First of all, what makes you think vert- in this game is a bad thing? Obviously it was INTENDED by the developers. It was intended for a character to be that close to the screen and no intended to be further away like it is if you play at 4:3/5:4. Meaning that people playing this game the way it was not meant to be played are the ones on their 4:3/5:4 monitors and not us, WS users (well technically even 16:10 wasn't intended but let's not get into this).
So we WS users have tiny or no bars during the cutscenes and we play this game the way it was meant to be played and you are still unsatisfied. So what if it's vert- obviously that's not what original xbox 360 version developers inteded.
And yes you can use FOV 100 or whatever in the console, but that'll mess up your cutscenes badly.
So, to see if I understand you correctly, the developers intended to make the game so that the gamer has the exact same view from the left side of the screen to the right side of the screen no matter if they use a widescreen monitor/tv or not.
In fact, it was their plan from day 1 to make it so the users of 4:3 monitors/TVs, who are forced to not play the game as the developers wanted to (widescreen), to be punished by forcing them to not have zoomed in camera and forcing them to be able to see more from the bottom to the top of the screen.
I can see how that can be. It makes perfect sense to me to punish people with 4:3 monitors by giving them more real estate, and to award Widescreen monitors gamers with a zoomed in view and less view on the height of the view.
In fact, it is a well known knowledge that since most if not all of the games using Unreal3 engine have the same way of handling widescreen resolutions, that all the developers using the Unreal 3 engine, have the same exact artistic views on the matter, and has NOTHING to do with the developers not bothering enough to change a couple of lines of code and just use the engine as it was handed in to them.
In fact, we should all thank the gods that there is this connection of minds through space and time that allows so many different developers have the exact same view on how this should be handled.
Well done!