.Keys: To this day I think fixed cameras with tank controls create some of the most immersive atmospheres in gaming.
Resident Evil, Silent Hill, Dino Crisis, Fear Effect, Onimusha and so on.
I remember watching a live or a video essay, something like that, from Mathemattosis explaining correctly that we "do not enjoy moving the camera" in games, as it is no fun in itself.
You may enjoy watching the scenario - but then that's not enjoy moving the camera, its actually observing the game art.
You may enjoy moving your character with fluid movement - but then that's also not enjoy moving the camera, but feeling the feedback and control in a game's world.
Good made fixed camera (or cinematic fixed/moving cameras like in Silent Hill) with good perspectives focused on player immersion is just the best. I'd even say that fixed camera is good for many games that nowadays use player controlled cameras.
I know that fixed cameras is not the topic, but since those two, fixed cameras and tank controls, were normally tied to each other back then, it seems to me they are almost the same in terms of gaming design, otherwise some problems emerge.
An example of this is how in Devil May Cry, a game with fixed camera and non-tank controls, each camera angle change would make you try to realign the stick to the direction Dante would face and then see him spin in his own axes changing directions creating player confusion.
This didn't happen in Onimusha, another hack'n'slash, though, as the tank controls in that game is completely tied to the combat, aiming, blocking, and so on.
In the case of Devil May Cry, that's just first person movement. We control the character relative to our viewpoint which is constantly variable. In the case of Resident Evil, it's actual third person movement.
Most contemporary games are first person in all but perspective, they feature movement that is viewpoint dependent instead of absolute, like with tank controls. Not only have those classic controls schemes become unfashionable, but the whole concept of third person play has gone downhill since then. Folk love the pretense of third person, but prefer absolutely everything of substance to be done in the first person.