New MGS4 trailer at Sony Keynote (July 11th)

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I agree but I don't even know how that is possible. Every time you move it would have to change with you. I'm assuming that is not easy to do.

Yeah, I had imagined it working like so:

The initiation of the suit would copy the current state of the texture snake is currently on but remains static. If snake moves, then the suit doesn't change, and it immediately becomes obvious.

I have a feeling it was intended to be this way from the start, hence the mention of PS3 technology being the only one that can do the OctoCamo. In the new demo, Kojima states that you can return the camo ito the original state by shaking the sixaxis (and said sometimes u would want to do that in the game). This is right after he comes out of the trash can. Perhaps they haven't perfected it and the real OctoCamo is yet to be implemented! Fingers crossed :oops:
 
A simple way to do it would be the same way you do reflections. Render an environment map around a bounding box representing Snake. However, you invert the map, so that the side facing away from a cube face is the one that gets textured. You'd also probably have to attenuate for distance, as well as compensate for surface normals on Snake's body.

It would still look kinda goofy in motion, since the octopus camo looks best when he is motionless attached to some piece of coral.
 
As I continue to watch the video over and over again, I can't help but remember why Kojima's MGS games always bring a smile to my face. Look at the scene when Snake brings out the MKII and plays with it using the PS3 controller. As you use the MKII's perspective to view snake, you can see Snake's head follow the MKII as it zooms off... Little details like this really bring Kojima's games to life, it's quite amazing to watch! Anyone notice other subtle details like this?
 
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I'd forget about all these nasty looking washed out pics with low contrast. I think Konami aren't doing a very good job with the capturing. The comparison pics look even worse with the sharp details on Snakes suit turning into fuzzy blobs and color banding everywhere.

On this page there are some nice cam pics taken off a tv.
http://forums.e-mpire.com/showthread.php?t=62164&page=139
The game looks colorful and vivid with deep black shadows. Just beautiful.
 
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After watching the video for about the third time, I started wondering what exactly the circle around Snake actually meant. At first I thought that it was simple as just a compass, but that didn't make any sense to me. As there were actually fluctuations in the circle itself. Being a simple compass actually doesn't make any real sense.

Then I started to notice where the fluctuations were actually pointed at. For one, The fluctuations dont "move" with snake. They actually stay in the same "direction" and move about.

THEN I NOTICED

It's actually some type of detector. It could be a bio detector, or as simple as a sound detector. But looking throught the second time, It convinced me to be a bio detector.
the higher the fluctuation from the "plane", the closer/ or the more enemy exists. I'm not exactly sure what exactly is the criteria, but it seems that it is very much an enemy radar.
some of the screens to show this.

http://students.washington.edu/nut12345/MGS4/001.jpg

Notice the first screen, The fluctuations to the left corresponds to the main battleground, while the ones on the right corresponds to the three PMCs.



http://students.washington.edu/nut12345/MGS4/002.jpg


Now this second picture has the fluctuations at the N part, which exactly corresponds to the acutal battle.

http://students.washington.edu/nut12345/MGS4/003.jpg

In this third picture, the highest fluctuation seem to reflect the armored car. the small fluctuation right in front of snake also reflects perfectly the position of the soldier in front.

http://students.washington.edu/nut12345/MGS4/004.jpg

in this last picture, the fluctuation pointing to the lower right obviously marks the friendlies (or at least in this situation) hiding behind the sand bag.

The Large fluctuations to the south, then, I suppose symbolizes the 2 guys up on top and the three guys coming out of behind the drums, which you will have to see the gameplay video itself to know.

There are a lot more examples, and I could post one for each time the fluctuations come out to demonstrate the idea. But I'd say that looking at the video itself again with this "bio detector" in mind would make a lot more sense than looking at the pictures I've posted. Once I started seeing the fluctuations correspond to moving people, it makes that ring make a lot more sense :LOL:

This, IMO, is MUCH more useful as a radar :p
 
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This, IMO, is MUCH more useful as a radar :p
It seems they combined the classic radar with a visual surrogate (a wave) of the vibrating proximity detector of MGS2. Maybe even TOO much useful: in Rainbow Six you had to choose between the gun and the earbeat sensor, at least.

