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After I played MGSV first time, I was stunned by it's graphics. Everything is so perfect: materials, lighting, camera movement, character animation.

Looking forward for next Kojima's game - Death Stranding.




In one of the MGSV trailers there was a scene with Big Boss and Miller on horse back overlooking a canyon. That was the first time I ever mistook a video game scene for actual video.

I mean, on closer inspection sure you can tell its not video, but at an initial glance it wasn't immediately obvious to me. The Ground Zeros trailers were great but everything had a 'gloss' to it, MGSV tuned that up and the results truly were exceptional to me.

I don't watch or play many games, but so far MGSV is the only game that has done that to me and the results in the trailer matched the final product which is a feat of its own.


Kojima was forced out of his old company and lost access to the engine described here. Death Stranding will be using the game engine from Horizon: Zero Dawn.


That said, the Horizon engine is solid and the Death Stranding visuals we've seen so far look incredible.

Just look at this rendition of Mads Mikkelsen: https://youtu.be/H2Hy96sOnq8?t=200


This might be OT but I just noticed - the baby doll's eye is blinking just like those mechanical light arms are blinking in the new trailer.


That trailer is pure perfection...


> Looking forward for next Kojima's game - Death Stranding

Because one person makes a game... sorry it's my pet peeve, a game is made by a team not a single name.


I bet you could task the entire production team of Pulp Fiction with creating a movie, but without Quentin Tarantino it would never reach the same heights.

sub:

Paths of Glory : Kubrick

Seven Samurai : Kurosawa

Stalker : Tarkovsky


Sorry but kojima seems to know how to push the enveloppe in many levels. He surely relies on mad skilled devs but it's not enough.


I agree with sneps, game dev is a team job.

Props to the graphics team that worked on this game.


he might be right, I have no real idea about kojima contribution per se, just that he was the constant in the long list of amazing games he produced. While I'm sure dev came and went. Hence my comment.


I guess there is a skilled team, but they use him as a brand, because that sells better.


It's not always true of every game, but I think it's safe to say these games start with Kojima. Without him they wouldn't get made. Just like it takes a band to make music but often it's only the lead artists name you know, because without them the band wouldn't have formed in the first place.


When people reference Kojima, they do it referring specifically to his unique inputs to the game, which are pure genius.


Like impregnating a girl with a bomb?

This guy surely runs circles around us...


His contributions seem to be the inane dialogue, impenetrable cutscenes, and nonstop flogging of his own name in the constantly repeated credits, plus the "problematic" take on women. does he actually do anything with the parts of his games that aren't terrible? i see no evidence


I've been playing through the Metal Gear series in release order, starting the MSX games, currently on Peace Walker.

It took me until 3 to actually think Kojima was decent at storytelling, and then 4 got me onboard the "Kojima is a genius" train. Metal Gear's backdrop is a fever dream about the military industrial complex, but the storytelling is always much more focused on exploring themes and ideals than it is dedication to realism.

FWIW, there has been a significant increase in the quality of his work. Solid 1 was kind of puerile and hamfisted in its approach to its themes, in a kind of "terrible shounen anime" kind of way. Solid 2 was a really amazing prediction of the way surveillance works in a modern society, but was needlessly obtuse. Solid 3 was way easier to digest, and Solid 4 was sublime. But neither really work in isolation from the first two, and slogging through them definitely takes a lot of patience, so I see where you're coming from.

I guess the way I'd summarize is: a lot of people talk about abandoning setting details for other motives (e.g. there are monsters in the witcher, so why can't there be a sizeable black population), but Kojima is one of the few I'd trust to actually pull it off - I just need it to not be ~1999 Kojima.


It's only "problematic" to those who suscribe to the idea that male sexuality is evil.


One person doesn't make a game, nor a whole movie, but certain positions hold quite a bit of influence over the direction of any complex media property like a AAA video game or a movie. For the same reason, many people go see movies based on who directed them.


This seems needlessly pedantic. He’s the producer and in general the guy with all the big ideas. And the studio is named after him. We know other people work on the game without saying that every time.


Do you make the same comments with movies? It's the same thing.


