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Kojima: Ground Zeroes Is A Teaching Tool For The Phantom Pain

It's a little confusing understanding the relationship between the prologue, Metal Gear Solid: Ground Zeroes, and the actual full game, The Phantom Pain.

But franchise creator Hideo Kojima has shed more light on how it will work. In a recent IGN interview, the MGS guru said that MGSV is "a huge game with a vast open world," and Ground Zeroes is the prologue episode. He acknowledged that fans may be a little bewildered at the size and scope of The Phantom Pain, so the team makes your first step a little easier.

"Metal Gear, so far, has been a somewhat linear game. We expected players to go through the game in a certain way, and we placed enemies accordingly. When we turned MGS into an open world game [with Metal Gear Solid V], it turns out the player wound up in situations where they could be spotted from any direction 360 degrees around them. Sometimes, you wouldn't know where you were spotted from. We first wanted to give the player a notice--you were spotted here at this angle, and also to give them one chance to defeat the enemy within a certain time frame. Then it wouldn't be counted as the player being spotted."

That last bit might make the game sound too easy, as if we can get away without being spotted simply by acting quickly. But Kojima wanted to make it clear that this mechanic won't "make the game easier for anyone," as the "stress and tension levels" will continue to press you. Me, I'm just hoping that despite the new open world, we still get that involving, intricate narrative for which MGS is so well known.

Related Game(s): Metal Gear Solid V: The Phantom Pain

Tags: metal gear solid v the phantom pain, mgsv, metal gear solid 5, hideo kojima

10/18/2013 11:11:19 AM Ben Dutka

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Comments (21 posts)

coverton341
Friday, October 18, 2013 @ 11:56:39 AM
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I have quite a good deal of faith in the man's vision, but I don't really like what I am hearing. It really does sound like it will be much too easy for the franchise with these "pre-alert" alerts. Maybe you will be able to shut them off and play the game like previous entries.

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Nix50
Friday, October 18, 2013 @ 12:01:15 PM
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Sounds like Ground Zeroes is like the Tanker chapter of MGS2 while Phantom Pain as a whole is the Plant chapter.

Last edited by Nix50 on 10/18/2013 12:01:24 PM

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Vivi_Gamer
Friday, October 18, 2013 @ 12:03:27 PM

That's the way I think of it, it's not so complex when you understand such a structure.

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Vivi_Gamer
Friday, October 18, 2013 @ 12:02:15 PM
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I'm not concerned by any of the changes I have seen yet, the last gameplay demonstration was fantastic. Well the cellious filter that covers the screen when you;re low on health is a bit tacky but beyond that it looks superb. I just want a release date.

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WorldEndsWithMe
Friday, October 18, 2013 @ 12:31:49 PM
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Prime example of why games tend to break down when you just embrace something popular like open world, the core experience must be changed and you lose whatever it was that fans enjoyed in the first place. I foresee the beginning of the end here.

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Nix50
Friday, October 18, 2013 @ 12:56:05 PM

I don't understand your reasoning. Open world MGS sounds nice, it adds much more depth as well as creating a much more tense atmosphere. If done right, it could be amazing.

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Jawknee
Friday, October 18, 2013 @ 1:00:30 PM

@World, Yea because linear, narrative driven game designs are soooooo last gen or something....

Seriously, why the the sudden embrace of open world games? Yea they're cool but hardly the best when it comes to a good, well told story.

Last edited by Jawknee on 10/18/2013 1:01:22 PM

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WorldEndsWithMe
Friday, October 18, 2013 @ 2:09:02 PM

My reasoning is that MGS fans like a certain kind of stealth; putting it in an open world suddenly ends that brand because there are areas where it will be literally impossible to go unspotted. To fix THAT they had to put in a pre-alert takedown scene.

Stuff like this breaks down the traditional gameplay scheme, and as we've seen time and time again when a franchise goes off into a different form of gameplay the scores come down and the fans start to leave.

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Solid Fantasy
Friday, October 18, 2013 @ 6:56:29 PM

I'm with Nix50 on this one. I can only see the open world atmosphere adding to the depth. If you acted quickly enough on the other MGS titles you could avoid an alert even after the enemy spotted you. MGS4 was almost an open world game already. MGSV only brings it it a step further. I think it will flesh out the stealth mechanic enough to overpower whatever fault the masses have with the slow motion ass save addition.

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booze925
Friday, October 18, 2013 @ 1:25:59 PM
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Didn't we kind of already know this?
It seems like a slow trickle of news over there at Kojima Productions.

