Kojima Productions details Fox Engine

GDC 13: The Phantom Pain outed as Metal Gear Solid 5

Hideo Kojima has outed The Phantom Pain as Metal Gear Solid 5.

Speaking at the Game Developers Conference 2013, Kojima revealed that the Phantom Pain and the previously announced Ground Zeroes would both combine to form Metal Gear 5.

During the demo, Kojima detailed and presented the capabilities of its new development platform, Fox Engine, which will power the title.

You can view the full new Metal Gear Sold 5 trailer, courtesy of GamesHqMedia, below.

The trailer shows Snake waking up after a nine-year coma, as he attemps to escape the hospital which has come under attack, as shown in the previously revealed Phantom Pain video.

Once out of the hospital, players will be able to access the title’s full open-world.

<iframe width="430" height="242" src="http://www.youtube.com/embed/G8qugKFaVLE" frameborder="0" allowfullscreen></iframe>

During the conference, Kojima Productions went in depth on how Metal Gear Sold 5 would harness the Fox Engine and what tech it would use.

It highlighted the day/night cycle, previously mentioned as part of Ground Zeroes, with impressive lighting effects used at different times of the day. For example, during the afternoon lighting would be displayed in a high exposure setting, while at night it would display low exposure and appear more blue.

To further show off how the game’s lighting works, the original Ground Zeroes trailer was reshown in part taking place during the day, showing altered shadow effects to reflect the time of day, with the position of the sun determining placement.

Details of the field of view in the game’s camera system were also explained, showing the focus changing depending on where the camera was looking at, much like in real life.

On discussing photorealism, touted as a cornerstone of the Fox Engine, it was stated that while realism is highly important, game graphics also need an artists eye to work.

"Just because something is physically correct and realistic, doesn’t mean that it will look good," stated the developer.

"What i’m trying to say is that in order to get realistic graphics, you need to study the real world.

"Perfectly replicating the real world may not be what a game needs, so an artists eye is essential. So you really need oan artist’s eye to do something great.

"This and realism is what we mean when we say photorealism through the eyes of the Fox."


GDC 2013 – Live! Breaking news and up-to-the-minute developments: HERE

iPhone owners should download our free app (iTunes link). It puts Develop’s daily must-read online news content – including all the stories from GDC – in the palm of your hand. Sponsored by Microsoft.

About MCV Staff

Check Also

Announcing the return of the MCV/DEVELOP Awards on April 28

Make sure you save the date and prepare to vote in celebration of the UK games industry - in what will be the MCV Awards' 20th year