^ For me, it\'s not even about the textures...
A glaring \'issue\' - something which I find Kojima\'s traditional weakpoint - is, lighting. Pay attention at some indoor locations : at times, those locations do
not have realtime lightsources, even though light is visually there falling into the room via window or door opening ;
the result is that there\'s no selfshadowing on Snake\'s model even though you can see him casting a shadow to the floor. It makes his character \'stick out\' from the environment and the lack of a realtime lightsource takes away the effect of every normal mapping on Snake\'s model, making it feel very flat.
The other thing is moves & controls... i know, it\'s leaps ahead of what MGS2 & 3 ever had, but in essence.... it\'s a Splinter Cell Chaos Theory version 0.5 beta, it\'s kind of like a primitive version of SC moves ( Snake still cannot jump - the engine can\'t calculate jump motion trajectories ? ) . Still, at least it\'s something really good and the game plays like a charm. I\'ll delve into details later on in my review.
The cutscenes & Story ? Ugh... i guess some ppl are real ADHD patients or just don\'t give a fuck about the storyline. I was truly stunned by the Vamp + Laughing Octopus cutscene in Act 2. The game gives me that feeling of wanting to progress the storyline... it actually teases to rush through it , yet i know i should better take my time to play it slow & stealthy.