The Art of Metal Gear Solid V to receive limited edition with Ashley Wood slipcase

A few weeks ago Amazon opened pre-orders for The Art of Metal Gear Solid V, the game’s first official stand alone art book. Today, publisher Dark Horse officially announced the book on their website. This announcement contains one interesting new piece of information: a limited edition version with Ashley Wood slipcase will be made available as well.

In addition to the standard release, The Art of Metal Gear Solid V will also receive a limited edition of four hundred copies packaged in a tactical slipcase featuring an exclusive fine art print by superstar illustrator Ashley Wood!

The-Art-of-Metal-Gear-Solid-V-Cover
Cover of the standard release

Ashley Wood worked on Metal Gear before, creating Graphic Novel adaptations for MGS1 and MGS2, and working on the animated cutscenes used in MGS Portable Ops and Peace Walker.

Big Boss in Metal Gear Solid Portable Ops, by Ashley Wood
Big Boss in Metal Gear Solid Portable Ops, by Ashley Wood (NOT the slipcase)

According to Dark Horse, the book is set to release on November 2nd, although the stores still have it listed for November 15. We contacted Amazon about this limited edition and they responded saying that their ability to offer this edition depends on the supplier, who so far haven’t given confirmation that Amazon will receive this item.

Source: Dark Horse

  • César H. Sandoval

    Kinda sad they had to get Ashley to do it because Shinkawa doesn’t work for Konami anymore. I like the dude’s art a lot, but if anything had to be used to cover that meh pic of Venom and Quiet, it should’ve been classic Shinkawa.

    • Couldn’t they just have taken one of the existing Shinkawa artworks?

      • Full Options

        Their lawyers are so nuts that they think they don’t own the rights on them… xD

      • César H. Sandoval

        I know wight? But they took Hideo’s name out of the box lol, we can’t understimate how childish Konami can be about this…. I don’t think they getting pissed at Shinkawa and wanting a different artist on the cover because he went to work with Kojima is beyond them.

        • Full Options

          Although after what we saw last December, I have no hard time to imagine them being enough psychopath+stupid to behave like that.

          • César H. Sandoval

            Konami’s meltdown would’ve been funny if it wasn’t so inmature and pathetic for an international megacorporation with decades of service at their name.

            Made me remember my childhood brawls when I was in elementary.

          • Full Options

            Them being immature reveals a lot. Japanese communication is not used to severe problems, that’s why they are not really trained at being smooth in such cases.
            Between them, they are so polite that when they must react in a rush at problems really shameful, they can panic.

            But when “you cut the head of a Snake”, the rest of its body keep having erratic movements.

    • JJBYACH

      I would prefer if Ashley Wood’s art used a distinct artstyle representative of their own tastes/MGS interpretations rather than an imitation of Shinkawa’s art.

      His art style is… It’s kinda fucked up – natural but distorted – kinda like the B&B unit or the Female Skulls. Alot of his own work seems to revolve around the female body. Or a mix between the natural world and a dream one. Not many art these days that straddle the fine line of pure interpretations and naturalist (modernist) principles:

      (NSFW? It would probably be easier to explain porn than this picture, I don’t even know if I’m allowed to post this shit – if not Boss, you can delete it)

      http://s3.amazonaws.com/trampt/images/products/000/039/096/Birth-Ashley_Wood-Oil-trampt-39096o.jpg?1330922854

      For his MGS works I think they should of went for more of this kind of art:

      http://s3.amazonaws.com/trampt/images/products/000/067/692/SUPREME_NOM-Ashley_Wood-Oil-trampt-67692o.jpg?1343972747

      Rather than this:

      http://www.metalgearinformer.com/wp-content/uploads/2014/06/Portable-Ops-Big-Boss.jpg

      It just seems like a cheap imitation rather than a distinct work. He tried his best, but Ashley is not Shinkawa, and he never will be. They both have their own unique artstyle.

      And about the cover pic.. Seems way too “Holywood attention seeking promo art” to be the cover of an art book – near everything about that picture seems off.

      Not that I can do any better, but yeah.

      • Full Options

        Yeah, his style look pretty tortured. Thanks for sharing.

        Regarding the cover, I may take the risk to appear like defending it (a bit) while trying to understand why it look like that : I think Kojima is keen about playing really hard with CG hyper-realism for some time now. The profile face of Snake on the box-art is a bit like in this spirit too. Maybe I am wrong but I feel like they leave on purpose few elements for the spectator to notice it is CG, and make him slightly doubt on it at the “first-glance” level. I am not sure but the holywood attention promo art you are describing can be part of the trick, to put us even more in the ambiance.

        • JJBYACH

          “his style look pretty tortured”
          – Tortured was the word I was looking for to describe it – that word perfectly sums it up.

          And about the poster: I never put two and two together – looking back, Kojima really is super intent on creating imagery as realistic as possible and then distorting it when appropriate primarily through lighting and post process (the latter most notable in MGSV).

          http://33.media.tumblr.com/2bc01ed2cc67262dde222537da2610d7/tumblr_inline_nq2m3frrD51r2g7uq_500.gif
          [Atmospheric scene, made so with a highly exaggerated green filter]

          http://assets.vg247.com/current//2015/09/MGS5-Hellbound.jpg
          [I think the actual lighting was changed here opposed to simply adding a filter]

          https://totalrecollection.files.wordpress.com/2015/10/mgsv.jpg?w=768
          [The lighting(contrasts and shadows) here makes the scene look so intense]

          http://www.metalgearinformer.com/wp-content/uploads/2015/06/Metal-Gear-Solid-V-The-Phantom-Pain-E3-2015-Screen-Chopper.jpg
          [Green filter here again]

          http://i.imgur.com/DYwH8a7.jpg
          [I really like the lighting here, very surreal – it reminds me of seeing the bright light before you die]

          Apart from MGSV, I can’t remember any other Kojima game that has done this as exemplary. It seems the Fox Engine really allowed for his vision to bloom in that regard (and many others; of course). I would prefer for the CG image to follow this motif – combining realistic character models with something abstract; albeit lighting or whatnot: I think that would make it be really representative of the game. Also I don’t Quiet’s inclusion on in the image, I feel she makes it kinda superficial – she isn’t really that important in the story, literally and thematically. She is somewhat relevant part to the games’ themes; yes. But she is nowhere near as vital as Kaz or Ocelot.

