TGS and the craziness (MGSV + Silent Hills)

It doesn’t really get any better than this.  Kojima has given us lots of new information and video, including the African jungle location, an AI buddy system, a pet wolf, and the return of the most iconic outfit in the Metal Gear series.  It’s glorious.

 

We learned that Quiet has ridiculous abilities, including the ability to turn invisible, move at supersonic speeds, and perhaps phase out of existence altogether judging by the way she simply shed those handcuffs back at Mother Base.  Whatever her powers, the most shocking revelation of all was that depending on how you play, you might not meet her at all!  What kind of game is The Phantom Pain going to be, if the main female character is optional content?

Nothing could surpass the introduction of a new character, however, in the form of “D.D.” — an adopted wolf-dog who eventually grows into a badass companion for war.

https://www.youtube.com/watch?v=E0bLPJ3e6Qc

 

The gameplay itself is what fascinated me, however.  Big Boss can equip different prosthetic arms, which allow him to electroshock enemies, smash the ground for wide-radius sonar tracking of creatures, and the ability to climb cracks in walls.  He rides into the jungle on a helicopter, and apparently can jump out whenever he wants, which is dangerously close to my fantasy of being able to parachute down to locations as Big Boss freely.

The buddy system is designed to give players a strong incentive to maintain relationships with his comrades (in order to unlock better powers), find new characters to befriend, and basically not become a brooding lone psychopath in the middle of nowhere.  The fact that these are optional means that players will have to be vigilant, and get even more attached to characters whose fates are extremely unknown (ie. they don’t appear in future titles!)

 

Silent Hills

 

We also got a new Silent Hills concept video, which is disturbing.  Apparently its what Kojima and Del Toro discussed for the direction of the game, and it was made by just a small handful of artists at Konami using the Fox Engine.  There’s been a lot of positive reaction to it, but I’ve also noticed some complaints that it’s not very moody or eerie, but more of a parade of insanity.  It’s kind of interesting how big of a difference there is between a playable experience like P.T. and simply watching a video of something scary.  When you’re playing, turning a corner is a terrifying risk.  You almost don’t want to proceed, because you don’t know if you can handle what’s there.  It’s stressful.  A video like this simply can’t deliver that gruesome tension, where you control the pace.

It’s good to see that they are running with the series’ themes of sexualized horror, mingled with childlike innocence, and dark filth.

GamesRadar plays the TGS Revengeance demo

Below is a 16 minute play through of the Metal Gear Rising: Revengeance demo at Tokyo Game Show this year.  You really get a sense of what the game will be like when you watch, and the commentary the two guys make isn’t that bad either.  (Except the part where they say “Raiden is such a badass.  People were wrong to hate him in Metal Gear 2!”  As if he’s always been like this?)

Click here for the video

I haven’t talked much about Rising lately, but judging by this demo the whole thing toggles between flat and generic, and over-the-top silly.  So the real question is what kind of boring-to-crazy ratio there’ll be in the final game.  If they keep the player guessing with new gimmicks and set pieces, it might still be an OK game.

At around 10 minutes you see the new robo-dog character, who eventually becomes Raiden’s buddy.  It’s cheesy stuff like this that makes Rising so appealing, but I can’t help laughing at all the game journalists and fans who still don’t “get it”, and think that this is a typical, honest entry in the series.

See also,

A Metal Gear Rising Article

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