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New Metal Gear Solid V Day Time Demo: Must Watch!

raven777

Member
made a gif of title screen
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dukeoflegs

Member
The title screen reminds me of Solid Snake in MGS4 during the load/install screens.

I can't wait to see some MGO and/or co-op gameplay.
 

FiraB

Banned
I liked the fact that gunplay has been refined and the response from the enemies is legit, trying to block off pathways and cover flanking positions while locking down player movement. That on extreme will be some crazy scary AI to deal with if things go sideways on the player, I'm assuming that otacons dad Huey is the reason for the technology with X-ray vision and position monitoring, the basis for metal gears personnel radar had to come from somewhere after all. Also the name for the interface is a nice joke, the "IDroid", Kojima the shady fox.
 

raven777

Member
some things Kojima talked about in the stage:

-spec ops is something that you don't have to do(not required for story)

-he wants to give feel of survivor game, he doesn't want players to feel of game where "if I take 3 more hits, I will die" so no HUD for life. But he is willing to listen to user feedback.

-initially the slow-mo and enemy tagging/marking was not in the game. But without these the game was way too difficult and it was hard to figure out how, by whom you were caught. So he is testing out various stuff and tagging/marking and slow-mo was placed. He is currently considering the option of having an option to turn on/off on tagging and slow-mo. Kojima personally like these features, but he is willing to take user feedback on this.

-slow-mo is only activated when you see the enemy but the enemy hasn't spotted you yet.

-Fulton recovery system is in The Phantom Pain, but not in Ground Zeros.

-He keeps on talking about user feedback. He won't change the core concept of the game, but things regarding controls and user interface he could change.
 
Game looks great

Slo mo looks cheap as fuck though


All of the new mechanics/ideas look cheap as fuck tbh.

I really despise the logic people are using to justify them. Oh, MGS1 due to its technical limitations had radar, mgs2 had radar you could unlock if you went out of your way, and mgs3 got rid of that because we didn't need it any more, but let's go BACKWARDS with this enemy tagging shit.

On top of WELL MGS3 HAD REGEN HEALTH. Like it's even remotely similar. Might as well fucking compare the way health regenerates in Dota2 to Halo.

I can at least make peace with the x ray/slow mo thing being disabled on hard, but trying to tweak health regen in an open world stealth game is just so absurd to me. You essentially lose any fear of long term punishment, with the only way to make it even kinda hard is either having enemies do a SHIT LOAD OF DAMAGE or have health regen be absurdly slow with no other way of bringing it back and neither of those solutions are what I would call elegant.
 

TL21xx

Banned
Yeah it sucks that the entire game is designed around xray mechanics. You either have to deal with it or play on a stupidly hard difficulty.

Well, we could ask for a "classic" toggle option, similar to how Nintendo handled permadeth in the last two Fire Emblem games.
 
I'm not so sure a toggle for slow-mo is a solution.

If he thinks its important for the gameplay, encounter design and enemy placement will likely be built around the feature. I would expect the game to be a real frustrating struggle if you simply turn it off.

That being said, the day demo looked really fun. I think some long time fans will be disappointed at the direction the gameplay has gone though.
 
Ok when I first posted I was like half way through the video.

Second half had me cringing so hard it hurts. He's just tanking bullets and mowing down guys. Even if he did take more damage shooting looks easier than ever.

So what, the game doesn't become a real stealth game til the damage levels are raised to an absurd level and all the dumb stuff they've added and probably built the game around is toggled off?
 
I can at least make peace with the x ray/slow mo thing being disabled on hard, but trying to tweak health regen in an open world stealth game is just so absurd to me. You essentially lose any fear of long term punishment, with the only way to make it even kinda hard is either having enemies do a SHIT LOAD OF DAMAGE or have health regen be absurdly slow with no other way of bringing it back and neither of those solutions are what I would call elegant.

I agree with this. People talk about the old Metal Gears being easy, and rations being an instant life-refill anyway, but rations were still limited-use items. You still had to think about resource management, playing smartly because you didn't have an infinite supply of health (or you at least had to commit some time to healing if you were relying on the regen). You might be able to survive an accidental Alert phase, but you'd be worse off for it. Running out of rations would either mean trusting yourself to play cautiously from then on, or risking a trip into a guarded area hoping to find more supplies.

Regenerating health like this removes that paradigm altogether. If you get spotted, take a bunch of bullets to the face but manage to shoot your way out, you're back to being fine again ten seconds later. No lasting consequences.

The question is whether an Alert phase in MGSV will actually work the way it would in the old MGs. Even up to MGS4, you were still able to shoot all the guys who came after you to end an Alert phase. In MGSV, however, who's to say that an Alert phase isn't just the end of the mission? I mean, if the entire base is on Alert, maybe the soldiers just keep coming in droves, too many to fight off or hide from, and a narrow escape becomes your only option. I want to see just how feasible it is to get back to stealth from an open Alert phase before I really judge the new mechanics.
 

Vire

Member
Same mission but with Xbox prompts now. Oh well.