          • Full Options

            “Tortured was the word I was looking for” probably the reason why it suddenly popped in my mind. You are always really sharp, so it helps to wonder why. ;D

            “Apart from MGSV, I can’t remember any other Kojima game that has done this as exemplary.” You selected the most representative shots (the chopper… just written like a music partition…). He always pioneered the style, and will continue.
            Just compare the concurrence he had for all his games.

            Cerny’s Marble Madness was legend before, but Kojima’s new blood was a revolution in a world becoming coin-op shoot-em ups and racing (I am in the caricature but for home-entertainment, I maintain everything)…

          • JJBYACH

            I like how across every generation he finds a different way to stylize his stories, then he incorporates those techniques in his next games in different contexts. Be it through sound, 3D real time cutscenes, marketing, all the way to now with manipulation of near photorealistic lighting. In retrospect, I feel he was always aiming for photorealism in order to beautifully stylize the game, but so far MGSV is the closest he was come to that vision.

          • Full Options

            Can not be better said. A so big attention and love by any possible means, for all his fans.
            I love how he analyze gamers reactions during his games prototypes boot-camps, we can feel that he truly breathe for such moments. Again like Kiefer said “he never saw such devoted fans, you guys rock”, there is actually a reason for this, fans are just grateful to MG Sensei. ;D

          • Spectralbuttplug

            “Supposed Bright Light”
            I’m pretty sure the bright light has been explained scientifically but metaphorically it’s badass
            Nice comment

      • César H. Sandoval

        Yeah, the dude has clearly a more “erotic” drive for his art, I liked it in PW and the novels but it does look like a lazy jab at staying in Shinkawa’s style.

        • JJBYACH

          Shinkawa’s art can get even more erotic than Ashley’s:
          [Really NSFW]
          https://i.imgur.com/PhvdTk4.jpg

          I would think say his work in Peace Walker was lazy; I’d say the exact opposite. You can see he tried his. He was hire today imitate Shinkawa’s art and that was all he did: an imitation of an artstyle that was out of his comfort zone. I really wish they gave him free reign to use any artstyle he wanted to use, rather than specially what they tell him to.

          • Full Options

            Yoji’s eroticism is very efficient. This drawing is a so great and lovely example, <333.

      • Venom_Sina

        The first picture is great for a Silent Hill game,lol.

        • Spectralbuttplug

          Hahahaha yes

  • Spiderman

    Not really ecstatic about this tbh. Not a huge fan of Ashley Woods work to say the least. Oh how I wish they could have got Shinkawa to do it

  • Mini gear

    I’ll miss shinkawas art of mgs a lot

    • Gatsu

      Me too, I like Ashley’s style but Shinkawa’s is more epic.

      A shame this book don’t have some artistic cover.

  • JJBYACH

    Off topic: I never knew they made anime like this anymore –

    https://m.youtube.com/watch?v=hC-6U8HCF8c

    Feeds like Psycho-pass mixed with Mardock Scramble, Ergo Proxy within Kojima-esq dialogue and cinematic direction.

    The whole “can humanity survive in a perfect world?” message seems like a theme that Kojima would totally build a story around.

    Somehow when watching this I got weirdly excited for Kojima’s next game.

  • Spectralbuttplug

    Prince has died
    A huge musical icon has died
    Too bad music is all commercial bullcrap
    RIP

    • Gatsu

      Another great musician gone, RIP ;(…

      • Spectralbuttplug

        Yup
        First Bowie and now him

    • Full Options

      Yeah I am waking up too with this shitty news… He was young (?!)… RIP

      • Spectralbuttplug

        Yeah

    • BurntFM

      It really saddens me, specially because I’m a musician and really admired Prince not much as a singer but as a guitarist. He was exceptional and turned out performances out of this world. One of my favorites was when he completely killed it with his solo in While My Guitar Gently Weeps. It’s just amazing. He was one of the greatest guitarist but not as famous for it as he was for his singing.

      • Spectralbuttplug

        My favourite guitarist is David Gilmour
        Who’s yours 😉 ?

        • BurntFM

          That’s awesome. Let’s see. My favorite? That’s too many to chose from. I like different guitarists for different reasons but I would say that Shawn Lane is amazing all around.

  • Full Options

    *Off topic* HideoTube S1E3 “around the next week-end”…
    https://twitter.com/HIDEO_KOJIMA_EN/status/723386535081463808

    • Spectralbuttplug

      Gr8 m8

  • MichaelPayneV

    My favorite theory about MGSV ending and Big Boss has to be Jeremy Jahns’s one, that Big Boss just like The Boss is ultimately a Hero that goes down in history as a Villain, and that Venom, becomes currupted by his own power, so Big Boss sends Solid to kill him and save the world from this Medic Fan-Boy obsessed with Big Boss, and wanting to be the only Big Boss, better than Big Boss, kinda like Liquid!

    https://youtu.be/47o4EcA4ENE

    • Jav

      It could be easy if kojima just explain it to us. Like he explained the gz intro.

      • Spectralbuttplug

        Oh trust me it will take either a lot of time or will not happen

    • Spectralbuttplug

      I think the opposite
      I think BB is the one
      He snatched Venom’s identity
      Personally,I wouldn’t appreciate that
      Sure MSF revered BB but still….

