New MGS4 trailer at Sony Keynote (July 11th)

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What is resolution and framerate for MGS4? Is it 1080P official? Also if what is the frame-rate? thanks Also is there an FPS view for this game?

According to the devs it should be 1080p and I assume native resolution and their target fps is 60. In some videos there has been shown that there is a FPS view but if you could move when in FPS mode I dont know. :smile:
 
Yeah, apparently you can play the whole game in FPS, or over the left shoulder, or over the right shoulder, etc. Quite interesting. Perhaps this alone would make the game more succesful on 360, especially with Gears making people more used to over the shoulder views as well. ;)
 
People were used to over the shoulder camera views already with Resi4. GRAW as well I think.
 
MGS 4 hands on:
http://kotaku.com/gaming/tgs07/metal-gear-solid-4-hands+on-impressions-plus-301773.php

Details on Simplified HUD, Psyche Meter, Threat Ring, customizable weapon, more varied CQC. etc

By adding context-sensitive controls and limiting most of your action to the triangle button. Walk up to a wall, an on-screen icon will show that Snake can sidle up against it. Approach a dumpster, the icon will change to show that Snake can get in. To aim, simply press L1. To fire, L2. Holding L1 then pressing triangle will bring your view to first person mode.

While the new first person mode is handy in many situations, only expert level players will have the skill and patience to play the entire game in this fashion. It's fantastic for taking out PMCs and surveying your surroundings. Any encounter that involves the game's close quarters combat, however, will pull you back in third-person. Still, for those who want to play the game through again with the intention of never being spotted may be up to the challenge.

Back to the controls, the X button changes Snake's stance. Tap it and he'll hunch over. Snake can still move around easily in this stance, keeping cover below certain objects and below the sight line of windows. Hold X a moment longer and Snake will lay down, entering the prone position and allowing him to crawl for extra stealth. This is the stance with which you'll obtain the highest level of cover and the one that will allow you to do the "inchworm", Snake's breakdancing, slow moving forward progression. During these times, you'll know exactly how well-covered you are, as your camouflage percentage is always shown in the HUD at the top right.

Customizable weapons, a huge armory (including Javelin and Stinger missile launchers that really satisfy), and brilliant new close quarters combat moves make the game fun to play. The CQC system has been tweaked with new analog stick controls, turning quick flicks of the left stick into a takedown motion for throwing enemies to the floor.
 
According to the devs it should be 1080p and I assume native resolution and their target fps is 60. In some videos there has been shown that there is a FPS view but if you could move when in FPS mode I dont know. :smile:
I could find this article about MGO mentions 1080p for MGS4, but 60fps seems unlikely.

http://tgs.gamespot.com/story.html?sid=6179567&pid=942282
TGS '07: Metal Gear Online Hands-On
By Brad Shoemaker, GameSpot
Posted Sep 21, 2007 3:51 pm GMT

...

Other than the above new controls and unique mechanics, it was pretty much kill or be killed in Metal Gear Online. We expect there will be some more involved modes in the final game, but as mentioned, we only played a vanilla team deathmatch (with our team coming out on top, natch). The game runs more smoothly than the MGS4 demo we tried yesterday, though to be fair, frame rate is much more important in a multiplayer setting than in a single-player game. We also couldn't confirm what resolution MGO was running at, whereas MGS4 was definitely doing its thing in full 1080p.
 
The game tends to have pretty good difficulty levels. MGS2 started off with a few questions to determine which level you should play and if you should get to see the ship section or not. Quite interesting approach that was.

Anyway, as far as I remember if you set MGS at the highest difficulty level, the AI really was very, very tough. If they'd spot or hear you (and they'd spot you very soon) they'd radio in for backup almost immediately, and very big and thorough search parties typically would find you.

But, it is also very much a game. Depending on the difficulty level you'll know that some places to hide will work or not, they'll spot you from a certain fixed distance, etc.

I suspected that the difficulty level was set to easy seeing the number of hits snake is taking in those vids. But the AI soldier might get tougher and more numerous it still does not explain the fact that all they do when they see you is walk at you in a straight line while firing with no regards for their own lives! Plus what is up with their ridged death animations when they get shot?
 
The AI never behaved like that in in any of the MGS games I ve played on the PS2 or PSP. They always took cover and changed positions
 
The AI never behaved like that in in any of the MGS games I ve played on the PS2 or PSP. They always took cover and changed positions



or start strafing like crazy left and right and dodge rolling all over the place (especially the ocelot unit on hard )
 
Can anyone count whats the max number of enemies on the screen?

MGS3 had only 6 [or was it 8?]. I remember that scene in mgs3 when you have to escort EVA, and enemies are just spawning non stop in the jungle...
 
Can anyone count whats the max number of enemies on the screen?

MGS3 had only 6 [or was it 8?]. I remember that scene in mgs3 when you have to escort EVA, and enemies are just spawning non stop in the jungle...

Overall there where up to five enemies on screen including the eve escort part , although on couple of occasions there where more.

Seven soldiers during the ocelot unit fight.

During the fight with ocelot himself if you looked around there where eight soldiers ( not sure ) watching and rooting for ocelot and occasionally took a shot at you.


The highest amount of enemies that you encountered where probably in the Shagohod Hangar, there where like six maintenance /engineer guys and four soldiers in that hanger, not counting at least up to three more support units that could come in if you triggered alert status
 
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Depending on when MGS Online hits, that may not be all that inconvenient for them. For Sony, on the other hand ... ;)
 
Ah damn... I blame the "simultaneous worldwide release strategy" for this.

They should do what they always did. Japan first [this hollyday], then US, then EU.
 
Ah damn... I blame the "simultaneous worldwide release strategy" for this.

They should do what they always did. Japan first [this hollyday], then US, then EU.

This should only hold true if the reason for the delay is localisation - which I doubt is the case, as it's something teams can work on in parallel given the story and most cutscenes are more or less completed. I didn't really expect it much earlier than that if I'm honest - and I'm all for delays if it improves the final product. Seeing this is probably Hideo Kojimas last involvment in the series (or if it is in fact the last MGS), I hope it will be as good as it possibly can (which I have no doubt that it will be!).
 
Konami has decided to delay the title's release in order to make further improvements to the quality of the game and provide even greater enjoyment for more customers worldwide," said the company in an official statement.

So ppl are interpreting that to mean "they are working on 360 port".
 
I think it's a good idea for them to push back to Q2 2008. The camo suit and the nano-techs didn't really "change the battlefield" in gameplay as much as I thought it should (as how the story goes).

Heavenly Sword's cut-scenes and very detailed characters, R&C's (too) lively environment, and Uncharted's animation and set are all very cinematic and organic at the same time. I hope the final MGS can present something truly special and unique (I would focus on the boss fights since they are MGS's signature). Because of creative plot, story and casts, I also think that they don't have to always follow the common (stale ?) boss encounter formulae.

Portable Ops is my favorite so far because of the recruiting dynamics (but I have only played the first one, the AC!D card games and PO). Besides adding more CQC moves to Snake (which they have already done, I was told), something along the line of nanotech gameplay integration would be cool.
 
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