Metal Gear Solid 4
692 svar till detta ämne
#51
Postad 22 October 2007 - 16:57
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 Best game ever
#52
Postad 22 October 2007 - 21:01
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ett givet köp!!
har spelat alla MGS och efter videon blir man tom sugen att slänga i
något av de förra och lira till detta släpps.
Och vad alla tunnar, kartonger och vapen beträffar så hör det ju till MGS.
Det har alltid varit så och ska också så förbli tycker jag.
Mvh Kimme
#53
Postad 09 January 2008 - 15:17
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Tunnan va ngt jag också tyckte va lite "eh?". Wtf, har inga spelat MGS på det här forumet tidigare?
Jomenvisst! Alla MGS är givna i min spelsamling! Jodå. Tunnan och porrtidningen är ju klockrena 
Precis! I samma sköna stil som tidigare MGS. Är det bara jag som är tokimponerad av spelet....jag har lirat alla mgs hittills men detta är ju klart över mina förväntningar.......klockren köpvarning......
Nej då, här har du en till som har tappat hakan! Nej de var inte dåliga men det var inte heller några wow-upplevelser. Tror nog att sista delen kommer vara betydligt bättre. MGS2 lämnade bara en jäkla massa frågetecken.
Också det tycker jag är helt i stil med Kojimas tidigare produktioner! Historierna brukar alltid ha någon konstig vinkling som man inte helt fattar... Sammanfattat: Om man har spelat MGS tidigare och gillade det, tror jag nog att man kommer att älska MGS4. Har man inte spelat MGS tidigare så bör man vara förberedd på en del realism och en del helt skruvade saker. För mig som alltid gillat de här spelen så är det ett självklart köp! Jag vill ha det nuuuu!
#54
Postad 01 February 2008 - 11:08
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#55
Postad 01 February 2008 - 13:09
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#56
Postad 19 February 2008 - 23:29
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Hur är det med eventuella demo datum samt release datum i övrigt? finns det några?
#57
Postad 20 February 2008 - 07:19
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Datum för demo har jag ingen aning om (även om det vore intressant ^^), spelsläppet verkar vara 18:e April om man ska tro en del sidor. Men jag kan svära på att jag sett 14:e Mars nånstans, vet inte vars dock, men det är datumet jag haft i huvudet sista månaden (som tydligen inte verkar stämma >_<)
#58
Postad 21 February 2008 - 09:45
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släpps det 18 april? haha kul isf, samma dag som min födelsedag
#59
Postad 21 February 2008 - 13:00
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På videogameplus.com säger dom att det ska släppas den 17:e juni i USA, så jag skulle inte hoppas för mkt på april....
Har ju itne hört nånting från Kojiima på ett tag nu...
#60
Postad 21 February 2008 - 14:36
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va e de för rökring gubben har runt sig i trailarna?
#61
Postad 22 February 2008 - 09:41
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kul när folk tror att dom vill ha realistiska spel, jag läste en intervju med john carmack om det för länge sedan, tror det va infr q3 där han säger att folk inte vill ha realistiska spel, inte ens realistisk fysik... man vill t ex börja springa direkt när man trycker på knappen, det är inte realistiskt. att då gnälla på att snake har en tunna i bakfickan är bara dåligt... ta CoD4 t ex (och ALLA ANDRA shooters också för den delen) så försvinner ju inte dom skott man har i magasinet om man skulle byta mag innan det är helt slut, det är i min mening löjligare i ett spel som vill vara "realistiskt" än i ett spel som aldrig har försökt att vara det.
har man aldrig spelat ett MGS så vet man inte så mycket om storyn och då kanske man är förlåten, men bara för att det kanske ser bra "verkligt" ut så betyder inte det att det är overkligt, det är väldigt mycket "anime" över det hela, men helt egna regler för vad som är möjligt och omöjligt...
tunna/ kartong / RL spelar ingen roll, det är ett inventariesystem som har funkat förut och det är en del av spelet, köp det fr vad det är istället och njut av ett bra SPEL.
