Follow TV Tropes

Following

History Main / CameraLockOn

Go To

OR

Is there an issue? Send a MessageReason:
None


* The ''VideoGame/MetroidPrimeTrilogy'' makes use of this in a few different ways. In ''[[VideoGame/MetroidPrime Prime 1]]'' and ''[[VideoGame/MetroidPrime2Echoes 2]]'' (the [[UsefulNotes/NintendoGameCube Gamecube]] games), this was used as a way to keep track of fast-moving enemies while staying mobile (as the games used [[VideoGame/GoldenEye1997 Goldeneye]]-style controls where one normally can't move and aim at the same time). The [[UsefulNotes/NintendoWii Wii]] games (''[[VideoGame/MetroidPrime3Corruption Prime 3]]'', and the [[UpdatedRerelease Trilogy re-release]]), both feature manual aiming combined with the lock-on function, allowing the player to "lead" a moving target for better accuracy. In all cases, Missiles and Super Missiles fired while locked on have homing capability.

to:

* The ''VideoGame/MetroidPrimeTrilogy'' makes use of this in a few different ways. In ''[[VideoGame/MetroidPrime Prime 1]]'' and ''[[VideoGame/MetroidPrime2Echoes 2]]'' (the [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube Gamecube]] games), this was used as a way to keep track of fast-moving enemies while staying mobile (as the games used [[VideoGame/GoldenEye1997 Goldeneye]]-style controls where one normally can't move and aim at the same time). The [[UsefulNotes/NintendoWii [[Platform/NintendoWii Wii]] games (''[[VideoGame/MetroidPrime3Corruption Prime 3]]'', and the [[UpdatedRerelease Trilogy re-release]]), both feature manual aiming combined with the lock-on function, allowing the player to "lead" a moving target for better accuracy. In all cases, Missiles and Super Missiles fired while locked on have homing capability.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/{{Rayman}}'' series first used this in ''VideoGame/Rayman2TheGreatEscape'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.

to:

* The ''VideoGame/{{Rayman}}'' series first used this in ''VideoGame/Rayman2TheGreatEscape'', and has since made appearances in updated releases of ''Rayman Arena'''s ''[[VideoGame/RaymanM Rayman Arena]]'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.

Added: 625

Removed: 625

Is there an issue? Send a MessageReason:
Re-organizing in alphabetical order.


[[folder:Platform Games]]
* ''VideoGame/EpicMickey'' allows you to lock onto enemies if you hold the C button. The camera will then lock onto whatever has a red arrow above it. Two problems. 1) There is no easy way to switch between enemies once the camera is locked on. 2) [[GuideDangIt There is nothing in any of the documentation or tutorials about this feature.]]
* The ''VideoGame/{{Rayman}}'' series first used this in ''VideoGame/Rayman2TheGreatEscape'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.
[[/folder]]



[[folder:Platform Games]]
* ''VideoGame/EpicMickey'' allows you to lock onto enemies if you hold the C button. The camera will then lock onto whatever has a red arrow above it. Two problems. 1) There is no easy way to switch between enemies once the camera is locked on. 2) [[GuideDangIt There is nothing in any of the documentation or tutorials about this feature.]]
* The ''VideoGame/{{Rayman}}'' series first used this in ''VideoGame/Rayman2TheGreatEscape'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.
[[/folder]]
Is there an issue? Send a MessageReason:
Event Obscuring Problem appears to be a typo of Event Obscuring Camera, which is YMMV.


In a 3D console video game, whether third-person or first-person, the camera is of course [[CameraScrew a common problem]], even without an EventObscuringProblem. In combat oriented games, keeping the camera on a target is perhaps the most important thing, hence this trope, which is when the camera locks itself itself onto a target location, moving and adjusting itself to keep the target onscreen while the player moves about. This is usually combined with directing the player's actions relative to the target, allowing them to circle-strafe around the enemy's attacks and quickly return fire.

to:

In a 3D console video game, whether third-person or first-person, the camera positioning is of course [[CameraScrew a common problem]], even without an EventObscuringProblem.problem]]. In combat oriented games, keeping the camera on a target is perhaps the most important thing, hence this trope, which is when the camera locks itself itself onto a target location, moving and adjusting itself to keep the target onscreen while the player moves about. This is usually combined with directing the player's actions relative to the target, allowing them to circle-strafe around the enemy's attacks and quickly return fire.



