The amount of detail is also quite impressive, though I think this may work against them
The original game already was quite dense in enviromental that if you didn't pay attention you could miss out many interactable fauna and flora
But at the same time, they were distinct enough that once you had knowledge of them you could quickly pick them out from the background (even on new levels)
On what they presented here though...
This was my main concern with the visuals, when the first in-game screenshots were released
But after this trailer I am willing to give whatever team is working on this the benefit of the doubt as I was able, even with youtube's compression, to pick on quite few small things when they showed larger shots of the levels
Otherwise
I still like the lighting, the enviroments were pleasent and essentially 1:1 recreations
And the amount of details is still impressive - now they've even added effects of the dirt and mud on clothes
Well done chaps (though I can already see this game taking 100+ gb of storage)
Now onto the
gameplay
And it's a copy pasta of MGS5 mechanics and controls...
Down to animations even, with the only changes seem to be the ones related to CQC
Dammit they even added crouch walking
"Why is this bad?", some of you may ask.
Well the original games were made with only 2 stances of movement in mind - upright walking (which is fast but leaves too exposed) and crawling (which is very discrete but very slow)
Crouch walking was introduced in the 3DS version of Snake Eater and... it broke the game's difficulty
Why?
You got the speed with of walking, with the low visibility of crawling
Now this may not be a such problem if there are proper responses from the AI and adjustments to the movement's speed, noise and visibility
But at the end of the day it's still agaisnt MGS3 core design
This type of sneaking was excellent for MGS5 because it's levels were large, open and was filled with threats that perform long and thourough patrols (to incentivize immediate action and adaption)
MGS3 levels (even it's bigger and less linear ones) are small, closed-off and have few enemies that performed short patrols (to incentivize planning and methodical action)
I guess it's another consequence of the standardization of controls
General audiences would likely have an aneurysm if it played like some old ps2 game...
Oh well...
We'll see how it turns out