This thread is absolutely something else. Talk about appreciation of something being so much above everything else in the cinematography department, yet op doesn't even fully grasp what it's about. If you can't grasp what was the one shot aspect of God of War about specifically, yet praising "what looks like a movie", you're not talking about cinematography at all, you're just showing bias toward a style of direction
Um, I know what a one-shot is for and meant to convey. And besides
Birdman, none of the films you cited used a one-shot beyond a single scene for obvious reasons.
God of War is "shot" in one continuous take the entire game. There is no question that this is a distinct style and difficult to pull off, the question is whether the game benefited from such a cinematic style. Did it need to be all one-shot? Would it have worked better without it?
A one-shot can create an intense POV feeling, as you are experiencing everything close to the perspective of the main character. It can also create a sense of voyeurism as the audience is treated as a omni-present observer, almost as if we are another character just out of frame watching everything unfold. In MGSV, the one-shot takes are clearly meant to invoke this latter feeling. Venom Snake is NOT Big Boss as we will later learn. Instead, he is being watched by other individuals which he is not privy to and the shaky cam adds to his unstable state of mind and foundation. This is later reinforced by the obvious homages to 1984 in Ch. 2 with the whole "Big Boss is Watching You." These posters serving a double meaning as it's meant to keep the soldiers on Mother Base in line as rumors of a traitor in their midst spread, but it also literally implies to the player character as Big Boss is literally watching Venom Snake. This unstable, voyeuristic cinematic choice is why the one-shot is important to MGSV. It's also why when Big Boss appears at the end the cutscene immediately stops that and goes to traditional, stable camera work with cuts. By the way, this sense of voyeurism is why the one-shot is important to
Birdman, in addition to it mimicking a stage-play as if a play within a play since the film is about the main character putting on a play.
Now let's turn to
God of War. What was the purpose of the one-shot? It certainly was not to create a sense of voyeurism. Kratos is not being watched by some nefarious figures outside of his knowledge. He's not putting on some play. He's not paranoid believing others are watching him. Thus, it certainly isn't meant to convey such a feeling or theme. Well then, perhaps it's to create a certain type of intensity as the action closely follows Kratos, never relenting. Well, the problem is that the game is not some non-stop intensity ride, it's often slow and plodding. That scene in
Hard Boiled uses the one-shot for this exact reason, to create tension. The action does not stop, you don't get anytime to breathe. You're in it with the character.
God of War is not that, it's full of slow character moments. So, why are we sticking to a one-shot.
And, this is where it actually hinders some of the game's themes and intent. First, God of War is often about scale and this latest entry is no different. Massive beats and environments are revealed to the player. Yet, the one-shot camera does a disservice to these moments as it most always stay near Kratos and cannot cut back to truly present to you a sense of massive scale. Secondly, and perhaps most importantly, the camera detracts from Kratos' relationship with Atreus. A one-shot camera is extremely intimate, that's why you gotta be sure when using it the whole time for a story. You're meant to be right there in the face with the character, closed in with them as if you are right there. Well here's the problem, Kratos' arc in
God of War is all about his distant relationship with his son. This, as you might see, creates a problem when you are trying to frame distance between to characters yet are forced to stick with a very intimate cinematic choice. It's creates a dichotomy where on the one hand the narrative and character arcs is all about closing the distance between these two characters but cinematically they are already right next to each other.
So yes, that's my problem with GoW's one-shot take. But please tell me more what I don't grasp.
He's pretty involved as you can see here, of course he also credits Hideki Sasaki in all those trailers.
Is he really the (video game equivalent of a) DoP for the cutscenes/cinematics in his games? Seems wrong to give him credit. He certainly has an eye for picking talent for the cutscene/cinematics department. I think at most he might do some storyboarding to guide the team.