Metal Gear Solid Δ: Snake Eater - Gameplay Trailer

Graphics are amazing but atmosphere fucking sucks. Looks soulless.

Fury bossfight especially has none of the vibes of the original, that area is supposed to be dark and kinda scary.
 
The old PS2 animations don't gel well with the ultra high fidelity graphics. Stick out like a sore thumb.
 
Are people smoking crack? This is exactly what a remake should be. Same quality gameplay, story, writing, etc but with modern visuals. It's a dream come true.
I bet the haters are Demake RE2/3/4/SH2/etc lovers.
 
The MGO tease made me change my tune about getting this on PC on day one. Especially since you can get the regular version for $52 on GMG.
 
Are people smoking crack? This is exactly what a remake should be. Same quality gameplay, story, writing, etc but with modern visuals. It's a dream come true.
I bet the haters are Demake RE2/3/4/SH2/etc lovers.
I liked all those games but I agree.. remakes should respect the original ss much as possible
 
The launch is less then 3 months away. I hope they don't take more then a few weeks to clarify if online is coming.
 
Damn that looked rough. It probably didn't help that they framed the whole trailer as a comedy B-reel of the actual game.
 
The old PS2 animations don't gel well with the ultra high fidelity graphics. Stick out like a sore thumb.
I tried to warn people about this the minute they showed the very first screenshots last year, to help keep expectations in check.

They kept all of the "boxy" level layout, and then the first trailer confirmed that even further by showing they kept the animations too. This is the Oblivion Remaster of Metal Gear games.
 
Gotta be honest, while watching this trailer during the show, i thought they were remastering some psp title. I told myself that no way it'd look this mediocre and have those robotic animations from 20 years ago. Turns out, this was the remake. I don't know if i was fooled, or expected too much, but this doesn't look good at all visually.
 
i'm thinking the fact that a remake of a 20-year-old game was the absolute highlight of the show tells you all you need to know about the current 'state of play'...
You shouldn't measure everyone by your own taste or lack thereof. It wasn't highlight of the show, not even close to it.
 
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I tried to warn people about this the minute they showed the very first screenshots last year, to help keep expectations in check.

They kept all of the "boxy" level layout, and then the first trailer confirmed that even further by showing they kept the animations too. This is the Oblivion Remaster of Metal Gear games.

I prefer this approach as opposed to something like the RE4 remake.
 
I prefer this approach as opposed to something like the RE4 remake.
For me it's a per-game situation. Oblivion Remaster makes sense. RE2 Remake also makes sense. MGS3 always felt like a 'doing the best within our limitations' issue.

You could tell when looking at Kojima's initial interviews and behind the scenes footage of earlier versions of the game, he had something much larger in scope when making MGS3. An actual sprawling jungle where you would have to use camo, survive, etc. in enemy lands and (potentially) kill the bosses in a different order. A proto-MGS5 in some ways.

Unfortunately it was all squeezed into segmented corridor-like areas with some mud, grass, water, and tress placed in between as the game barely managed to hit 30fps on PS2 (but it did look visually great for it's time).

These Delta devs were so afraid to change anything that they have even kept those 'transition' loading screens between areas. To me, that's wasted potential.
 
For me it's a per-game situation. Oblivion Remaster makes sense. RE2 Remake also makes sense. MGS3 always felt like a 'doing the best within our limitations' issue.

You could tell when looking at Kojima's initial interviews and behind the scenes footage of earlier versions of the game, he had something much larger in scope when making MGS3. An actual sprawling jungle where you would have to use camo, survive, etc. in enemy lands and (potentially) kill the bosses in a different order. A proto-MGS5 in some ways.

Unfortunately it was all squeezed into segmented corridor-like areas with some mud, grass, water, and tress placed in between as the game barely managed to hit 30fps on PS2 (but it did look visually great for it's time).

These Delta devs were so afraid to change anything that they have even kept those 'transition' loading screens between areas. To me, that's wasted potential.

But the game was designed around those limitations. The most recent example I can think of is that the Dead Rising remaster added the ability to move and shoot at the same time which trivialized the boss encounters since those weren't updated to account for the additional mobility of Frank.
 
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But the game was designed around those limitations. The most recent example I can think of is that the Dead Rising remaster added the ability to move and shoot at the same time which trivialized the boss encounters since those weren't updated to account for the additional mobility of Frank.
To me that Dead Rising example is also wasted potential, because they only took a half-step.

I don't know if this helps or hurts it for you, but from what I've heard about MGS Delta, one of the very few things they actually changed was the control scheme/camera to be more like other modern third person games.

Technically, Kojima was already headed in that direction with Subsistence, so to me it makes sense. It's the stuff outside of this that doesn't. Again, the loading screens...I just...idk.
 
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