@mikeh: That's the thing, the widescreen is only the amputated version in some of these cases (Unreal Tournament 3 being one example), in other cases (such as Mass Effect) the widescreen version is the normal version and the 4:3 version has the addition of, to extend your metaphor, some sort of tumorous growth, and regardless of whether it's malignant or benign, it's still not supposed to be there, and it has the potential to cause problems.
The widescreen version isn't always the widest (even when it's the original version), and just because it is that doesn't mean that's the way it's supposed to be seen.
This is true in both movies and video games.
As examples, the widescreen version of The Rocky Horror Picture Show is matted from a 4:3 frame, blocking out all sorts of extra information that the viewer was never intended to see. By the same token, the Buffy the Vampire TV series is meant to be seen in 4:3 even though the 16:9 version shows more (more picture, more crew members, more recording equipment...).
In video game terms, when I play the original F.E.A.R. on my 16:10 monitor, I play it in 4:3 pillarboxed. When I first played through Half Life 2, it was on a 4:3 monitor, and I played it 16:9 letterboxed (and I still do, the black bars are just a bit smaller now that I have a 16:10 monitor).
Like it or not, these games have intended resolutions just like movies do.
Keep in mind that I'm not disagreeing with you when you say that their implementation is wrong, but it's no more wrong than a large number of certified titles (Armed Assault, Assassin's Creed, Call of Duty 2, Call of Duty 4, Condemned: Criminal Origins, Darwinia, DEFCON, Dreamfall, Fable, Jericho, Lego Star Wars II, etc.).
As far as I'm concerned, the only proper way to do it would be to allow for completely arbitrary resolutions with full control of HUD position, FOV and AR, anything less is just as wrong as UE3's implementation when it comes right down to it.
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