Gaming Metal Gear Solid


"Very Special Surprise" For MGS4 On Monday

Once GTAIV mania dies down, it'll be time to embrace MGS4 mania, and that time isn't far off. In fact, as far as many gamers are concerned, they've begun the mania many months ago, probably immediately after the official unveiling at last year's E3. And of course, we always cater to our reader's every need, which is why we just recently posted up everything you need to know about the all upcoming Metal Gear Solid 4 products.

However, there's one final detail that we believe deserves a whole new headline, and that's because it's a mystery that will soon be solved on Monday. Konami Online's Brandon Laurino, who opened our eyes to all the MGS4 release/product info in the first place, left us with one big teaser-

"Check back here on the PS Blog next Monday, April 14th 2008, as we have a very special surprise in store for you! See you next Monday!"

Now, we could probably venture a few guesses as to what this surprise might be, but whatever it is, we're assuming it's mighty significant. Any "surprise" related to MGS4 is going to be most appreciated by fans of the franchise, and we'll be one of the first to check the PS Blog at the start of next week. We can't wait to see what's up!

I'm intrigued.
 
Some other good news aswell, looks like we will be getting the Beta for MGS Online. Happy Days!

- Konami has confirmed details of the Metal Gear Online Beta dates for Europe, with the game available for download on April 17 before going live on April 21 through to May 6.

The dates keep it in line with the Japanese Beta window, and the test pack includes the two maps 'Blood Bath' and 'Groznyi Grad'. It will be available for download from the PlayStation store from April 17, and Konami is expecting congested servers so are allowing a four day window for everyone to get their hands on the game before pushing it live on April 21.

Metal Gear Online will be included as part of Metal Gear Solid 4, which as we're sure you're well aware ships on June 12. For more details on the series first real foray into the online ocean hit up our preview from earlier this year.

http://uk.ps3.ign.com/articles/865/865959p1.html
 
[This is part two of PSM3's huge MGS4 cover feature. Part one can be found here. Pick up issue 100 of PSM3 for the full feature, including extra info and loads of awesome new screenshots].

The good stuff
Some random observations: while the demo section's similar, there's now a battlefield tannoy at key moments, where a robotic female voice chirps propaganda to the PMCs (accompanied by a nursery rhyme jingle), reinforcing the corporate nature of war. You can wake up unconscious guards by standing over them and tapping w (the context-sensitive 'action' button) - far better than shaking them like in MGS2. It's incredibly easy to trip alerts.

We must've started 20 in the Middle East section alone, and since there are so many guards, you can't silence alerts like an 'Off' switch using CQC as you could in MGS3 - offending our inner Obsessive Compulsive/Autistic. Sound plays a major role, with a fine line between silent tip-toeing, and noisy treading - you need to be really delicate with the analogue stick. Impressively, it's much easier to sneak around in active battlefields, since the noise of war drowns out your footsteps.

More insight: the 'Stress' and 'Psyche' meters play a more important role than you'd think. In prolonged combat, or boss encounters, Snake's Stress level rockets (like a reverse countdown, with ours often hovering around the 80% mark), increasing his resistance and aiming accuracy.

The flip side, is that extreme stress causes Snake's Psyche to crash, which means his stamina heals much less quickly. It's really important to hoard Arsenal Compress or Recovery items (like a Ration) to restore Psyche - smoking and reading girlie mags has the same effect, but work less quickly.

There's a great in-joke where Snake's psyche drops a quarter of a bar during cut-scenes whenever anyone mentions how old he looks, or when Sunny threatens to take his cigarettes away.

Back to the game - once you've met the MkII robot (from the trailers), you descend into the Militia base, where the TGS playable demo ends. Snake finds a Militia outfit to replace his Octo-Camo, allowing him to blend in.

Be warned - we accidentally killed an ally, and spent the rest of our time fighting through the tunnels. Switching allegiance between warring factions is as simple as who you last killed. In one set-piece, fighting alongside the militia, a friendly soldier accidentally blundered into our sights - leaving you battling both sides as your allies turn against you. Highly annoying.

