The Interloper

The Cinematography of Dispatch

Dispatch did so many things right. The writing, the characters, the soundtrack - all worth celebrating. But what stuck with me most was something subtler: the way Adhoc Studio uses the camera. Camera choices that serve character and story over spectacle, deliberate framing that builds a visual language across the entire game.

In a landscape of games that often feel designed by committee or stretched thin across endless content, Dispatch felt like something made with intention. Every scene, every conversation, every quiet moment in Robert's apartment served the story it wanted to tell. When the credits rolled, I didn't feel the usual satisfaction of finishing something. I felt that specific kind of hollow ache you get when something ends too soon, when you want to live in that world a little longer. Scroll through fan communities and you'll find that same sentiment: people desperate for more, analyzing every detail, eager for what comes next. That yearning says something about what Adhoc Studio accomplished.

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Spoiler Warning

This article contains significant spoilers for Dispatch. If you haven't played the game yet, I strongly recommend experiencing it first - the cinematographic techniques discussed here are far more impactful when discovered during your own playthrough.
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