Metal Gear Solid V: the Phantom Pain
Developer: Kojima Productions
Since its first chapter on PSX, Metal Gear Solid has been characterized by a strong focus on camera work. Its ambition has always been to compete with movies and provide a very cinematic experience. It is impossible for me to describe the impact that the elevator scene had on me when I first played it in 1998. Unlike any other game in the series, Metal Gear Solid V: The Phantom Pain breaks away from the series’ traditional way of doing cut-scenes, and instead embraces continuous shots with the camera moving through the characters as the events unfold, and mostly avoiding cuts. This is a big departure from the traditional way the previous games were directed, but it was nevertheless an interesting change in style.
Metal Gear Solid V: the Phantom Pain does not feature any Photo Mode, so I was bound to the standard camera position throughout the cut-scenes.