![]() Square Enix’s current approach is to have one (killer) engine per studio. And both when becoming a licensee and deploying the engine to a platform, a lot of what you are paying for in terms of money and system resources may not be beneficial for your game. However, Unreal licensing is expensive and requires a specific, if popular, kind of art production. The process they use for incorporating new middle-ware solutions (Speedtree, Kynagon, Beast, etc.), the symbiotic relationship they have with licensees (many engine modifications my by the licensee wind up becoming part of Unreal), and the commitment to multiplatform (included mobile) development should enable continued success with licensing. The new tech and the new gamepley direction make it look like the best is yet to come for ‘Metal Gear’.Įpic’s primary goal with Unreal Engine 4 is for the engine to be licensed by other companies. Every time it seems to have stumbled, it has just returned even stronger than before. Going all the way back to the MSX/NES era, this series has never failed to impress. If it’s not perceived as a success, more and more companies will withdraw from the competition of producing HD games.įor now, we can celebrate 25 years of the ‘Metal Gear’ franchise. Konami has put years into the FOX engine. However, subscribing to this kind of domino theory, wherein a change in philosophy and success go hand-in-hand, also means acknowledging the possibility of a negative outcome. Projects that now seem too expensive and difficult to undertake could be become reality, and could lead to years of games that push the limits and make for incredible HD content. The potential benefit for collaboration between internal development teams from companies like Capcom, Tecmo, Sony, Nintendo, etc. If Konami shifts to using a unified engine throughout its title production, other Japanese publisher/developers may follow suit. Konami also owns several other properties such as ‘Silent Hill’, ‘Castlevania’ and ‘Pro Evolution Soccer’ that may see future installments developed for the FOX engine. It seems clear that Hideo Kojima and Kojima Productions will continue primarily to produce ‘Metal Gear’ titles, but with the FOX engine, their focus will no longer be on handheld platforms. It has already been rumored that the new ‘Zone of the Enders’ project could be built in the FOX engine. ‘Ground Zeroes’ also promises an open environment and gameplay that continues in earnest past being detected, which is all about getting more people to play and replay ‘Metal Gear’.īy targeting current consoles, the FOX engine (and new engines under development at other studios in the East and West) may continue to extend this generation’s lifecycle. ![]() The FOX engine is meant in part to bring in the 360 and PC crowd from the get-go. The ‘Metal Gear’ series, despite its popularity, is still a niche series. ‘Metal Gear Solid: Ground Zeroes’ looks to sport the visual extravagance of ‘Metal Gear Solid 4: Guns of the Patriots’ (one of the few console games rendered in true 1080p) while incorporating gameplay concepts and the character focus of ‘Peace Walker’, which was originally a PSP title. This kind of focus means that it will be designed to deploy on the PC, Xbox 360 and PS3 platforms today, and to be ready to transition to tomorrow’s platforms as well. Indeed, the stated intent of the FOX engine is to be a multi-platform engine and development toolset from its inception. This real-time demonstration is running off a PC. Specifically, look at how everything lights, the detail in the characters matched against the complexity of the animations, and keep in mind that this is not pre-rendered. In that case, just focus on the following video as a demonstration of its engine. Unless you’re current on your ‘Metal Gear’ mythos and the growing backstory for Big Boss (‘Metal Gear Solid 3’, ‘Metal Gear Solid: Peace Walker’), the intricacies of the new game’s plot will likely escape you.
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