

Snake pulled out his iDroid device and marked the location, a transport truck, on a holographically projected map.
METAL GEAR SOLID GROUND ZEROES CLASSIC SNAKE PATCH
Korekado chose to interrogate, revealing the location of the item Snake was looking for - which, by the way, turned out to be a red-colored "XOF" patch dropped by Skull Face during the opening cutscene. He performed a silent CQC takedown and was then given the option to knock out, kill or interrogate his prey. When engaged in combat, he can flick on a flashlight attached to a gun to momentarily blind his target.Īs Snake worked his way into the compound, Korekado had him stealthily take down a few soldiers. If he takes control of a searchlight, he can shine the beam on enemy soldiers, distracting them. Snake can turn those bright lights on enemies to his advantage. For example, while the pathway of searchlights that can expose Snake's position can be seen pretty clearly, when lens flares from those lights slash across the screen, it's an indicator that Snake's in danger. There are contextual button prompts when Snake approaches ladders and locked doors, but little else to clutter the screen during gameplay.Īpparently, Kojima Productions will communicate some HUD information through the environment to help Snake stay stealthy. In the demo, which was being played on a laptop computer by Metal Gear Solid 5 creative producer Yuji Korekado, there was little in the way of visible HUD or interface. And when looking at an item of interest through the binoculars, he'll receive helpful intel from headquarters. Snake can track marked soldiers and, in some cases, see them through walls, tarps and whatever else might obscure his view. He could also mark the location of enemy soldiers, which pops a little triangle icon over their heads. Using the binoculars, Snake could scope out the compound to survey how heavily guarded it was. Snake's gear consisted of a few items, including a pair of binoculars and a holographic tablet dubbed the iDroid. Since Ground Zeroes is a prologue to the larger game, The Phantom Pain, Kojima said Snake will play in a more limited space. Metal Gear creator Hideo Kojima explained that Ground Zeroes is not quite an open world. After some story set up that offers more questions than answers, the player is given control of Big Boss, who's tasked with infiltrating the compound in search of a piece of intelligence. The demo began with the camera following the character Skull Face into a military prison compound during a moonlit, rainy night. That meant we got to hear the new voice of Snake/Big Boss, Keifer Sutherland, delivering signature lines like "Kept you waiting, huh?" (It was weird.) The slice of Ground Zeroes we saw was the same section Kojima Productions showed for the first time last year at PAX Prime - only this time, the game's spoken dialogue was in English.

Fortunately for us, that gameplay demo didn't quite go as planned and the results, as they relate to how the Metal Gear franchise might be evolving, are certainly interesting.īased on what we saw of Metal Gear Solid 5 today, there's a renewed emphasis on updating Metal Gear's gameplay mechanics - with slowed-down executions, interrogation techniques, speedier traversal - and a leaner story told through fewer cutscenes. During a visit to Kojima Productions' new Los Angeles-based studio, Kojima Productions West Coast, we got a peek at a new gameplay demonstration of Metal Gear Solid 5: Ground Zeroes, the so-called prologue to The Phantom Pain.
