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I honestly don't believe that MGS3D was done from scratch. Maybe some parts were (like those things that weren't in the original), but to say the entire thing was done from the ground up does not sound plausible when looking at the final product. We've seen games that were built from the ground up (like RE:E, MK7, even the Naked Snake demo), but considering they were also working on the HD versions (which is the reason I believe why the 3DS got a port and not an entirely new game like we thought we'd get), the focus became taking what they had, and using it as-is. Konami pulled out all the stops when optimizing MGS3 for the PS2, that many of the tricks they did there can't be done on other hardware as easily without spending more processing cycles to mimic it. The HD versions are running on more powerful devices, which allows them to make mistakes in optimization but have plenty of processing power to not worry about it. The 3DS is more powerful than the PS2, but not by leaps and bounds like the other devices are, and for porting such a game, it is more susceptible to having more problems.
Anyways, I played through the demo, and it was mainly during the dense forest cutscene areas that had the frame rate issues, while actual gameplay seemed to be rather steady in that regard. I had some Amazon credit, so I decided to buy the game (getting $10 pre-order credit from it too, which will go towards Kid Icarus). I needed more games for my 3DS.
Anyways, I played through the demo, and it was mainly during the dense forest cutscene areas that had the frame rate issues, while actual gameplay seemed to be rather steady in that regard. I had some Amazon credit, so I decided to buy the game (getting $10 pre-order credit from it too, which will go towards Kid Icarus). I needed more games for my 3DS.