That unique perspective allowed for plenty of fun with the camera, though, which proved surprisingly mobile during the Comic-Con demo. It pans, tilts and zooms in and out with player movements and even brief cut scenes, as well as during the finishing moves you'll use to dispatch some enemies.
When I entered a ruined cathedral, for example, the camera pulled back and inward slightly to reveal the altar I was approaching, even though Trevor could still only run one direction. When he grabs the boomerang from the altar, the camera zooms in, then follows the weapon as he throws it for the first time. It's a nice effect that should prove quite immersive, especially with some nice, glasses-free 3D thrown in.