jag ser fram emot det här lika mycket som GTA4, det kommer bli en riktigt fin sommar =)
#62
Postad 22 February 2008 - 10:07
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kul när folk tror att dom vill ha realistiska spel, jag läste en intervju med john carmack om det för länge sedan, tror det va infr q3 där han säger att folk inte vill ha realistiska spel, inte ens realistisk fysik... man vill t ex börja springa direkt när man trycker på knappen, det är inte realistiskt. att då gnälla på att snake har en tunna i bakfickan är bara dåligt... ta CoD4 t ex (och ALLA ANDRA shooters också för den delen) så försvinner ju inte dom skott man har i magasinet om man skulle byta mag innan det är helt slut, det är i min mening löjligare i ett spel som vill vara "realistiskt" än i ett spel som aldrig har försökt att vara det.
har man aldrig spelat ett MGS så vet man inte så mycket om storyn och då kanske man är förlåten, men bara för att det kanske ser bra "verkligt" ut så betyder inte det att det är overkligt, det är väldigt mycket "anime" över det hela, men helt egna regler för vad som är möjligt och omöjligt...
tunna/ kartong / RL spelar ingen roll, det är ett inventariesystem som har funkat förut och det är en del av spelet, köp det fr vad det är istället och njut av ett bra SPEL.
jag ser fram emot det här lika mycket som GTA4, det kommer bli en riktigt fin sommar =)
Mycket bra skrivet och jag håller med om realismdelen. Tycker det är något väldigt överskattat idag, realistiska sake kan jag göra i verkligheten. Jag spelar spel för att tänja på gränserna. Jag ser fram emot detta mycket mer än GTA4, vet inte ens om jag ska köpa GTA4 men detta ska jag då ha!
#63
Postad 22 February 2008 - 14:54
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kul när folk tror att dom vill ha realistiska spel, jag läste en intervju med john carmack om det för länge sedan, tror det va infr q3 där han säger att folk inte vill ha realistiska spel, inte ens realistisk fysik... man vill t ex börja springa direkt när man trycker på knappen, det är inte realistiskt. att då gnälla på att snake har en tunna i bakfickan är bara dåligt... ta CoD4 t ex (och ALLA ANDRA shooters också för den delen) så försvinner ju inte dom skott man har i magasinet om man skulle byta mag innan det är helt slut, det är i min mening löjligare i ett spel som vill vara "realistiskt" än i ett spel som aldrig har försökt att vara det.
har man aldrig spelat ett MGS så vet man inte så mycket om storyn och då kanske man är förlåten, men bara för att det kanske ser bra "verkligt" ut så betyder inte det att det är overkligt, det är väldigt mycket "anime" över det hela, men helt egna regler för vad som är möjligt och omöjligt...
tunna/ kartong / RL spelar ingen roll, det är ett inventariesystem som har funkat förut och det är en del av spelet, köp det fr vad det är istället och njut av ett bra SPEL.
jag ser fram emot det här lika mycket som GTA4, det kommer bli en riktigt fin sommar =)
Mycket bra skrivet och jag håller med om realismdelen. Tycker det är något väldigt överskattat idag, realistiska sake kan jag göra i verkligheten. Jag spelar spel för att tänja på gränserna.
Jag ser fram emot detta mycket mer än GTA4, vet inte ens om jag ska köpa GTA4 men detta ska jag då ha!
Håller med er till fullo! Jag spelar spel för att jag då kan göra saker som jag inte kan i verkligheten och för att det är roligt att se vad kreativa hjärnor kan koka ihop! Visst finns det spel som hävdar att de är realistiska, men det är nog väldigt få som verkligen lever upp till det. Bra exempel med COD4, som jag för övrigt anser vara ett ypperligt spel. MGS serien har aldrig utgett sig för att vara speciellt realistiskt. Däremot har man, åtminstone i senare releaser, strävat efter att återskapa byggnader, naut och miljö på ett realistiskt och allmänt snyggt sätt. Till viss del förstår man då realismkritiken eftersom en del av spelet gör ett realistiskt intryck, medan andra delar är ren science fiction. Jag ser iallafall fram emot att få rulla omkring i en tunna (MGS4) lika mycket som jag ser fram emot att få spränga väggar och fiender i luften (Battlefield: Bad Company)! Det är inte bara sommaren som blir bra, det ser ut som att hela året blir en höjdare på spelområdet!
