Although Metal Gear Solid V will add some mechanics to help the player sneak through the open world locations of the game, such as slow motion when spotted and the ability to add markers above enemies, Hideo Kojima assures this does not mean it will be an easier game.
In an interview published by IGN, Hideo Kojima talked about Metal Gear Solid V and the changes it brings to the series.
“Metal Gear Solid V: The Phantom Pain is a huge game with a vast open world. Ground Zeroes serves as the prologue episode. For Metal Gear fans, it may be a bit confusing to step into that huge open world of Phantom Pain, so Ground Zeroes is the first step in between, where players will experience a more compact and controlled prologue episode.”
Then Kojima went on to explain his motives for adding the new gameplay mechanics such as the slow motion.
“Metal Gear, so far, has been a somewhat linear game. We expected players to go through the game in a certain way, and placed enemies accordingly. When we turned MGS into an open world game, it turned out the player wound up in situations where they could be spotted from any direction, 360 degrees around them. Sometimes, you wouldn’t know where you were spotted from.
We first wanted to give the player a notice – you were spotted here at this angle, and also to give them one chance to defeat the enemy within a certain time frame. Then it wouldn’t be counted as the player being spotted. That’s part of the gameplay modifications we’re working on now.
One thing I want to make clear is that this will not make the game much easier. With the stress and tension levels that players will experience going though the game, I guarantee that it’s not going to make the game easier for anyone.”
When making Ground Zeroes, I wasn’t thinking along the lines of ‘What went wrong last time?’ or ‘What improvements do I need to make?’ That’s not really the way I work. I try to think ‘What do I want to do?’ Then I try to make that happen.
“With Metal Gear Solid 4 we were somewhat limited technology-wise. At that point, I wanted to work on multi-platform development, which is why I started work on the Fox Engine. I wanted to make something in an open world.
Snake infiltrating in the rain, all those things I wanted to make six years ago, I think those are becoming a reality here in Ground Zeroes. MGS4 was a turning point: the engine, the mulit-platform and online elements. Moving forward I wanted to have a Metal Gear Solid you could play on whatever you wanted. And that’s how we created Peace Walker. Now we’re presenting something again that’s console-only, but that’s not actually true of Metal Gear Solid V, Metal Gear Solid V will have many more elements that aren’t limited to one console. You’ll be able to play the game on whatever you want, whenever you want.
There are always hardware limitations though. Technology will always impose restrictions. Although so many things can be done with next-gen hardware, that means we have to make some hard choices. And that’s the soul of the creative processes – making choices and deciding what to do with your time. One thing that has helped us deal with many of those hard choices is the Fox Engine.”
Kojima also talked a bit about the differences between Naked Snake and Solid Snake.
“Every time I make a new game, I have this feeling it might be the last time I make a game. So when I made Metal Gear Solid 3 with Naked Snake, I never thought I’d still be working with the same character after so long – Naked Snake or Solid Snake or whoever. Naked Snake has more of a human side, he’s angry, he’s happy, he cries when he’s sad. I believe he’s someone the player can identify with. And lately I’ve been choosing to work much more with Naked Snake, because I like that about him a lot.”
To watch the whole interview yourself, click on the link below.