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Using a 2D sprite that always faces the camera within a polygonal 3D environment to fake a 3D effect.
The fixed camera was made famous by games such as the Resident Evil and Metal Gear Solid franchises. Depending on the camera set, up could be down and left could be right. Even in the later generation of consoles, games like the God of War franchise still use this technique.
FMVs are pre-rendered videos used in place of real-time graphics. Using FMV was an attempt to make videogames look "more like movies", sometimes with CGI animation and others with live-action actors speaking directly to players. The downside is that FMV requires a lot of disk space, and live-action FMV in particular can look terrible by comparison.
Common in old first person adventure games, the small pre-rendered movie that plays full screen to take the player from one static pre-rendered background to the next.
Games that overlay realtime characters or objects over FMV (full motion video) cutscenes to lessen the contrast against the realtime portion of the game.
The limitations of early gaming hardware, especially in the 8-bit and 16-bit days, made animated story sequences impractical for many games. One popular alternative was to convey the story through a series of still images, often with text and music alongside them.
Tank controls refers to a movement style in third person games where the character, not the camera, is used as the point of reference when choosing which control moves them in a given direction.
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