Over the past few weeks speculation has been going over the internet that the newly announced Metal Gear Solid: Ground Zeros may appear on consoles. Although Konami has not revealed the details on which platform/s the game will be available, it is likely going to come on current gen consoles with a possible port for PC.
Over the past year Metal Gear Solid series have strictly been a console series. But since the demo that was shown past few weeks back was running on a PC, it is now possible that the game might appear on the PC too.
Hideo Kojima is known to confuse and mislead fans of his titanic Metal Gear series, but when he said that the PC was operating at current gen specifications, this time he may actually be telling the truth. The visuals may have blown you up and possibly convinced you that these visuals are not supported by the current gen consoles, but you are wrong.
The new Fox engine from Kojima Productions uses something called the Global Illumination. This technique of lighting enables the artists of the game to create realistic visual effects for the normal human eye.
The technique is to play with lighting and the shadow that bounces of the objects. Accurate portrayal of lighting and shadows can often mislead the human eye to believe that the images on their screen are real or very high quality.
After watching the demo, you may have been convinced that the current generation games cannot run the game properly with high visuals, but if you see again, you will notice the technique that the artists have used to mislead you.
In the cut scene that is played before the gameplay has started, the artists have used the global illumination technique to cover up the other details of the scene. For example, in the screen shot posted below, you can see that there are two sharp lights on the either side of the screenshot.
With these sparkling lights, the artists are able to get your attention away from the rest of the details of the game. We naturally want to see the lights when they are quite bright, but see carefully the rest of the details in the background of the image.
It is clear to see that some details are not even visible properly. Run the video again and you will come across many stages in the cut scenes that use this technique. Using this technique the artists can get rid of details that use up a lot of system memory so the current gen consoles can handle the detail. When the gameplay starts however, the artists don’t have to draw far off places, making the immediate environment good to look at.
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