#64
Postad 26 February 2008 - 21:01
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Metal Gear Solid 4: Guns of the Patriots PS3 Bundle To coincide with the much-anticipated North American launch of Metal Gear Solid 4: Guns of the Patriots in late Q2 2008, SCEA will introduce a PS3 bundle, which will include an 80GB PS3, the upcoming blockbuster Metal Gear Solid 4: Guns of the Patriots, and a DUALSHOCK 3 wireless controller for $499.99 (MSRP
Release i Juni i US. Återstår att se vad SCEE hittar på. Och; MGS4 will include a Metal Gear Online “Starter Pack.” If you can’t wait to try out MGS4, the good news is you don’t have to much longer. Those who pre-order the game will be guaranteed access to a multiplayer beta test for Metal Gear Online scheduled for late April. http://blog.us.plays...elease-date-by/
#65
Postad 27 February 2008 - 10:48
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MGS4 will include a Metal Gear Online "Starter Pack." If you can't wait to try out MGS4, the good news is you don't have to much longer. Those who pre-order the game will be guaranteed access to a multiplayer beta test for Metal Gear Online scheduled for late April.
http://blog.us.plays...elease-date-by/
Man undrar ju om detta gäller internationellt oxå. Vore kul att få möjlighet att köra betan!
#66
Postad 27 February 2008 - 11:54
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kul när folk tror att dom vill ha realistiska spel, jag läste en intervju med john carmack om det för länge sedan, tror det va infr q3 där han säger att folk inte vill ha realistiska spel, inte ens realistisk fysik... man vill t ex börja springa direkt när man trycker på knappen, det är inte realistiskt. att då gnälla på att snake har en tunna i bakfickan är bara dåligt... ta CoD4 t ex (och ALLA ANDRA shooters också för den delen) så försvinner ju inte dom skott man har i magasinet om man skulle byta mag innan det är helt slut, det är i min mening löjligare i ett spel som vill vara "realistiskt" än i ett spel som aldrig har försökt att vara det.
har man aldrig spelat ett MGS så vet man inte så mycket om storyn och då kanske man är förlåten, men bara för att det kanske ser bra "verkligt" ut så betyder inte det att det är overkligt, det är väldigt mycket "anime" över det hela, men helt egna regler för vad som är möjligt och omöjligt...
tunna/ kartong / RL spelar ingen roll, det är ett inventariesystem som har funkat förut och det är en del av spelet, köp det fr vad det är istället och njut av ett bra SPEL.
jag ser fram emot det här lika mycket som GTA4, det kommer bli en riktigt fin sommar =)
Mycket bra skrivet och jag håller med om realismdelen. Tycker det är något väldigt överskattat idag, realistiska sake kan jag göra i verkligheten. Jag spelar spel för att tänja på gränserna.
Jag ser fram emot detta mycket mer än GTA4, vet inte ens om jag ska köpa GTA4 men detta ska jag då ha!
Håller med er till fullo! Jag spelar spel för att jag då kan göra saker som jag inte kan i verkligheten och för att det är roligt att se vad kreativa hjärnor kan koka ihop! Visst finns det spel som hävdar att de är realistiska, men det är nog väldigt få som verkligen lever upp till det. Bra exempel med COD4, som jag för övrigt anser vara ett ypperligt spel. MGS serien har aldrig utgett sig för att vara speciellt realistiskt. Däremot har man, åtminstone i senare releaser, strävat efter att återskapa byggnader, naut och miljö på ett realistiskt och allmänt snyggt sätt. Till viss del förstår man då realismkritiken eftersom en del av spelet gör ett realistiskt intryck, medan andra delar är ren science fiction. Jag ser iallafall fram emot att få rulla omkring i en tunna (MGS4) lika mycket som jag ser fram emot att få spränga väggar och fiender i luften (Battlefield: Bad Company)!
Det är inte bara sommaren som blir bra, det ser ut som att hela året blir en höjdare på spelområdet!