      • MichaelPayneV

        That’s where Big Boss and The Boss become different, The Boss killed herself to save the world, while Big Boss sacrifices his disciple instead, so yeah, he is doing something horrible, but what redeems this things is Big Boss telling Venom the Truth, letting him know about it, thinking that Venom deserves to know the truth, and eventually after everything is over, giving him back his identity!

        • Spectralbuttplug

          Yeah but this “there can only be one big boss” is bullshit
          BB should have never shared the codename if he wanted to get rid of him
          BB also didn’t give a fuck about Miller
          Miller was too much obsessed with his pain but they were best friends
          BB should have just killed him at their first encounter if he knew he sould treat him like that.

    • JJBYACH

      The ending of the game confuses me – I get *it*, but I just don’t get the message it portrays.

      The game ends with Venom happily accepting the will of BB: he smirks, and shatters the mirror representing his last shred of individuality as he blindly follows Big Boss into a smokey abyss. It seems against the lore of MGS as a whole to try to follow someones will other than your own. All conflict occurring in MGS stems from a group of people trying to interpret and enforce the will of a person they never truly knew. I think if there is a lesson Kojima teaches us, it’s that we shouldn’t waste our time trying to capture an illusive whale. We crave the next big thing when really we should be happy with the experiences that we are afforded – I thought this was the point of MGSV, until the ending. You could argue the point was to show that the cause of Venom’s downfall was him choosing to accept BB’s will, but still; if that was the message the game an uncharacteristically cynical way to do it, and it doesn’t feel representative of MGS to me.

      • Full Options

        Without the Koji-gate, everything could have been probably different (even a that rocking gameplay).

        • JJBYACH

          Koji-gate XD

          http://www.relatably.com/m/img/this-guy-memes/drunk-baby.jpg

          I petition for Koji-gate to become the ubiquitous terminology to describe that event.

          • Spectralbuttplug

            LOL

          • Full Options

            c:>Koji-submit “Koji-gate”
            …..
            Koji-shell v16.7 – ©1985-2016 Kojima Productions.
            All rights reserved.
            ————————
            New Koji-locution submitted…. …… .. …..
            – status : Ko-JJBYACH-validated (paint beer grade) –
            Ditchu rlike it / wanna save ? (Y / N)
            Koji-prompt:>_

          • JJBYACH

            This is about the extent of my CSS abilities:

            https://www.reddit.com/r/KOJIGATE/

          • Full Options

            #Koji-div{

            position: absolute;
            krapnami: 0%;
            fucknami: disabled;
            shitnami: none;
            fuckonami: yeah;

            metal-gear-fate: (‘T”___”T’);

            koji-pro-new-game: awesome;

            }

          • Spectralbuttplug

            You’re on reddit
            That is fucking cool
            Will subscribe to your subreddit 😉

          • Full Options

            My nick is Chpt3Incident, I registered during the debacle just to interact or potentially leak more info at this time.
            JJ just created the KOJIGATE yesterday, we are giving it a little run just for fun. 😀

          • Full Options

            I translated and posted on your new reddit, a crispy part of the Merceron’s masterclass interview ! ;D (Chpt3Incident)

          • JJBYACH

            If I can be bothered I may try and make it look better… The code is pretty messy as I just slapped stuff together, probably take a while to sift through all of it and clean it up.

          • Full Options

            Was just kidding ;D My hairs were bleeding too. 😀
            Keep me tuned.

          • JJBYACH

            My fingers were bleeding from typing out that monstrosity…
            I’m really not good at CSS – I made you a mod on it btw, just cause. 😛

          • Full Options

            Bleeding fingers… xD I was inspecting those new mods functions… Will definitely use them soon / stay tuned.. ;D
            How about the first post ?? I tried to make it pretty “On topic”… 😀

          • JJBYACH

            It was extremely on topic. Thanks for the translation 😛

      • MichaelPayneV

        Which is great, it shows that we shouldn’t be as naive as The Medic!

        • Spectralbuttplug

          But we were as naive
          I’d rather call him big boss or venom than medic

          • JJBYACH

            Exactly. The game forced us to be naive, instead of ending at a point that we can interpret the ending ourselves.

        • JJBYACH

          Maybe, but I think there is better, less “depressing” ways of showing that. The only way we know we are shown Big Medic’s downfall due to ignorant acceptance of someone else’s will, is us remembering his little 2D sprite burning to death at the hands of Solid.

          The only way for the ending to have that impact requires knowledge of the other workings in the franchise. For the new players Kojima obviously wanted to attract the current ending of the game will completely belittle the message the entire game sets up, as they want know that the Medic was killed by some dude called Solid Snake for reasons they don’t know. A prequel should have an ending that ties up its own story, does MGSV do that? Yes, kinda. The ending explains plot threads left open since the prologue but thematically leaves the biggest thread unwound.

          In other words: an ending that is entirely dependant on works outside of itself to convey it’s themes (plot threads being left open to lead into later installments is more forgivable, it is a prequel after all) – in my eyes is a bad ending. Especially for a prequel like MGSV, adamant on not pandering to expectations and blowing the old time line up with completely new information – I’m kinda shocked at its extreme co-dependancy on the lore right at the last minute.

  • Venom_Sina

    “Kiefer Sutherland – Making of ‘Down In A Hole’ (Part 1: The Beginning)”

    I don’t know if it’s just me or you have this feeling,too.I think he’s pretty good.I really like his voice.You know,I’m a HUGE fan of Kiefer and that started a long time ago.I don’t know I’m effected by fanboyism or not,lol.

    • Gatsu

      I think he’s really good and I LOVE his voice :D. Me being a fan of him started a long time ago too ^^.

