Sony Computer Entertainment has sat down with "Metal Gear Solid: Ground Zeroes" game director Hideo Kojima to give gamers the inside scoop about the upcoming title to the PlayStation 4.

"MGS5: Ground Zeroes" takes place before "The Phantom Pain" but after "Metal Gear Solid: Peace Walker". Players take on the role of Snake (or Big Boss) to sneak into enemy encampments in order to recover classified information that will unfold pieces of the story.

Check out the best snippets of Kojima's interview with Sony's PlayStation Blog below.

Kojima on how "Metal Gear Solid" game creation has evolved:

"It's going to be freer, more open, and we want to player to create their own strategies as they infiltrate, and also create their own stories as they try to get out. It's very different from a linear game, where you go from place to place and cutscenes are triggered.

"Within a mission you can do whatever you want, freely. There are a lot of interactive elements, there's scattered information within each mission, and if you put all of these elements together, and from there the player will put a story together. That's the way I've intended to tell it this time."

How "Ground Zeroes" and "The Phantom Pain" coincide:

"To release them together would be an ideal case for us. But Metal Gear Solid 5 is going to be a huge, a massive scale game. So the development is taking some time. That said, PS4 is launching now and it's big. A lot of people have been asking for a new Metal Gear Solid experience, so we at least wanted to release a prologue so that people get to know what people will be, experience a chunk of the story. So that guided our decision to move forward at this time."

Why Kojima takes pride in "Ground Zeroes":

"One thing is the searchlights. There are a lot of searchlights in this game. We were able to accurately describe, in a physical way, the way the shadows and lights interact. Twenty six years ago, I wanted to originally put this in the game: moving through searchlights without being spotted. We were finally able to put it in the game.

"And also, since it's an open-world game, there are all these different vehicles, different weapons, you can use turrets...as a player, you're constantly tempted to use them. However, you'll be spotted by the enemy as soon as you use them, you'll be in trouble. So we give this choice to the player: you can use the turrets, the explosions, but they shouldn't. So I'm happy to have this in the game."