Not to be confused with MissileLockOn (although some games will overlap these), FixedCamera.

to:

Not to be confused with MissileLockOn (although some games will overlap these), FixedCamera. See also EventObscuringCamera, a YMMV trope for camera positioning that inconveniences the player.
Is there an issue? Send a MessageReason:


In a 3D console video game, whether third-person or first-person, the camera is of course a common problem, even without CameraScrew. In combat oriented games, keeping the camera on a target is perhaps the most important thing, hence this trope, which is when the camera locks itself itself onto a target location, moving and adjusting itself to keep the target onscreen while the player moves about. This is usually combined with directing the player's actions relative to the target, allowing them to circle-strafe around the enemy's attacks and quickly return fire.

to:

In a 3D console video game, whether third-person or first-person, the camera is of course [[CameraScrew a common problem, problem]], even without CameraScrew.an EventObscuringProblem. In combat oriented games, keeping the camera on a target is perhaps the most important thing, hence this trope, which is when the camera locks itself itself onto a target location, moving and adjusting itself to keep the target onscreen while the player moves about. This is usually combined with directing the player's actions relative to the target, allowing them to circle-strafe around the enemy's attacks and quickly return fire.



It's not perfect, though. Locking the camera onto one enemy can limit the player's overall field of view, leaving other enemies out of sight where they can potentially attack the player from "behind", especially if there are [[ZergRush a lot of enemies at once]]. Worse, unless there is a way to choose a target before locking, the game may lock onto something ''other'' than the intended target, which can result in a CameraScrew moment where the enemy can attack or flee while the player's view is disoriented (which ''also'' applies if there are many enemies at once). As a way to mediate this, games may display an icon over the enemy/object that can be locked on to, and sometimes even allow the player to switch this icon from one enemy to the next before picking their target.

to:

It's not perfect, though. Locking the camera onto one enemy can limit the player's overall field of view, leaving other enemies out of sight where they can potentially attack the player from "behind", especially if there are [[ZergRush a lot of enemies at once]]. Worse, unless there is a way to choose a target before locking, the game may lock onto something ''other'' than the intended target, which can result in a CameraScrew an EventObscuringCamera moment where the enemy can attack or flee while the player's view is disoriented (which ''also'' applies if there are many enemies at once). As a way to mediate this, games may display an icon over the enemy/object that can be locked on to, and sometimes even allow the player to switch this icon from one enemy to the next before picking their target.

Added: 389

Changed: 196

Removed: 236

Is there an issue? Send a MessageReason:
Crosswicking


* The ''VideoGame/DynastyWarriors'' franchise has recently started to implement this in their titles. Given how many enemies there are on-screen at once, it makes sense to give the player a way to focus the camera on the important ones.
* ''VideoGame/MadWorld'' features this by holding C. It's useful because there's no other way to move the camera aside from flipping it right behind you.



* ''VideoGame/MadWorld'' features this by holding C. It's useful because there's no other way to move the camera aside from flipping it right behind you.
* The ''VideoGame/DynastyWarriors'' franchise has recently started to implement this in their titles. Given how many enemies there are on-screen at once, it makes sense to give the player a way to focus the camera on the important ones.

to:

* ''VideoGame/MadWorld'' features this by holding C. It's useful because there's no other way to move ''VideoGame/{{Rengoku}}'': The player can lock onto the camera aside from flipping it right behind you.
* The ''VideoGame/DynastyWarriors'' franchise has recently started to implement this in their titles. Given how many
enemies there are on-screen and switch between them, making ranged and melee weapons aim at once, it makes sense to give the player a way to focus the camera on the important ones.them automatically.
Is there an issue? Send a MessageReason:
Not An Example — this trope is about locking the cameras onto enemies or other objects to keep them in view, not a fixed camera position