    • Full Options

      I love the idea of having Venom Snake starting a music career. He should shoot his next video clip on an orange off-shore platform. 😀

    • Spectralbuttplug

      His badass voice is what separates him from bullshit let’s say country lol

    • Spectralbuttplug

      Did I just see Kiefer shredding?
      That is fucking awesome

    • Spectralbuttplug

      I’m not that good in english but shouldn’t it be “Affected”?
      I know grammar nazis don’t come here fortunately but if you like correcting typos here’s a heads up.
      I can delete this comment if you want 😉

      • Venom_Sina

        Yeah,you’re right.Affected is correct.You know,English is not my first language,so these mistakes can happen 🙂

        • Spectralbuttplug

          No problem
          English isn’t my first language too
          On mobile it’s even worse

  • Mr.Pony

    First time I played one of the PSP MGS games i thought it was so weird to see MGS story being told trough a comic book art-style, but in the end it was a very smart choice to do so since it was a less powerful machine.

    • Full Options

      Although could run MGS 1… PSP is powered by a MIPS RISC R-4200 CPU, which basically give it at little less than half the horse-power of a N64 (R-4300i, 64bits ), but with 8x more RAM.
      … Or a good old SGI Indy R-4000 series workstation fitting right in the palm of our hand. 😀
      https://upload.wikimedia.org/wikipedia/commons/b/bf/SGI_Indy_front.jpg

    • Full Options

      Although could run MGS 1… PSP is powered by a 333 Mhz MIPS RISC R-4200 CPU, which basically give it, on a pure CPU standpoint, at little less than half the horse-power of a N64 (R-4300i, 64bits ), but with 8x more RAM.

      … Or a good old SGI Indy R-4000 series workstation fitting right in the palm of our hand. 😀

      https://upload.wikimedia.org/wikipedia/commons/8/87/SGI_Indy_CRT.jpg

  • JJBYACH

    Off topic: I’ve been playing the Mirror’s Edge Catalyst closed beta and man; am I hyped, loved the first game and this one seems to have improved on every aspect. I also really like the protagonist: Faith – she reminds me a lot of what I felt Venom Snake should of acted like: having some sort of deep-rooted traumatic experience be the cause of visible discomfort when trying to connect with people on an emotional level. She talks way less than I thought she would based on the trailers, only speaking when it’s 100% necessary and when she does her body language suggests that she is really forcing herself to – it makes the cutscenes so much more interesting to watch just because of the way she tries to interact with people. Venom Snake seemed to talk quite inconsistently – when I thought he would shut up he talked and when it was really crucial for him to talk he said nothing, and his constant 1000 yard stare doesn’t help getting a read on him.

    Took some screenshots – the game can look photorealistic at times whilst running at a near constant 60fps:

    http://i.imgur.com/eLt0V8T.png

    http://i.imgur.com/Rxqr69a.png

    http://i.imgur.com/pyGjIUA.png

    • Full Options

      Your probably watched it already but NX Gamer (thanks again for advising to subscribe to his channel) has posted a cool tech & perf analysis, as usual profiling it across various plats.

      • JJBYACH

        I actually haven’t watched it – it never showed up in my sub box :/. I’ll get on it.

        • Full Options

          Stay tuned, more translation coming for you guys.
          Will post it here as well. ;D

    • I have not played the game, but from the let’s play videos I don’t like the fact that they changed the art style.
      Previous game was alright. Innovative but alright because of DICE lack of experience in singleplayer games but the art style of original game had this White-Black-Red-Yellow-Blue colors and that’s it. Was awesome back then, but now they made it more modern/cyberpunk… Kinda lost that dictatorship city vibe. They still have Red/Yellow/blue colors for hints but that’s it.

      They delayed the game a bit and I hope so that they will kill Upgrade system that makes No sense At all. Movement upgrade is just bollocks and AI in the game is rubbish and lazy. You can run around them and if they don’t have a gun they can’t do anything much.

      Frostbyte looks fantastic though. Everything is smooth and clean like in the original… Reflections are awesome and If I’m not mistaken everything is in 60 fps on consoles and ofc PC. But character models are… ok.

      • JJBYACH

        Lol, here we go again XD

        I would say Mirror’s Edge 1 was modern, just look at the design of the building, very modern – it was more of an alternate present day. The main reason they “changed” this was to allow for more versatile game design. By having the game set in the future they are not bound by modern day architecture, allowing for much more complex level design. I think this was a smart decision, especially since it is an open world. The art style wasn’t changed, they just expanded it – there is a far greater colour pallette consisting of only bright colours like the original. The reason there are more colours is because exploring the open world would get stale with only 4 colours.

        I agree that the skill system is kinda redundant for those who have played the original.

        I would say the AI is anything but lazy, they aren’t complex, but they definitely aren’t lazily designed – if this was an action game then I would agree with you, but it isn’t – on paper it is but mechanically it isn’t at all – they were designed for you to “run around them”. I think this was the mistake of EA and DICE – they kinda marketed it as an action game, I watched some of the let’s players to see what routes they took, and I was surprised at how none of the ones I watched “got it”. The first thing I did was turn off Runners vision entirely and my God, it makes a difference.

        At first I was confused as to why the AI was running in circles during a fight, I initially dismissed as bad AI as I sprinted and weaved towards the fleeting enemy like a bad beverly hill sketch, until I realised it would have been far quicker and less cumbersome to just have run away. They game asks “why waste time trying and take the enemies out when you can leap over their heads and reach your destination faster?”. The game even has a separate attack button for just quickly shoving people out of the way without slowing down – this is how important going fast is. The game always tries to give incentive to move with no stopping. The faster you move the faster you build up a “focus shield” which decreases they chances of enemy gun fire hitting you, stopping to fight enemies near instantly drops this shield making it far easier for you to get killed than if you just ran past them. You see; the game wants you to just run past everything, it rewards you for this – be it through the focus shield system, through the animations and sound design, the increased XP gain, to just having your name appear in the top 5 fastest completions in the online leaderboards.

