… the PC alpha build to be precise (i.e. Raw version) and– well before we get into details, let us all at best take this with a very thin grain of salt because this sounds very BS-y. Barbero or Stirero with some Toska if you catch my drift. But anyway, here are some interesting facts about Rising taken from the report by GamesSector:
- The game runs on a tweaked Metal Gear Solid 4 engine. Expected because we know Kojima Pro is capable of producing oh-em-gee visuals.
- It plays quicker and speedier than the other MGS titles. Obviously it has Raiden as the lead so, again, that was pretty much expected.
- Uses an upgraded Cover System from MGS4. Hmm… interesting.
Actually there’s a lot more after the break, and lemme just quote the
plant guy and have him take it from here. It’s pretty lenghty:
“Graphics — The graphical atmosphere of the game overall looks very similar to MGS4. From what I was told, they’ve simply taken the engine from MGS4 and upgraded and tweaked it. I myself am NOT a game programmer, so I do not know any technical aspects of engines, haha, so forgive my ignorance on that subject.
The textures of the walls, vehicles, buildings and streets look pretty intense. There were some slow-downs in the heavy battles of the large “Messiah Mechs” as well as in some low-action scenes of sneaking under APC’s and walking around the environment. I can only imagine this is due to the fact that it’s in Alpha still. Though to be fair, Metal Gear Solid 3: Snake Eater for the PS2 did have slowdowns in some areas, namely the part where you first met the Alligators in the swamplands.
The character models, especially of Raiden, are noteworthy for their realistic qualities. A lot of games nowadays seem to make the main character you play as have really good textures and modeling, while leaving your enemies or NPC’s to be stuck with de-colored bland models. It was very refreshing to see the Spetsnaz-looking soldiers up to par with Raiden’s overall look.
One aspect I am always VERY picky about on games are their graphical effects; explosions, fire, smoke, etc. I was really expecting MGS5: Rising to have amazing effects, but it seems they are on the same level as MGS4. Now that’s not to say that they are bad or not uber-realistic, not by any means, I am simply stating that I was expecting them to be taken to a whole new level than where they were. Than again, I can imagine they would be getting a boost later on as the game gets more developed. The blood-spattering effects are also very cool. I especially like how the blood can stay on Raiden’s weapons and sword, as well as his body; it gives the game a more mature-oriented ****that I really have enjoyed from previous MGS games.
Overall, I would have to give high praise to the Graphics of Metal Gear Solid 5: Rising. Though there are understandably areas of improvement to be had due to the early stage development, it is quite clear they are moving in a great direction with the game.
Gameplay/Controls — Given that MGS5 is simply the same engine as MGS4 but tweaked and upgraded, those who played and enjoyed MGS4 will have a somewhat decent idea of how MGS5: Rising will playout. In the same stance as MGS4, the game has a more action-oriented ****to it. Rather than being a isometric-****top-down perspective, it is a behind-the-shoulder/back camera view that moves the game along much quicker than previous installments (MGS4 excluded of course).
While the action-based combat is a good thing, there was one aspect that I didn’t really feel meshed well with the game: the character movement. It seemed to me that moving Raiden around was similar to Fallout: New Vegas: You could move the character’s body without actually having his feet move. Now I can easily chalk that up to the fact that it’s so early in development, but I must still have hope that that was not an aspect they were tryingto achieve, as it would really hinder an otherwise great game.
The motions Raiden makes when he slashes his sword are about the same as in the previous MGS games. As soon as you hit the Square button to start an attack, Raiden lunges forward and moves into a slashing stance as he throws down the blade before drawing it back up to his shoulder in one quick, smooth motion. I would have liked it to be more smooth and not so defined, but again, it is likely just from being Alpha still. The cool aspect of the gameplay was the Cover system. I LOVE Cover systems! The absolute most exciting aspect of this cover system was something I had never seen before.
When you have Raiden behind a vehicle, the side of a wall, or really any cover (except behind the dead “body” of the Messiah mechs, for some odd reason) you can lunge out from behind the cover with your sword drawn and slash apart any soldier in one swift action; very cool! I found myself using this tactic many times, even in the heat of battle, because it was simply too awesome, haha. Hopefully we’ll be seeing more abilities of that nature in the final product of the game, because it was simply too cool for words.
Overall, even including the awkward stick-like moving of Raiden, I would say there are some amazing aspects to the controls of MGS5: Rising that will truly be an awe-inspiring adventure to partake in.
Sound/Music — The Sound & Music of video games are some of the most simplist aspects that accompany said product. It’s unfortunate that in most games today, developers and/or publishers tend to accept low-quality audio in even their most privileged of games. I am very happy to report that, as is customary in Metal Gear Solid games, all aspects of the audio in this game are perfectly spot-on. Even though I didn’t get to experience any story-heavy moments in the game, which would surely have had some amazing somber music, I still found the music to be quite enjoyable. It was mostly your typical action music that accompanies these types of games, but it seemed to have its own unique twist and sound that really brought together the heavy battles.
The sound effects for the Messiah mechs, the footsteps, vehicles, explosions, etc. were all top-notch. There wasn’t much critique that could be had for them. It did seem like the sounds used so far werejust re-hashed from MGS4, which is very likely to be the case since the game is so early in development I doubt they’ve penned a huge orchestra for game music just yet. The most thrilling aspect, and my most favorite in games, is the gun explosions (e.g., bullet fire).
When you’re firing the AKS_74u in Full Assault Mode, the sound of the bullets firing towards your enemies are absolutely astounding! I am always partial to games that have those deep, resonating sounds in their gunfire that make you actually feel like you’re really firing the gun, and MGS5: Rising is definitely one of those games.
Overall Thoughts of The Game — From the moment I sat down at LC’s studio, I knew I was in for something amazing. I wasn’t quite sure what to completely expect from the game so far, especially being that it is so early in development, but nonetheless, I was impressed. It really seems Kojima is taking the game in a great direction. I didn’t get to learn a whole lot about the story of the game, as that is being kept secret from me (Though the LC guys hinted that they knew some of the story), the little bit I saw in the game details Raiden’s inner battles with his mind as his torturous rise to becoming a “Cybord Ninja” has taken its toll on his body. It looks as though there will be some amazing moments where Raiden is seen as having a suicidal-depressed notion in his mind and doesn’t seem to really have much regard for his life.
All in all, I am really looking forward to Metal Gear Solid 5: Rising and I think it will be one of the greatest games of the new decade.”
Should we give this guy an awesome badge or something? Or should we just continue with our happy lives and have a couple of drinks? You decide. Also note that the guy is doing some Q&A over here in case you’re interested.