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    Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

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    JUDGE


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    Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by JUDGE on Wed Jun 20, 2012 5:00 pm

    http://www.g4tv.com/thefeed/blog/post/725161/metal-gear-solid-5-confirmed-solid-snake-is-back-with-the-fox-engine/

    its officially confirmed  cheers
    maybe even snakes comin back from the dead (or never died Razz)
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    Legend/Sasuke


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Legend/Sasuke on Thu Jun 21, 2012 11:28 am

    i bet they're planning to use a clone of snake as a main character. and Solid Snake could do like Roy campalle or something over radio xDDDD

    would be awesome! Very Happy
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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by JUDGE on Thu Jun 21, 2012 3:03 pm

    lol i also thought of sumthing like that xD.would be lame and epic at the same time lol
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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Zoli on Mon Jul 16, 2012 11:40 am

    Screenshots from Comic-Con


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    Padraig


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Tue Jul 17, 2012 5:37 am





    @KonamiUK Seriously, just in case the ‪#pinch‬ ‪#salt‬ hashtags weren't enough - the chap who claims to have set up the fake rumours has been in touch. - 8 hours ago

    These were fakes

    http://metalgearsolid.nl/?p=858


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Mon Aug 27, 2012 10:24 am

    Metal Gear Solid 5 in 1 year?

    Here is the article:

    Konami’s as-yet unannounced Metal Gear Solid 5 will be released by summer 2013 at the very earliest, it has emerged.
    Reports stem from mo-cap actor Eric Bossic, who revealed to Silent Haven that he’s just finished some work with Kojima Productions on the stealth-action title.


    My past motion capture session was for an upcoming Metal Gear game, I will be back with [Hideo] Kojima again in the fall, and maybe other sessions. This title is a long way off.”

    Quizzed further on the nature of the project, Bossic confirmed that the title is indeed a new Metal Gear game, though made it clear it won’t see the light of day for a while yet.

    “I am working on a future metal gear, not to be released until next summer at the earliest, if not later than that. I’m doing motion capture only.”

    "I can 100% say my voice will not be involved in this. I don’t even know what the title is, they are all very secretive and sometimes even the scenes I act out I don’t even know the full story, because they want to keep it secret.”

    Unsurprisingly however, Bossic said he’s not able to go into any details on the new game, save for the fact it’s definitely in the works. However, as he points out, this has become common knowledge by now, with Kojima-san himself having teased MGS5 for the past year or so.

    “I suppose it is fine to mention I am working on it, everybody knows Kojima is making something now, and I posted the photo on my page here with him. The only thing is that I can’t ever answer any questions about it or talk about, not for sometime.”

    Previous chatter on MGS5 has suggested a prequel set during the invasion of Normandy in World War II, featuring The Boss and her Cobra Unit. Other rumors suggest a new title with Big Boss in the lead role, set some time after Peace Walker.

    Kojima has confirmed that he'll be making a Metal Gear-related announcement on August 30, so it is expected Metal Gear Solid 5 will be officially unveiled then.


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    Metal Gear Solid: Ground Zeroes

    Post by Padraig on Fri Aug 31, 2012 4:23 pm

    Apparently Metal Gear Solid 5 will be called Metal Gear Solid: Ground Zero. However, Solid Snake does not seem to be the protagonist, instead it is Big Boss. Some gameplay was shown today at Metal Gear Solid 25th Anniversary. More information about the new Metal Gear and the new FOX Engine can be found below.

    Yesterday in Tokyo, Konami showed off its brand new Fox Engine with a demonstration. The engine’s demo ran footage of something called Metal Gear Solid: Ground Zeroes.

    The thing is, this is not just a tech demo. This is an upcoming, new, open-world Metal Gear Solid game.

    “This announcement is a challenge from Kojima Productions to the world,” said Hideo Kojima.

    The footage showed off how the engine can handle weather (like rain) as well as clothing textures and lighting.



