Everything We Learned From the Metal Gear Solid 5: The Phantom Pain TGS 2014 Trailer
Here are all the new mechanics that Kojima Productions revealed during Metal Gear Solid V: The Phantom Pain's TGS gameplay presentation.
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Kojima Productions showed off a brand new gameplay walkthrough video for Metal Gear Solid V: The Phantom Pain at this year's Tokyo Game Show. It included a whole lot of new stuff: a brand new level, new weapons, new (ridiculous) items, new enemies, and an entirely new buddy support mechanic that means Snake doesn't have to a solo infiltrator anymore. There were quite a few small details revealed as well, so below is everything we learned from the footage.
Here we have a brand new location, on what looks like a different continent. It's likely somewhere in Africa, given its significance in the original Metal Gear plot, and further evidenced by the name of Snake's objective in this mission, "Lutwa Valley".
Snake begins the mission shirtless, and appears to have the ability to call in different camouflage suits for different environments. These will affect his camouflage index percentage, however--unlike in Metal Gear Solid 3: Snake Eater--that percentage is no longer displayed on-screen. His new rock climbing abilities allow levels to exhibit greater verticality, and we also get a glimpse of an enemy chopper patrolling overhead.
Some sort of sonar-like pulse allows Snake to identify nearby points of interest--potentially wildlife. We've already seen hostile wolves in a previous gameplay demo, and later on in this presentation we see docile wildlife moving through the environment. We probably won't be eating any of them, though.
Guards now have their stats related to how well they'll perform at Mother Base in various tasks displayed next to them when scanned with binoculars. They appear to be able to have two specialities at once.
Quiet is a support "buddy", and can be called in to specific drop points on the map. Once she has landed, Snake can direct her to take up position at other key vantage points. Her super jump and super speed allows her to reach places Snake can't. When Snake moves through the map, Quiet will automatically reposition to the most useful vantage point near him.
Quiet won't shoot at enemies unless they have spotted Snake and are about to engage. Here, she shoots the helmet from a guard's head, allowing Snake to land an instant-KO tranquiliser round that would have otherwise ricocheted off the helmet.
Here's a new dynamic weather effect--rain. We saw a sandstorm in Afghanistan, which greatly reduced visibility for both Snake and his enemies, but it's not clear what tangible effects rain will have on the game yet.
A new enemy archetype looks like a soldier wearing heavy armour. Rather than waste bullets, Snake takes him out by deploying an inflatable decoy version of himself, using the inflation process to push the heavy guard off the cliff.
First, Snake's prosthetic arm became the replacement for knocking on walls and distracting guards. Now, it also functions as a kind of stun prod. The arm needs to be charged up for a second before it can stun an enemy, and it looks as though it depletes a battery meter permanently. We're not sure if that means you'll need to procure new batteries on site to use it again, or if it simply recharges over time.
Quiet can be ordered to aim at specific guards when they are not alerted. However, it appears as though other guards can notice her rifle's green laser sight. Snake thinks quickly and they are both taken down with synchronised shots.
Another new enemy archetype is shown--a sniper with a red laser sight. This sniper is able to shoot down attempts at using the Fulton recovery system to capture guards, if it happens within his line of sight.
We saw some basic destruction effects in Metal Gear Solid V: Ground Zeroes by way of collapsing guard towers, but this wooden bridge's destruction bears more significant consequences as it cuts off a potential route through the map for both enemies and Snake himself.
Here's a new grenade type--a petrol bomb. This plays into the new vegetation-rich environment, as the resulting fire will propagate by spreading to nearby plants and grass.
The enemy chopper reappears! It's cannon is powerful enough to destroy certain pieces of cover. Currently, it's unclear whether consistent small-arms fire can take the chopper down, as could happen to your own chopper in Ground Zeroes.
Explosives should do the trick, though! Quiet can be ordered to shoot Snake's grenade after it has been thrown, which ricochets into the chopper and detonates, taking it down. Impressive.