Cod har aldrig utgett sig för att vara realistiskt, realism är kul på HELT andra sätt än actionspel, jag hade oerhört roligt med cod4, men inget slår att kunna skjuta ner en rote MiG-29or i falcon 4 med full realsim, det är svårt, det är stressande, och risken för task saturation är överhängande, men när man kan systemen så bra att du kan fokusera på de moment du MÅSTE utföra så ökar roligheten trefalt. Samma sak i tex gtr2, att kunna köra nurburgring på väldigt korta tider på full realism ger dig en känsla av tillfredsställelse jag aldrig känt med rena actionspel. Min ståndpunkt är dock att fps ALDRIG kan vara realistiska, de kan nästan inte ens vara simulationer, iaf inte förrän vi har interface likande de i matrix...
Redigerat av simulacra, 27 February 2008 - 11:58.
#67
Postad 27 February 2008 - 13:02
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Gamereactor skriver om PS3+Metal-paketet. http://www.gamereact...ar-konsolpaket/
#68
Postad 28 February 2008 - 01:27
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Blir solklart ett PS3-Metalpaket denna sommaren och ut med 360:n. (Sommaren 2002 köpte jag PS2-MGS2-paketet. Hittade aldrig något bättre spel än det till PS2, inte ens i närheten...) Spelet bör leva upp till följande: - En story matchande en blandning av DaVinci-koden och Matrix med ett stänk av Monty Python. - Realism som det bästa Tom Clancy spelet. - Orealistiskt som Metroid med Nintendo-bossar. - En huvudperson som har ett inventarie i storleksordningen Oblivion. - Animeringar i klass med Pixar. - Koreografi som filmen "Crouching Tiger, Hidden Dragon". - Musik i paritet med en Best Of-skiva av Ennio Morricone Hoppas jag inte blir besviken...
#69
Postad 28 February 2008 - 10:59
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Vem vill ha ennio morricone när det finns genier som hans zimmer och harry gregson williams?
#70
Postad 28 February 2008 - 16:09
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-Visst, dom duger  . Detta kommer bli riktigt bra! Är det bekräfta att hans Zimmer är involverad, eller har jag bara missat det?
Redigerat av Pompen, 28 February 2008 - 16:19.
#71
Postad 28 February 2008 - 16:40
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Det är Harry Gregson-Williams som gör musik till MGS - som vanlig. http://www.imdb.com/name/nm0004581/
#72
Postad 28 February 2008 - 16:41
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Harry gregson williams gör ju soundtracket till 4an om jag minns rätt, han gjorde även musiken till mgs2 (vilket blev återanvänt utan mkt nytt material i 3an) och COD4
Redigerat av simulacra, 28 February 2008 - 16:41.
#73
Postad 28 February 2008 - 17:09
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En annan favorit på spelmusik annars är Chris Hülsbeck.
#74
Postad 28 February 2008 - 17:55
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#75
Postad 29 February 2008 - 07:22
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Senaste release datum 12:e Juni Konami has issued a press release today which confirms the rumored report of Metal Gear Solid 4's June 12th release date. The latest issue of Japanese magazine Dengeki PlayStation also reports that June 12th will be the Japanese release date for the game. Hideo Kojima made a statement last year at Leipzig during which he said that he firmly intended on making Metal Gear Solid 4 a simultaneous worldwide release and that it is regrettable that Europe has to so often wait longer to receive games. Let's hope his plan comes to fruition and we can all, throughout the world, enjoy the game when June 12th rolls around.
The press release also confirms that Metal Gear Online will come bundled with MGS4 in the form of a "Starter Pack", but it's still unclear how this "Starter Pack" will differ from the full release. Those that pre-order the game will receive a bonus DVD entitled "Metal Gear Saga 2.0" which will contain a prologue recapping the entire series so far and a 20th Anniversary retrospective. Other features on the DVD include character profiles for all the main characters and trailers for the game. It's unclear whether any of this will be included with the European version, but we'll try and find out soon.
Enligt ps3Fanb..
