Kojima just announced Metal Gear Solid V: The Phantom Pain
Metal Gear Solid 5
Kojima is joined today by CG art director Jideki Sasaki, technical director Junji Tago, and lighting artist Masayuki Suzuki.
The session: “Photorealism through the eyes of a “FOX”: The Core of Metal Gear Solid Ground Zeroes” is set to start any minute. So keep hitting refresh for updates.
It starts off with Kojima showing up with his face wrapped in bandages, and then a new video for The Phantom Pain being shown. Kojima’s name was shown in the trailer. So the rumors were true – as if there were any doubt.
Metal Gears Solid 5: The Phantom Pain is an open world game. The title was flashed across the screen. Kojima said that Metal Gear Ground Zeroes mixed with The Phantom Pain is Metal Gear Solid 5.
Snake wakes up from a 9 year coma. He has lost a lot of his abilities – and a great evil has escaped.
I hear Kiefer Sutherlands voice.
Snake is weak and must crawl through the hospital to escape. The guy in front of him is crouched and you can see his bare ass sticking out of the hospital gown a bit. Everyone laughed.
They are trying to reach the elevator – and once there a lady rises up from the floor into the ceiling. An explosion occurs.
Both men are lying on the floor when a man in a trench coat and possibly horns comes out of the fire menacingly before disappearing. Surely, Metal Gear fans know who these people are. I don’t.
The two head for the emergency stairs. Snake is still suffering from muscle atrophy so he is still crawling, laboriously. He can now finally stand, and that part of the demo was finished.
After that ordeal, snake can now walk around in the open world, freely.
All gamplay was shown running on PC.
The FOX Engine and photorealism
The engine discussion started off with asset creation, with Hideki Sasaki, discussing the “what is real and what is Fox” photos the team released a while back. He showed the conference room photo.
He talked about Linear Space and Phsically Based Diffuse reflection. Sasaki showed how Snake could be rendered into the Kojima Productions conference room, showed shots of clothes and leaves – one in FOX and one in life. The asset creators can us photos like these to make sure textures are shaping up.
Sasaki is showing a picture of a male child who was scanned with a 3D scanner, and the bust of an older man, which was based on a plaster sculpture. Each were then rendered into the engine.
The bust, is of a character in the game who is supposed to hundreds of years old. While they can’t show the finished product, they did show how they can scan an object into the engine, and how it can provide detail such as wrinkles, pores, and other flaws.
Photoscanning can automatically render textures, according to Sasaki. Rocks and tree trunks look rather “real”. Like Snake’s leather jacket in the Metal Gear Solid 5 video we just watched.
Now they are talking about linear workflow. This deals with gama decoding, rendering, monitor output, and how linear workflow is “lighter” and non-leaner is “darker” when comparing the same room with dim lighting. It increases brightness by a factor of 0.1. Linear textures are now being discussed – how a high rendering index is better for color, and how to eliminate light and shadows.
All very techy stuff, like dependent roughness and how it related to angles, and views.
A clip of Snake running through a camp of sorts was shown, and how the light changes as he does. The demo of the lighting tech was similar to the sun moving across the sky.
Exposure, focal length, aperture, shutter speed – all of this is important. Obvious items like blur, motion blur, flares, and color correction are a big part of it. To show how focal length changes on where the camera focus is, etc. Like with real camera’s only with FOX.
Now, they are discussing how FOX uses deferred rendering in order to support a large number of lights and keep a consistent look to the characters and environment to make it look more immersed. It’s all about light, kids.
Deferred rending only supports a single lighting model, but they can tweak the G-Buffer to implement various shaders – such as with the creation of human eyes and using anisotropic specular – which causes things to look “real”.
Ambient Lighting helps with weather and time of day effects. To show how this can be accomplished when cube mapping, they showed last year’s MGS: Ground Zeroes trailer – which took place at night, and changed it to day time. Nothing broke down, only the lighting changed – not the visuals.
That was pretty impressive really – the wind blowing through Snake’s hair, his shadows. Very “real” looking – or photorealistic if you will.
In order to accomplish the various textures and how real-world light applies, real world items were brought in to test, and actors were tested under various lighting options.
Realism shouldn’t always be the end goal – but accuracy is the most important part. To reproduce it you have to study it.
Hayter isn't reprising his role which is disappointing.
Hayter isn't reprising his role which is disappointing. Can't wait for this though.
He says they didn't even ask him to do it. Weird.
With the all the limb-slicing and cybernetic spine-grabbing in Metal Gear Rising: Revengeance, it’s hard to think that series creator Hideo Kojima would ever worry about something being too taboo. In his 27 years in the videogame industry, Kojima has tackled all sorts of topics in his games; issues like the industrial military complex, genetic manipulation, war-time atrocities, mental illness, and torture have been common place in the Metal Gear universe. But despite his history of touching upon heavy subject matter, Kojima believes that the topics covered in his next Metal Gear game, Metal Gear Solid: Ground Zeroes may make the game too risky to release.