        The enemies aren’t meant to be super difficult to defeat, the difficulty comes from moving ad fast as possible without allowing anyone or anything to stop you. I was taken back at how many things can slow you down, here’s how many things you have to take into account when just tapping the jump button in order to maintain the fastest speed: your current velocity, your distance from the object, the size of the object and they height of the object relative to the floor – if you miscalculate anyone one of these you will slow down, clumsily stumble, lose focus shield and be more susceptible to enemy attacks (gunfire) – now apply this logic to nearly every single action you can perform in the game. If you play the game with Runners Vision (I strongly suggest you don’t), this logical process isn’t really required at all, but when playing without it there were moments when I was gripping my controller harder than I’ve done in any game in recent memory.

        When playing this game how it is suppose to be played the pacing of mission objectives feel more like a racing simulator than an action game, as I just sped from location to location trying to never slow down.

        And about the character models being ok: please may I see an example of a character model you would deem as excellent? Because they character models in the game are some of the best I’ve ever seen.

        • I’m not talking about the buildings… I’m talking about the colors only. I liked that everything was white and clean in the original game.
          Maybe it’s true that more colors makes things much better for the open world exploration.

          AI in this game is rubbish. sorry. Just look at this battle for example: https://youtu.be/q5fTnl2jjVI?t=651
          It’s slow, not responsive. does not know what it is doing mostly. They are not moving much…
          There is an actual combat in this game. If you have a combat system, you should have decent enemies in this game. We are talking about a DICE game.

          About char. models. They are ok in-game, but when there is a real-time cutscene, they look good.

          • JJBYACH

            First off that mission was the tutorial introducing you to the “heavy” class enemy type called the “protector”, he has a bunch of armour so all he does is stand around and counter your attacks, you are suppose to use your momentum to hurt them instead of brute force – the point of that tutorial was to demonstrate how ineffective traditional combat is against them – this encounter with them is the only time in the beta you fight only that type, it is usually mixed up between the faster more aggressive melee enemies, the heavily armoured protectors and guys with guns. Here are better examples of more typical combat scenarios:

            https://m.youtube.com/watch?v=SMpLoEG5iOE

            The combat is only as good as you are, and that guy is very bad at combat… Understandably so – it’s his first time playing. The protectors don’t really run up and attack you, they just counter your attacks (if you keep mashing the same button) and force you to actually use your environment. Not many players seem to get that subtle hint: you play as an 130lbs woman – you shouldn’t be able to physically overpower 6 200-250lbs men in full body armour like Batman, it’s all about using your light frame and agility to hit the hardest. It’s really satisfying when you perform combos that look almost like cutscenes but you were fully in control like: 180 kicks from walls, traversal kicks, kicking a guy in the face so hard his teeth visibly fly out as he stumbles into the guy next to him, toppling them both off a roof.

            And I don’t get your comments on the character models… Real-time cutscenes use all the same assets as in the ones in game; hence the name “real-time”. The character models in the gameplay are exactly the same as the ones in cutscenes – this is an objective fact. The cutscenes do have adjusted lighting, for cinematic framing as well bringing out the detail of their character models, as with nearly all games, even movies have adjusted lighting (the only movie in recent memory that was shot in natural light that I’ve seen was The Revenant). The Witcher 3 even had a mod on PC to enable the enhanced lighting used in cutscenes to also be turned on during actual gameplay.

          • Full Options

            I think he was perhaps talking about texture quality difference between real-time and cut-scenes. I am not sure but it seems NX Gamer underlined the difference as well in his analysis.
            He looks quite perplex too.

          • “Not many players seem to get that subtle hint: you play as an 130lbs woman – you shouldn’t be able to physically overpower 6 200-250lbs men in full body armour like Batman”

            Yeah… Well, that woman is a bullet sponge against guys who shoot her in the face with full ammunition according to your first video. Batman is not even on her level here.
            It’s a game, so it really does not matter much about realism, but the combat feels… I dunno. I need to play it. The first game was not great when it comes to combat.

            About AI. The first video showed that they are not really aggressive. One is shooting (As I said in the first post that if enemies won’t have weapons to shoot from, they can’t bring much challenge). The other one is standing and looking while you kick ass out of these guys and after some time the other guy in full rage mode attacks you.

            About models:

            https://youtu.be/HaM12s0DThk?t=76

            Full Options is right.

          • JJBYACH

            You do have to play it to fully understand the combat – I like it, but some don’t.

            Ah, okay that is what you meant, I fully agree. The game has issues with textures and streaming:

            http://i.imgur.com/2gdbbRF.jpg

            I think they’ll fix this in the final game.

          • Full Options

            Seems like you stuck to it, so the gameplay definitely deserves a little shot… 😛 Besides, such avatars are definitely my type… I hope Joanna from Perfect Dark is not reading this…

          • JJBYACH

            I don’t think Joanna heard it, she hasn’t been around for a while according to Wikipedia 😛

            (I had to actually look up that game because I have actually never heard of it prior)

          • Full Options

            Come on xD, I am not that prehistoriiiic (shit, judging the number of polys describing her, it looks indeed prehistoric..).

          • JJBYACH

            You’re not old, I’m just too young. The first FPS I’ve ever played was Modern Warfare 1 lol.