#76
Postad 01 March 2008 - 03:28
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Mgs4 för stort för Blu Ray? Låter lite crazy bananas, vad tror ni? http://www.psu.com/M...a0002924-p0.phpLåter mystiskt.
#77
Postad 02 March 2008 - 15:32
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Mgs4 för stort för Blu Ray? Låter lite crazy bananas, vad tror ni?
http://www.psu.com/M...a0002924-p0.php
Låter mystiskt.
In an exclusive interview with Hideo Kojima, the creator of Metal Gear Solid series, has made complains about 50GB BD not been sufficient. The Metal Gear Solid producer considers the Blu Ray disc too small and that they had to make compromises in order to put the game on the 50GB BD. According to Hideo, the programmers had to compress some parts of the game game to save space.
Kojima : I am not satisfied with the quality yet, however...there isn't enough space.
Interviewer: Not enough space..on..Blu-ray..?
Kojima: Yes.(laughs). Not enough space.
Anyone can help with the translation, google did it's part.
#78
Postad 02 March 2008 - 19:01
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våldsammt mycket filmsekvenser då med andra ord.
#79
Postad 02 March 2008 - 19:27
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Det var det ju redan förut. Jag skulle gissa på våldsamt mycket okomprimerade filmer.
#80
Postad 11 March 2008 - 18:36
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Det var det ju redan förut. Jag skulle gissa på våldsamt mycket okomprimerade filmer.
Kojima har alltid kört mellansekvenserna i realtid, och har antytt att detsamma ska gälla MGS4. En och annan lär dock vara förrenderad samt introt som ska blanda live action med "spel"-grafik. En stor del av utrymmet lär dock vara ljud. Massa codec-dialog och annat okomprimerat... Anyhow, lite nya (och gamla) bilder.     
Redigerat av Unregisteredf64a5233, 11 March 2008 - 18:37.
#81
Postad 12 March 2008 - 16:30
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Anyhow, lite nya (och gamla) bilder.

Hmmm...på den sista bilden ser det ut som om Old Snake sitter inne i MG:en. Verkar cool...en egen Metal Gear att trasha omkring med!
#82
Postad 18 March 2008 - 20:03
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Ny PS3a när MGS släpps, läcker färg 
#83
Postad 25 March 2008 - 18:44
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Och nu är den LE PS3an med MGS4 slutsåld.  Undra vad upplagan var?
#84
Postad 01 April 2008 - 17:35
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Nytt gameplay! http://www.youtube.c...91PSTRq8&fmt=18
Redigerat av Zoiler, 01 April 2008 - 17:35.
#85
Postad 01 April 2008 - 18:22
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Nytt gameplay!
http://www.youtube.c...91PSTRq8&fmt=18
Hehehehe... mycket händer den 1e April... förstår inte det
#86
Postad 01 April 2008 - 18:38
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Men det är trots allt nytt gameplay ändå
#87
Postad 01 April 2008 - 19:23
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Iofs sant!
Redigerat av Garrett, 01 April 2008 - 19:23.
#88
Postad 02 April 2008 - 17:26
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#89
Postad 02 April 2008 - 18:02
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Det här är nog också nytt gameplay tror jag: http://www.jeuxvideo...e-patriots.html
#90
Postad 02 April 2008 - 18:42
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Läste lite översättning från den där franska siten att alla mellansekvenser är i realtid och många kan påverkas med vinklar etc - dessutom skulle det förekomma mellansekvenser på uppemot 30min (!!??). Har en känsla av att detta spel kommer blir långt. Det här är nog också nytt gameplay tror jag:
http://www.jeuxvideo...e-patriots.html
Det där är gammalt, TGS07.
#91
Postad 02 April 2008 - 19:26
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Översatt av wollan, ngaf: - nanomachines play a big role in mgs4, they contribute in a sense to the change of how war is fought. The author can't be more specific though (nda prolly).
- all cutscenes are real time
- some cutscenes are very long (30 minutes even for some)
- some cutscenes are controllable. For example: during the briefing in the second mission, you can choose different camera angles.
- some graphical elements make the game come to life: birds flying over, cables swaying in the wind, a lot of explosions, etc.)
