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Snake Eater Remake Will Have Insanely Detailed Camo and Healing Systems

In the latest episode of the Production Hotline series focused on the creation of Metal Gear Solid Delta: Snake Eater, Konami gives fans a look at the upcoming camo and healing systems in the ambitious remake. What we’re introduced to is a veritable plethora of incredibly detailed mechanics, with everything in the environment impacting Big Boss’ appearance in a way that we could only dream about 20 years ago when the original game dropped.


Naked Snake Never Looked So Good

In the video, which you can see below, we get a significant look at the camo and healing systems in the Snake Eater remake, which has been in development for quite some time but still doesn’t have a release date.

It has been confirmed that the environment and Big Boss’ circumstances will have a real-time impact on his appearance. For instance, if you’re crawling through a muddy swamp, expect to have your clothes drenched in slop that hardens over time, crusts, and falls away. If you’re walking through a forest after that, you’ll have falling leaves sticking to your clothes. When you’re shot at or stabbed, you’ll find your outfit bearing signs of that damage, with tears and holes showing up representing where you’ve been hit.

In the original game, released in 2004, some of the landmark features included the camo system and the dynamic healing menu. Players were charged with treating their wounds in a more realistic way than ever before, making use of sutures, tourniquets, bandages, splints, and cauterisation to address their injuries. Konami is taking things one step further in the Snake Eater remake, giving any incoming damage a lasting on Snake’s body. After particularly nasty injuries have been dealt with, they’ll fade into scars that remain throughout the game.

As someone who fell in love with Snake Eater on the PlayStation 2 in 2004, Metal Gear Solid Delta is one of my most highly anticipated games of all time – but it looks like it’ll be 2025 before it’s released at this point.


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