By the way, did anyone noticed if the controller of the presentation was a rumbling one or not? :p
 
It seems they combined the classic radar with a visual surrogate (a wave) of the vibrating proximity detector of MGS2. Maybe even TOO much useful: in Rainbow Six you had to choose between the gun and the earbeat sensor, at least.

well, it seems that you now couldn't distinguish between friend or foe though.
That also makes very good sense because there is no such thing as a friend or foe on this battlefield... only temporary allies.

So it's useful in the sense that you can pretty much detect everything whenever you want, but that piece of usefulness is taken away once you move around. I did notice that you do have to stop for about 2 seconds for that ring to initiate....
Also, again, you can't distinguish what exactly the thing is. you may know the number, but not what they are.
 
The visual differences are due to the lack of that greeny/yellow hue that the game had when it was fist shown. Its now completely gone thus changing the look of the whole game.
 
that circle thing is just the suit camouflage range.
Everything in that range, the suit can capture the colors and texture.

it was very visible in the gameplay what that circle did
 
The visual differences are due to the lack of that greeny/yellow hue that the game had when it was fist shown. Its now completely gone thus changing the look of the whole game.

I agree..

I just finsihed downloading and watching the HD version of the video this morning (after playing a round of Gears) and I must say that MGS4 is visually much more striking..

I must prefer the art direction of MGS, the textures quality seems to be much better (Gears textures are pretty inconsistent to say the least.. framerate-sensitive-LOD in use probably?) and I really love the sense of freedom that you have with regards to snake's abilities.. This is a common theme with MGS games but it seems to have evolved significantly!

I was a bit weary when they announced the ability to play in first person but after seing it in action i'm totally sold.. Kojima Productions seem to have polished this game so much in such a short space of time.. I only hope that level of polish carries forward into the rest of the game of which I fully expect it to..

Oh and there's some really nice effects in there too (Metal Gear's steal camo, Snake's OctoCamo, great particles; especially the bullet shots kicking up dust as they spray across the ground.. VERY cinematic!!)..

I love the detail in snake's model and I only wish you could zoom the view in a bit at will to admire the model more..
Also it's crazy how far KP's seem to be going in terms of presentation and visual quality with this game.. I know they've always been great when it comes to really pulling the meat out of the hardware (you only have to look at MGS2 & 3 on the PS2..) but I didn't expect the game to truely look this good..

Well done Kojima-San!!

PS: Pleeeeeeeeeeeeeeeeeeeeeeeeease hook me up with ZOE3 when you're done! (as soon as this game is announced will be the day my life would have truely been made complete..)
 
Again, I was under the impression that the exact texture snake was leaning / laying / standing on would be replicated onto the suit... but instead they just changed the suit so that it has the same type of texture as said wall/floor.

If snake is laying on the ground, and he recieves the exact floor texture [with proper positioning], he will only be "invisible" if someone is looking directly above him.

With this current texturing he recieves optimum invisibility from all viewing angles. Its doesent looks as impressive as it should, but it works.
 
The visual differences are due to the lack of that greeny/yellow hue that the game had when it was fist shown. Its now completely gone thus changing the look of the whole game.

the old trailer is sharper

you could see for yourself with the new images by using photoshop's unsharp filter at 100% 1px 0threshold and you will get close

but the new trailer still looks great, seems textures improved
 
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If snake is laying on the ground, and he recieves the exact floor texture [with proper positioning], he will only be "invisible" if someone is looking directly above him.

With this current texturing he receives optimum invisibility from all viewing angles. Its doesent looks as impressive as it should, but it works.

Perhaps that is the case... but I doubt you will be doing it next to someone else crawling... more often than not with this method it'll be the better camo effect... such as you standing on a wall while someone coming towards you... or if you roll near a PMC and u're very close to being directly under them. Anyway, it can't be that realistic either way, but I was merely mentioning the whole thing from a technical standpoint. It's just not as technically impressive the way it is done now. To me anyhow.
 
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