the point of the perspective of these shots moves with the character, so to speak. It's about at the level of his eyes. It's pretty difficult to explain, but in the out of this world context, this is completely correct. As long as the character doesn't hit a wall, the background should seem tiled and sort of head on, noperspective. When the character reaches a wall or blocking object, at that point his head in his relative position serves as the point of the perspective. In this way, you can make long ass scrolling rooms, without having to use actual perspective, as it it warp around itself at most extreme left and right positions.