The camera or system of cameras used to represent the game world are fixed in specified locations. These cameras can pan, tilt, track, or perform other simple camera moves, but never leave a specified "stand" or "track." Unlike Targeted or Roaming cameras, the game provides no player control over Located cameras.
Dino Crisis depicts the game view using cameras that are specifically placed to increase dramatic tension. The camera view frequently keeps the player from seeing parts of the gameworld near Regina, the player avatar. Only when Regina moves along the Z axis of a camera shot is the camera permitted to change position, and in that case only along a specified track.
Grim Fandango [Lucasarts, 1998], a third person adventure game, uses a camera scheme in which the camera is fixed at a certain location and is looking out into the gameworld at a certain angle (usually very artistic and player unfriendly). The player has no control over the angle or the location of the camera; further, the camera is essentially static. That is, the camera never pans, tilts etc. The game offers two control schemes to make up for the disorientation that ensues due to the static-ness of the camera. The first is a character-relative control, where the direction buttons of the keyboard always map to the actual physical direction relative to the character. And the other is a camera relative control scheme where the direction buttons are reversed when the character is facing the camera.
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