Camera Angles have been consistently a problem for games with complex motion. If anyone remembers Mirror’s Edge for example, the camera would always be placed in a bit of a confusing spot and when 3D gaming really came into its own with Mario 64, I’m sure we can all remember how frustrating it was to try and work the camera to get a decent view of what you needed to assess. The same is true for Rocket League, as you are only given two camera options. These are either directly behind you (which makes losing the ball remarkably easy) or tracked onto the ball which can make for plenty of messy collisions and potentially losing your car to a predatory charge from the enemy.