+1 to better camera controls. Better zoom-in, zoom-out, over-the-shoulder option, and tilting upward are my main requests. I have mixed feelings on the mixing of the isometric perspective and 3D environments that require a great deal of rotation just to see where you are and are not able to go. Feels like I'm spinning the world on a top sometimes. The old school RPGs had handmade 2D backgrounds that were flat as a board. This is much more "dimensional" in where you can go and how you can move the environment about, so a better camera is in order. It would improve exploration, perception checks, and combat targeting, but would be at the expense of similarities to the game's predecessors. But, once again, those games did not have the same type of environments that this game has... where enemies are not positioned around you on a single plane, but on many intersecting planes that can be difficult to maneuver about with the camera. In the old isometric games, everything was perceptible from the same fixed perspective. The same cannot be said of this game at all. While we have rotation, it feels like we have a 2D camera for a 3D world, giving off vibes from this (start at 43 seconds in)
Edit: This requires some elaboration, and I hope the isometric fans don't get mad at me. In the old RPGs, you had one perspective and no rotation, so you are stuck staring at a single plane. There is no other intersecting plane in these games. In this game, the game takes place on two intersecting planes. Like in the old RPGs, BG3 lets you move forward, back, left, and right, and you can pan the camera along the base plane. The introduction of a secondary plane allows us to rotate about the initial plane on multiple axes. Now, that's all well and good on the first plane, but we can also move up and down, and face enemies that move up and down and move to places which require rotation to reach. The camera is not capable of allowing us to perceive what our characters can perceive in this world, as it is a 2D camera in a 3D world (only a horizontal slice of the actual world perceived by our characters, in a gameplay and roleplay sense), and so it is immersion-breaking and harmful to targeting, and therefore is not good game design.
Last edited by Zerubbabel; 31/07/2208:31 PM.
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