The purpose of a horror game is to instill fear in players, and many elements contribute to that. Obvious ones would be the design of the entity or entities that must be faced, tank controls that hinder a player's ability to handle even the most basic actions, jumpscares that happen at the most opportune moments, etc.
Many horror games make use of them, but among the elements, one was once considered integral to the genre. It was commonly used in older titles such as the original Alone in the Dark, Fatal Frame, and even the early entries of the ever-popular Resident Evil series, but is scarcely seen today. For those wondering, it's an element called fixed camera angles, and when used well, it enhances the fear experienced in any horror game immensely.
One of the reasons it does is that it essentially takes away a degree of control from the player. Modern horror games let you adjust the camera as you please, as one of their main ways of scaring you is to make you believe that anything can come from any direction. This thought is scary in itself, but at least there's some form of relief knowing you can look around to see ahead or even ignore what could be trying to get you.
However, that's not the case with fixed camera angles. Since every location you enter has a fixed position on the camera, it removes one aspect of safety that you could have relied on to save you from an untimely demise or from panicking and making a mistake. The simple act of taking that control away can instill a lot of fear, as you'll have to accept that you will inevitably see something scary, whether you wanted to or not.

Which brings me to the next reason fixed camera angles make horror games better and scarier: they require you to be more alert. In games of the past that used the element, nearly every environment was viewed from different perspectives, such as some seeming as if the camera is positioned at the top of the stairs looking down on you, or perhaps something akin to a person watching you from the corner of a room as you're rummaging through it.
Because of the many possibilities, you wouldn't know when a new area will have something you need to look out for or not. This can keep you on edge and ensure you're always aware of your surroundings, which is a good thing, as it can help develop your attentiveness while also building up the tension of that inevitable scare.
The next reason fixed camera angles make for a greater horror game experience is something some may argue with. As for what that is, it's the way they cause disorientation with the constant switching of the point of view. So, let's say that you're running away from a monster you cannot take on. Every time you enter a new area, the camera shifts, which means having to adjust how you move on the fly while escaping what's trying to kill you.
I understand that many would find this annoying, given that it's possible to run back towards the danger instead of away from it. However, I believe that actually makes the experience more terrifying instead of infuriating. Fixed camera angles can create a lot of panic by forcing you to reorient yourself with each new point of view. While this only takes a second or two, that small amount of time can mean the difference between life and death, making every environment feel like a fear-induced danger zone.

The final reason fixed camera angles enhance the quality of a horror game is that they can create much better cinematic tension. If you're allowed to look around in any direction, there's a chance you could miss details that would have made the area you're going through much scarier, which lessens the experience.
With fixed camera angles, that won't be an issue. It will force you to look at specific parts of the environment that help ensure you become terrified. For example, let's say you walk into a shrine area, but entering it means passing a statue whose eyes seem to be staring straight at you at all times. If you could control the camera, you could look away from it, but since it's fixed, you have no choice but to endure its gaze if you want to progress. This creates a more terrifying atmosphere, which is what any horror game would want.
The element of fixed camera angles has its issues, but it also has a lot of benefits, which is why it's unfortunate that it's not commonly used in modern-day horror games. Hopefully, developers who aim to create more of such will consider reusing it, as there's a good chance that, if done right, it could result in a masterpiece that's both insanely terrifying and awe-inspiring.
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