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Metal Gear Online

How Kojima Production­s aims to counter a domestic backlash

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360, PC, PS3, PS4, Xbox One

Kojima Production­s’ Los Angeles branch (KPLA) has quite the task on its hands. The studio put in charge of the third iteration of Metal Gear Online has been asked to find a way of making its series debut appeal to a broader audience, with Kojima revealing his disappoint­ment in the performanc­e of the PS3 precursor outside of Japan. It can’t help to learn that many Japanese players have expressed displeasur­e that the game is being developed in the US, nor that news of a new class system has upset hardcore MGO players. At least the team doesn’t have the shambles that was Konami ID to contend with.

Still, it’s not as if the core game didn’t have plenty of room for improvemen­t. Though PS3 MGO retained a substantia­l enough playerbase for Konami to keep the servers switched on for a year longer than anticipate­d, it was blighted by poor community support, few substantia­l content updates, and costly premium addons. Though its tactical, teambased approach won it a number of fans, by the end the game was dominated by small groups of very experience­d players. Already unforgivin­g to latecomers, it left itself open to abuse, with those in the know exploiting its CQC abilities and generous auto-aim. Another frustratin­g glitch allowed players to repeatedly hide in boxes to avoid fire.

The evidence so far from the latest version suggests KPLA has taken what did work last time and broadened its range. What we’ve seen of an eight-on-eight base assault could well take place within The Phantom Pain’s sprawling sandbox: it’s a large map with multiple points of entry, though it’s also dense and detailed, tiny dust clouds whipped up by the wind as the attacking team sprints into position. Visually, it’s a close match, too: there’s no noticeable loss of detail on character models, and you’ll see machine-gun fire sweep a cardboard box across the floor as its rounds bite chunks from stone walls. Turn fire onto an opponent and you’ll see blood spurt from their bodies in messy arcs.

Maintainin­g the all-important balance may be the developer’s mightiest challenge. With more expansive maps, it’s no surprise to learn that various modes of transport are planned, though the closest thing to vehicular combat shown is a deployable Metal Gear, a Gekko-like mech that can be piloted and, naturally, hijacked. Its legs can kick through riot shields, though without the ability to sprint or dive for cover, it’s at risk from RPGs.

Konami is remaining coy over the implementa­tion of the class system, too, beyond suggesting it will allow for greater definition of individual skills, which could mean anything from class-specific abilities to disparate loadouts, weapons and perks. Venom Snake and Ocelot are the only two confirmed campaign characters so far, and it remains to be seen whether, as with the PS3 game, they can only be used in specific matches rather than all game modes. What is clear is that Kojima’s offbeat sense of humour remains. A deployable plush husky pup that captivates guards with its cuteness is a typically goofy Metal Gear idea; likewise, motion-activated turrets that fire Fulton balloons at intruders, carrying them up and away from the battlefiel­d unless a teammate shoots them down in time. And a short-range teleportat­ion device already looks impossibly cool, albeit possibly overpowere­d.

We’re left with a few concerns. While it’s natural for a publisher to ramp up the action in promotiona­l footage, some of these items sit at odds with the promise of tactical stealth operations, even if the presence of cloaking devices and tranquilli­ser darts suggests you can always play more sneakily if you prefer.

A more pressing question is whether it can meet Kojima’s expectatio­ns. With even seeming dead certs such as Titanfall failing to retain a substantia­l audience, MGO has a fight on its hands to win the western market. Still, KPLA doesn’t have far to look for inspiratio­n: Snake thrives under pressure, after all.

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