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homura
Friday, October 18, 2013 @ 1:31:53 PM
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If there's a developer that can pull off a superb narrative in an open world, it's Hideo. Just look at MGS 4. In some area, there are many ways to approach the objective point. You can be a friend to the rebels and etc. Now multiply it by 10 or 20 times. And the most intruiging is the passing of time in the game. How much real time I need to wait if I begin the mission in daylight and I want to wait for night to sneak to the objective. (didn't watch many gameplay demo).

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WorldEndsWithMe
Friday, October 18, 2013 @ 2:15:07 PM
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Big, long tutorial. See: 1st 20 hours of FFXIII ;)

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homura
Friday, October 18, 2013 @ 2:20:13 PM
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Big long tutorial. Also see the first 15 hrs of Ni No Kuni.

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WorldEndsWithMe
Friday, October 18, 2013 @ 3:05:06 PM

NNK to me felt more like it was naturally progressing since you had the world available to you while things expanded. Xillia gameplay kept expanding all the way to the end.

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Knightzane
Friday, October 18, 2013 @ 2:29:30 PM
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Still waiting on that Kinect compatible announcement...

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homura
Friday, October 18, 2013 @ 3:45:35 PM
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@world
I can't reply properly. So I'll just do this once.
FFXIII is linear and the world is not opened up to you at very beginning or earlier in the game because it's more story focused. And of course because of the nature of the story of XIII, you cannot backtrack or jump town to town. Ni No Kuni's story can accomodate that, jumping town to town, fetching errands, finding something to move the story etc. In XIII you will only be given that chance once you get in pulse. The bottomline is FFXIII story structure can only be told lineary in the first half and Ni No Kuni's story structure can make you go around the world fetching something. I liked both FFXIII and Ni No Kuni. But if you're making fun of the 20 hrs tutorial of XIII well don't forget the 15hrs tutorial of Ni No Kuni. And I still wonder why they have to wait 15 hrs to tell me about the all defend and all attack button. At least in FFXIII maybe the reason that they lock your party leader in the earlier part of the game is to force you to at least used and get a chance to know every character before they allow you to change the party leader and stick with the ones you're comfortable with.

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WorldEndsWithMe
Friday, October 18, 2013 @ 4:12:19 PM

Rigamarole, Final Fantasy VII began in a very linear fashion as well but wasn't restricted to a single hallway most of the time. There could still have been maps, towns, side quests, full character control etc.

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coverton341
Friday, October 18, 2013 @ 5:31:32 PM

... He said Xillia not XIII

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Lawless SXE
Friday, October 18, 2013 @ 5:26:54 PM
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I'm still a little flummoxed by the idea that The Phantom Pain is all in one world. Why is it not broken down into segments? That would make it quite similar to MGS2, I think.

Anyway, it's kinda cool that Ground Zeroes acts as a massive tutorial, but why are they being positioned as two separate games if that is the case? I'm a little confused and worried about this game. Maybe it'll tank and Kojima will finally move on to something else, though. I don't want it to fail, but I do want to see what else the man is capable of, considering that Enders Project got canned.

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PlatformGamerNZ
Friday, October 18, 2013 @ 8:45:40 PM
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well it sounds okay and if anything they are just trying to make sure you die to easily in some circumstances.

happy gaming =)

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___________
Saturday, October 19, 2013 @ 2:35:05 AM
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its nice to see developers trying to lift the shackles of the stereotypical game, turning them open world will really help that, but it just wont work with stealth.
stealth works by cover, by walls, how can you hide from enemies if your in a 4KM square acreage with yourself in the middle and guards on high post towers with binoculars.
they can see you and sound the alarm, and you cant see a 10th of the way to them!
plus you cant be looking in all directions at all times, its hard enough tracking a few enemies and their patterns in one direction, but in a 360 degree view?
all a open world stealth game is going to result in is frustration and broken controllers!

open world stealth game, might as well make a open world survival horror!
prime example slender, yea its pretty scary when you first see him but you get use to it pretty quickly because your in a open forest.
kinda hard to be scared of something when you know you can always put some distance between you and it.
outlast the same thing thats why they constantly have obstacles for you to climb over and slow you down instead of having it a wide open field.

some genres just dont suit open world games at all!
their mechanics in fact rely on the complete opposite.
and this is what really pisses me off about the world today, everything feels like it was not thought about at all.
just blindfold someone, and get them to draw something out of a hat thats how most things feel, completely random!
not designed and engineered to suit something, then tested to make sure so.
just roll of the dice.

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