Metal Gear Solid 5 New Details: Gameplay & Cutscenes Camera Transition Explained
No more long-winding cut-scenes for MGS?
Metal Gear Solid 5: The Phantom Pain and Ground Zeroes are doing quite a few different things, deviating from the traditional formula by more than a bit. But more than an open world approach, it seems director Hideo Kojima is also working to condense the series’ overtly long cutscenes.
He’s explained the same process in more detail via Twitter. “Since Metal Gear Solid V is a realistic stealth simulator, the degree of freedom is important. Therefore in most situations cutscenes and gameplay are connected in a single shot. It’s almost a single shot from the opening to the end, aside from your input.
“The opening of Ground Zeroes also shows that intent. Gameplay and cutscenes use the same camera. That way there’s a sense of realism. In addition the opening of Ground Zeroes is set in a way that makes you understand the position of the imprisoned Chico.
Would a Metal Gear Solid game really be the same without all the 30 minute cutscenes and never-ending expositions? Considering this has been one of the major criticisms with the series, if Kojima can work out a way to successfully incorporate the same atmosphere while making for a better narrative, we’re all for it.
Metal Gear Solid 5: Ground Zeroes releases for Xbox One, Xbox 360, PS3 and PS4 in March, with The Phantom Pain due out either by 2014 end or 2015.