    In the demo, Snake crawled to avoid some searchlights. After a quick stealth kill, he hopped in a jeep and called in a helicopter for evac. The concept behind Ground Zeroes is that this is a “Game without Game Over”. So even if a player is discovered in this stealth title, the part where the game would usually end (their discovery) turns into their escape. It sounds like Kojima Productions is adding a new spin to the sneaking genre—a genre the developer is a master of.

    “Sounds like MG, but the scale & atmosphere… Wow,” tweeted game localizer Mark MacDonald of 8-4.



    The demo was running on a PC at current-gen specs, and its wow-factor seemed to impress those in attendance. It’s also been designed with the Xbox 360 and PS3 in mind.

    The Fox Engine, however, isn’t only for current gen. Konami is positioning the Fox Engine for both Cloud gaming and next gen consoles.





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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Sun Sep 02, 2012 1:30 pm



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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Sun Sep 09, 2012 4:36 am

    Thank God there there are some brilliant minds in the MGS community to explain this trailer for us



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    REB0RN


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    Phantom Pain - MGS

    Post by REB0RN on Sat Dec 08, 2012 1:59 am

    Hi guys. This is a trailer for a game (scroll down and skip to 10:40)
    http://www.computerandvideogames.com/382693/vga-2012-the-phantom-pain-revealed-with-video/

    Quite obvious a trailer for mgs5/ground zeroes
    Graphics look amazing - fox engine
    The way your companion crouch runs is like mgs
    Main character looks like big boss
    Flaming man = volgin? Their legs are exactly the same.
    Lines above the name at end fit perfectly with Metal Gear Solid V
    The search lights of helicopters is very similar to ground zeroes demo/trailer thing
    Psycho mantis (or something that looks like him) is seen right at the end behind the soldier pointing the gun at the main character
    The sound effect used when you get the clearest shot of the main characters face is the exact one used in mgs:gz
    Moby Dick Studios would need alot of money and a tonne of skill to make this in a month of being formed.
    The Ceo of that studio "Joakim Mogren" joakim being an anagram of Kojima amd mogren having OGRE in it which we know was his project
    Konami people at the event were wearing Moby Dick Tshirts.
    There are petals when big boss points his prothetic hook up much like those of where he fought the boss in mgs3
    Most of the crazy stuff that happens is explained by psycho mantis being present ( mindfuck)
    The bandaged guy could be gray fox ( from fox 2 phantoms born GRAY FOX and BIG BOSS)
    Moby Game Studios = MGS
    Something about the Snatcher project and bigboss being the first subject

    Im sure there are many other things that are references to mgs but these were the ones i could find.
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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Mon Dec 10, 2012 1:38 pm

    Yeah there is loads of ties to the Ground Zeroes trailer. Unfortunately it will take them ages for any concrete details


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Sat Mar 30, 2013 6:41 am

    MGSV Confirmed - http://www.konami.jp/mgs5/en/




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    Payno


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Sun Aug 18, 2013 10:51 am

    Merged all MGS5 topics and pinned.



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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Mon Sep 16, 2013 9:00 am

    Hideo Kojima himself is going to show a gameplay demo of the Ground Zeroes prologue of Metal Gear Solid V: The Phantom Pain at during a series of stage events at the Tokyo Game show, but he’s running into a problem: apparently the enemies are so unpredictable that he can’t really plan the presentation beforehand, as he explained on Twitter.



    "If you’re going to see the demo at the stage event, I may have to stop [before the end of the presentation] because of errors."



    "Oh my, the demo for the stage event is 100% more difficult. The behavior of the enemy is different every time, I can’t help it because I cannot predict it. If I’m found out [by the enemy] while playing it may not be possible to complete the presentation as planned. If it was our own booth, extending the time would be possible on a case-by-case basis, but this time it’s not."


