Perhaps you, like me, have someone in your life who is not as well versed in video games. Perhaps you might try to hand them a controller sometimes, after they’ve expressed an interest in what you’re playing. Suddenly, problems arise. Chiefly with camera control. They don’t know how to look where they ought to be looking while moving where they ought to be moving. The camera juts up toward the sky, and then, just as suddenly, the ground. They appeal for help, and you try to explain, struggling for metaphors. The, uh, left stick is the body? And the right stick is the head? This does not help. They pass the controller back to you. In your hands, the game looks like a movie again, and not an arthouse flick meant to elicit motion sickness.
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After a while, the basics of controlling a first-person game, shooter or otherwise, feel as natural as riding a bike. It is not something you actively think about. (It is certainly not something you mention in your intro for Polygon dot com.) But while playing Viewfinder, the first game from developer Sad Owl Studios, the particulars of first-person camera controls were all I could think about.
Viewfinder is a first-person puzzle game that tasks you with placing photographs over existing geography to modify your terrain, allowing you to reach the stage’s exit.
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