Matrix projection = Matrix.CreateOrthographicOffCenter(0, viewport.Width, viewport.Height, 0, 0, 1);
Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
basicEffect.World = Matrix.Identity;
basicEffect.View = Matrix.Identity;
basicEffect.Projection = halfPixelOffset * projection;
basicEffect.TextureEnabled = true;
basicEffect.VertexColorEnabled = true;
spriteBatch.Begin(0, null, null, null, null, basicEffect);
You can pass a BasicEffect into the SpriteBatch.Begin method. This allows you to use custom shader with spritebatch and more interestingly in your case allows you to control the camera and transform the quad that backs the SpriteBatch. The above is the default and should behave as a standard SpriteBatch would, you can not alter the points specifically but rotating should achive the effect you are after.
To change the the 3D location of the quad simply alter the basicEffect.World matrix.
Example:
basicEffect.View = Matrix.Identity * Matrix.CreateRotationY(.002);