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Wed Sep 18, 2013 2:37 pm

    New Metal Gear Solid V info: interface, side quests, codec

    During the game-play demonstration and presentation on Metal Gear Solid V earlier today, some interesting new information was revealed. The game was being played by Yuji Korekado and presented by Hideo Kojima.

    One of the journalists on site was Julien Chièze from French website Gameblog.fr , who earlier today held a Q&A session answering questions regarding the demo.

    It still hasn’t been confirmed whether Ground Zeroes and The Phantom Pain will be released as two separate games, but according to Chièze, in the way Kojima talks about it suggests that they will indeed be two separate releases.



    The demo was being played on a laptop using an Xbox 360 controller. The current gen versions of the game will be more or less similar, but some effects will be toned down, as well as the resolution.

    The next-gen demo that will be shown tomorrow will be the same as the demo shown to the journalists: infiltrate Camp Omega and retrieve the red Fox patch bearing the Kojima Productions Los Angeles logo.

    However, the demo that will be shown Saturday will be a different one. It will take place during the day, which seems to suggest it will be from the Phantom Pain section of the game (since Kojima said earlier Ground Zeroes will take place during the night).



    The demo was looking nice, with textures and hair animations that you would expect on current gen consoles. Faces and lighting were beautiful. Chièze was disappointed in the animation when Snake landed on the ground, which was heavy and stiff. But other than that, the animations were richer and more detailed than before.

    There is no more interface on the screen, but it will be accessible through a menu. The game world will continue while accessing it, so players need to be careful.

    Infiltration is more strategic, more responsive and less linear than before. Snake can hide in the shadows and grab an enemy, after which the game will slow down and the player will be given three options: knock out, kill or interrogate. All of these things happen very quickly.



    Chièze said that while it is strange to hear Sutherland voice Snake, the English voices are very well done. During the demo, Snake was talking to himself. The Codec will also make a return, but this time it will be used whilst the player continues playing.

    There will also be many side quests, sometimes with wacky goals. Enemies will speak different languages, depending on the mission. There will also be plenty customization, whether it be for Snake’s base or vehicles, such as customizable helicopters.

    Sources:

    Gameblog.fr
    MetalGearSolid.be

    Also, Harry Gregson-Williams is confirmed to be doing the music for MGSV. Hopefully he can do something epic again like the MGS2 theme. Probably my favourite.



    Last edited by Payno on Fri Nov 15, 2013 2:40 pm; edited 1 time in total


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Wed Sep 25, 2013 3:14 am

    English version of TPP: Mission GZ trailer



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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Thu Oct 03, 2013 4:47 am

    In an interview with Japanese site Inside Games, translated by DualShockers, Kojima talked a little bit about rankings and replayability in Metal Gear Solid V: The Phantom Pain.

    “In some missions there are “No Kill, No Alert” challenges, and all those challenges are connected by social [rankings] and can be played any number of times. In addition to that, even in the same mission there will be different situations, like different ways to attack and different weather conditions.”

    “Everything you do will eventually be evaluated at the base. For example, if you bring back the wrong target in a hostage rescue and you should do it again to improve your result. That’s the (non-linear) replay value due to the freedom enhanced by an open world.”

    It seems like this will work similar as it did in Metal Gear Solid: Peace Walker, where you were giving a ranking at the end of each mission based on different factors, such as number of kills, alerts, and more. Furthermore, replayability will be enhanced by the fact that missions can be replayed under different circumstances.

    http://metalgearsolid.nl/?p=9879


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Thu Oct 10, 2013 3:07 pm

    A little while ago, Japanese website Game Watch conducted an interview with Hideo Kojima about Metal Gear Solid V: The Phantom Pain. So far, some small bits of information have appeared on the web, but now Youtube user YongYea posted a translation of the entire interview on his channel. Needless to say, this resulted in some interesting new information about the game, which can be found in bullet points below. To watch the video itself, follow the link in the source at the bottom of this post.

