Kojima: New MGS3 Details & Pics
The latest wave of Metal Gear Solid 3 screens show the camouflage system and close-quarters combat techniques in more detail.
Konami today outlined three new gameplay systems to appear in the anticipated Metal Gear Solid 3.
Series creator Hideo Kojima explained in more depth the new 'Camouflage Index' disguise system, the all-new 'CQC' close quarter combat mechanism, and has also confirmed a "revolutionary" motion-capture system to ensure the series' famed animation is as impressive as ever.
The more cynical of you might pass this off as "Sequel to offer new costumes, fighting moves and motion capture" - but Konami assures us the new wave of hype today is justified.
For starters, the 'Camouflage Index' is represented by a numerical percentage to the top-right of the play area, as revealed in last batch of screens. The index is dependent on three factors and determines how visible Snake is to his pursuers. Posture, costume and face paint all have a direct effect on how well Snake blends into his surroundings, with a 100% rating allowing him to stand perfectly still as guards pass within inches of his prone form.
So by standing perfectly still, crouching in long grasses, or by lying flat, Snake can improve his 'Camouflage Index.' Coupled with one of the game's additional camouflage outfits, however, and Snake can further blend into the background, with the addition of face paint rendering him virtually invisible within certain scenarios.
The use of the 'Camouflage Index' perfectly illustrates the more survival-orientated elements of MGS3. As they control Snake, the player must rely on their wits to evade capture, by switching between fatigue designs ideally suited to blending in with tree bark, fallen leaves, long grass or even the shadowy and darker areas of the jungle.
The 'CQC' close quarters combat system has been developed in association with the series' military advisor, and sees Snake using hand-to-hand combat to take out his pursuers. Used in conjunction with Snake's camouflage skills, players now have the option to physically take out the many guards patrolling the game, as opposed to risking discovery using a gun. A full section of offensive moves will be at Snake's disposal in the final game, but dependent on his environment.
The system can be used to fight multiple adversaries, and allows for hand-to-hand combat or the use of knives or handguns where applicable. The system automatically comes into effect when the player has the gun or knife selected as the default weapon, while Snake's posture also has an effect on his ability to throw or attack guards. In order to ensure these moves are effected seamlessly and smoothly, Kojima-san and his respected Tokyo-based development team have employed ground-breaking motion-capture systems to ensure the moves and additional animations are faithful to proper military techniques.
One key innovation was the use of a trampoline during the motion-capture sessions, which are used in movies to depict the effects of explosions on unsuspecting victims, yet have never been used in a video game until now. A special device used to control air pressure was used in the animation filming, with the carefully controlled stunts used to blow a stuntman several metres in the air!
Kojima will be explaining more on these features at E3, along with other aspects such as stamina and, we're told, radars of some kind. Stay here where we'll be keeping our finger on the pulse.
Adam Doree
Director, Kikizo.com
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