* In ''Franchise/TheElderScrolls'' series' games following the [[VideoGame3DLeap 3D Leap]] in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', first-person and third-person (in the AlwaysOverTheShoulder fashion) are both options. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still in third-person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will snap right back over the shoulder.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TombRaider'' and its sequels, Lara would automatically aim at anything that counted as an enemy. The camera would focus on anything that Lara was looking/aiming at. In the first three games, shooting them would cause the camera to lock on to it, continuing to follow it even if Lara lost sight of it for as long as you kept the fire button pressed. ''VideoGame/TombRaiderTheLastRevelation'' introduced limited forms of manual targeting that allowed the player to avert this, to an extent.

to:

* In ''VideoGame/TombRaider'' ''Tomb Raider'' and its sequels, Lara would automatically aim at anything that counted as an enemy. The camera would focus on anything that Lara was looking/aiming at. In the first three games, [[VideoGame/TombRaiderI first]] [[VideoGame/TombRaiderII three]] [[VideoGame/TombRaiderIII games]], shooting them would cause the camera to lock on to it, continuing to follow it even if Lara lost sight of it for as long as you kept the fire button pressed. ''VideoGame/TombRaiderTheLastRevelation'' introduced limited forms of manual targeting that allowed the player to avert this, to an extent.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Spectrobes}}: Beyond The Portals'' allows you to lock on to an enemy during combat, giving your active Spectrobe a better shot at landing its attacks.
Is there an issue? Send a MessageReason:
None


* Back in the early days of ''VideoGame/ArmoredCore'', combat is happening at a slow enough pace for players to keep a manual lock-on active. Then, during Armored Core 4/for Answer, with its massive emphasis on speedy battles, a (optional) camera lock on feature was added to help players transition. Some depend on it, more hardcore players doesn't need it.

to:

* Back in the early days of ''VideoGame/ArmoredCore'', combat is happening at a slow enough pace for players to keep a manual lock-on active. Then, during Armored Core 4/for Answer, with its massive emphasis on speedy battles, a (optional) camera lock on feature was added to help players transition. Some depend on it, more hardcore players doesn't don't need it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:MMORPG]]
* ''VideoGame/FinalFantasyXIV'' has a lock on feature that snaps the camera to the enemy or object you're targeting. However, staying locked on restricts your movement where moving backwards has you walking backwards instead of running, which can get you to be hit by an AOE you couldn't get away from in time. Most players use the lock on as a quick way to see where the target is and then break the lock on to regain normal movement.
[[/folder]]

Changed: 36

Is there an issue? Send a MessageReason:
None


* The ''VideoGame/{{Rayman}}'' series first used this in ''FloatingLimbs'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.

to:

* The ''VideoGame/{{Rayman}}'' series first used this in ''FloatingLimbs'', ''VideoGame/Rayman2TheGreatEscape'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.

Changed: 45

Is there an issue? Send a MessageReason:
None


* The ''VideoGame/{{Rayman}}'' series first used this in ''VideoGame/{{Rayman 2}}: The Great Escape'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.

to:

* The ''VideoGame/{{Rayman}}'' series first used this in ''VideoGame/{{Rayman 2}}: The Great Escape'', ''FloatingLimbs'', and has since made appearances in updated releases of ''Rayman Arena'''s Battle Mode as well as being a key function in ''VideoGame/Rayman3HoodlumHavoc''.

Changed: 235

Removed: 115

Is there an issue? Send a MessageReason:
Quality upgrade, native resolution.


[[quoteright:345:[[VideoGame/TheLegendOfZeldaOcarinaOfTime https://static.tvtropes.org/pmwiki/pub/images/legend-zelda2_1545330c_9029.jpg]]]]
[[caption-width-right:345:For your convenience!]]

