I remember being really impressed by the way these guys behaved when i first played this on PS2. Having them realistically clear rooms searching for you goes a long way to immerse the player. Letting you know these aren't just the genome soldiers again, who simply ran waves of dudes at you.
I was playing the psvita remaster and I thought they'd be generic guards. I got shot ran and a guard noticed the blood and started trailing me and they started clearing the room I was in
I was just replaying this and hell I'm impressed with the AI even today. It's really solid, it actually caught me off gaurd how good the AI is and responsive and reactive it is. I was like "oh fuck...these guys aren't total idiots". MGS2 legit has some of the best AI interactions in gaming to this day.
MGS 2 was built different. Ahead of its time. The amount of detail it has, puts most games to shame these days...bullet casings, glass pyshics and shattering, environmental destruction, animation quality and AI
Thank you for this, I heard/saw documentaries about how realistic the enemies sweep sectors and radio in it's pretty awesome that finally someone uploaded all of this. Thank you very much it goes to show how sometimes the small things really add a lot to the immersion of gameplay
What’s even more impressive is every single difficulty has the guards engaging in slightly different clearing methods that are incrementally more difficult to evade with each increase in difficulty mode. The difficulty difference go far beyond increasing guard health and damage, extraordinary attention to detail was given to how the enemy behaves, patrols, and searches for the player. Playing each difficult setting is almost an entirely different game experience it’s amazing.
The Clearing itself is fantastic, but it's more than just AI routines. They made it really authentic. Like at 7:00 in the Engine Room, the first Shield peeks around the corner of the container and clears it. Only *then* does the second Shield round the far corner after it was confirmed by the first Shield that Snake isn't there and ready to shoot. Little things like that really demonstrate the polish of the AI.
@@SioxerNikita You're missing the point. I'm saying that the Clearing is fantastic, not JUST for the advanced AI Routines, but also for how authentic they made them with the extra attention-to-detail that is easy to miss in the heat of the moment.
It's remarkable how the devs thought of everything, these soldiers cover all angles, blind spots and more impressively, they have excellent muzzle discipline, they don't point the weapons carelessly at each other.
It's annoying that MGS babies praised 3 to no end when it's a devolution in so many aspects. This game thought of even little things like guards having a startled animation when they hear an unexpected explosion.
i love mgs3, i was kind of disapointed when it came out because it kind of ruined big boss aura and ocelot's character and the whole patriots stuff from mgs2 in my opinion, i still think 3 is an iconic game, my favorites are 2 and V, anyway mgs3 fans are THE ABSOLUTE WORST and they have been the worst since the early 2010's in every forums i have seen
@@aames1089 Yeah I’m my opinion Chaos Theory surpasses MGS2 in level dynamic and interactivity, but in Splinter Cell you are way more powerful than in MGS2 and the Evasion mode really puts you on edge, something that Chaos Theory doesn’t have.
@@charlie1234500 Unfortunately it went down the drain in favour of open maps and non-linear level design. To be fair Caution and Evasion mode in MGS3 is somewhat on par with it.
@@fabiospasiano9885 Yeah. I pretty much prefer MGS2 design overall than what the games became after. Especially whatever the heck MGSv is... Eugh. Linear ≠ Bad Non Linear ≠ Good I wish more people would realize that.
Thanks for uploading this I would always do this when I was a kid. Countless hours I spent at home faking that I was sick just so I can play MGS 1&2 all day instead of going to school These games are extremely detailed
I beat the game in 2001, multiple times. Collected all the dog tags, even in the original. Spent countless hours messing around causing alerts and fighting guards, trying to take silly action shots with the digital camera. When substance came out i did the same thing. Beat all the VR missions and snake tales too. Also beat the HD remaster and platniumed it. Big Boss rank and everything. Just got Big Boss on the master collection... Its amazing that after more than 2 decades of playing this game, seeing everything it has to offer and then some, killing every single guard hundreds of times, there are still animations and things I have never seen. Some of them in the tanker particularly just blew my mind. Wow.
I've been busted once a bunch of times cause of these clearing moments😅 Never saw the bathroom one, so that's new to me. The A. I. is pretty revolutionary for these games.
Thanks for uploading this, there are tons of little things in this game that are awesome. I like how in places like Strut B, the clearing team will throw a flashbang when initially entering.
The clearing part of the evasion process added so much suspense to the game which gave it a more riveting experience when you play the game. This game was so well done.