- explosions, fire and smoke effects are amazing
- you really think you are on the battlefield, thanks to the ambiance and sound in the game (a lot of credibility in the environments).
- new animations (snake reaches for his shoulder sometimes because he's in pain), new cqc movements, rolling barrel is a great addition
- solid eye and mkII have a battery that will autocharge when not in use
- Otocamo is very nice, you can have the texture of a wall or the ground
- radar shows North, the objective and forces present
- at the top of the screens two bars: health bar and psych or stress bar
- map is available in 2D or 3D via the pause menu.
- you can customise weapons in Drebin's shop (accessible in the pause menu) eg: new silecener, flashlight, etc. Some weapons have limitations for customising though. Each wednesday and sunday, the price for these adjustments is only half of the normal price. Drebin is always accompanied by a monkey and you need him to get access to new weapons.
- you buy weapons with DB or Drebin Points, you get these points by selling the loot you gain/collect in combat.
Halvtimmeslånga mellansekvenser blir nog rekord. Spelet är tydligen väldigt stort, tog en professionell speltestare över fyra dagar att klara det. 
#92
Postad 02 April 2008 - 19:47
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Halvtimmeslånga mellansekvenser blir nog rekord.
Nerå, spela lite Xenosaga ska du få se på ännu längre. Mer film än spel det där
#93
Postad 03 April 2008 - 00:12
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Ja, de snittar inte 30min, den längsta utav dem är det. Treans mellansekvenser var väldigt bra, bara introt gav gåshud och när spelet var slut var man helt omtumlad. Kojima har stadigt blivit bättre på att förmedla sina historier, fyran blir nog ett riktigt konstverk, seriens crescendo! EDIT: Postar hela här, skönare bakgrund att läsa på, reklamfritt och fixat bilderna i lagom storlek, hoppas det faller er i smaken...  Originalartikeln är hos IGN om man hellre vill läsa där: http://ps3.ign.com/a...3/863825p4.htmlMetal Gear Solid 4 Hands-onI'm the first American in the world to have beaten MGS4, which is freaking awesome.April 2, 2008 - Three weeks ago, Konami extended a once in a lifetime invitation to a handful of journalists. Fourteen people from around the world gathered together at the Konami Super Campus in Nasu to experience one of the most anticipated titles in recent history, Metal Gear Solid 4: Guns of the Patriots in a specialized boot camp for the game. We weren't simply shown snippets of levels or gameplay demos; instead, we were sequestered for three days at their facility for two specific tasks. The first task was that we were to play through the entire title from start to finish with the Konami team gathering our stats and play information as we progressed.
The second task was much more important, because at the end of every gameplay session, we were asked to provide detailed feedback, which would be given to the development team to make adjustments to the final build of the title. We weren't alone in experiencing the game in this way; Kojima himself was replaying the title at the same time we were, going through the same gameplay sections and feedback tasks as we were. In effect, we became part of the design team. As I stated earlier, this was a once in a lifetime opportunity, especially for any Metal Gear Solid fan. Not only were we getting a chance to complete the game before anyone else, but we were making an impact on the overall game that will launch worldwide on June 12th.
The final chapter in the 20-year franchise that constantly redefined the stealth action genre, Metal Gear Solid 4 brings Solid Snake back out of the shadows for one final mission to eliminate his nemesis, Liquid Ocelot. But, like every other Metal Gear Solid game, there's much more going on than a simple assassination. I certainly won't spoil the plot points or the story here; there is only so much that I'm allowed to talk about, after all. Instead, I will go into more detail on a section we've previously covered: the Middle East area that Snake has infiltrated in released trailers or demos.
But let me first preface that statement with one new piece of info that we hadn't previously known. Whereas previous Metal Gear Solid games have been relatively linear in their approach, MGS4 is much more of an open-world affair. While there are still specific locations that Snake will need to get to (which will constantly be indicated on Snake's mini-map), the environments that he finds himself in will provide multiple paths to get him to his eventual destination. This provides much more flexibility in how you fight your way through the battlefields that engulf MGS4.
 Snake will come across the horrors of war.
