Metal Gear Solid 5 Gameplay Analysis

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Metal Gear Solid 5 Gameplay Analysis
Over 25 Minutes of MGS5 Gameplay via TGS 2013

Publishers Konami recently treated Tokyo Game Show attendees to an extended preview of some Metal Gear Solid 5 gameplay. The lucky fiends!

Thanks to the wonders of digital recording and networked computing however, you too can take a gander. And though the demo you’re about to watch is running on PS4, an Xbox One version exists.

There’s an awful lot going on in Hideo Kojima’s hotly anticipated new franchise entry, with controversies and betrayal both in game and behind the scenes. So we decided to focus on the most important facet: Gameplay.

Thus neatly bypassing the issue of female attire in MGS5...

But for the record I already miss David Hayter...

COMBAT

CQC returns, naturally, and with it the ability to interrogate, knife, choke, human-shield and judo toss enemies. Ledge and cover takedowns also make a welcome appearance. And like Peace Walker before it, CQC takedowns can be chained on bunched enemies!

A Batman-calibre martial artist,Big Boss can also chain strikes. Launching a driving flurry of punches and kicks culminates in a sexy slow motion finish. The advantage of melee over faster CQC takedowns is suspect. But it’s certainly nice to see some fresh animations.

Snake can also disarm foes at close range. Turning a rifle against its wielder rewards players a freebie slow motion shot. That’s incentive to experiment right there!

STEALTH

Snake can now mark enemies with his bionoculars. This outlines their ethereal form through very thin obstacles. A concession to modern stealthers? Perhaps, but MGS has proven time and again its chameleon-like ability to adapt, to mimic without losing its core identity.

I. Can. See. You.
I. Can. See. You.Enlarge Enlarge

Snake’s Map won’t pause the game. Instead it’s overlaid upon real time presentation. The new UI is almost completely clear now, with player immersion soiled only via weapon data. The new inventory slots remain unclear, though we suspect Big Boss has access to 4 quick-select tools, likely assigned to the D-pad.

Bullet time is triggered when Snake’s presence is stumbled upon. Due to Big Boss’ incredible reaction speed (sure, why not) time slows for a few moments – line up that headshot to remain hidden!

Being the husky gent he so obviously is, Snake can now fireman carry dead or unconscious bodies. This is a much speedier process than in previous iterations. Additionally, nay, delightfully, bodies can also be tossed at unsuspecting guards. Land a direct hit for a Double KO!

AGILITY

Snake can now commandeer enemy vehicles for a leisurely drive. He can also leap from them at high speeds, mowing down foes with the newly unmanned 4X4.

On the subject of leaping, Snake can vault from precipices and land at a run. Again, I’m unclear as to the tactical benefit over, say, dive rolling. But it’s still nice to see those character animations bulked up.

Always one for the rough and tumble, Big Boss can also leap for cover, hurling himself to the ground to avoid explosions and enemy fire. From prone, Snake can fire freely and even roll to avoid counter attacks!

Ultimately, MGS5 hammers home the fact Big Boss is a louder, more aggressive combatant than Solid Snake. Sneaking is still encouraged, but when a fight breaks out, “Punished Snake” is more than able to hold his own by ramping jeeps over blockades. Plus he can always radio in for a chopper evac when things get too hairy. He is the boss, after all...

Is that for me, yeah?
Is that for me, yeah?Enlarge Enlarge

FUN FACT - This footage was taken from Ground Zeroes, the extended prologue to The Phantom Pain, set before the titular events that cost Big Boss his arm!

Metal Gear Solid 5: The Phantom Pain will release for both next gen and current gen consoles next year and employ Kojima Productions’ new FOX Engine. Predictably, it looks amazing.



Metal Gear Solid 5 Gameplay Analysis on ClickOnline.com
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jack@clickonline.com
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