Huge collection of Fixed Camera games on the way...!

At the Fixed Camera Appreciation Society, we just put out a new issue of our newsletter listing just some of the incredible new fixed camera games on their way in 2026, including...
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and
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These games look incredible! If you're interested in more, here's the Fresh Angles announcement...!
 
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Clicked on your link hoping to find team of people clad in smoking jackets and horse racing attire all sitting in a 1800's style British drawing room debating over the very necessary topic of Fixed Camera Games. Pipes and pipe smoke fill the room, people are all stood around the wall, some pointing angrily at various game titles. There is even a headline about a dueling incident between to members who were fighting over the status of Eternal Darkness.

I will let you imagine how I felt when the steam group page opened.

But thank you for the list none the less.
 
Clicked on your link hoping to find team of people clad in smoking jackets and horse racing attire all sitting in a 1800's style British drawing room debating over the very necessary topic of Fixed Camera Games. Pipes and pipe smoke fill the room, people are all stood around the wall, some pointing angrily at various game titles. There is even a headline about a dueling incident between to members who were fighting over the status of Eternal Darkness.

I will let you imagine how I felt when the steam group page opened.

But thank you for the list none the less.
Oh. Jeez. Sorry to disappoint. Not sure we can manage that with the current Steam Community, but I'll see if we can conjure up something like that in the future. Otherwise, you are more than welcome. =)
 
The Florist looks very good.

I wish they remade DMC 1 with the fixed cameras. When well done, it helps in creating a great atmosphere.
Yeah, same. I'm of the opinion that fixed multicam has a lot of interesting possibilities which are currently unexplored... though we're starting to see games now that are doing some interesting experiments. Like, there's a game with a demo called The Time I Have Left...
It's an interesting exploration / thriller / JRPG game, but when I was paying attention in the game, I noticed that they were very deliberately ensuring that they maintained viewer planarity unless they had a very formal space-change (eg. opening and passing through a closed door) - for comparison, Resident Evil 1 HD potentially breaks planarity about 6 times in the first three minutes (approx). The Time I Have Left guys are using camera-relative controls, which a lot of people find disconcerting when the camera angle changes in fixed camera games... but because the camera angle in The Time I Have Left stays fairly consistent (for Y vertical), that discombobulation never has a chance to happen. Well worth a look, if that sounds interesting.
 
Yup there's a whole bunch of smaller & slightly bigger RE1-3 (and other 90s survival horror) wannabes incoming. Some with really detailed graphics, some with low poly or some other aesthetic. There's definitely not enough room for all of them to be successful, studios that spent several years making them may be in for a surprise.
 
Yeah, same. I'm of the opinion that fixed multicam has a lot of interesting possibilities which are currently unexplored... though we're starting to see games now that are doing some interesting experiments. Like, there's a game with a demo called The Time I Have Left...
It's an interesting exploration / thriller / JRPG game, but when I was paying attention in the game, I noticed that they were very deliberately ensuring that they maintained viewer planarity unless they had a very formal space-change (eg. opening and passing through a closed door) - for comparison, Resident Evil 1 HD potentially breaks planarity about 6 times in the first three minutes (approx). The Time I Have Left guys are using camera-relative controls, which a lot of people find disconcerting when the camera angle changes in fixed camera games... but because the camera angle in The Time I Have Left stays fairly consistent (for Y vertical), that discombobulation never has a chance to happen. Well worth a look, if that sounds interesting.
You have literally 6 hrs or you die and start over? Or that's just the story
 
D dalyr95 Yeah, it's a little janky. One of the husband-and-wife team got very sick towards the launch date, and the other had to finish what's available by herself. We're seeing a lot of patches now that they're back to nearly-full strength. Regards frustration, would you say that's mostly from the disorientation that you often get with fixed multicam? There's a few people looking into ways to solve that - a good example is in The Time I Have Left demo...!