On that note what the hell happened to MGS V? I feel like I'm taking crazy pills but isn't it very obvious they only finished one level (the first) to the quality they were aiming for?

The first level is most definitely a MGS game. Unique voice acting, level design, action, gameplay mechanics. The works.

Then you finish that intro and it's a complete 180 - now it's open world, no more voice acting, no more cutscenes, no more story. Just open world diarrhea with assets they most likely finished and could use in the game.

It's as if the studio finished the first level, Konami pulled the plug and cut funding, they told Kojima wrap up with what you have and we ended up with this totally shallow game.

I felt like the game was a bait n switch. How far off base am I?


The Collector's Edition of the game came with a bonus disc featuring a 20-minute video of unfinished content not present in the final game, the development seemingly went through quite a bit of trouble, most obvious by Kojima splitting from Konami after it was finished.

It's not that unthinkable that Kojima's grand ambitions ran into budget constraints and they had to cut down the story content. I can easily imagine dozens of more hours of voiced and animated cutscenes polishing out the content that's already in there, but voicing and animation are expensive.

What remains is imho still quite good and entertaining, I really enjoyed the open world parts, the base management, hunting for new soldiers or grooming favorites.

The multiplayer part made it all a bit grindy, without some story fluff in-between, but I think it was a smart game mechanic to add to a sneaking game where you have the option for non-lethal take-downs/straight up bypassing of enemies, especially in the context of the "lore".


Regarding your comment about animation being expensive, I feel that at least some of the audio tapes in the game were probably meant to be cutscenes. Despite the criticisms people lay on this game, it is probably my favorite game of this decade.


That's a good point I never really thought about, guess I had an easy enough time simply imagining the visuals.

But having at least some of these tapes as actual cutscenes would probably have changed a lot about the game feeling "unfinished". A lot of important main story beats are revealed through those tapes, of which there are so many that going through them feels like a chore at times. That's probably why so many people consider the game so light on story: Those tapes are easily skipped by players so they can progress further through the game, but barely anybody would skip a full blown cutscene with said tapes content.


I think it's a mix. Kojima was pretty clear that he wanted to make MGSV about the player creating their own stories and de-emphasizing an explicit plot. The opening is meant to be a bridge with the older games, hence it having a structure more similar to them (and specifically to MGS4).

But on the other hand I got the impression that the game was definitely not finished plot wise and even stylistically, at least not to the point that Kojima and his core team had originally envisioned. It felt like we got 90%, but that last 10% was the bit that was supposed to fill in the gaps in the plot and leave the player feeling satisfied. Compared to e.g. the ending of MGS4 (which is my favorite in the series), the latter third of MGSV was just so... unfulfilling.

I suspect friction over Kojima's vision versus Konami wanting to get the game to market was why they parted ways, even though Konami was very clearly killing the golden goose.


The mp was a grind to get more money out of people, for a game that shipped unfinished. It had great moments and bones, but was an unfinished cash-grab by the end. Kojima was wasted on Konami.


The nature of the mission list/tapes makes far more sense when you consider that it is a follow-up to Peace Walker (not to MGS4) which used a similar structure. Arguably, it's part of the reason that it's MGS_V_, not MGS_5_ - Peace Walker was at one point known as "Metal Gear Solid 5: Peace Walker"[0].

It does definitely go overboard though, with the missions that are there being repeated and many of them not being that memorable. There are also plot threads that are clearly just dropped (e.g. major character disappearing with an important item that is only addressed in an unfinished state on a bonus disc/cutscenes that seemingly have no way to be unlocked in-game),and given how Konami just dropped Kojima Productions it's a reasonable assumption that it wrapped early (though whether that is due to Konami plugging the plug early or because it overran budget/time estimates is less clear).

[0] http://ameblo.jp/kp-blogcast/entry-10466416389.html#main


Not sure what you are talking about. MGS V has 31 main (51 total) mission across 2 worlds (afghanistan and africa), complete with interesting story and beautiful cutscenes.

Hospital mission is not even longest one, nor most detailed.


I think he's referring to the fact that first chapter had a very coherent story, then in chapter 2, it's just random stuff happening with some occasional story taking place in Mother Base...and then the game just suddenly ends.




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