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Games with the worst camera........

ElyrionX said:
Super Mario Sunshine.

Goddamn, I absolutely gave up on the game after this section in the amusement park world where you had to climb this fence thing where you can swing from one side to the other. That was, by far, the worst camera I have ever had to deal with.

Turns out that wasnt a camera problem if you climbed it the right way.
 
Dino Crisis 3 had the worst camera I've ever seen. Also LoK: Defiance had a dreadful camera. I spent far too much time fighting enemies behind some column or statue unable to see the action (fortunately, the combat consisted mostly of mashing the square button over and over). I can't for the life of me understand why they destroyed a perfectly usable camera setup from the Soul Reaver series and butchered it with that abomination. Because of Defiance I'm keeping my expectations low for Tomb Raider Legend.
 
MGS3 .

Fortunatelly Kojima said that this was the last time he was gonna use this horrible camera . Fucking tired of switching between first view and cenital view .
 
dark10x said:
Mario Sunshine had an awesome camera. I actually tend to prefer camera systems that allow and require full user management. I suppose it could be a problem if you preferred to take a hands-off approach to the camera, though.

The camera wasn't a problem when it was being "dumb," the issue was with those times it tried to be smart. Maybe it did it more in the import version (I noticed the US version has a few changes, especially in the hub when it comes to fruit and water fountains), but you'd be in the middle of a tricky sequence, and the camera would suddenly decide, "THIS would be better!" Which usually involved Mario being obscured. Pinna Park and the Pachinko machine are two very good examples, but it happened in other places, as well.

Let's see... Kingdom Hearts' camera was bulky and awkward at times (even though it received some tweaks in the US version... apparently it's changed even further in Final Mix)... Sonic Adventure DX had the nice option of allowing for a change to a more user-controlled camera... but it'd reset the option every time you changed areas, so you'd have to keep pausing and setting it back if you wanted to keep it...

Hmph, I know there's one I played recently that had an absolutely atrocious camera, but I really can't think of it now... Wasn't DC3, that's all I know. I was warned about that game in time.
 
DC3 has the worst camera system ever.

Ninja Gaiden's camera is not great, but was doable.

MGS3's camera was bad as well. It just didn't play right. I could barely see 5 feet in front of me in the jungle. I still haven't finished the game, partly because of WoW, partly because of that damn camera system.
 
MGS3, DMC 1-3, Ninja Gaiden

People who are saying SMS had a bad camera have to be retarded in the thumbs or something. With SMS you could ALWAYS place the view just where you wanted it.
 
Correct, Kingdom Arse has the worst camera ever concieved.

I loved Mario Sunshine's though, gave you total control over it, Wind Waker's was pretty good as well. Too bad many disagree. :P
 
Kingdom Hearts is probably the worst I've seen (never saw DC3).

I also echo the love for the SMS and WW cameras. In fact, I think WW has the best camera control in any 3D action/adventure/platform game.
 
Jesus, not that I plan on playing Dino Crisis 3 or anything (never interested in the series to begin with), but the camera system in the game has to be a fuckup of galactic proportions if everyone agrees its shitty.

My vote would have to be Kingdom Hearts or Summoner 2. Its already been explained in detail why the KH camera is shitty. The camera in Summoner 2 is zoomed in so close on Maia that you almost never see directly in front of you. You can zoom it out, but only a little bit. Its like the devs were proud of the work they did modeling her ass and forced you to stare at it throughout the whole game. If you can get past that its an awesome game.
 
Kulock said:
The camera wasn't a problem when it was being "dumb," the issue was with those times it tried to be smart. Maybe it did it more in the import version (I noticed the US version has a few changes, especially in the hub when it comes to fruit and water fountains), but you'd be in the middle of a tricky sequence, and the camera would suddenly decide, "THIS would be better!" Which usually involved Mario being obscured. Pinna Park and the Pachinko machine are two very good examples, but it happened in other places, as well.
this is the problem i have with the camera in sms. i played both the japanese and us versions and it was as bad in both. it was a flawed camera system imo.

deciding on THE worst is difficult because most games have camera issues.
 
You know, as the action genre obsessed jackass of the boards.

I'm going to have to defend DMC and Ninja Gaiden.

I think, due to the very nature of those games, it's really hard to have a PERFECT camera.

Rather, what does it for me if the developers realize that facet, and create enemies that have telegraphed attacks both in a VISUAL and AUDITORY sense.

Take for instance, the shotgun using puppets from DMC1. They attacked from far, so sometimes they were off of the camera's view. However, they ALWAYS made a distinct "shotgun" twirly sound before they shot. Kind of made it a "use your ears and eyes" type of game. Basically I defend those games because I've YET to see an action game of NG'/DMC3 intensity that has a perfect camera.

