Metal Gear Solid Delta's developers explain that game development does not proceed at a constant rate. However, they won't reveal a release date.
Konami has been releasing small bits of information about Metal Gear Solid Delta Snake Eater. While the developers have avoided answering any questions about when the game will be released, they have revealed a little more about the game's unique difficulty system.
In an interview with Famitsu, Yuji Korekado and Noriaki Okamura, the production producer and creative producer of Metal Gear Solid Delta : Snake Eater, discussed how they created a difficulty level that worked for both the New Style and Legacy Style.
The New Style is a third-person view that lets you move around while firing your gun. It also gives you an improved field of vision to see what lies in front of Snake. This allows you to react quickly and move fluidly, making it easier to take on enemies. The Legacy Style, on the other hand is a faithful recreation of the original 2004, which has a top-down camera.
Korekado explains that the New Style has a more linear view and allows you to shoot your gun as you move Snake. This made the difficulty lower than expected. "However, we would have to make the Legacy Style more difficult if we adjusted things to match the New Style. We decided to separate the two playstyles. If Konami can pull this off, it should feel the same no matter which style of play you choose, even though technically they are different.
The developers were less transparent, however, when the discussion shifted to the release date of the game. Okamura (via ComicBook) says, "That's an extremely difficult question." "The game has already been completed and is playable until the end. We don't anticipate it taking many years to finish. The most important thing is to not disappoint the fans. We want to finish the game properly and announce [the date] when it is in a condition where it can be confirmed."
Konami has not confirmed a release date for Metal Gear Solid Delta : Snake Eater, despite the fact that pre-orders have been available for several months. Korekado explains that "game development doesn't progress at a constant rate, so it's hard to express." "We know what the goal is, and we are just adding the missing parts."
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