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The camera you play through

No confirmed picture from the game yet. This subject is kept as a note for now: the facts below are verified against the game's own files, but no image has been confirmed for it, so it is not published as a finished entry and is kept out of search engines.

Diagram: a camera controller drives presets and a free camera, settings are invoked and listened for, and the picture is fitted to the screen.
Original diagram drawn for this site. It is not a screenshot of the game.

What the game establishes

In play

The view is managed rather than fixed. The game keeps a camera controller of its own, which is why what you are looking at can change without the shop changing with it.

Setups can be kept. There are camera presets, so a particular way of looking at something is a thing the game can hold rather than something rebuilt each time.

There is a camera that is free of a body. The game has a free camera of its own, which is how the view can be taken somewhere a player is not.

Settings are announced rather than applied silently. Camera settings are invoked and listened for, so a change to the view can be made in one place and reacted to in another.

The picture is fitted to the screen. There is a fitter for the aspect ratio, which is why the same view works on a wide screen and a narrow one rather than being cropped.

The camera also carries settings you can change: the entry on the settings menu keeps its own camera settings and a listener that reacts to how wide the view is.

The camera knows what it is doing. It keeps a state of its own, which is how the game can tell one way of viewing from another without rebuilding the controller.

What this entry does not tell you: what each preset frames, how fast a camera moves, or how the aspect fitter chooses its cropping. We have not verified those, so we do not print them.

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