, but to the far left are what can only be assumed as bottles
of alcohol and a wine glass, knocked over and largely consumed, there is a body
present so the player can assume that the deceased had drunk the contents.
There are also suitcases and under the table and atop the bed with an unpacked
suit hanging on the right hand wall, suggesting the deceased was either
unpacking or getting ready to leave. This all purposeful and carefully chosen
to communicate these elements to the player for whatever reason the creators
chose.
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