          • Full Options

            You are kind, thanks !
            “I’m just too young” Well, trust me, stick to it. 😀

            Modern Warfare… Look, the only thing I can say is that you younger guys have a great advantage on us :
            For example, if you decide to play older titles of your childhoods, you are obviously less penalized than us in terms of CG quality. I mean the rare 8 bits ones I played again not too long ago on emulators were only Metal Gear 1/2 and a couple of others… ;D I just can’t play some beloved shoot-em ups or racing games, haha..

          • JJBYACH

            It can get pretty hard for us – the first Metal Gear I played was 4 – eventually I got the HD collection and played through the franchise sequentially: the isometric view and extreme low poly count of MGS1 made the game near unplayable for me, I appreciate it now but back then Kojima’s weirdness and the espionage 90s action movie feel was the main thing that urged me too see it through, I remember showing my friends how weird the game was.

            The graphics of MGS2 made it alot easier for me to play through it – I just hated the isometric view and the ending gave me a head ache.

          • Full Options

            I guess this phenomenon will get less and less hard for future generations.

            Besides the low polys budget of older games, the resolution is also a lot guilty too.
            For example it is easier to roll back from say 4K to 1080p, than it is for 1080p to PAL/NTSC, or lower. Not to mention the framerates as well.. All theses separate parameters are all slowly reaching a kind of cool “floor”, fortunately.

          • JJBYACH

            I’ve only played MG2, I just watched playthroughs of MG1 just to know the story.

          • Full Options

            I am not expert with the plot, the first time it was in 86-87 (MG1), I was 13… 😀 I just remembered well things like the first Koji-twist, capturing me with a fake Dr Petrovitch, had to rescue his daughter, dogs in the cells in the basement of 1st building, but most of all… The cardboard box… Man, this was, even in 2D, a huge bang in gaming AI… I did not even got its use at first glance… xD Was just sleeping there in my inventory for too long haha..
            Freeing prisoners to earn stars that would increase your life gauge and ammo capacity… Just felt in love with all this… Again, nothing around but naive pac-manish titles and shoot-ems to surpass the genius.
            I am rude, but I think most will agree (Mark Cerny included).

          • Full Options

            Check the fluidity for the epoch, check also the techno-sample going with it in early 90’s…
            https://youtu.be/dsz7Ga4scSA?t=2m17s

          • JJBYACH

            The oldest FPS I’ve ever played is the OG Duke Nukem (steam ultimate edition), I’ve only played it for like 1 hour though. On a side note: the soundtrack in that level is amazing.

          • Full Options

            This one was the second title using Rareware GoldenEye 007’s awesome engine. We were hella hyping its release after 007, even if the title was not a James Bond one, but the first Joanna one <33 😀

            The oldest FPS I played were idSoftware's Wolfenstein and Doom first versions, and on PC. Was so cool, lan network was also possible with Doom we had a lot of great time.

            Yeah Rareware Musics were really cool (I remember also 007 or Blast Corps tracks), let me check the artist(s) on Mobygames… and yep, must be this guy or one of his colleagues:
            http://www.mobygames.com/developer/sheet/view/developerId,55624/

            Rareware dudes were so out of their minds xD, check the original ending credits / roles :
            http://www.mobygames.com/game/n64/perfect-dark

  • Full Options

    Since I could not find any translation so far in english (maybe there is one somewhere), and was feeling like “man MGI fellows should check this out”, I thought it could be a good idea to translate some important spots (in advance, sorry for my english).

    I am sure some here will enjoy. I found the true story of the picture with Wada-San awesomely funny.

    It starts at 1h30m48s of the interview :

    Question: [You spent your career crossing roads with Hideo Kojima, so it has been a long time you guys wanted to work together, right ?]

    Merceron: [Yeah, a very long time. We first met in 2001, he was giving a speech at the GDC and was always talking about the problems in had with his programmers]..small laughs..[saying basically “I want that big things, but programmers give me half of it”, so I don’t know if you remember his slide, with this sort of scale showing how much concessions we have to do.

    I met him, and told him that at UBI, we were always doing things in the opposite way, trying the most we can to give a maximum possible freedom to artists so they can work in comfortable situations. So there I think he was really surprised and probably thought that I could resolve immediately all his problems.

    So since 2001 he kept asking me if I could come and work with him, but I still had a lot of stuff left to do at UBI, it was not the right time, however, I decided to invite him at UBI Montreal to show him a little more how we were working.

    I think it was in 2005 that he came to see us, then loved the “Assassin”‘s character and therefore wanted to integrate it in MGS4, etc.., all those exchanges are absolutely extraordinary sweet memories for me.

    After that, he then every years kept telling me “come on Julien, come to see us”, for example once again after I had just joined EIDOS, so it was still not possible…

    Time passes and in 2013, he told me “Look, here we are having heavy problems, we won’t manage to pull out GZ, so forget about MGS5..”, etc…

    We are then at the GDC 2013, all our technos (Luminous, etc..) were starting to run properly on PS4, shinra cloud techno was ready so I said “look, why not Oct. 2013 ?”.

    I would have more or less finished my milestones at this time so it was possible. I then went to see Wada-San, to ask him for the authorization. We discuss a lot and he told me ok, so I joined Konami in Oct 2013. Imaizumi-San (the guy you can also see on this picture next Hideo) told me “Julien, Wada-San want to have dinner with us”…

    So I wonder ooohhhh, I may have done something wrong, maybe I misunderstood what Wada-San told me, what is going to happen !? So I thought crap/catastroph…

    But in fact No ! Not at all ! It was just some sort of a formal ceremony, officially celebrating my transfer from SE to Konami, where Wada-San was telling to Hideo “please Hideo, take good care of Julien, things like that…”.

    We then took this picture all together, a very touching moment.]
    http://cdn4.dualshockers.com/wp-content/uploads/2015/12/Merceron.jpg

    Question: [We know that Kojima is someone very exigent / perfectionist, how is the work with him ?]

