Ok, for all of you people saying "projection matrix" like you know what you're talking about, here's what it all means so everyone can stop trying to sound smart.
* The FOV if being calculated primarily horizontal instead of vertical.
* This results in seeing less of the environment vertically in widescreen.
Now, there are two explanations:
1) It was a fuckup because all of them play on 4:3 monitors. If FOV's are specified horizontally, then you have to do extra math to get the vertical FOV in 4:3, then do the 16:9 aspect ratio calcualations. They may not have done this calculation and nobody complained during test.
2) It was intentional. This could simply be because when you open up the horizontal FOV, you have to bring in your near clip plane to compensate. Doing this could cause Z fighting. Also, you have to check every cinematic and make sure that you suddenly aren't partially through a wall or anything. 16:9 is annoying if you don't develop for it up front.
Either way, yeah, probably a fuckup and something worth fixing, but for eff's sake, stop speculating on the cause of the problems if you don't know what you're talking about. Just complain about the results that you don't like and it'll probably get addressed in some way.