In a roundtable interview session attended by Videogamer.com, Kojima had said that Ground Zeroes would attempt of tackle mature and seemingly taboo themes -- themes that may go so far as to hurt the game’s ability to be released in its current form.
“I'm not even sure if I'm going to be able to release the game, and even if I did release the game then maybe it wouldn't sell because it's too much,” said Kojima in the interview.
Kojima has been teasing that his next big game might ruffle some feathers since 2010, when following the release of Metal Gear Solid: Peace Walker for the PSP he tweeted that his “Next Title” will “challenge a certain type of taboo,” and that “If I mess up, I’ll probably have to leave the industry.”
And while Kojima has been mum on what exactly the taboo is, he admitted that his attempts at introducing more mature themes into videogames has been a means of growing storytelling within industry so that it will be more akin to film and literature.
“As a creator I want to take that risk," said Kojima.
Metal Gear Solid: Ground Zeroes, developed by Kojima Productions, is the next chapter in the saga of Big Boss, the Cold War precursor to super spy, cool guy, Solid Snake. Following his last outing in Peace Walker, Big Boss is once again embarking on a top secret, stealth mission, but this time gameplay will focus on a vast open world where you can commandeer vehicles, instead of the claustrophobic confines that have been the standard in past Metal Gear games.
But ultimately regardless of how the gameplay may be different than past games, Kojima is still putting story in the forefront, even if that may harm the marketability of the game.
I don't recall Big boss losing an arm though.
Looks like it won't be...Lets hope it isnt 80% cut scenes again.
Kojima said he believes story telling through cinematics has become a bit outdated, and therefore he used a new method of story telling for Ground Zeroes.
http://metalgearsolid.nl/?p=4571
Ocelot did, and it was replaced with Liquid's arm, which took over his body. Or something like that. Maybe this guy is a mix of Snake, Big Boss, Liquid, Ocelot and Solidus.
They can easily explain it by saying it has something to do with nanomachines.
After San Hieronymo, Ocelot and Zero extended an invitation to Big Boss to join them in the formation of a new organization known as "the Patriots." This organization was to be set up in honor of The Boss's last wish. Big Boss, who knew her better than anyone else, was chosen by Zero to be an icon and hero to the world (although he was also chosen in part to get Ocelot to help him with a project). Some time after Big Boss joined the Patriots, he participated in a rescue mission in 1971 in Hanoi to rescue EVA and recruited her into the Patriots. Zero started spreading stories about him. Some of these tales were true, some exaggerated, and others were outright lies. Big Boss later became infuriated with Zero's lust for power, and was sick of playing the role of a puppet.
Afraid of losing Big Boss, Zero planned to finish up a secret project called Les Enfants Terribles. In 1972, while Big Boss fell into a coma from being gravely wounded from a battle, Zero brought his unconscious body to a lab where his genes were extracted to make genetically enhanced soldiers. Solid Snake, Liquid Snake, and Solidus Snake were produced in this program, and were known as the "Sons of Big Boss."
However, Big Boss would eventually find out about the project. This was the final straw between the two. Determined to oppose Zero and his plans, Big Boss broke away from the Patriots. He left the United States and FOXHOUND, drifting from country to country as a lone soldier.
Seems wrong not to have Hayter. Would only make sense if the Japanese voice is also replaced.
When asked about The Phantom Pain, Kojima laughed and said that while he sees the resemblance, it is being made by Moby Dick Studios, and that he has nothing to do with it.
Can't see it, tbh. It's Big Boss all the way for me. The nanomachines were just for controling soldiers....not anything to do with genetics.
I think what you are alluding to is how Liquid, Solid and later, Solidus were genetically created from the DNA of Big Boss in the 'Les Enfants Terribles' project.
Yeah, I know it's Big Boss. I was just joking that they seemed to use nanomachines to explain shitloads in the series.
Nanomachines!
Just seen that trailer. Wow. My appetite is now completely whet for this game now, I'm going to start them again later. Kojima is a genius. Enjoy these series of games because it will never be bettered. Depth of characters, story, boss battles, twists etc. are second to none.
No, of course not....but when would we have been able to see that happen anyway?
MGSV is clearly set after Snake Eater and there hasn't really been any other story about Big Boss, other than in MGS 4 where it's revealed that he wasn't dead afterall and that The Patriots split into two factions (him and Major Zero) with seperate ideals. I'd say that the new game will explain things around this time.
I'm gonna continue my play through soon, I finished mgs2 a few months back, dunno whether to play mgs3 or do mgs4 next then mgs3, peace walker then when MGSV comes out
No, play it in order. Some of the parts in MSG4 wouldn't make too much sense.
I'm gonna continue my play through soon, I finished mgs2 a few months back, dunno whether to play mgs3 or do mgs4 next then mgs3, peace walker then when MGSV comes out
I have played them all before, apart from peace walker, I suppose there's no harm doing mgs3 then mgs4 rather than the other way round
I have played them all before, apart from peace walker, I suppose there's no harm doing mgs3 then mgs4 rather than the other way round
Never played metal gear solid, am I missinh out? Does it have a pc platform?
Never played metal gear solid, am I missing out? Does it have a pc platform?