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==Impact on gameplay mechanics==
==Impact on gameplay mechanics==
The camera's state has a direct impact on some gameplay mechanics. During normal play, the camera's angle decides which direction the [[leader]] or [[swarm|group]] will move to when the corresponding controls are used, in that holding "up" will move to the direction the camera is facing. The exception to this is in ''Pikmin 3'', when the camera is rotated manually while a leader is moving, because the leader will continue going in the same direction until the control stick is released or held in a different direction.
The camera's state has a direct impact on some gameplay mechanics. During normal play, the camera's angle decides which direction the [[leader]] or [[Group move|group]] will move to when the corresponding controls are used, in that holding "up" will move to the direction the camera is facing. The exception to this is in ''Pikmin 3'', when the camera is rotated manually while a leader is moving, because the leader will continue going in the same direction until the control stick is released or held in a different direction.


When [[Lock-on|locked-on]], the movement, be it normal walking or using the [[dodge]], always happens clockwise around the target when "right" is held, and counterclockwise when holding "left". But in the normal camera state, the direction of the dodge depends on the camera's angle.
When [[Lock-on|locked-on]], the movement, be it normal walking or using the [[dodge]], always happens clockwise around the target when "right" is held, and counterclockwise when holding "left". But in the normal camera state, the direction of the dodge depends on the camera's angle.

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