    Most of the cut-scenes in the game will be like the long camera shot seen in the Ground Zeroes intro, which didn’t have any cuts or transitions. Kojima wanted the same camera that shows Snake during gameplay to be the one registering the cutscenes. The reason for this is to emphasize the open world structure of the game.

    According to Kojima, the linearity of previous games in the series made a limited AI acceptable, but for an open world environment the AI has to be top notch. The AI in the game is still dumb at this moment, but should be vastly improved when the game is finished.

    The weapons will be based on those found in the 1980s, since this is the time period in which the game takes place.

    Only one helicopter can be called in during Ground Zeroes missions. The reason for this from a story perspective has to do with the UN’s nuclear inspection, Kojima said. This is also the reason Fulton Recovery can’t be used in the Ground Zeroes section, and players will have to carry soldiers to the helicopter themselves.

    In The Phantom Pain players can call in as many helicopters as they can afford. Recruitment will play a much larger role in The Phantom Pain, and players can use Fulton Recovery to quickly gather new recruits.

    The Phantom Pain will be 300 times the size of Ground Zeroes, when comparing combined map sizes and features.

    Kojima also commented on some of the much talked about new gameplay mechanics such as bullet time and tagging. He said he initially didn’t want to implement some of these features himself, because his goal was to create an immersive and realistic game. But when they play tested the game without the features, it turned out players became frustrated with how much easier it was to be seen by the enemy compared to previous games in the series. This was due to the open world nature of the title. After many of these play test session Kojima decided these features where necessary to balance the gameplay. He also said that the features may look similar to those seen in other games (such as Splinter Cell) if you look at them individually, but they feel quite different when used together in the context of the open world. However, Kojima does hope he can include some advanced options that will allow the player to switch some of these mechanics off, if he wants to make the game more challenging.

    Snake can now jump, but there won’t be a jump button in the game. Instead, jumping is a context sensitive action, similar to climbing a ladder. The reason for including this jump mechanic was that Snake needed to be more mobile due to the open world nature of the game.

    The game will focus on simulating infiltration and not on simulating life, so there won’t be gameplay mechanics such as eating or sleeping as seen in other games, but Kojima did mention animals will make a return. He also referenced the food gathering feature from Metal Gear Solid 3. He couldn’t say anything about it at this time, however.

    The holographic device used by Snake, the iDroid, will serve as the game’s main menu. With it, players can access different kinds of information without pausing the game. You can’t move while using it, though, so you will have to stay on your toes at all times.

    Kojima doesn’t want to include elements that take away from the game’s heavy theme. Humor isn’t completely gone though, the game will still feature silly side missions, but they won’t be as crazy as the Pooyan missions in Peace Walker. For this reason, he also considered taking out the exclamation mark, until his team convinced him otherwise.

    After getting in a helicopter, players can select missions via a menu. Ground Zeroes will just feature one location, Camp Omega. The Phantom Pain however, will include a variety of locations all over the world, such as Afghanistan and various African countries. There won’t be any metropolitan areas though, instead expect locations such as deserts and jungles with remote enemy bases.

    All missions will be repayable to earn new ranks or fulfill new side missions. Many of those will also be a lot more difficult than the main story missions. Completing them will also influence Snake’s main base. The areas will be huge, so players can find new secrets and circumstances every time they go through them again. Players can choose from multiple of these side missions at a time, and play them in any order.

    In terms of the way the story is presented, Kojima said while past Metal Gear Solid games were like movies, this game will be more like a tv series. The story will be revealed and built up bit by bit, with the player putting the pieces together himself.

    Kojima didn’t want to say anything about the distribution method of both parts, but he did say he would like people to play Ground Zeroes first, and then continue with The Phantom Pain.

    Kojima is thinking about downloadable content, but he ensured he won’t leave anything out of the game on purpose so he can offer it as DLC later.

