Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual
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Trigger Happy
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was developed in order to enable the player to see the 
action from the most useful angle. In Mario 64, for 
instance, the player must often rotate the camera to a 
different compass point, or select a view from slightly 
farther away, in order to guide the rotund plumber 
across a particularly narrow bridge or up a series of 
tough platforms. 
Cinematic camerawork of the kind that is
immediately noticeable or stylish, however, often 
depends for its effect on hiding something from the 
viewer, not letting you see everything. When the 
detective mounts the staircase of the Bates Motel in 
Psycho, Hitchcock deliberately chooses a very tight 
shot on his hand moving up the banister, inducing 
tension through dramatic irony, as we know what 
awaits him at the top of the stairs, although he does not. 
But there can be no dramatic irony in videogames, 
because dramatic irony depends on a knowledge 
differential between spectator and protagonist—yet in a 
videogame the player is both spectator and protagonist 
at once. 
True, some videogames attempt to replicate this
kind of stylized shot choice, most notably Resident Evil 
2 (see fig. 6). But in a videogame, as opposed to a 
movie, this becomes a fraudulent and frustrating