Make your way through the underground base - note the wailing injured militia and the still-wobbling wing of the Raging Raven robot birds on a tabletop - and you meet up with guns dealer Drebin, who outlines the game's Weapon upgrade/purchase system in a whopping cut-scene. See 'How Drebin Points Work' - but it's not dissimilar to the excellent weapon customisation system of Resident Evil 4.

Guns range from Mk22 tranquilisers, to M16s, to P90s to full-blown automatic grenade launchers - plus the usual RPGs, Javelins and C4 charges. Every weapon feels unique, and can be customised with stocks, sights and grenade launchers, creating your own personal attachments.

Fight the power
When Drebin's finished, you navigate a section we won't spoil, before bumping into Akiba - who's enjoying a toilet visit in a barrel, as seen in the last trailer. He sprints off, and you engage in an epic street battle, engaging snipers - either head-on using cover, or by finding a sneaky alternate route - before taking on a distant enemy tank, fighting alongside the militia.

Snake can use fixed mortar emplacements (press w, and align the trajectory path) - a neat new addition. By this stage, you really feel you're engaging in open warfare, reminiscent of the Sgt Jackson desert street/tank scene from Call Of Duty 4. When you destroy the tank, your militia chums celebrate in real-time, firing guns into the air and whooping "We did it!"

Snake infiltrates the Middle East Event Palace, navigating deadly laser trip wires and sleeping gas grenades, before meeting up with Meryl and the Rat Patrol team - as seen in the TGS 07 trailer.

This cut-scene's almost exactly like the trailer, with Meryl explaining how PMCs are controlled by SOP System nanomachines, allowing them to co-ordinate movements; while it gathers data, and regulates their body organs, fear etc - the 'total battlefield control' element of the trailers. Teaser: Meryl refuses to acknowledge Colonel Campbell as her father, calling him 'Uncle' and revealing he's re-married a woman of her own age.

"Womanising piece of shit! Men... selfish, egotistical pigs," she barks, eyeballing Snake. Her bitter tirade is interrupted by an attack from the FROGs, or Haven Troopers, as seen in the last trailer. The difference is, of course, where the trailer ends, the game lets you fight in real-time (See 'The Haven Trooper Shoot Out') - a thrilling set-piece, and the Middle East's defining moment.

After leaving the palace, and being teasingly introduced to the Beauty and the Beast boss characters - who brutally decimate a militia army, as seen in a previous trailer - this thread of the story ends with Snake trying to assassinate Liquid (his brother) in a cut-scene, but failing when he's incapacitated by a mysterious siren, causing everyone, bar Akiba, to stumble and foam at the mouth. "Brother!" heralds Liquid. "Rejoice! We're not copies of our father after all... we are free!". Snake's vision blacks out, to see Naomi at his feet, who injects herself, and drops the needle.

"If you won't be a prisoner to fate... go... fulfil your destiny," she teases. Choppers take Liquid and Naomi away, as Akiba rouses Snake in the final seconds of the game's first act. Without giving too much away, the Middle East level takes hours - the TGS playable demo section represents barely 15% - during which time we tripped 47 alerts, killed 95 soldiers, obtained 18 weapons, used 16 recover vitamins and watched 13 flashbacks.

The name's Snake...
That's the last piece of in-game action we'll share for fear of spoilers - but if you watch the previous trailers with eagle eyes, and freeze frame, you can deduce where the game goes next. Kojima's made no secret of MGS4 being like James Bond, with Snake travelling all over the world.

It's also well established that the game contains five major locations - including the Middle East, South America and East Europe. The remaining locations can't be revealed, but fans could make some educated guesses. Having finished MGS4, we can only recommend you watch the trailers again - but even then, the game's pregnant with hugely unexpected surprises. Not everything in the trailers is in the game as it stands, but, but... let's just say, Kojima isn't the business of disappointment.

