Morbo, <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> has a pseudo 3D view, meaning that NSEW are fixed, no zooming and no camera height adjustments. Yet there is panning UDLR.
The mini-map covers the required Top-View to inspect a large area.
All what divinity needed if it had had a 3D true engine is to rotate the plane.
It did not need zooming as you could select the resolution you cared for.
Zooming comes in handy in fact because we would occasionally want to inspect a large area but other than that one has a preferable fixed zoom position in which the hero’s details are best seen at 1:1 resolution as it was created.
If Riftrunner’s quality deteriorated under a true 3D engine I am going to strongly suggest returning to the pseudo 3D for Divinity II.