Metal Gear Solid 5

Metal Gear Solid 5: Ground Zeroes hits PC on December 18:
https://www.shacknews.com/article/86580/metal-gear-solid-5-ground-zeroes-hits-pc-on-december-18

I want to know why it’s taking so long if the game is supposedly not a port. Also I want more details on what kinds of settings the game will have and if it’s going to be locked at PS4 settings. I mean Rising also took forever to come out for PC (though it was designed for consoles and then ported over, which the Fox engine is supposed to get around) and had barely any improvements.

Don’t worry, it seems it will be a fine version:

Well shit. Good. I’m happy now. Hope it supports 16:10. Also that you can raise the draw distance/lod.

Edit: Though I’m wondering what they mean by increase in models on screen. Something like that will be gameplay changing if they’re upping the enemy count. I wonder if it’s a sideways way of saying that the lod is higher, as being able to display more polygons/models on screen would mean that you don’t have to have things pop in as often.

Yeah, I think it’s just better LOD and draw distance.

I dunno if I’ll be getting this game, the gameplay in the series has drifted far away from the first 2 games. In MGS 3 & 4 I was just crawling very slowly to a location. So far it doesn’t look like that anymore but I’ll have to wait until it comes out for me to decide.
Hopefully the humour of the series will still be there and isn’t as dark as it appears to be.

You didn’t see the video where Snake is fulton extracting horses and stopping jeeps with feces? I’m pretty sure the humor will be there too.

I saw those, while I like the idea of stopping a jeep with crap, I bet it’ll only be useful maybe once in the game. As for the fulton, I don’t know how I feel about it… I like the concept, but in one of the gameplay vids I saw the player was fultoning everything he could which really turned me off, I hope they limit how many you can use in some way or another.

Peace Walker had inventory limits on fultons, but I think the max upgrade was like 100 or something.

Fultoning seems to cost some sort of currency in MGS5. Maybe the demos have infinite money but it’s possible you won’t always have enough currency to fulton everything in the actual game.

Ground Zeroes on PC is locked at 60 fps and any gamepad you use will show Xbox button icons. There were requirements (minimum) up for a little bit but they were taken down, I suppose to be adjusted. They were an i5 at 2.7GHz I think and a GTX 650, which seems reasonable enough. Also the predictable Windows Vista and DX11 minimums as well as 4GB RAM.

I don’t like framerate locks but I’m not going to die because of it being locked at 60 fps.

I’m glad that they locked it at 60 rather than 30, though the Xbox controller icons bothers me a bit, especially since a) I have a Dualshock-layout gamepad, and b) MGS originated on, you know, Playstation.

It wouldn’t have been locked at 30 fps because the console versions run at 60 fps.

Ideally it should just run at unlocked framerate and give you options to lock it at whatever framerate you want.

Obviously yeah, though I’ve seen some people saying the same thing was claimed with Valkyria Chronicles, which has an unlocked framerate, so maybe it’s just a misunderstanding or something.

PC footage is apparently being shown off in a couple of days and mouse acceleration is confirmed to not exist in the PC versions of GZ or TPP.

The system requirements for Ground Zeroes is here.

https://www.pcgamer.com/metal-gear-solid-5-ground-zeroes-system-requirements-released/

https://imgur.com/a/VpejI

Some comparison screens.

And also, the graphic settings as well:

Translation for those who might not know Japanese:

  • Window Mode
  • Resolution
  • Display
  • Vsync
  • Framerate
  • Model detail
  • Textures
  • Texture filtering
  • Shadow
  • Lighting
  • Screen filtering
  • Effects

gif 1
• massively improved object and lighting LOD / draw distance
• stronger ambient occlusion

gif 2
• image-based reflections
• reduced / removed dirty lens effect?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.