Is MGS4 as good as we hoped? In a huge number of places, it's better. Some sections redefine the limits of interactive cinematography, with bravura changes of pace. It's rammed with surprises, and finishing it is only the start.

MGS4's only 'problem' - and we're as guilty as anyone - is its startling level of expectation, as a PS3 exclusive and, arguably, the most important next-gen game to date. Our base level of expectation was that it would be The Best Game Ever, with anything above that a bonus - a ludicrously high level of expectation, but such is Kojima's pedigree, and the fierce level of devotion MGS inspires in the most austere of critics.

As it stands, don't expect perfection - nothing this ambitious, or heartfelt, is - certain elements could be more clearly flagged, Kojima could self-edit more ruthlessly and the controls are still fiddly, if incredibly deep. But like GTA: San Andreas it's an unprecedented achievement, that you could spend months eulogising about in terms of unique moments, despite technical imperfections. That's how Metal Gear has always been - an intensely personal game, created with singular vision, not the bland, cold hand of focus groups that delete anything considered 'edgy', 'challenging' or 'obtuse'.

It's a game of contradictions, as fiddly as it precise, as genuinely funny as it is rambling, as beautiful as it is, at times, functional. There's something to delight - and frustrate - everyone, from newcomer to veteran, a welcome relief from the sea of bland, demographic pandering, shooters that placate myopic shareholders, but inspire devotion in precisely nobody. In short, it's a rallying point for hardcore gamers - or rather, anyone who thinks games have the potential to be richer than any other media. It's a Hollywood blockbuster, and obscurio indie flick rolled into one seething, imperfect, unmatched river of entertainment. And, er, it's not even quite finished, so might be even better than the version we played.

Ten years on from Metal Gear Solid on Psone, MGS4 feels like Kojima coming full circle, having previously insisted this would be his last Metal Gear game - a claim neither repeated or denied during our time in Nasu. "I want people to look back on themselves , to reflect on what has happened in between, and how you have aged", claims Kojima.

In that respect, MGS4 is a humbling, almost poignant success. The truth is, it makes MGS look like a crude artefact from an ancient age, echoing Kojima's theme about the thrill, and dangers of technological acceleration. In that context, two months is hardly that long to wait for the most anticipated next-gen game yet. When the game's finally available for review, you can rest assured that no-one will have played it more - handy, because when you've completed it, our real conversations about the staggering depth, and achievement, of MGS4 can begin.

...
 
My only concern about this game is shared with theirs, the expectation is that high for me perhaps I may be left disappointed. Hopefully the 'Drebin' system will work as well as the 'Merchant' system used in Resident Evil 4, which was superb.
 
I think you may well do so. They might make you associate your PSN ID with a Konami ID to get a beta key?

KONAMI ID has now been made available for the METAL GEAR ONLINE PREMIERE β test.

Just select your region and language then click on the Register button. Once there, simply follow the instructions and soon you will have your own KONAMI ID.

When creating your KONAMI ID, you will be required to register the country you live in as there are regional differences in ONLINE games and services which are available.

Please note that should you register your country incorrectly, we may be unable to provide adequate customer support.
 
Well the site is running very slowly at the moment, I'll do it later.

Only get it till 6th May, it's just cruel giving it us and taking it away for over a month.
 
MGS4 Headset Confirmed For June 12

At first, it was believed that what you're seeing here was fake. It's a Metal Gear Solid 4 headset, designed specifically for Konami's upcoming smash. Most fans were delighted to see it, but Kotaku initially stated the earlier report was false, and that the design simply wouldn't be coming to market.

But they've recently reversed that idea, and have now confirmed it's already popping up in retail databases across the US and Europe. This little gem will cost you $60, and it will provide 8 hours of communication time, a 30ft range, and a handy-dandy auto-shut-off function to save precious battery life. As an added bonus for all you MGS faithful out there, the headset will even come with its own carrying case, emblazoned with the same Metal Gear Solid 4: Guns of the Patriots logo. It will go on sale on June 12, which is the exact release date for the highly anticipated game. Some may call it fanservice but most will just love the idea of heading into Metal Gear Online with exactly the right hreadset.

