



Can the light and shadow stealth of Thief and Splinter Cell thrive in a dynamic overhead perspective like that of MGS1-3, or is that camera style best left in the past?
Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).
I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a good middle-ground.
For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel. The traditional third person camera empowers the player and I feel the overhead view does the opposite. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.
My feeling is that this camera style would not only be a unique challenge and distinguish my idea, but also to counter the argument that it and its ilk are "outdated" solely because they don't conform to the homogenized style of today. If I execute things right and address legitimate issues people had, which is why I made this post, then people would instead appreciate the things that were always there, like the cinematic feel and tension.
I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?