    Merceron : [First I did not know, I knew him just like a friend but did not know at all how he was going to be at work. So I was expecting anything. Since he is doing a lot of PR/marketing, I wondered how much he was doing and how much his possible game designers / story telling fellows were doing it all for him.

    And.. I have to say that I was ab-so-lu-te-ly bluffed. Not only him managing everything, like everything at PR level (eg. creativity on PT, SH, him from A to Z, the same for MG), he also take care of game design, story…
    And things we don’t know is that at start the Fox Engine, after MGS4, he was also one of those involved in the engine’s design thanks to a true passion for technologies, and really wanted this engine to reflect him, so manage to deliver the experiences he wanted to setup.

    Then after thinking a while about perhaps speaking simply to him, he overtook all my hopes. Whether on his vision, his passion for work, his technologies knowledge, but most of all at that high mastering of vision, I never saw someone knowing that much how his game will look like, before producing it, absolutely incredible !!]

    http://www.metalgearsolid.be/images/au-coeur-de-la-technologie-de-metal-gear-solid-v-julien-merceron-s-03.jpg

    Question: [So then your priority is to work on Fox Engine, and course quickly launch GZ, right ?]

    Merceron : [Yeah GZ was going to be the first test for the Fox that did not have pull out any game before. When I arrived, it was yet running on PS3 and 360, but not yet on PS4, XBox One nor PC, and we only had 3 months…

    So I thought I would take care of the group’s techno strategy later,]..laughs..[we will first pull GZ because of course it was supposed to be released before the end of the fiscal year, so we had to make the platform QA submissions around XMas-January..

    So the schedule is then very very tight, their are still a lot of things to fix in the Fox, specially for the tools / content creation for the artists, so we left it temporarily aside (no time).

    We then just focused on the 5 platforms, perf/memory available budgets for each. The players were really mad at us about that, but fortunately for me, GZ had only one map. We could not really finalize it as real “Open World” since we pushed the whole level in RAM. The “Open World” was not working so I wondered “we won’t be able to stream…, ok, we won’t be able to stream, let’s put everything in memory…”]…laugh…[When we started TPP’s dev, its “Open World” did not have been tested yet, AI’s, all active the same time… The same, we could also not do it in Open World yet…

    Previous AI was too basic for what we wanted, we just dropped it all and restarted this part from scratch so the level designers hated us for 9 months…]

    ———————-
    I skip few minutes because the interview focused more on the PES team, quickly describing why he convinced them to switch to Fox for rendering and that they will take care of / tailor a different custom AI/animations for PES instead of letting them use Fox’s default one.
    Also saying that the training for artists was painful. It was a great challenge for him.
    ———————-

    Question: [Let’s get back to MGS V, you think its development could have been salutary for Japanese game development ?]

    Merceron : [There are various lessons in fact. The first one is that we must keep trusting Hideo Kojima, instead of what Konami did. Because it is true that there is a long development but he was sure that the game will for sure generate profit, he was sure that it will reach the expected quality (you need a great confidence for this)…

    We were of course really confident in the team even if, again, he was from the rare ones really knowing what he was aiming at. We also wanted to re-insure ourselves by seeing finally how it would look like once everything will be properly integrated, but he was really confident in himself, in the team. And I think that when we see the result, a game generating profit within just FEW WEEKS, a meta-critic over 90… I think one of the first lesson is that we must keep trusting Hideo Kojima.

    http://img1.ak.crunchyroll.com/i/spire4/9108663d01933dc1a519a9cd66cd92581394201772_full.jpg

    Another lesson is that he proved that it is possible. Japan has of course witnessed a tremendously blossoming mobile market, so some often wonder how they are going to balance resources between mobile and console, but MG shown that there was a way.

    And of course the question…

    Question : [How do you read the event that happened between Konami and Kojima ?]

    Merceron : [We all witnessed the event in real-time.

    In March, we saw first the consequences of some fights between Kojima and Konami’s management involving :

    1 – his studio going to be renamed..
    2 – his name will be removed from box-arts..
    3 – they made him he become a contractor instead of staying under a more regular contract with them, also supposed to end next mid-December…

    We are then at GDC, because it happened right during the week we were at the conference. I learned all about the case there, so when I was back to Tokyo, Hideo spoke to us and said : “Look, don’t worry, we are going to finish our game, give it all it takes, and we will see what happens later.”

    So he kept being the same at the office,… I still have hard time to fully realize how he managed to interorize all this… But he is, in all cases, very strong at that too. He then peacefully managed, like as usual, the team so the product could be finalized.

    That said, we were still worried / had ton of interrogations regarding how the game will release, if it will be successful or not, if maybe Konami would reconsider their position, happy of the success of the game… Perhaps start over with Hideo a new Metal Gear game all together after this crisis… I was completely ready to work like that with Hideo for years more, on the next Metal Gear’s titles and also on the other brands. We hopped to revive Silent Hills and a lot of other promising Konami’s franchises so we knew we would be happy to work together for a long time. I knew that without him, there might be another person but it would not be the same anymore. And of course, he was the person that brought me in so, no, I could not stay at Konami.

    From here, I started to wonder what would be my next “Quest”…]

    The rest of the interview focus then more on Bandai-Namco…

    • Spectralbuttplug

      Thanks man
      Here’s to you JJ and Kaweh!

      Ok I did not write full coz it doesn’t rhyme
      Jokes asides , why don’t you promote JJ’s trollilicious subreddit here?

      • Full Options

        You are welcome man. It is “Kaveh”, but I suppose it is better to keep it “Full Options”. ;D
        I think JJ created it more or less as a joke. Since there was no post on it, I thought it would be a nice place to post the Koji-gate part of the interview translated.
        We may probably continue to post few more trolltents on it in the future. xD

        • Spectralbuttplug

          Euhm dude I’m sorry
          I’ll edit my comment
          Plz don’t give up on kojimagate

          • Full Options

            Hey… Relax Jatin… Regarding the name, I was not complaining but was just informative.