NeoIkaruGAF NeoIkaruGAF We have a list on our curator with some Fixed Multicam games that are less horror-focused, and there's a couple of puzzle games with that approach - Iris Fall, for example:

xrnzaaas xrnzaaas - That's something I've been thinking about. Around Halloween this year, there was a glut of really fantastic survival horror fixed camera titles, and I was very worried about them canabalising each other's market. As it turns out, it seems as though the well-polished and well-marketed titles all seem to have done pretty well, for small indie teams, which gives me some hope for the future. Indeed, I have a tiny hope that the rising tide of fixed multicam games will deliver their own network effect, helping to increase awareness and interest in the methodology. Seems like there's more room in this niche, for the moment anyhow...!

BlueManifest BlueManifest - I believe it's six hours and start over, but the game plays with this by slowing time while you're fighting or in menus... and maybe you can find some kind of cure during the story? I dunno.
 
D dalyr95 Yeah, it's a little janky. One of the husband-and-wife team got very sick towards the launch date, and the other had to finish what's available by herself. We're seeing a lot of patches now that they're back to nearly-full strength. Regards frustration, would you say that's mostly from the disorientation that you often get with fixed multicam? There's a few people looking into ways to solve that - a good example is in The Time I Have Left demo...!

NeoIkaruGAF NeoIkaruGAF We have a list on our curator with some Fixed Multicam games that are less horror-focused, and there's a couple of puzzle games with that approach - Iris Fall, for example:

xrnzaaas xrnzaaas - That's something I've been thinking about. Around Halloween this year, there was a glut of really fantastic survival horror fixed camera titles, and I was very worried about them canabalising each other's market. As it turns out, it seems as though the well-polished and well-marketed titles all seem to have done pretty well, for small indie teams, which gives me some hope for the future. Indeed, I have a tiny hope that the rising tide of fixed multicam games will deliver their own network effect, helping to increase awareness and interest in the methodology. Seems like there's more room in this niche, for the moment anyhow...!

BlueManifest BlueManifest - I believe it's six hours and start over, but the game plays with this by slowing time while you're fighting or in menus... and maybe you can find some kind of cure during the story? I dunno.

Yeah, I saw it's a two man team, it's a great effort for what it is! My main suggestions would be
- Change the bullets to red from blue, they mix into the background too easily. In PS1 days the polygon items would stick out like a sore thumb
- Increase the hit areas of area interactivity, door, panels, items etc etc, amount of times been dodging zombies and running against a door and it's not triggering. Or trying to activate a panel
- Prioritize item pickup over area hints, like I get the door is locked, but I'm trying to pick up this ammo
- Push back after being attacked needs to be greater, in OG RE2 for example if Leon is swarmed and bitten he'll do a push sweep which clears the area to run away, here even with one zombie, you like push it away an inch and can get attacked again straight away, if surrounded you're basically fucked

But I am liking it and recommend it, I think my gripes are mainly just with the genre, it was a time and a place kinda thing.

EDIT - With regards to tank controls, the default tankie system is fine, my RE muscle memory kicked in. The "new" controls are janky thou, the OG DMC got this right. Atm the controls are relative to the camera angle at all times, so forward or one screen will change your direction when the screen changes. OG DMC kept directions relative to your initial movement, so if I press forward on screen 1 and proceed through 10 screens I'm still going in the same direction and my left/right direction is relative to that. It's only when you stop moving that the controls "reset" to the current angle.
 
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D dalyr95 Oo, some smart ideas there, pass those on to the devs! (Btw, 100% on the push-back / zombie topple when a Resi character frees themselves from a grab, it's a key part of the combat system that the majority of indies seem to miss). Not sure I agree that it's a time and place thing, though, I'm of the opinion that fixed multicam has a lot of unexplored, potentially modernisable (?) gameplay potential. You shouldn't have to tolerate poor design, past acknowledging the budget and team size working on the games.

Regards control systems... so apologies, I'm going to 'well, acktually' you here... I reinstalled DMC HD Collection to test this. Dante will keep going in the direction relative to your initial movement through subsequent screens until you release your input OR until your stick input changes over a 5-10 degree varience from your input when the screen changes (and I think DMC1 might be even bigger than 10 degrees) - at which point the stick reference aligns to the current camera.

...I didn't test DMC2.

