We’re kicking off Metal Gear Solid Δ: Snake Eater (2025), Konami’s faithful remake of the 2004 classic, rebuilt in Unreal Engine 5 for PS5, Xbox Series X|S, and PC (Steam). Set in 1964, this jungle stealth-op follows Naked Snake’s “Operation Snake Eater,” where survival, camouflage, and CQC define every decision. This part focuses on first infiltrations, camo blending, stamina/injury management, and how the remake’s AI reacts to sound, footprints, and sightlines. What you’ll see in Part 1: Early-game survival: camouflage index, cures, stamina, and food systems UE5 visual upgrades in dense jungle biomes (foliage density, lighting, rain/mud effects) First tests of CQC and non-lethal routes vs. “panic fixes” when it all goes loud Commentary by Penguinz0 (aka MoistCr1TiKaL) that pokes at the systems and design choices Dev/Remake notes (for fans & first-timers): this is a ground-up visual and systems update that aims to preserve the original story beats, tone, and pacing—now with modern controls, quality-of-life tweaks, and current-gen presentation. The original cast returns, with newly recorded lines mixed alongside classic performances in places, keeping character intent intact while tightening delivery for the remake format. If you’re here for deep-dive stealth gameplay and design talk—plus a relaxed long-form vibe—you’ll feel right at home. Part 2 Title: MGS Δ (2025) — Part 2 with Penguinz0 | Stealth AI, Sound Baiting & UE5 Lighting in the Jungle Description: Part 2 digs into how Metal Gear Solid Δ handles stealth logic and sandbox problem-solving. We pressure-test guard AI (cones, peripheral vision, patrol memory), dynamic audio cues, and how lighting/foliage affect visibility in UE5. Expect lots of on-the-fly route changes, camo swaps, and the classic “it shouldn’t work… but it does” recoveries. Focus points: Sound vs. sight: footstep noise, distractions, and patrol investigation behavior Camo tuning and terrain: crawling, prone, grass height, mud/water stealth Control & QoL updates vs. the original: smoother aiming, inventory cadence, camera feel Platform talk as we go (PS5/Xbox/PC performance expectations, controller vs. M&K feel) Dev context: Konami’s Δ project aims for a faithful remake that respects the 2004 design while modernizing tech and interaction. You’ll notice the same mission structure and Cold War vibe, but the presentation and handling are thoroughly current-gen.