Kojima on MGSV’s use of the single camera shot

As with Metal Gear Solid V: Ground Zeroes, Kojima is planning to use a constant camera movement in The Phantom Pain, without making any cuts – or at least as little as possible, to convey a feeling of one big, consistent world. He also wants to create seamless transitions between gameplay and cutscenes. On Twitter, Kojima talks about a movie doing the same thing.

Saw “Rope” by Hitchcock. “MGSV” uses almost 1 camera shot b/w cutscene & gameplay. “Rope” was experimental movie created 65 years ago. W/o digital technology back then, instead used close-ups of the back or lid in every 10 min. Interesting gimmicks outside of the window too.

To clarify: as Kojima says here, Hitchcock’s movie Rope was meant to look like it was one big camera shot, without any cuts. However, due to technical limitations at the time, this wasn’t entirely possible. For example, film reels weren’t any longer than 10 minutes, which is what Kojima is referring to. So Hitchcock had to use some tricks to make it look like one shot, for example bringing objects so close to the screen he could hide a cut.

It’s interesting Kojima brings it up since this may mean he is also looking at certain tricks.

MGS-Ground-Zeroes-Title-Screen-Wounded Big Boss

Another picture posted by Kojima. Snake is back in the helicopter (between missions), but this time he seems to be quite wounded. Will wounds sustained in battle ‘carry over’ to the next mission? Maybe Snake’s wounds even need to be tended to at Mother Base in between missions.

Source: Hideo Kojima Twitter

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  • Cartmangus

    Looks like the same exact wounds from the GDC trailer. Don’t think it’s something that happened randomly during gameplay

    • Nyxus

      Yeah, but this looks like it’s the title screen we have seen before, but in those he wasn’t wounded. Maybe it changes as you advance through the game or something.

      • Cartmangus

        Possible, yeah. He has that sad look, this is probably right after the attack on Mother Base

  • crimsonfox

    I really am interested in seeing how well this works out. Even though everything in the Ground Zeroes trailer is pretty mundane action wise. I was sucked in, and only after had I noticed it was one long camera shot. Respect on that Hitchcock shout out too.

  • Erick Mattos

    I LOVE YOU BASED KOJIMA! Just under 48 days until Ground Zeroes! Check out http://facebook.com/MgsGroundZeroesFansite cause they love MG INformer.

    • Nyxus

      Nice!

  • Joseph

    I really like the one-camera aspect. I hadn’t realized it in the Ground Zeroes trailer until it was pointed out. But wouldn’t in some situations, specifically actions scenes, would you need more than one. Say the attack on mother base, for example and say there was a helicopter attacking. Shouldn’t there be a transition toads it to see it’s attack clearly? But I could be wrong, and knowing how well Kojima works and the “tricks” he will be using, I won’t be disappointed regardless.

    • William of Orange

      It allows you to experience situations from BB’s perspective and it works pretty well. For example: that scene where BB execute those daimond miners is extra horrifying, because you only see him aiming at them. If Kojima showed the entire spectacle then you won’t have to use your imagination. What about action scenes? The “one-camera” aspect is also used for transitions between the cutscenes and the actual gameplay. For example: BB rescues Kaz and orders him to enter the chopper. Once Snake is inside the chopper, he starts to shoot at enemy soldiers and the cutscene transitions to a turret segment.

      • Golgota18

        Very thoughtful.

        • William of Orange

          Thanks

  • PrinceHeir

    i feel sorry for Snake :(

    he looks beaten to hell, and i expect him to go through even much more worse situations in Phantom Pain.

  • flying_fox

    Wow, thanks for the clarification about “Rope” ! Kojima’s references are definitely solid.

  • Nintendo Fan 4 Lif3

    would create a new dynamic if wounds did carry over.