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IllegalPaladin said:
Plaupius said:
Wow, I love the way they use music to create the feel of the game. The transitions from "cinematics" to player control weren't that smooth, somehow the awesome feeling of being there was lost when you switch to player control, but maybe that's just because I'm not the one in control. Anyway, looks definitely great, IMO much more interesting than GTA IV for example.

 Considering how in every one of the past MGS games (as well as many other games for that matter), you'll have to sit through a short loading sequence. I think that this transition between cutscene and gameplay is awesome especially because it's instant (or at least isn't seperated by a loading screen)


That's a valid point. But judging from the video, the impression I got was that all of the sudden Snake's animation and movements got a whole lot worse.

Actually, here's a point of criticism for nearly all games, it just happens to be more pronounced in games that aim for graphical realism: why do the characters move about as if they have no inertia and ball bearings under their feet? For MGS4 we get this amazing level of detail in just about everything and during the cutscenes the animations are spot-on, but as soon as you transfer to player control the illusion breaks. Would it be so hard to do some kind of inverse kinematics based animation system that runs in real time and doesn't look like cardboard characters? As a side note, does Crysis have something along those lines? I remember seeing something hinting at that direction in a tech demo video.