I notice you're playing on easy difficulty. On normal difficulty and beyond they check all lockers in the room and behind the lockers where you can hide (mgs 3 does this with the sokolov door) Didn't know if you knew that or not.
This is why MGS2 has always been my favourite. The way the guards reacted, the way the attack team came in. It felt so realistic. The other games built on it further.
14:25 : all these years, and I had no idea they had a "panic / surprised" animation for when you triggered C4, amazing the details that are hidden in plain view !
@@charlie1234500 yeah you are right, the system got a downgrade, but i never played mgs3 to the point to see if there was something like this, 4 on the other hand, i never saw something near this course of action. For me, MGS2 was the best mgs for stuff like this, let along the main theme which was something absent in 4
@@Sskysnake MGS3 pushed the PS2 to its limits so they couldn't implement this type of AI. That was the excuse according to the developers. MGS 4 and especially 5 had no excuse whatsoever.
@@charlie1234500 mgs4 was way too inspired by mgs3, even in terms of AI. MgsV had a different focus, so yeah, that's a shame. But yeah, one of the things I don't like about mgs4 was the AI and the interactions with the enemies
@@charlie1234500 I always thought they didn’t room clear in 4 and V because most of the combat took place outside.. That and the Soviets didn’t really learn swat style stack formations until 1988. I still would’ve liked to see it in mgs3 just to mess around with the guards like mgs2 lol
21:33 something funny happened to me in that room. Always shot at the lockers when they are clearimg there. At least on hard, well... The firts time i hide in that place i equip a box and hide on the middle of those metal boxes, what i got was a Blast and insta kill by "accident"
You know I do wish that somehow a game could get a sweep and clear mechanic as unique as this that happens with it's AI dynamically. I remember thinking this shit was absolutely revolutionary when I first played it and it aas unheard of with the exception of like Counter-Strike: Source despite even that being "leagues behind" But the magic kinda gets lost when you realize this is all just scripted sequences and the AI will always do roughly the same exact movements and patterns based on specific trigger points for where the alert went off or where the AI approach from.
well yes even though its scripted its still impressive. I mean also its not like a single player would see every clearing scripted sequence. But even if they are not dynamic its something you don't ever see in any game. I get i would be impossible to implement in a open world one but we got to the point the games are so dispersive and bland that i prefer something like this.
Because it looks like Snake is touching the lady on the posters rude parts and it gives off an automatic alert because of it.........i'm not even joking. If you have a gun equipped and knock on that locker it looks like he's touching her chest giving off a "BOING!" sound effect .....a hideo kojima game
@@adrianmaulanamuhammad7225 True, but for anyone who recalls playing it on the original PS2, you could tell there was something taxing the CPU, during these clearing moments the framerate would drop. If it was purely scripted then what's taxing the CPU so much? Oddly, I also noticed that the framerate drops during clearing, the second you're discovered the framerate returns to normal. So although it's scripted, the A.I. must be working hard to actually locate you, the second the A.I. has found you the framerate returns because it's just back to "shoot directly at the player" mode.
@@Rad-Dude63andathird The AI clearly adapts to the surroundings. Basic example displayed literally in the video: If a locker is open, they account for it by moving slowly pointing their gun at it. If it isn't open, they search around the room normally. This is not scripting in the sense of them doing mindless actions. They don't ignore their surroundings at all. This is AI. People really don't know what they're talking about.
In a lot of these 2 guys stay outside of the room to watch the clearing guys backs. I also seem to remember the dispatch guy sometimes saying they cannot spare more reinforcements. I think it sometimes happens when you go on a shooting spree and take out a lot of guys.
@@doihavetobeg The Dispatcher will refuse to send reinforcements if there is nowhere for them to appear from (such as the bottom of the elevator in Big Shell) or if the player has killed too many men (depending on difficulty)
Hello friends, check this video against Ocelot you probably didn't know this!
czcams.com/video/CVAUv-8jex4/video.html
(Google Translate)
I remember being really impressed by the way these guys behaved when i first played this on PS2. Having them realistically clear rooms searching for you goes a long way to immerse the player. Letting you know these aren't just the genome soldiers again, who simply ran waves of dudes at you.
I was playing the psvita remaster and I thought they'd be generic guards. I got shot ran and a guard noticed the blood and started trailing me and they started clearing the room I was in
The developers actually used a real military advisor to pull experience from, they really went the extra distance.