We're only hoping this isn't the "very special surprise" we're supposed to see today on the PlayStation blog concerning MGS4. While this little unit is cool and all, we're expecting something a tad more significant...

mgs4headset_01_small.jpg
 
Looks like you were right about the Konami ID Weaste;

http://uk.ps3.ign.com/articles/866/866483p1.html

Metal Gear Solid 4 fans have known for a while that pre-ordering the upcoming title from Konami would earn them the Metal Gear Saga Vol. 2.0 disc as well as a code to enter the Metal Gear Online beta. Earlier today, on the PlayStation.Blog, Konami further explained everything that players will need to do to experience the online version of the game. Players will need to use their beta code to download the MGO file from the PSN. While redeemable on Thursday, April 17th, the game won't be playable until April 21st and will run for two weeks. Once installed, players will need to sign up for a Konami ID, which will be launched from the beta itself. This will allow players to create their Game ID as well as take part in Konami community functions.

Once completed, players will be tasked with creating their own "character" for the game, personalizing their soldiers with up to four customizable and upgradeable skills, such as CQC, sniper mastery and demolition. Once that's been done, players can immediately leap into the lobbies and start playing the game. MGO matches will support up to 16 players in a variety of maps. While there will only be two maps (Blood Bath and Groznyj Grad) that will be accessible within the beta, the final release of Metal Gear Online will have additional downloadable features such as new maps, characters and other elements.

The beta will feature four different gameplay modes: Deathmatch and Team Deathmatch, as well as Capture Missions (a.k.a. CTF) and Annex Mission (where players will try to secure points around the map to win). Regardless of which mode a player enters or their personal weapon loadouts, each soldier will be equipped with three basic items, including a cardboard box and binoculars. Players will also have a choice between thirteen primary weapons and five secondary weapons, including an MP5, M4, Mosin Nagant and an Operator with a suppressor. Ten support weapons and items are also included, including stun grenades, claymores and magazines.

There are two additional features that players will take advantage of within Metal Gear Online. The first is the ability to use the SOP System (or Sons of the Patriots). This allows players to visually share info amongst your side by linking up each soldier's nanomachines during a round. This will allow you to identify enemy locations, sense where your comrades are, and determine how healthy or injured they are in real time. The other feature is the inclusion of Man Cannons, which can be used to launch your character across the map. This can be used to quickly cross territory, or perform surprise raids if used correctly.

We'll have more on Metal Gear Online, and Metal Gear Solid 4, as soon as it becomes available.
 
Just so you know, we're trying to get that whole 'headset' thing ratified.

It might just be fake I'm afraid - no fault of Kotaku's though.

Will try and keep you posted.
 
Do the Europeans need a Konami ID or is it just Americans and the Japs?

Not sure yet... my guess from everything we're keeping an eye on at PS3 Attitude is that you'll need to get a Konami ID as well. Which sucks. They should have just gone with using the PSN ID like everyone else...

We'll know in less than two days from now...
 
Well I suppose a 5 minute registration process isn't the end of the world. I have exams in 3 weeks and due to this, no Revision shall be done.

Thanks Konami.
 
And there's me getting all worried. How did you know im in Europe, You havn't been spying have you

Location: Blackpool.

Unless that's some kind of secret code, it was pretty easy to work out what country you're from! :lol:
 
Looks like we may be in luck actually, browsing the England MGSO website and came across this;

Friend Registration, Mail, SNS
On the battlefield, you need somebody watching your back. No more flying solo. Now thanks to MGO's easy-to-use Friend Registration system, it's easy to send friend invites to people you've fought alongside with. And keep in touch with your new comrades outside of the game using our mail and SNS communication systems.

http://www.konami.jp/mgo/en/why.html
 
Can't wait for the beta MGO... I will still be using my Jabra
 
By now you should have downloaded the Beta from the PS Store.

