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Kojima Explains Single Camera Movements in Metal Gear Solid 5

January 6, 2014 by Andrea Castellano

Metal Gear Solid 5: The Phantom Pain transitions between story and gameplay with single movements.

When Metal Gear Solid 5: The Phantom Pain releases, Hideo Kojima, creator of the Metal Gear Solid series, took to Twitter to explain the game's smooth transition between gameplay and story segments.

Metal Gear Solid 5: The Phantom Pain uses a single transition from gameplay to story. The camera movement means cutscenes won't end with sharp cuts into the gameplay. In a series on Tweets compiled by MetalGearInformer.com, Kojima explained design decision.

“Originally the cutscenes I started w[ith]  MGS1 was not rendered movie but real time demo sequence challenges the future of digital entertainment.

Freedom is important as MGSV is real sneaking simulator, thus most of the cutscenes are taken by one shot in order to connect to game play.

You can change the camera manually but except that it is almost taken one shot from OP [opening] to ED [ending]. As you can see GZ’s OP, is intentional indeed. 

Only one camera both in game play & cutscenes in order to feel reality. Also intentionally set easy to spot where Chico is imprisoned in GZ.”

With a singular camera movement, Kojima hopes to connect both story and gameplay without sacrificing any realism as a stealth simulator.

Metal Gear Solid 5: Ground Zeroes aims to ease players into the Metal Gear Solid 5 story and gameplay. The Phantom Pain introduces new gameplay elements most fans won't recognize, so Kojima hopes Ground Zeroes can simplify the transition. 

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