            Koji-gate is an old topic yet, but we did not shed all the possible light on what happened. If we manage to grab further leaks, we will definitely add them. ;D

      • JJBYACH

        It shan’t be promoted until I fix its horrendous CSS, it just looks so ugly. It’s like giving birth to this through an inhumane ritual sacrifice:
        http://vignette2.wikia.nocookie.net/witcher/images/2/2d/The_Witcher_3_Botchling_Boss_Fight_(Hard_Mode)/revision/latest?cb=20150602004808

        I dunno if I want to look at it again. Somethings should never been made.

        • Full Options

          I made few changes this afternoon with the background, along with the top logo. You’ll let me know.. 😀

          • JJBYACH

            Oh shit – I never even knew. Thx, so much better… I hope the code was somewhat readable…

          • Full Options

            The CSS code was very readable but I did not touch it much finally. Will perhaps when a specific thing is needed.

            I just uploaded the same background image but with much lighter colors so we can better read inside, and added a bevel+drop shadow to the top logo in Photoshop. 😀

          • JJBYACH

            Where did you find that FucKonami logo? Did you make it yourself or just photoshop the one I yanked from the Internet, changed the colours and added a bevel+drop shadow? Because it is really well done, I don’t have any photoshop software, so I don’t know how long it took to do that, I hope not too long 😛

            Btw feel free to add, modify or delete whatever you want on it. 🙂

          • Full Options

            I photoshoped your original picture. It is very easy, you double click on a given layer to apply layer effect (exists also in After Effects). I had first to select the red by color range and applied it on a layer containing only the red info, so the bevel can affect the broders of the text inside. Also darken the red so it looks more “bloody”.
            “Btw feel free to add, modify or delete whatever you want on it. :)” I will keep your original and future revisions if you need to rollback to some. ;D

          • JJBYACH

            It was the most representative picture…

          • Full Options

            How about this gif… Birth of Urukai-style… xD
            http://stream1.gifsoup.com/view6/4742623/uruk-hai-o.gif

          • JJBYACH

            Perfect…

  • Mr.Pony
    • JJBYACH
      • Spectralbuttplug

        I love you Jeremy Belcherrr!
        Jeremy is f1ng3rs’ real name
        Makes badass music but this one is trollilicious

    • Spectralbuttplug

      Played me like an owl
      Played me like a good beef hamburger on the mother road

    • Full Options

      Hheeeyyyy ! Gratz, Boss !

    • Venom_Sina

      It’s one of the hard ones to get.Congratz,Boss

    • BOSS, the body you’ve lost, the comrades you’ve lost! Won’t STOP HURTING!

      Congratulations!

      • A lot of comrades were lost, including A+ ones…

    • BurntFM

      Ah yeah. I remember this damn trophy. Congrats! I know what I did when I got that trophy.

    • Spectralbuttplug

      Damn, that is badass!
      Congrats

    • Gatsu

      Gratz boss <3 !

  • Venom_Sina

    It’s official.Uncharted 4 is available in some areas.Heavy spoilers incoming.Watch out:

    • Damn, hopefully people can keep their mouth shut.

      • JJBYACH

        I’m 100% sure people will not keep their mouths shut- I’m avoiding the YouTube comment section like the plague.

        • Yep, this is rather unfortunate.

      • Gatsu

        They won’t as it’s sadly the same with every major release.

        • Full Options

          That’s also why the Gatsuminator model 1.01 was assembled… Search & destroy their comments… 😀

          • Spectralbuttplug

            The gastuminator is filled with glitches sir
            Let’s just give a 30 mm vulcan minigun

          • Full Options

            Or a CGM in each hand… Would let him lock on / homing & destroy up to 16 comments in movement with a single shot..
            http://i.imgur.com/Kf1VXo0.jpg?1

          • Spectralbuttplug

            What if I told you I installed darkseid’s omega beams in his eyes
            So yeah he’s a god with a badass beard

    • Tong Ninja

      Already?
      This always happens …. haha. In Australia, the game always comes out on the exact release date, never before it!
      But thanks for the heads up. 🙂

      By the way, anyone here getting the Libertalia Collector’s Edition ?
      Because I am! 😀

      • Full Options

        Really ? I am curious, did you checked in Australian stores to see if they sometime receive their games before ? Most stores receive copies 1-2 weeks before launch and often start selling them right away even before official launch. It seems that some UK stores received theirs, I would not be surprised if others in the world get them this week as well.

        • Tong Ninja

          Sorry what I mean is that Australian stores will always sell the game on the release date. Even if they received copies a few weeks before (ready to be sold), they will not break the embargo. 😛

          My friend knows a guy that works at one of these stores. They are super strict with new releases. If they sell it early, they will get fired by the store manager and will have to pay a hefty fine. haha

          • Full Options

            Ah… I see now. Thanks for the reply, it was what I wanted to know. Turns out that the directives are more flexible in France / Europe. A lot of them start selling copies almost right away in some stores (even big chains)… They are probably afraid that we’ll walk to the next door, hehe (and they are right to xD)…
            They even give you some items supposed to be offered with their pre-orders (!?).

    • JJBYACH

      Ohhhhh.

      https://49.media.tumblr.com/94085682ded234a0bf56ca467ce78700/tumblr_my95623wbx1tnpu9lo1_250.gif

      [Thanks for the heads up Sina]

      Now to figure out how to get my hands on one of those copies…

      • Full Options

        This gif ! 😀

    • BurntFM

      OMG!!! I can already see Reddit having a field day.

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