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'Metal Gear Solid V: Ground Zeroes' spotlights explained by Kojima

New hardware means more realism than ever before
New hardware means more realism than ever before
Kojima Productions, Konami

Having been created in the late 80's, Hideo Kojima's Metal Gear franchise has continued to adapt to new technology over its lifetime. We recently had a chance to sit down with Kojima during a roundtable discussion, where he talked about developing a high-end game for Sony and Microsoft's new consoles. He told us about a couple of features that he had wanted to put into previous games, but was unable to due to hardware limitations.

One thing we always want to achieve is to not have maps loading, this is something I always wanted to do and in this game, we were able to put it in. A couple other things I was able to achieve were being able to call in the helicopter anywhere you want to and because of the hardware, the physical calculations were possible and we had elements that we were able to put into the game. Especially for spotlights, all that have been put into the game are made by physical calculations of their surfaces. So this is accurate for us as far as the physical aspect goes, it's the same way it would look like if you took an actual spotlight and put it in a field.

Traditionally, the franchise has only had to load one or two sections at a time, relieving quite a bit of stress on the console. Metal Gear Solid V's open-world approach makes that kind of design impossible. There's no doubt that the new hardware, coupled with Kojima's recently released FOX Engine, made these gameplay and graphical upgrades possible. Metal Gear Solid V: Ground Zeroes will launch for the PS3, PS4, Xbox 360 and Xbox One on March 18th.

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