You may have already tried to get your various Konami IDs from id.konami.net but you've been unable to because the site melted due to traffic overload.

Well, I'm pleased to say that the site is working again, if a little slowly.

The most important thing is RUSH THROUGH THE INPUT on the forms they present you, because the site is timing out due to inactivity if you leave it alone for even a few seconds, which forces you to start the whole tortuous process again.

Why they couldn't just use the PSN ID like everyone else, I don't know!
 
I should add that the ID site is still flaky and will crash on your completely every now and then.

Also, that when you download the Beta, there's a 1.01 update that needs to be downloaded. Choose the peer-to-peer option only to gain the update, or you'll never get it!
 
PS3 not powerful enough for Kojima

http://www.computerandvideogames.com/article.php?id=187351

"I remember saying three years ago that we wanted to create something revolutionary, but in reality we couldn't really do that because of the CPU. We're using the Cell engine to its limit, actually. Please don't get me wrong, I'm not criticizing the PS3 machine, it's just that we weren't really aware of what the full-spec PS3 offered - we were creating something we couldn't entirely see."


Hmm, I'll choose to take that with a pinch of salt, but an interesting read none-the-less. Some people are never happy!

I'm not at all surprised by the full-spec issue, it happens with every new machine. The Gamecube dev kits were constantly changing, although Nintendo never lied about the final power, I wonder if Sony did?
 
Yes, I read that and it's rather odd as he's saying that he's got 6 SPUs going 100% of the time running what his team consider to be 100% perfect algorithms, DMAing data in and out with 100% efficiency. It's probably been lost somewhere in translation, but I think that what he is referring to here is that the PS3 is not capable of producing the game he originally envisaged, which probably involved 100% destructible environments, etc. mirroring reality and totally out of scope. If this game comes in at anything less than 720p (some people are guessing that it is possibly using a sub 600p render target) then the topic becomes really interesting.

As for Sony possibly lying, I can't see that, but he probably started this project before even possible real-world specifications were released. What is known is that RSX was used in the end instead of a Toshiba custom GPU probably along the lines of their SPURS Engine with ROPs, along with probably 2 GB of XDR instead of 512 XDR + 512 GDDR3. Also missing is the second HDMI port (the original idea was for the PS3 to drive 2 1080p displays - RSX is capable of this output as it has been demoed driving a 4K display off the Sony Cell board, but it is also clear that it could never run more than a simple game in such resolutions), 2 USB ports have gone from the back (and 2 from the front in the case of the 40GB), and finally RSX has been downgraded from 550Mhz to 500Mhz along with the GDDR3 from 700Mhz to 650Mhz. A lot of this is obviously down to cost and viable yields, and power consuption/heat dissipation. Even stranger is that the Southbridge is huge, looking like the Toshiba SCC (or at least a slightly modified one) for other Cell designs, yet leaving the PS3 with none of the SCC functionality, and functions as a basic Southbridge.

It's obviously not the machine that started off swimming around Ken Kuturagi's head, but it never was going to be.
 
It's obviously not the machine that started off swimming around Ken Kuturagi's head, but it never was going to be.

They never are, which is what makes the comment seem strange to me. It's understood when you get a dev kit the only way is up, or at least very approx if you are in on the first run. But it has been known for even official figures to 1st party teams to be way optimistic.

I think you are right though, it's more about what he thought he could achieve, but then big ideas are always limited to the machine and the staff you have.
 
Early devkits I believe consisted of early Cell processors and 2 GeForce 6800GTXs, so RSX is in that ballpark.

Possible, I'll have to see if I still have some data on the original GCN devkits because I believe they had something similar (i.e twin gfx cards) that in themselves were way more powerful than the final machine, but needed two to run in a decent emulator mode.