Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks again for your interest in the title. If you pick it up, definitely circle back around with some additional feedback. :)
Love and prefer those aforementioned fixed cam games from the 90's; the cam locations in this one definitely need improvement by comparison.
Only played a bit of the first outbreak scenario so far, and already it doesn't do a great job of giving you enough spatial awareness or vision to see what's ahead.
So many low angle shots spanning 180degrees trying to be 'stylish' or something when a viewpoint up near the roof simply shooting down the current hallway is all that is actually needed.
I was trying to find the middle ground of having the camera be usable, but sometimes not always giving you a perfect lay of the land. I'll continue to work to improve the camera positioning in future patches. :)
Thanks again for playing. If you haven't already, please consider filing a positive Steam review if you feel the game deserves it. Thanks again for playing and your feedback! :)
I suppose my problem with it is fixed cameras are great, but maybe in the Outbreak scenario in particular you have hallways set up that, for example, have the depth of an entire store like say Walmart end of the back all the way to looking out to the front. It kind of forces you to need to pull and shove the camera multiple times. An example of an incredibly large building with big scale would be Act IV in Outbreak-- the police station. It has incredible scale for the main lobby but at the same time pulls the camera significantly back to represent said scale.
But if you look at Resident Evil most of the camera transitions are obvious and natural. While you'll get weird shots like looking towards a door and having a zombie your character should 'see' smack you, its something you'll get used to knowing to fish for a door. You also get the natural sight lines that upon going into it, it'll be a different angle. Or if you go underneath a rafter, or reach a staircase, etc. Its organic and while confusing at first, you recognize patterns pretty quickly and can adapt.
Here its visually difficult to tell when a camera angle is going to occur. And a lot of the reason it feels that way is the distance the camera will follow or trail after you. Its something RE did once in a blue moon but it was incredibly infrequent-- only used for tension for perspective on 'windows' to try to scare you into thinking something would smash into it.
More camera perspectives that feel like Ls or U's or angles going into other angles would feel a lot better than the ambiguous camera trails. I'm not sure how well or useful this feedback would be this far into development, but I hope it kind of clarifies some of the misgivings of this sort of camera. Because fixed can definitely work.
Hi Reivur,
Thank you for this detailed feedback, it is genuinely useful.
I'm working on a new indoor environment for the next campaign scenario and I'm trying to make the camera transitions more intuitive (with still a few thrown in for challenge that aren't). It'll be interesting to get your feedback when this scenario eventually launches (No ETA, it'll be a while).
Thanks again for playing the game and your feedback! I will certainly be using this!
The only other absurdly strange camera angle I encountered was the cafeteria entrance. It seems strangely eager to snap back to the previous room when you approach the door as opposed to going through the door. Which isn't necessarily a bad thing except its the only door I've seen exhibit that behavior so its not really something you initially expect. It might be because that camera is almost directly over you instead of slanted.
Good to know. The thing I'll say with this new environment I'm working on now is that the hallways are one of the places I changed most how I position cameras. You'll see camera angles more facing directly "down" the hallway (with transitions before branches in the hallway). From my personal playtesting, the movement flows much better like this. If people like these camera angles, I can look into returning to the office location and adjusting cameras there a bit as well.
Also just a request. If you enjoy the game and feel it deserves it (and haven't already), would you consider filing a Steam review? Every little bit helps with getting the word out about the game.
Thanks again for your comments! I'll keep working hard on the game and don't be a stranger if you have more feedback. :)
Hi,
Two things you can try to help improve visibility:
1) In the Options Menu (F1 to access ingame or via the main menu), there is a brightness slider. Max that out and hit the apply button beneath it.
2) You can turn on a persistent flashlight anytime when not aiming with F (by default) or clicking in the right thumbstick on your gamepad. This persistent flashlight is available at all times and only disables when aiming to use the weapon's flashlight (if it has one).
Let me know if this helps or not. I can look into improving the brightness max value in a future update as well! :)