I was just replaying this and hell I'm impressed with the AI even today. It's really solid, it actually caught me off gaurd how good the AI is and responsive and reactive it is. I was like "oh fuck...these guys aren't total idiots".
MGS2 legit has some of the best AI interactions in gaming to this day.
Love this game these guys are funny
too bad they didnt breach and clear as intensely as cpt price and soap :D
I like how they politely knock before jumping the stalls
Incase you're a Russian merc having a poop
@@AJPMUSIC_OFFICIAL or Johnny with his third bout of diarrhea in the past hour
MGS 2 was built different. Ahead of its time. The amount of detail it has, puts most games to shame these days...bullet casings, glass pyshics and shattering, environmental destruction, animation quality and AI
And real time melting ice!! :D
And bird shit physics.
MGS3 has more
@@VVeltanschauung187 not it doesn't. MGS3 has less than half MGS2 has. The guard AI and behaviour is a huge let-down in 3.
@@deathtoraiden2080 Idk what game you played but mgs2 was just pacman sht
Guard: *knocks on stall door*
Raiden: "occupied"
Guard: "understandable have a great day"
After all these years, I had no idea they peek over the toilet stall doors.
Glad to see this comment haha
Time stamp?
At least they knock first. Even terrorists have standards.
@@gunswordfist 12:07
@@peridotsescapepod14 Thank you!!
Thank you for this, I heard/saw documentaries about how realistic the enemies sweep sectors and radio in it's pretty awesome that finally someone uploaded all of this. Thank you very much it goes to show how sometimes the small things really add a lot to the immersion of gameplay
Hahaha NP, for me i love to listen the background music, voice etc(Google translate)
2:16
Snake sneezes and the guard literally tells him to stop.
I thought he would bless him
CHOO!!!
Stop!
.....
.....
.....
Bless you.
... Thank you.
???
What’s even more impressive is every single difficulty has the guards engaging in slightly different clearing methods that are incrementally more difficult to evade with each increase in difficulty mode.
The difficulty difference go far beyond increasing guard health and damage, extraordinary attention to detail was given to how the enemy behaves, patrols, and searches for the player.
Playing each difficult setting is almost an entirely different game experience it’s amazing.
Most impressive feature of MGS2. I love the animation work too, how they strafe and lean. The game SWAT 3 has similar AI behavior.
2:17 those sneezes
Stop
The Clearing itself is fantastic, but it's more than just AI routines. They made it really authentic. Like at 7:00 in the Engine Room, the first Shield peeks around the corner of the container and clears it. Only *then* does the second Shield round the far corner after it was confirmed by the first Shield that Snake isn't there and ready to shoot. Little things like that really demonstrate the polish of the AI.
That is just AI routines. Doing something like that as a basic scripted sequence is easier than trying to do a dynamic AI.
@@SioxerNikita Did you miss the part where I said they made it really authentic?
@@HESHRocketWarhead Yeah, but you still said "but it's more than just AI routines.". This is just AI Routines made to look authentic.
@@SioxerNikita You're missing the point. I'm saying that the Clearing is fantastic, not JUST for the advanced AI Routines, but also for how authentic they made them with the extra attention-to-detail that is easy to miss in the heat of the moment.
@@HESHRocketWarhead Fair enough, although not particularly advanced though.
It's remarkable how the devs thought of everything, these soldiers cover all angles, blind spots and more impressively, they have excellent muzzle discipline, they don't point the weapons carelessly at each other.
they foRgot to incLudE headphoNE pROquEntiTy
This game is my all time favorite, they put so much love into making this its insane.
Even if the guards are following preset instructions, it's still pretty cool to see them in action. Good AI isn't smart, it just looks smart.
It's annoying that MGS babies praised 3 to no end when it's a devolution in so many aspects. This game thought of even little things like guards having a startled animation when they hear an unexpected explosion.
i love mgs3, i was kind of disapointed when it came out because it kind of ruined big boss aura and ocelot's character and the whole patriots stuff from mgs2 in my opinion, i still think 3 is an iconic game, my favorites are 2 and V, anyway mgs3 fans are THE ABSOLUTE WORST and they have been the worst since the early 2010's in every forums i have seen
This shit blew my mind back in 2001, still impressive to think about how they achieved all of it.
This game makes Splinter Cell blush.
This game makes the later MGS games blush. What the hell happened to this mode?
Chaos theory had some awesome ai. Like for example at higher alerts they would barricade doors and paths.
