Kojima talks about Ground Zeroes play style, experimenting, version differences and more

On Twitter, Kojima talked about Metal Gear Solid V: Ground Zeroes’ Boot Camp, open world gameplay, trying out new things, and the differences between the versions of the various platforms.

As talked about a lot in boot camp last week, GZ is not designed as rail game, so that you need to pay attention 360 degree around you. U are exposed to huge amount of tension & stress so the powers of concentration is a must. It really is scary. Once you accomplish the mission, you feel tremendous fatigue as if you just experience the real survival game. GZ is open world real sneaking simulator. The route & playstyle differs by people to people so rather than sharing one strategy with friends, I would like you to show off your play style to the world by SHARE button and play again and again.

GZ is so called open world that allows you to design your strategy & intelligence operation to accomplish the missions and has replay value whereas the linear game is designed in 1 way. Esp control feels great. U can go anywhere smoothly.


The way of play GZ differs by people to people. For example, u rescue the prisoner, carry him on ur shoulder or put him on the jeep or track to go to the point from distance to call for chopper or call chopper in mid of the base, & play your favorite song with equipped Walkman, covering with antiaircraft gun, and try to make dramatic escape.lol


I played MGS4 several days ago but wasn’t able to play so well since I am used to the controller and freedom of GZ. The funniest part I found was that Snake in MGS4 wasn’t able to climb up the sandbag. lol

I do new thing (expression, game, marketing, collaboration, story) because it is series of game but I get disagreement and offended. Between this Yes&No, I observe and pick the rehash will be accepted safely by people. But that’s not what I want, I want to surprise people.

The reason I did collaboration with poster in MGS2 or CalorieMate in MGS3, was because no one had done it at that time. Like the trick of Mantis, many were against this plan as it may disturb the game world. But today everyone is doing so that I have less interest anymore except very selected good ones.

I received a mean question by journalist at boot camp last week, “It’s been for 6 yrs from MGS4, MGS might get forgotten by people?”. Of course I wasn’t fooling around dur that time, but released PW or RISING but I guess spin off or handheld game doesn’t get count overseas?


It was due to marketing experiment that we released MGS on PSP back in 2010 focusing on cloud networking era. The reason why we made FOX Engine was to enable to make open world game productively even on current gen. In GZ, you can have SNS essence of play by using Share feature as you can use with remote play, smartphone & tablet.

GZ has horizontal spread of play with multi-platform, multi-generation, and tablet which allows SNS element. I want u to feel the future by looking at the evolution of MGS’ expression and play as only one of the new stealth game.


Thus, to me frame rate or resolution that often get to asked, is nonsense. But people keep asking so I will make it publish soon.

As mentioned again, we have adjusted GZ to have the same impression, game play, control, and difficulty level regardless of hardware. However, the reason why I release the prologue w next gen release is so that I want u to see the future of what the next gen game feels like.

Well, once you play with next gen, it moves smoothly like a butter, you won’t be able to go back to current-gen thou. lol

Prep for the comparison trailer. BTW, we’ve adjust GZ for its balance of difficulty level, control & design on each hardware (PS3, 360, PS4, ONE) thoroughly.


SCE’s PS4 NEW TITLE TRAILER, GZ is out. I didn’t edit this one by myself thou. For the game I direct, I do everything including making teaser, poster, trailer. I even come up with tag line, pick up scripts, music to go with for PV. To me all these are a part of making video game. I sometimes edit trailer for the titles I produce, such as ANUBIS, Castlevania, and RISING.

Source: Hideo Kojima Twitter, Dengeki Online

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