In a 3D video console game, whether third person or first person, the camera is of course a common problem, even without CameraScrew. In combat oriented games, keeping the camera on a target is perhaps the most important thing, hence this trope, which is when the camera locks itself itself onto a target location, moving and adjusting itself to keep the target onscreen while the player moves about. This is usually combined with directing the player's actions relative to the target, allowing them to circle-strafe around the enemy's attacks and quickly return fire.

to:

[[quoteright:345:[[VideoGame/TheLegendOfZeldaOcarinaOfTime [[quoteright:320:[[VideoGame/TheLegendOfZeldaOcarinaOfTime https://static.tvtropes.org/pmwiki/pub/images/legend-zelda2_1545330c_9029.jpg]]]]
[[caption-width-right:345:For
org/pmwiki/pub/images/oot_camera.png]]]]
[[caption-width-right:320:For
your convenience!]]

In a 3D video console video game, whether third person third-person or first person, first-person, the camera is of course a common problem, even without CameraScrew. In combat oriented games, keeping the camera on a target is perhaps the most important thing, hence this trope, which is when the camera locks itself itself onto a target location, moving and adjusting itself to keep the target onscreen while the player moves about. This is usually combined with directing the player's actions relative to the target, allowing them to circle-strafe around the enemy's attacks and quickly return fire.



[[folder: Action Adventure ]]

to:

[[folder: Action Adventure ]]
[[folder:Action Adventure]]






[[folder: Action ]]

to:

[[folder: Action ]]
[[folder:Action Games]]



* ''{{VideoGame/Madworld}}'' features this by holding C. It's useful because there's no other way to move the camera aside from flipping it right behind you.

to:

* ''{{VideoGame/Madworld}}'' ''VideoGame/MadWorld'' features this by holding C. It's useful because there's no other way to move the camera aside from flipping it right behind you.






[[folder: First Person Shooter ]]

* ''VideoGame/{{Conduit2}}'': supplements this with iron-sight aiming like that used in most first-person shooters.

to:

[[folder: First Person Shooter ]]

[[folder:First-Person Shooters]]
* ''VideoGame/{{Conduit2}}'': ''VideoGame/Conduit2'': supplements this with iron-sight aiming like that used in most first-person shooters.






[[folder: Role Playing Games ]]

to:

[[folder: Role Playing Games ]][[folder:Role-Playing Games]]



* In ''Franchise/TheElderScrolls'' series' games following the [[VideoGame3DLeap 3D Leap]] in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', 1st Person and 3rd Person (in the AlwaysOverTheShoulder fashion) are both options. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still in 3rd Person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will snap right back over the shoulder.

to:

* In ''Franchise/TheElderScrolls'' series' games following the [[VideoGame3DLeap 3D Leap]] in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', 1st Person first-person and 3rd Person third-person (in the AlwaysOverTheShoulder fashion) are both options. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still in 3rd Person third-person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will snap right back over the shoulder.



[[folder: Platform Games ]]

to:

[[folder: Platform Games ]]
[[folder:Platform Games]]






[[folder: Simulation Games ]]

to:

[[folder: Simulation Games ]]
[[folder:Simulation Games]]






[[folder: Survival Horror ]]

to:

[[folder: Survival Horror ]]
[[folder:Survival Horror]]






[[folder: Wide Open Sandbox ]]

to:

[[folder: Wide Open Sandbox ]]
[[folder:Wide-Open Sandbox]]



* ''{{VideoGame/Prototype}}'' allows you to lock onto targets from a surprisingly long range, which makes it trivial to knock down helicopters from maybe half a mile away with a well-tossed car or some other heavy object.

to:

* ''{{VideoGame/Prototype}}'' ''VideoGame/{{Prototype}}'' allows you to lock onto targets from a surprisingly long range, which makes it trivial to knock down helicopters from maybe half a mile away with a well-tossed car or some other heavy object.
object.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TombRaider'' and its sequels, Lara would automatically aim at anything that counted as an enemy. The camera would focus on anything that Lara was looking/aiming at. In the first three games, shooting them would cause the camera to lock on to it, continuing to follow it even if Lara lost sight of it for as long as you kept the fire button pressed. ''VideoGame/TombRaiderLastRevelation'' introduced limited forms of manual targeting that allowed the player to avert this, to an extent.
** ''VideoGame/TombRaiderAngelOfDarkness'' attempts the circle-strafing version with disastrous results.

