
The fixed camera perspectives of old have largely been lost in modern times. They were created as smart optimization tools that helped keep only what is important in focus while not rendering anything else but also grew into a recognizable aspect of classic horror games that oftentimes upped the tension and kept the player engaged and centered.
Most of the older Resident Evil games, particularly the first three main titles and then some others, used fixed camera angles. Whenever you crossed preset "thresholds," the camera angle would switch. Say you were going down a hallway and then made a left to enter another hallway, the camera would switch as you made that turn, focusing just on that specific hallway while your character maintains freedom of movement through the environment.