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Haven't done a camera analysis in a while! Here's a quick look at the camera for Metroid Dread 🎥
142,087 Aufrufe • vor 10 Monaten •via X (Twitter)
26 Kommentare

“Him” lol Really interesting video! Excited to try Metroid Dread after 4!

Samus:

Super cool breakdown! I don't play a ton of games outside of Zelda and Metroid, are these tricks pretty common or are they doing anything novel? Feels really smooth and dynamic.

I don’t think anything I mention in this video is super novel, although I don’t go into any detail on the specifics of the implementation, which are super smooth and well done in this game.

He's gonna mention springs at some point, wait for the blessed moment.

Aiming moving up and down more makes sense considering the shape of the screen

This is so interesting. I love the analysis that proves there is so much going on for what feels so simple and intuitive! Mercury Steam created such a beautiful and fluid game.

Mercury Steam also made F2P Asymmetrical Spacelords & ARPG Blades of Fire! Check them out PLZ!

@TurtlePrayPray

Great analysis!

@brinu_

I always love these videos!

Great breakdown

Thanks for this analysis. This is super interesting for me!

Very illuminating

Very interesting breakdown thanks for sharing

Wowowowowowowow i’ve never thought of doing something like this for studying cameras! I’ve been meaning to improve my understanding on how to use ‘em! Thank you!!

You're repackaging content from a very famous GDC talk from a decade ago

Brilliant method. That's some cool ass shit.

The overshoot while running might be the camera compensating for a potential speed booster and the running stages before she blasts off. It also gives it this abruptiness when she stops. nice expression

The camera spanning farther when running it's because it has to stick to the Speed Booster's speed and Shinespark skills.

nooo samus!! >.<

Amazing analysis and my fav switch game

that’s really interesting.

I love videos with lines that show what the camera is doing

Dopeness
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