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This is actually a very good point you raise, Lord. Take Crash Bandicoot on PS1 as another example: when the camera is set behind him and you make a high jump (in other words, jump on an arrow box which propel Crash into the air)  on a tight edge,  the only way you can tell if you will land right is by watching his shadow, and then there's the side-scrolling parts, which makes the platforming a whole lot easier. The only problem it can suffer is timing spin attacks right, but this was fixed in later iterations (Crash 2, 3).

Now personally, I never had problems adapting to these supposed awkward cameras.

I think a fair amount of reviewers just jumped on the bandwagon of using the camera as an excuse to mark down the game.



Rockstar: Announce Bully 2 already and make gamers proud!

Kojima: Come out with Project S already!