to:

* In ''VideoGame/TombRaider'' and its sequels, Lara would automatically aim at anything that counted as an enemy. The camera would focus on anything that Lara was looking/aiming at. In the first three games, shooting them would cause the camera to lock on to it, continuing to follow it even if Lara lost sight of it for as long as you kept the fire button pressed. ''VideoGame/TombRaiderLastRevelation'' ''VideoGame/TombRaiderTheLastRevelation'' introduced limited forms of manual targeting that allowed the player to avert this, to an extent.
** ''VideoGame/TombRaiderAngelOfDarkness'' ''VideoGame/TombRaiderTheAngelOfDarkness'' attempts the circle-strafing version with disastrous results.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/KingdomHearts'':
** In the first game, the player could also issue a command for Sora's allies to attack the targetted enemy.

to:

* ''VideoGame/KingdomHearts'':
''Franchise/KingdomHearts'':
** In [[VideoGame/KingdomHeartsI the first game, game]], the player could also issue a command for Sora's allies to attack the targetted enemy.
Is there an issue? Send a MessageReason:
None



to:

* The ''VideoGame/DynastyWarriors'' franchise has recently started to implement this in their titles. Given how many enemies there are on-screen at once, it makes sense to give the player a way to focus the camera on the important ones.
Is there an issue? Send a MessageReason:
Now matches the other folders.


[[folder: ACTION ]]

to:

[[folder: ACTION Action ]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/JadeEmpire'', you locks on an enemy as soon as you enter combat mode. However, the game will always automatically switch between adversaries, so that the closest to you is always locked on.

Changed: 795

Removed: 322

Is there an issue? Send a MessageReason:
Moving Metroid Prime to the FPS category and expanding on it.


* ''VideoGame/MetroidPrime3Corruption'', and the other games in the ''VideoGame/MetroidPrimeTrilogy'' UpdatedRerelease, all feature manual aiming combined with its lock-on function, allowing the player to "lead" a moving target for better accuracy. Missiles and Super Missiles fired while locked on have homing capability.




to:

* The ''VideoGame/MetroidPrimeTrilogy'' makes use of this in a few different ways. In ''[[VideoGame/MetroidPrime Prime 1]]'' and ''[[VideoGame/MetroidPrime2Echoes 2]]'' (the [[UsefulNotes/NintendoGameCube Gamecube]] games), this was used as a way to keep track of fast-moving enemies while staying mobile (as the games used [[VideoGame/GoldenEye1997 Goldeneye]]-style controls where one normally can't move and aim at the same time). The [[UsefulNotes/NintendoWii Wii]] games (''[[VideoGame/MetroidPrime3Corruption Prime 3]]'', and the [[UpdatedRerelease Trilogy re-release]]), both feature manual aiming combined with the lock-on function, allowing the player to "lead" a moving target for better accuracy. In all cases, Missiles and Super Missiles fired while locked on have homing capability.
Is there an issue? Send a MessageReason:
Elder Scrolls cleanup


* In ''Franchise/TheElderScrolls'' series' games following the [[VideoGame3DLeap 3D Leap]] in ''Morrowind'', 1st Person and 3rd Person (in the AlwaysOverTheShoulder fashion) are both options. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still in 3rd Person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will snap right back over the shoulder.

to:

* In ''Franchise/TheElderScrolls'' series' games following the [[VideoGame3DLeap 3D Leap]] in ''Morrowind'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', 1st Person and 3rd Person (in the AlwaysOverTheShoulder fashion) are both options. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still in 3rd Person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will snap right back over the shoulder.
Is there an issue? Send a MessageReason:
None



to:

* In ''Franchise/TheElderScrolls'' series' games following the [[VideoGame3DLeap 3D Leap]] in ''Morrowind'', 1st Person and 3rd Person (in the AlwaysOverTheShoulder fashion) are both options. The games do allow you to [[FreeRotatingCamera rotate the camera angle]] when standing still in 3rd Person view, which lets you admire your character customization and gear, but if you move or draw your weapons the camera will snap right back over the shoulder.

Top