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Kojima on MGSV: dynamic CQC, structure, platforms

At E3 2013, GTTV conducted a short interview with Hideo Kojima on Metal Gear Solid V: The Phantom Pain.

Hideo-Kojima-GTTV-Interview-E3-2013

Since players of Metal Gear Solid aren’t yet used to the open world in the series, Kojima wanted to have Ground Zeroes as a prologue. It is the same system as the rest of the game, with an open world, but not yet as vast, but it’s a good introduction for the player to get used to the new system.

Kojima reiterated that the stealth in this game won’t be linear: the player has the freedom to decide how to infiltrate. With a helicopter he can access different areas, and within these areas there’s a seamless open world to explore.

As you can see in the trailer, Snake can disarm enemies, pulling their own gun from their hands and using it for himself. This is part of the new CQC system. Kojima couldn’t get into further detail, but said that compared to the other MGS games, there’s a lot more you can do in terms of CQC.

Previous MGS games were linear, and it was easy to tell the story to the player. This time around, players have to find out on their own: as they play and get deeper into the game, they have to put the story together themselves from the information they have gathered.

What we have seen so far is just a small portion of the game. Kojima Productions haven’t provided a release date yet, and there’s a lot more to show that we haven’t seen yet. The trailers have given hints to the gameplay and story, so fans can think about what the game will be like in the future.

“I’m not going to divide between Ground Zeroes and The Phantom Pain.” said Kojima, when explaining what platforms the game will be released on. The studio is hoping to release it on the PC as well, but at this time, it’s just for Xbox 360, PlayStation 3, Xbox One and PlayStation 4.

Source: GTTV

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