Metal Gear Solid Delta: Snake Eater – hands-on review
You could virtually hear the classic”” when Konami made the PlayStation 5 release of Metal Gear Solid Delta: Snake Eater! call band across the gambling world’s shared ears. A version of the stealth music typical Metal Gear Solid 3: Snake Eater, which was released for PlayStation 2, is on the way. With a wealth of upgrades and improvements? There’s no place for Serpent to conceal – the entire planet is watching… I got to enjoy a little demo of MGS Delta, as well as talk with the game’s producer, Noriaki Okamura, on how the game is shaping up to be much more than just good.
Remaking a cherished vintage like MGS3 is no small miracle. Which is precisely why the mixed development team for Komani and Virtuos Studios has a mix of expertise that is both new and seasoned, combining new eyes and trustworthy hands.
We had to comb through some old dev documents, but thanks to the experience of some of the Snake Eater veterans, we did n’t have to spend too much time figuring out how to prepare, says Okamura. We are also aware that there is a whole generation without a second Metal Gear Solid game.
A strong emphasis has been placed on the handles, keeping with the crucial but challenging idea of making sure Delta appeals to everyone. Traditionalists to MGS3 did feel right at home, but there’s also an opportunity that did feel natural to modern people. You have it, then, if you like to play with a third-person cameras on the correct stick while being able to fire and shift together from an over-the-shoulder perspective.
” First our goal was to keep things as close to the original as possible”, explains Okamura. ” But evidently over the course of 20 years, the way people play game has evolved and changed. But we examined contemporary activity games to make sure Delta’s level of quality was comparable to some of those.
The adjustments to Delta gave me a pleasant sense of how I remembered MGS3 controlled even though it was n’t, which was certainly beneficial to my play of the video. The change felt normal, easy and fun.
A modified menu design and a range of accessibility options does insignificantly improve the quality of play for a wider audience as well. This includes the ability to modify how you prepare and use your weapons and equipment, removing the need to press a button when taking enemies, and the possibility to modify visual elements like center dot display and color correction.
Of course, the general presentation does n’t fall short of upgrades, either. Delta packs a fantastic visual bite thanks to Unreal Engine 5. ” We did n’t want new players coming to the game feeling that it’s old or retro”, says Okamura.
It’s an amazing achievement. Whether it’s taking in the incredible depth and remarkable history length of the Tselinoyarsk woods or using the cameras during a real-time cutscene to zoom in close enough to see the pores on Snake’s skin, all the director’s flourishes are still present.
Just like any Snake mission, however, such improvements do n’t come easy. We initially believed we could change the model’s fundamental outside skeleton, says Okamura. However, once we observed them moving around in the game while using the traditional character movements, we noticed that they were n’t quite as well blended. So we had to modify them because it was crucial to keep the player engaged while maintaining a seamless experience while also keeping the player as closely as possible with the characters ‘ original movements and breathing.
Creating new looks that also feel familiar is n’t just around cosmetics, either. Konami has already stated that any injuries Snake picks up while performing his missions will be visible throughout the game, which made me curious how savage Snake might turn up after being discovered by some guards. The answer? Well, let’s just say Snake was practically crimson by the time I was finished.
While cagey about how much this extends to the gameplay, Okamura confirmed that this will noticeably affect Snake, accentuating the original’s battle damage system. Want to keep Snake sharp? Better treat his breaks and fractures…
And then there’s the ever-intricate Camouflage Index System. Different outfits, face paint, and disguises help Snake stay hidden while on his mission, but the improved visuals give this a whole new meaning. Snake will appear convincingly covered in dirt and mud as he maneuvers through it, improving his concealment.
Snake was fully enshrined in the Dremuchij Swampland mud after being accidentally drowned in him in a previous attempt, which is how it improved its faithfulness to the original MGS3. His entire face and body dripped wet brown, his hair was sloppy and curly, and his Camo Index was at its highest, rendering him essentially invisible to nearby crocodiles.
How seriously Okamura and the team take the task of revitalizing Snake Eater, if there was one thing that was as clear as some of Metal Gear Solid Delta’s improvements. ” There’s only pressure all the time, every day”, he says.
It might be the last opportunity for some of the key members to work on these titles while they’re still at the company because we have a lot of veteran staff on hand but they’re also aging out as well. However, we have a duty to ensure that these games are still playable for both current and upcoming generations.
Although the demo quickly eluded the fabled Boss bridge scene, it sufficed to say that Metal Gear Solid Delta: Snake Eater will live up to the high standards set for it. You’ll be able to experience it for yourself on PS5 when the game releases.