@@aames1089 Yeah I’m my opinion Chaos Theory surpasses MGS2 in level dynamic and interactivity, but in Splinter Cell you are way more powerful than in MGS2 and the Evasion mode really puts you on edge, something that Chaos Theory doesn’t have.
@@charlie1234500 Unfortunately it went down the drain in favour of open maps and non-linear level design. To be fair Caution and Evasion mode in MGS3 is somewhat on par with it.
@@fabiospasiano9885 Yeah. I pretty much prefer MGS2 design overall than what the games became after. Especially whatever the heck MGSv is... Eugh.
Linear ≠ Bad
Non Linear ≠ Good
I wish more people would realize that.
Thanks for uploading this
I would always do this when I was a kid. Countless hours I spent at home faking that I was sick just so I can play MGS 1&2 all day instead of going to school
These games are extremely detailed
1:45 I admire this guard's dedication to the two cardinal directions he's assigned to
I beat the game in 2001, multiple times. Collected all the dog tags, even in the original. Spent countless hours messing around causing alerts and fighting guards, trying to take silly action shots with the digital camera. When substance came out i did the same thing. Beat all the VR missions and snake tales too. Also beat the HD remaster and platniumed it. Big Boss rank and everything. Just got Big Boss on the master collection...
Its amazing that after more than 2 decades of playing this game, seeing everything it has to offer and then some, killing every single guard hundreds of times, there are still animations and things I have never seen. Some of them in the tanker particularly just blew my mind. Wow.
I'd never seen the toilet clearing! That's amazing after 20 years
Amazing. Some of these I've never seen before! Mgs2 was way ahead of its time in so many ways.
Hideo Kojima is a genius
”Clear! 👍”
"Stop!" ✊️
"Move!" 👋
They put SO much work into this, and there's a high chance that you would never see them. So I appreciate this video showing it off a lot.
3:26 snake caught they ases LACKING 😂
I never saw the toilet part when they clim over the door. 20 years later XD
They're rather polite for not wanting to intrude you while you're busy.
Lmao same
11:56 I bet his partner was like "dude, open the door the hell are you doing?"
Professionals have standards.
I've been busted once a bunch of times cause of these clearing moments😅
Never saw the bathroom one, so that's new to me. The A. I. is pretty revolutionary for these games.
The movement capture is absolutely incredible!
Thanks for uploading this, there are tons of little things in this game that are awesome. I like how in places like Strut B, the clearing team will throw a flashbang when initially entering.
The clearing part of the evasion process added so much suspense to the game which gave it a more riveting experience when you play the game. This game was so well done.
I notice you're playing on easy difficulty. On normal difficulty and beyond they check all lockers in the room and behind the lockers where you can hide (mgs 3 does this with the sokolov door)
Didn't know if you knew that or not.
This is why MGS2 has always been my favourite. The way the guards reacted, the way the attack team came in. It felt so realistic. The other games built on it further.
14:25 : all these years, and I had no idea they had a "panic / surprised" animation for when you triggered C4, amazing the details that are hidden in plain view !
Imagine a remake of mgs 2 but all the cut content gets put in. Including the missing characters that didn't make the cut.
Thank you for uploading this. That was a dream !!! (really haha)
I know its weird to ask but can you do this while actually hiding? The minimap showing the enemies searching for you was a thing ahead of its time
my fav enemies, the details are insane with the guards
2:15 I remember trying to hide back there my first time playing the game.
I didn't expect to be found in that little crack behind the lockers 😂
I obsessed over these guards when I was 7
Thanks for this man. You are a saint and a legend!
Can you make something like this but in mgs3 and mgs4? I am curious to see how they compare. And it's nice to see new content about Mgs2
There is no comparison. They got rid of this feature in MGS3 and never brought it back. They made the AI more simplistic and idiotic as a result.
@@charlie1234500 yeah you are right, the system got a downgrade, but i never played mgs3 to the point to see if there was something like this, 4 on the other hand, i never saw something near this course of action. For me, MGS2 was the best mgs for stuff like this, let along the main theme which was something absent in 4
@@Sskysnake MGS3 pushed the PS2 to its limits so they couldn't implement this type of AI. That was the excuse according to the developers.
MGS 4 and especially 5 had no excuse whatsoever.