    On the subject of the different versions of the game, the core gameplay mechanics of current gen and next gen versions of the game will be identical, but the next gen versions will feature some things that current gen can’t offer. As said before, next gen versions will run at 60 frames per seconds, and have much more detailed textures, smoother polygons and improved lighting. Kojima also wants to make use of cloud services and second screen integration for this game.

    Talking about Revolver Ocelot, Kojima mentioned that unlike most characters in this installment, Ocelot won’t be driven by emotions such as revenge. Instead, he will be a more neutral character.


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Mon Nov 04, 2013 9:16 am



    In a press release, Konami announced some details regarding the distribution of Metal Gear Solid V: Ground Zeroes.

    Metal Gear Solid V: Ground Zeroes will be released for PlayStation®3, PlayStation®4, Xbox 360 and Xbox One in Spring 2014. The boxed Playstation®3 and Xbox 360 versions of the game will retail at £29.99/€29.99, whilst the digital releases will cost £19.99/€19.99. Digital versions of the Playstation®4 and Xbox One will retail for £29.99/€29.99.

    This confirms that Ground Zeroes will indeed be a separate release from The Phantom Pain, although they might be bundled together when that part of the game comes out.

    Some additional information from the press release:

    METAL GEAR SOLID V: GROUND ZEROES charts a rescue mission as users infiltrate a Cuban prison camp, and sets in motion a series of events that culminate in the stunning plotlines of METAL GEAR SOLID V: THE PHANTOM PAIN. The prelude showcases key advances to the series made possible by its use of Kojima Productions’ FOX Engine, with a large open environment, and missions where time of day and weather have a dynamic effect on the game and its missions. These elements will play a vital part in the story set up in METAL GEAR SOLID V: GROUND ZEROES, while familiarising users with the possibilities they offer ahead of METAL GEAR SOLID V: THE PHANTOM PAIN.

    To read the entire press release, follow the link below.
    Source


    Last edited by Padraig on Tue Nov 05, 2013 4:12 am; edited 1 time in total


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Mon Nov 04, 2013 1:40 pm

    Yummy. I'll get a PS4 once this is released. None of the launch games have much appeal to me. I quite want to get a Vita aswell. All the PS4/Vita syncing and feature sound pretty cool.

    I'm convinced there is going to be a massive twist in TPP. Hopefully Ground Zeroes sets it up nicely.


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Padraig on Tue Nov 05, 2013 4:16 am

    I might hold off too, not sure yet. Apparently it will only be a digital release for next gen though which is odd.


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Mon Nov 11, 2013 12:03 pm







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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Fri Nov 15, 2013 2:56 pm

    Konami released a couple of official screens of the newly announced PlayStation exclusive Deja Vu mission. In addition, Kojima posted some clarifications on Twitter.












    Deja Vu Trailer:



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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Fri Nov 15, 2013 3:10 pm

    New official MGSV website: http://www.konami.jp/mgs5/gz/en/index.html



    Last edited by Payno on Fri Nov 15, 2013 3:24 pm; edited 1 time in total


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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

    Post by Payno on Fri Nov 15, 2013 3:10 pm

    The slow motion mode that activates when spotted in Metal Gear Solid V can be switched off. When this mechanic was shown in a gameplay demo at TGS earlier this year, it caused some controversy, so hearing that it can be switched off should be a relief to some fans of the series. This, and some other interesting bits of information concerning the game has been revealed in a gameplay demo released today. This is video shows the English version of the game (running on PlayStation 4), with commentary by MGSV co-producer Sean Eyestone:

    - In the menu we can see that you will be able choose between normal and hard difficulty (maybe more will be added).

    - Bullet drop: if the reticule colors white in stead of red, the player is out of range, and either has to compensate for the bullet drop by aiming higher, or get closer to the enemy.

    - Slow motion when spotted is called ‘reflex mode’. Players can switch this off through the options.

    - Vehicles can be destroyed by enemies.

    Check out the video for yourself below.



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    Re: Metal Gear Solid 5: Ground Zeroes/The Phantom Pain

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