There were sections in the demo which didn't make the cut at all - the trailer finishes up with Snake escaping from the tanker as it explodes around him.
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There was doubt at the time but looking back, it's clear that everything on display was generated by the game engine. Beyond that, the game was still rendering at a lower resolution using interlaced field rendering which resulted in obvious jaggies and flickering - something that would be addressed in the final game with a bump in resolution. The trailer was displayed at 60 frames per second but in busy scenes, screen-tearing was evident. The scenarios presented in this trailer would not exist in the final game exactly, but all the gameplay opportunities displayed certainly did, and it was all captured from real development hardware. We could see how things such as shadows would play a role in the stealth system, how physics figured into the combat and how the enemy AI would react to the player.
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Most sequences demonstrated were focused on highlighting gameplay opportunities from cinematic angles. The original MGS2 trailer, however, attempted to do both. Most trailers are either of the purely cinematic variety or simply a lengthy gameplay demo. What stands out about this trailer still today is the way in which it demonstrates the intentions of the developers. There was certainly nothing to be worried about. Some were unconvinced - was this really a game? How could it look this good? Was it really running on production PlayStation 2 hardware? It seems strange in retrospect, but prior to the reveal, Kojima was concerned that his focus on interactions and AI would leave the visuals looking underwhelming next to the competition. The extended trailer set a new standard in cinematic presentation. To say that the resulting trailer was impressive would be an understatement. The staff at Konami's American office were initially sceptical of this nine-minute presentation, as it would eat up a significant chunk of their video roll and they hadn't even seen the game yet, but Kojima persisted and the stage was set for the big reveal. The trailer would be created from the game engine rather than pre-rendered imagery while enemy behaviour and scenarios were programmed to behave in a specific fashion for the showing. Internal demos give us an idea of what the game looked like prior to this initial reveal but a lot of work was poured into creating the finished reveal. The road to E3 was a challenge - the team worked hard to prepare a trailer that Kojima himself helped to craft. The intent was not to push visuals to the limit, but rather to use the processing power of PlayStation 2 to deliver an enhanced gameplay experience, something the team continued to work on all the way to the run-up to E3 2000. Kojima envisioned huge numbers of enemies on screen with bodies that remain in the scene, the interaction of light and shadow, physics interactions with real world objects, multi-tiered environments and advanced enemy AI. The document lays out ideas for a sequel that would be developed for Sony's still unannounced next-generation console - the PlayStation 2. The sequel was referred to as Metal Gear Solid III or MGSIII - the roman numerals referencing the New York skyline. Hideo Kojima completed his first draft of the game's design document in January 1999. The reveal of Metal Gear Solid 2 at E3 2000, prior to the system's Western launch, was the turning point in the fledgling system's fortunes. PlayStation 2 had just launched, but the initial line-up of games was shaky - and there was a decided lack of a killer app. From its 16-bit classics to its more experimental 32-bit titles, the red and orange Konami logo long stood as a seal of quality.
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Flashback to the turn of the century and Konami stands as one of the most prolific publishers in gaming.