God of War had a pretty good one, but it wasn't really stylish, and the camera angles were TOO FAR. Brought you out of the action, made it seem like if it was "spec versus spec" on the TV screen.

To answer the question at hand...Dino Crisis 3.

Crap camera. Boring camera (that is to say it was stylish or anything) and enemies HAD NO telegraphed attacks. My god, if I can't see the enemy attacking me, at least let me HEAR it attacking me.

And yes, I've played other games with not so great cameras but like some others have said, you get used to it and play around it and in the end enjoy a great game. But Dino Crisis 3, as cool as the game seemed, I COULD NOT play it. The camera was just....aaaagh >_<
 
CurlySaysX said:
MGS3 - unplayable.
Oh really now.

And I vote for Dino Crisis 3 too. The demo made sure I didn't buy it. "I can't see shit" comes to mind.

A special mention to the Knuckles sections in SA2 (SA1 didn't cause me any problems). Ironic considering SA2 is home to the best 3D Sonic levels ever.
 
jett said:
I loved Mario Sunshine's though, gave you total control over it, Wind Waker's was pretty good as well. Too bad many disagree. :P

It gave you control of it, but then it would swing around against where you just set it. The main problem with the part behind the ferris wheel was that your hands were too busy with the complicated platforming to be adjusting the camera every couple of seconds.
 
more SMS defense. Seriously, if you had to climb the fence and weren't a super SMS player by the time you got to Pinna Park... :lol. I got past that area first time everytime and even though I knew that the camera was a tad tricky. It actually wasn't even that hard. I do think the camera in that game was pretty robust.

With a lot of the other 3d platformers / Jak+R+C, you feel as though you were sort of playing Crash Bandicoot 1.5 because of the camera system. I didn't like them as much.
 
jiji said:
Red Ninja. It was SO, SO, SO bad.
Beat me to it.

Listen, bitches -- especially you Dino Crisis 3 proponents -- go play Red Ninja. Steal it or something. Then you'll see just how bad a 3D camera can be. I actually stopped exploring off the main path because I was so sick of the game's impromptu creative camera work.
 
MGS2 & 3 (especially 3 because of the more open terrains) both had terrible cameras, im glad to see they are fixing it. Most of the time it feels like they are trying to create a difficulty factor just by making it really hard to look where you want, thats just poor design.


DC3 had the same problem but it didnt have an excellent game behind it like MGS2 & 3 to mask how poor it was.
 
Odnetnin said:
more SMS defense. Seriously, if you had to climb the fence and weren't a super SMS player by the time you got to Pinna Park... :lol.
It had nothing to do with how good you are. When you're jumping in a direction, and suddenly the camera moves beside a wall that makes you invisible, makes the direction you were pointing on the analog stick wrong and you have to take off your thumb from the jump button to readjust the camera thus ruining the height of your jump, and all of this happens in a second... you tend to get pissed. Maybe you got lucky when you jumped up there, but for me the camera would suddenly turn in direction everytime I made a movement back there.

And I do tick tock clock at hyper speed just for the fun of it, so it has nothing to do with 'skills'.
 
Man...Zelda? Bad camera? You're all on crack.

SMS...I had no real problems with the camera's problems. There were problems...on many occasions it did move into positions that were not favourable. However, to be honest, none of it caused me any real grief. I think the only way you could think it was one of the worst camera systems is if you allowed it to get into your head. I mean, really, the Pinna Park shine is difficult, but not impossible. If you take some time, play with the camera, line up your jumps, it's not nearly as difficult was it is made out to be.
 
Man...Zelda? Bad camera? You're all on crack.

I just meant that it had A LOUSY FUCKING CAMERA.

try jumping from any height in a dungeon, then trying to figure out WTF that means to your on screen map.
 
Kulock said:
The camera wasn't a problem when it was being "dumb," the issue was with those times it tried to be smart. Maybe it did it more in the import version (I noticed the US version has a few changes, especially in the hub when it comes to fruit and water fountains), but you'd be in the middle of a tricky sequence, and the camera would suddenly decide, "THIS would be better!" Which usually involved Mario being obscured. Pinna Park and the Pachinko machine are two very good examples, but it happened in other places, as well.

That's exactly it. The camera was either innocuous or seemed to be actively working against you. Sometimes you'd put the camera somewhere, and AS SOON AS I LET GO OF THE C STICK IT WOULD GO BACK TO WHERE IT WAS. Or if you were hovering backwards, the camera would try to get behind you, causing you to turn instead of going where you wanted.

