This has probably already been discussed extensively, but the relationship between perspective in P.T. and #MGSV is pretty interesting. (thread)
As was discovered last year, Lisa follows you in P.T.
And in V, nearly the whole game is done in long takes — continuous shots with no cuts.

The camera in V is just as inclusionary as the ones in the movies that inspired it. But it's even more present, more intimate, the first-person perspective of someone who "doesn't exist"
The two perspectives are opposites of each other.

First-person perspective + always being followed (haunted)
Third-person perspective + always following (haunting)
Barely know anything about P.T. though, and I never played it, so I can't really speak on it too much. I could be wrong about some of this.
But I do know it pulls a few weird camera tricks. Like how the pan at the end makes it ambiguous whether you're Norman Reedus or not (and iirc it took people hacking the game to reveal that you were?)

So just like with V, you start to think:
"Whose perspective is this? What am I even looking at?"
"Haunting" and "possession"
MGS1 has a stronger horror vibe than any other MGS. But like so much of the series, there's an uncanny element to it. It reverses how you'd normally conceptualize haunting and possession.
When you're "haunting" Snake (top-down cam), you have total control. But when you "possess" him (fpv) the game severely limits what you can do.
Maybe that has something to do with the reduced horror element in later MGS titles: you can do a lot more while you're in the eyes of the character.
You can follow @dra9onsMGS.
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