@@charlie1234500 mgs4 was way too inspired by mgs3, even in terms of AI. MgsV had a different focus, so yeah, that's a shame. But yeah, one of the things I don't like about mgs4 was the AI and the interactions with the enemies
@@charlie1234500 I always thought they didn’t room clear in 4 and V because most of the combat took place outside.. That and the Soviets didn’t really learn swat style stack formations until 1988. I still would’ve liked to see it in mgs3 just to mess around with the guards like mgs2 lol
I still haven't seen better AI than this. Fucking 22 years later and all we get is better graphics and dumber enemies.
Try the first F. E.A.R. or Half Life 1
For a modern one, Trepang 2 isn't bad neither.
21:33 something funny happened to me in that room. Always shot at the lockers when they are clearimg there. At least on hard, well... The firts time i hide in that place i equip a box and hide on the middle of those metal boxes, what i got was a Blast and insta kill by "accident"
You know I do wish that somehow a game could get a sweep and clear mechanic as unique as this that happens with it's AI dynamically.
I remember thinking this shit was absolutely revolutionary when I first played it and it aas unheard of with the exception of like Counter-Strike: Source despite even that being "leagues behind"
But the magic kinda gets lost when you realize this is all just scripted sequences and the AI will always do roughly the same exact movements and patterns based on specific trigger points for where the alert went off or where the AI approach from.
well yes even though its scripted its still impressive. I mean also its not like a single player would see every clearing scripted sequence. But even if they are not dynamic its something you don't ever see in any game. I get i would be impossible to implement in a open world one but we got to the point the games are so dispersive and bland that i prefer something like this.
Will there be a follow up video on the Twin Snakes clearing spots? Since I just learned that game has the same system
Can you do a version of this but with the twin snakes please?
FRYZER
How come they got alerted by a simple knock on the locker aboard the Tanker?
Because it looks like Snake is touching the lady on the posters rude parts and it gives off an automatic alert because of it.........i'm not even joking. If you have a gun equipped and knock on that locker it looks like he's touching her chest giving off a "BOING!" sound effect
.....a hideo kojima game
@@michealhunt6607 and if you are inside the locker and press against the poster with your face you will hear a smooching sound.
I think it's because they were in caution mode. On normal patrol the closest guy just casually goes to look.
Knocking and climbing up to peek, both with your weapon down, is about the least intelligent tactic lol
used to mess around on this haha
What did that arsenal tengu wish to have?😩
All of a sudden the guards sound American toward the end. 😂
Pretty cool, hope the same happens for Twin Snakes.
Do the MGS Twin Snakes Evasion Clearing
So sick. What happened to this kind of attention to detail?
This is not AI per se, but still impressive attention to detail and gameplay/immersion tool.
Thoroughly investigating your last known position isn't artificial intelligence? Is water not a drink?
@@Rad-Dude63andathird the investigating details are scripted
@@adrianmaulanamuhammad7225 True, but for anyone who recalls playing it on the original PS2, you could tell there was something taxing the CPU, during these clearing moments the framerate would drop.
If it was purely scripted then what's taxing the CPU so much? Oddly, I also noticed that the framerate drops during clearing, the second you're discovered the framerate returns to normal.
So although it's scripted, the A.I. must be working hard to actually locate you, the second the A.I. has found you the framerate returns because it's just back to "shoot directly at the player" mode.
@@adrianmaulanamuhammad7225 All AI is scripted in every video game.
@@Rad-Dude63andathird The AI clearly adapts to the surroundings. Basic example displayed literally in the video: If a locker is open, they account for it by moving slowly pointing their gun at it. If it isn't open, they search around the room normally.
This is not scripting in the sense of them doing mindless actions. They don't ignore their surroundings at all. This is AI. People really don't know what they're talking about.
2:18 when you sneeze and people around know you are unvaccinated
I seem to recall a 4 man team clearing rooms on the ps2 instead of 2
It could be the difference in difficulty idk
In a lot of these 2 guys stay outside of the room to watch the clearing guys backs. I also seem to remember the dispatch guy sometimes saying they cannot spare more reinforcements. I think it sometimes happens when you go on a shooting spree and take out a lot of guys.
@@doihavetobeg The Dispatcher will refuse to send reinforcements if there is nowhere for them to appear from (such as the bottom of the elevator in Big Shell) or if the player has killed too many men (depending on difficulty)
de popa... these mexican subtitles break immersion can you please do away with them
2:10 Can you shoot at the Radio😂 MGS3 ❤
3:45 This Sound Clock 😂❤
8:24 Love this Game Kojima😭❤
25:11 Tengu Soilder ❤
I always found it weird how the eod suit guys speak with perfect english accents while everyone else is russian.