Maybe it seems worse in SMS because it's so inconsistent. In a game like DMC, the camera is always equal amounts of bad, so I adjusted for it and never really had a problem with it. But with SMS, it would be fine for a while, and I'd be gettin my manual camera control thang on, then BAM, it decided I was doing it wrong and fucked me up when I least expected it.

SMS has a great camera.. as long as you stay away from pinna park... and the hotel.. and any large object that the camera could get stuck behind.
 
Stinkles said:
I just meant that it had A LOUSY FUCKING CAMERA.

try jumping from any height in a dungeon, then trying to figure out WTF that means to your on screen map.

You're an idot.

LOZ also has one of the best maps ingame.
 
Pokemon Snap?
Fatal Frame's cameras are kind of outdated as well.
When will game characters get digital cameras - maybe the Dead Rising guy will have a digital camera...
 
MGS3 was screwy, but I don't get MGS2's complaints. The camera in that was mostly an isometric perspective that gave you a good vantage point. Plus you had radar. MGS3's was way too overhead and was sans the radar.
 
Sholmes said:
MGS3 was screwy, but I don't get MGS2's complaints. The camera in that was mostly an isometric perspective that gave you a good vantage point. Plus you had radar. MGS3's was way too overhead and was sans the radar.


MGS3's camera was so wack that Kojima is now making MGS3: Subsistence with free-roaming camera.
Even Kojima agrees MGS3's camera was hindering - although he said free-roaming camera personally makes him ill.
 
Probably Spawn for the DreamCast. The camera would start spinning wildly once youre character began moving at a high rate of speed on screen. I remember playing it for 10 minutes then returning it to the mall for something else.

Shinobi,just one boss really so its not really a large complaint but still there were occasions none the less. The female moth boss where she would float above volcanic lava. The camera would really fuck with you while you had to avoid her little mini moths. You then had to do a double jump towards herstrike with your sword,and then either wall stick afterwards or hope you landed on a platform down below to avoid the lava,all this with the camera messing with you,damn. Its still a good game,but this is probably the worst area,everything else was fine after that.
 
You're an idot.

You're the one who's login is a palindrome of Nintendo and you can't spell idiot.

Somebody back me up quick on Wind Waker's Camera suckin' ass. That way I don't have to resort to direct personal insults against Odentnin, because he's only 12 and I don't want him to cry.
 
I dont remember having any trouble with the wind waker camera, however that might be because it didnt cause me any cheap deaths or anything (you had to actually WORK at dying in the unchallenging Wind Waker).
 
I'd have to agree Dino Crisis 3. The WORST camera control ever in a console game. Capcom is infamous for having bad camera angles in their games (ie. Resident Evil, Onimusha boss stages, etc...), but they really out did themselves with Dino Crisis 3. First game that I played that had platform elements where you can't see at all where you're supposed to jump to and can't modify the camera to look around so you have to blindly jump and hope your going in the right direction. Also it was soo bad you could easily get lost in facing the wrong direction because the camera focused on the character more than anything else.
 
7 magic mansions

A 2 player resident evil style game but if the two players get far enough the view changes from full screen to split screen first person mode. You can imagine how hard it is to play when a lot of action is happening in a medium sized room.

I think it actually made the game more fun becase the camera was so shitty.
 
pieyow said:
I'd have to agree Dino Crisis 3. The WORST camera control ever in a console game. Capcom is infamous for having bad camera angles in their games (ie. Resident Evil, Onimusha boss stages, etc...), but they really out did themselves with Dino Crisis 3. First game that I played that had platform elements where you can't see at all where you're supposed to jump to and can't modify the camera to look around so you have to blindly jump and hope your going in the right direction. Also it was soo bad you could easily get lost in facing the wrong direction because the camera focused on the character more than anything else.

yeah, Dino Crisis would've been a pretty damn good game had the camera been good. The gun fights, weapons, graphics, environment, levels, etc. were all pretty nice, but the camera sucked soooooooooooooooo bad. Usually I can be forgiving if the other elements are there, but DC was just too fuckin' bad. What the fuck?
 
Stinkles said:
You're the one who's login is a palindrome of Nintendo and you can't spell idiot.

Somebody back me up quick on Wind Waker's Camera suckin' ass. That way I don't have to resort to direct personal insults against Odentnin, because he's only 12 and I don't want him to cry.

I'm mad at you because of who you are and what you do and the fact that YOU didn't back me up when I said Drake: The Headachening (Drake and the 99 Dragons) had the worst camera of all-time.

Seriously. If Stinkles says it's true about video games, take it to the bank. The man has forgotten more about video games in his little pinky than I know in my entire body including the colon.

(But Idot is a Gaming-Age in-joke, Stink...)
 
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