With Minter’s Tempest, the camera movement is a lot more restrained.
The enemies in Tempest are also more directly tied to the web and its lanes. Some cannot shift lanes at all. Those that shift lanes do so in visually distinct deliberate animations that move them from the center of one lane to the center of the next. And these enemies are physically next to the web.
In this game, enemies don’t appear to be locked to lanes in any fashion. Enemies appear to move freely, the lanes existing instead just to mark the path of the player’s projectiles. The enemies also float some distance above (or below) the lanes, weakening that physical connection.
Those details shouldn’t matter that much with a 3D display.