I'll already conceded that the transitions between gameplay and cutscene are seamless, but to say that the animation quality is the same between gameplay and cutscenes is nonsense and disingenuous. Snake's in-game animations are robotic and downright unrealistic at times.
Snake in GZ moves like he should. Smooth transitions, great procedural animation that trumps anything else we've seen this gen.
Snake in MGS 4 moves like a robot, no weight and momentum. NPCs seem to move well enough.
And don't give me the "they couldn't do something like GZ in 2008". This is Sam Fisher in Chaos Theory -
2005.
So, how does MGS 4 have the same animation quality in cutscenes and gameplay?
GZ is groundbreaking, IMO. Even better than Max Payne 3 or whatever Ubisoft/Naughty Dog is doing. That's remarkable and KP needs to be commended for it. Reading nonsense like MGS 4 has great animation is ridiculous though. Either people don't know what great animation looks like, or they're standards are much lower than they should be. Being responsive or not is a whole different matter. Chaos Theory is responsive. There's no reason why you can't have both things.
That's because the jump is so huge that I'm impressed. I really don't care about discussing the other aspects of MGS 4. I'm impressed by the tech in GZ is all. The fact that MGS 4 wasn't technically great just makes me more impressed.
That's why I was talking about it. The reason why MGS 4 was brought into discussion is because GZ looks so much better than everything else right now. With the obvious exception of Watch Dogs.