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Last time I checked NnT had a scripted camera that you couldn't rotate or move by yourself. Unless that changed, your comment on this makes little to no sense.
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There’s two key differences between the AO camera and the NnT camera:
- In AO the camera angle is always completely perpendicular to the path Abe is travelling on, while in NnT the camera is often offset at slight angles.
- In AO everything is rendered with 2D sprites from a completely flat perspective similar to orthographic projection, while NnT is rendered in true 3D with simulated perspective and depth.
What this means is that the environment in NnT has much more obvious depth and perspective to it, meaning that it would be much harder to trick the eye into believing that Abe is hidden by the shadow cast behind him – we would be able to see Abe’s form in 3D standing apart from the shadows, and this would make it seem absurd that the Sligs — who would be looking at Abe from the front or back and wouldn’t see any shadow behind him — couldn’t spot him.
Add to that the fact that NnT (and presumably AEHD) uses realtime lighting, and wouldn’t be able to make a totally-black shadow that Abe completely disappears in look good or realistic, and you have a seriously flawed visual. It’s better to remedy that by coming up with ways that Abe could realistically be hidden from all angles to achieve the same effect, rather than trying to slavishly stick to the original visual.
Does it always have to be smoke vents? Hell no. You could use thick plant coverage, thick bundles of hanging wires or pipework, masses of pipes protruding up from the floor; you could even have hollow 3D objects which are shadowy inside, like a half-pipe or alleyway, which would hide Abe from multiple perspectives. You could reverse it with poorly lit areas where enemies can only see you if you’re standing in the light (this could have worked well in the Free-Fire Zone). You could even mix it up by adding small piles of crates or rocks which Abe could hide among by crouching amongst.