This is fairly standard for fixed multicam cam-relative input. I haven't really got stuck into Echoes yet, but I did play to the motel, and I remember thinking that their cam-relative input is pretty borked atm (it's marked as 'experimental', weirdly). I wanna check it out for sure soon, but tonight I promised myself I'd go to bed at a vaguely reasonable hour, so I won't test now.

Interestingly, some modern fixed multicam games (eg. Kriophobia) are allowing players to customise the input angle variance tolerance from the settings, so you can decide for yourself how 'sticky' the input angle is past shot transition.

nkarafo nkarafo Hmmm. I think there's some indie games that get very, VERY close. The Mute House, Echoes of the Living and Tormented Souls 1 & 2, among others - check out our INDIES: Resident Divas list for other beautiful indie fixed multicam. There's unquestionably some jank in all of these, but if you keep in mind that these are often very small teams (The Mute House is basically by one guy), I think you'll be pleasantly surprised by what they offer.
 
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D dalyr95 Oo, some smart ideas there, pass those on to the devs! (Btw, 100% on the push-back / zombie topple when a Resi character frees themselves from a grab, it's a key part of the combat system that the majority of indies seem to miss). Not sure I agree that it's a time and place thing, though, I'm of the opinion that fixed multicam has a lot of unexplored, potentially modernisable (?) gameplay potential. You shouldn't have to tolerate poor design, past acknowledging the budget and team size working on the games.

Regards control systems... so apologies, I'm going to 'well, acktually' you here... I reinstalled DMC HD Collection to test this. Dante will keep going in the direction relative to your initial movement through subsequent screens until you release your input OR until your stick input changes over a 5-10 degree varience from your input when the screen changes (and I think DMC1 might be even bigger than 10 degrees) - at which point the stick reference aligns to the current camera.

...I didn't test DMC2.

This is fairly standard for fixed multicam cam-relative input. I haven't really got stuck into Echoes yet, but I did play to the motel, and I remember thinking that their cam-relative input is pretty borked atm (it's marked as 'experimental', weirdly). I wanna check it out for sure soon, but tonight I promised myself I'd go to bed at a vaguely reasonable hour, so I won't test now.

Interestingly, some modern fixed multicam games (eg. Kriophobia) are allowing players to customise the input angle variance tolerance from the settings, so you can decide for yourself how 'sticky' the input angle is past shot transition.

nkarafo nkarafo Hmmm. I think there's some indie games that get very, VERY close. The Mute House, Echoes of the Living and Tormented Souls 1 & 2, among others - check out our INDIES: Resident Divas list for other beautiful indie fixed multicam. There's unquestionably some jank in all of these, but if you keep in mind that these are often very small teams (The Mute House is basically by one guy), I think you'll be pleasantly surprised by what they offer.

Please pass on my congratulations to the devs btw! What they've done is great! I've not played DMC in ages, but that was my understanding, anyhoo, it worked well, I couldn't play the new controls on Echoes, just couldn't use it.
 
Is there anything that looks better than REmake though?
Not better but Tormented Souls does a damn good job of trying in my opinion. Haven't played the sequel yet but the first game often looks beautiful and 100% goes for REmake.

PS: The Florist looks really interesting. Love fixed camera style in general, it's very moody.
 
D dalyr95 Oh, I'm not in touch with the devs myself, but I believe they're quite active on their Steam Discussion page if you want to pass on those notes. Again, I agree with you on those controls. Still, looking forward to playing it.

Parazels Parazels Frederick Raynal and team did a pretty good job with fixed multicam back in the day, as did Tim Schaffer and even the folks at Quantic Dream (if you ignore the idiotic stories). It's a visual approach - seems weird to associate it with one team... would be like saying only Dark Horse can make comic books.

O Outlier Heh - from our perspective, it's the new (Over The Shoulder etc) that's old. To hell with nostalgia, fixed multicam stands on its own merits! (But, yeah, I get what you're saying...! =)

TerribleAtThisGame TerribleAtThisGame - Consider telling The Florist devs that! Always nice to hear from people that appreciate your work. And I'm curious, anything else in our Resident Diva's list that you think approaches Tormented Souls?
 
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