A fantastic engine only to be used for soccer games in the future. WHY.
It's going to be used for MGS6 as well.
A fantastic engine only to be used for soccer games in the future. WHY.
https://www.youtube.com/watch?v=KOOxEnY2wwk
Heres the trailer. Try it yourself.
https://www.youtube.com/watch?v=KOOxEnY2wwk
Heres the trailer. Try it yourself.
Did scans of the strategy guide leak?
So I just found out that the Dog you get in this game can use a knife...
Just like SifSo I just found out that the Dog you get in this game can use a knife...
As cool as Quiet is, I don't see myself ever not using D.D.
https://www.youtube.com/watch?v=KOOxEnY2wwk
Heres the trailer. Try it yourself.
Instead of D-Walker they should have given D-Horse rollerskates and weapon and scope attachments.
So I just found out that the Dog you get in this game can use a knife...
yes. Stun and lethal variants too!
https://www.youtube.com/watch?v=z1wj8psdCeg
Just like Sif
I hope the eyepatch comes off in TPP for some kind of cripple fight between Kaz and BB on Motherbase. With themes of lost limbs, it makes sense to see BB without the eyepatch at some point in TPP.
QUESTION:
What do I need to make sure I have completed in Ground Zeroes before TPP comes out? Want to make sure I have all the soldiers or bonuses that I can achieve.
I saw the post a few days ago regarding who all to extract, but should I get any enemy soldiers or complete any other tasks?
Anybody know?
It's almost there
I recall it vaguely. I don't think there was a community or anything but yeah. >_>
Guys, we know that we were called the most unhinged community lol. But who is the most unhinged between us, our leader, our savior?
Instead of D-Walker they should have given D-Horse rollerskates and weapon and scope attachments.
It wasn't a natural transition for me on the design side when I joined KJP. I would start working on missions using my westerner's knowledge. I worked at 2K and Crytek, and I was making missions crafted for the player's enjoyment using what I had learned at Ubisoft, work and had experienced in other games that I like. I was designing with the player as my main preoccupation. All I did was for the player, the player was at the centre of the game. And I was getting it all wrong, this goes against the vision for MGS5.
First, it's not just about the player. The player manipulates a character in third-person that happens to be Snake. So the focus is put on Snake and his actions. You have to imagine, when you build spaces and design the associated mechanics, Snake does not want to get on the enemy's roads. He does not want to intersect their path and risk getting seen. We even dedicate one button to jumping out of sight. So we don't think in terms of: I'm going to make you crawl here, climb there then use that ability on that enemy. That's the outside-in. We think about the interesting situations that can occur in our game through the agency acted by Snake. That's the inside-out.
When you see that location for the first time, from that viewpoint, we have built Snake's routes and the enemy's routes. We don't build them like: I want you the player to get that guy on that rooftop using those means (they're rotated to watch inside their own base in Batman or Assassin's Creed by the way, not outside as it would make sense... plus they walk on rooftops) then do x then y because it's fun. That belongs to you, the player, to do. We've only created a place that our artists have okayed and hopefully makes sense and poses challenges. And that Snake route will be subtle and organic enough so it won't jump to your eyes.
But for this MGS we believe in exposing the player to situations where he's not in total control and understanding of everything the game has to offer. Snake doesn't know where all the stuff is because... how could he? And we're not going to bend the game and make everything pop up. This time you're on the same level as he is. But it's still an open-world game, right? If you want to go out there and shoot everybody, you're going to feel badass. And you may feel like Snake but in fact you won't be Snake. From our point of view, Snake is not that guy.
All of teams A & D.
It says END SLATE though it's really hard to read the 'END' part. You can make out the D on Boss's ear.
Most likely the editor set up slates on timeline for reference and forgot to remove this one.
yes. Stun and lethal variants too!
https://www.youtube.com/watch?v=z1wj8psdCeg
Is the carnival back in town?
Shadow ain't shit.
This interview from Eurogamer isn't news, but it's still interesting to revisit. It has a lot of interesting quotes from KojiPro designer Jordan Amaro regarding their design philosophy. Even though TPP pain is "open world," it's not the same as other open world games.
The interview can be read here: http://www.eurogamer.net/articles/2014-03-23-stealth-vs-stealth
It takes a heck of a director to be able to convey this intent to the programmers and designers and have them understand, internalize, and execute.
Thank god my school is starting Sep 8th. Gives me a solid week to play the game.
I see what you did there.
Also, is it me, or are the animations more fluid in TPP than GZ? Like just sprinting and grabbing someone in TPP looks better than GZ?
Also, is it me, or are the animations more fluid in TPP than GZ? Like just sprinting and grabbing someone in TPP looks better than GZ?
Hey guys! I just finished a fan-trailer of Metal Gear Solid V. Here I leave
Metal Gear Solid V Fan-Trailer | Revenge's Birth
Was this you? http://mp.i-revo.jp/user.php/ixxfvgoi/
This interview from Eurogamer isn't news, but it's still interesting to revisit. It has a lot of interesting quotes from KojiPro designer Jordan Amaro regarding their design philosophy. Even though TPP pain is "open world," it's not the same as other open world games.
The interview can be read here: http://www.eurogamer.net/articles/2014-03-23-stealth-vs-stealth
hehaAnd Snake doesn't talk as much. He said, if he talks too much then we have to pay Kiefer Sutherland a lot more!