Day Time footage was enough to appease me.
 

joelthecomic

Neo Member
Interesting.

PS4 button prompts and some bad graphical elements (the texture of the tents, shadow pop-in during the Jeep sequence) to go along with some otherwise incredible eye-popping visuals. Also looked to have some brain dead AI, basically MGS4 for the next gen!

Kojima's cut scenes really are the best in the biz though. Photorealistic, exciting, everything a fan could want in a next gen MGS it seems.
 
It has actually been a live demo every time, it's just that whoever's playing it has it down to a science and is practically running in his own footsteps. You can only spot the differences in tiny little things like the way he aims.
 

raven777

Member
It has actually been a live demo every time, it's just that whoever's playing it has it down to a science and is practically running in his own footsteps. You can only spot the differences in tiny little things like the way he aims.

Kojima said he wants to keep the same route for all these demos so they go smoothly.
 
Yup its another live demo. Its different from the last one. Why does this guy have to do the same thing each time.

I am pretty sure its much harder to recreate the day scene the same way.
 

Mr. RHC

Member
They should really give some incentives to play this game stealthy, everbody will just Rambo through this from start to finish, and that doesn't really look like a lot o fun.

But it probably will depend on the map, it can work both ways.
 

RoboPlato

I'd be in the dick
That looked so much better than the demo from the other day, both in terms of gameplay and visuals. The slow mo when spotted still looks lame but everything else looks exactly like what I expected the game to be. Stealth seems spot on for how it should be in an open world game and I actually do like that combat is still a viable option because, even though the stealth is great, I really did enjoy combat on occasion in MGS4.

Lighting, motion blur, and DoF were some of the most natural I've ever seen.

If they do something like the two normal difficulties for MGS4 and have one of them just have slow mo execute disabled, put some limits on spotting, and improve the crosshairs I'll be overjoyed.
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
Yeah, enemy tagging seems like a problem because it invalidates a LOT of the other things this game excels at. The world is so nice and detailed, and you have a lot of tools at your disposal to know where enemies are, but they all go away when the Terminator vision activates and you dont need to bother anymore.

Why explore when you know where everyone is? Why listen to audio clues to find out where enemies are when you can just see a semi-translucent outline? I understand that it makes the game harder, but it also makes it feel like a real world that you interact with, not a VR mission.
 

sub_o

Member
A few observations and questions:

  • I wonder why Snake stopped wielding the knife during interrogations. Right now it just looks like he's giving the soldier an embrace from behind.

Kojima said that he's going to make it more erotic. That's what he meant. Surprise sexy embrace from a guy with husky voice
 

Vire

Member
There weren't any tree shadow pop ups from the Xbone demo near the end. Interesting.

Yes there were, stop trying to start shit. Looked identical. So much so that it actually makes me wonder if either version is even running on the system itself.
 

RoboPlato

I'd be in the dick
Yes there were, stop trying to start shit. Looked identical. So much so that it actually makes me wonder if either version is even running on the system itself.

I'm sure it's PC at next gen settings since they had to run the demos so close to one another.
 
Yeah, enemy tagging seems like a problem because it invalidates a LOT of the other things this game excels at. The world is so nice and detailed, and you have a lot of tools at your disposal to know where enemies are, but they all go away when the Terminator vision activates and you dont need to bother anymore.

Why explore when you know where everyone is? Why listen to audio clues to find out where enemies are when you can just see a semi-translucent outline? I understand that it makes the game harder, but it also makes it feel like a real world that you interact with, not a VR mission.

I still dont get this, you knew where everyone was in every MGS game. MGS3 had a bunch of radars and the levels were so small that every enemy was practically on screen at all times. MGS4 has a bunch of stuff on screen letting you know where someone may be.

Explain to me exactly how this changes how you approach the gameplay compared to past MGS games. In this game you have to spot them first where in the past games you didn't. In MGS4 you could just hide behind stuff and have the radar and sound indicator let you know when someone is behind a wall or something. Most of the time the guards are out in the open anyway. Have you ever really been surprised by a guard you missed in a MGS game before, ever? The trick is always figuring out how to get around them, never has a MGS game focused on not knowing where the threat is, they have always told you where they are, so how is this game different from that?
 

Tookay

Member
Footage looked good, but then I didn't have a problem with the other day's footage either.

It seems like a sensible direction to take the series in, after flirting with open-ended approaches throughout MGS3 and 4.
 

benzy

Member
Yes there were, stop trying to start shit. Looked identical. So much so that it actually makes me wonder if either version is even running on the system itself.

Well damn, aren't we a defensive one. Only part where I paid attention to the pop ups was when I found it really noticeable on the tree shadows near the end when he was driving away. I didn't see it in the xbone demo.

And really, you just automatically assume I'm trying to start shit? I only have a PS4 preordered by the way lol.
 
One thing I don't remember anyone mentioning is if camo is done as a mechanic. I see no camouflage usage at all in the game. That is probably why Kojima added tagging and the slow mo cause losing the ability to hide in the open is huge
 
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