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