As we were told in last year's E3 trailer, war has completely changed the world. No longer is it a breakdown of diplomacy between countries – conflict has become a financial factor by itself, supporting the global economy by virtue of the PMCs that are continually moving into areas of the world and engaging in battle. In fact, battles aren't about countries any more – they're more about factions engaging other factions. Even civilians aren't safe in this new world order, as most people are simply born to fight and die, mostly without a cause or a reason to go to war. Cities are constantly shelled, buildings are blown up and every street is a battlefield. This constant conflict between nanomachine-enhanced soldiers is a significant factor within the game, and plays a huge role within your exploration of the ruined landscape of the Middle East.
It's into this kind of regionalized turmoil that Snake is initially deployed. The first time you see the legendary soldier, he's clad in the garb of a local militia man, which he uses to infiltrates a village during an attack. Even though his clothing looks like that of the locals, he hasn't fully earned the trust of the militia. This provides a different spin on the standard "lone wolf" insertion that Snake has performed in his previous games. By choosing to fight alongside the militia, you can slowly build confidence with the warriors. This can be advantageous to you, because if you convince them of your intentions, the resistance soldiers will provide covering fire, hand you ammunition and even provide health items that you can use to restore your flagging energy. However, this alliance can be a fragile one, particularly if your aim is poor. Not only will your former allies turn on you if they sense something suspicious, but all of the other soldiers will immediately know if you've betrayed their comrades, and you may need to change back into your militia gear to avoid suspicion or to better blend in with resistance groups that aren't friendly so you can accomplish your mission.
Speaking of modifying your appearance, Snake's OctoCamo suit works better than what we've seen in previous trailers. Give Snake two to three seconds without moving, and he immediately blends into the surroundings, taking on the textured appearance of the surface he's kneeling next to or lying on. It's an excellent trick that innately builds upon the camouflage elements of Snake Eater and makes it much easier to evade detection by intelligent PMC troops as long as you don't attract attention with obvious movement. Inchworming along the ground while camouflaged or rolling from one location to the other shouldn't attract much attention, which is a good thing for these much more alert enemies. These troops won't merely walk along simple patrol paths. They'll actively scan environments for trouble, communicating anything suspicious to their comrades and call in for backup, making them much more threatening than previous enemies Snake has faced.
 Never saw it coming.
Apart from using the OctoCamo to fade from sight, you can acquire a drum can to hide you from troops. Much like the classically used cardboard box, Snake can tiptoe in the metallic drum can, advancing silently into areas under cover. The drum can isn't perfect, especially because astute soldiers can kick and overturn the barrel if they sense something out of order. However, unlike the cardboard box, which is easily destroyed, the drum also has a few defensive uses. Its metallic shell will repel gunfire from most firearms, and players can tip it on its side and roll through enemies, knocking them for a loop.
This is merely one of the ways that Snake can take out soldiers. He has a whole new compliment of CQC moves, such as choking them silently along the ground. We did notice that unconscious soldiers did appear to be knocked out much longer than in previous Metal Gear Solid games, regardless of whether we took them out with our fists, an electric shock from our stun blade, a tranquilizer dart or by being rolled over by drum can. But sometimes you might need more firepower than non-lethal means, particularly when you and your allies are pinned down by large groups of PMCs in armored personnel carriers. You've got a couple of options available to you in this case. The first is to get behind the controls of a mortar and shell the enemy positions. While Snake is somewhat exposed as he's adjusting the trajectory of the weapon, he can fire an unlimited amount of shells on troops and vehicles alike. Along with the destructive power, the splash damage from the explosives will easily knock down or eliminate nearby enemies.
 The battlefield will be littered with wreckage. Grab some cover.
The other way is to use firearms that you acquire from fallen enemies. Like previous Metal Gear Solid games, you'll acquire pistols, machine guns, grenades and other weapons from enemy soldiers. However, there's a twist to the standard "procure on site" method that MGS fans are accustomed to. In this world of PMCs and rebel factions, all weapons are coded to specific soldiers via their individual nanomachine codes. If you're not that soldier and you attempt to fire their gun, you get absolutely no response whatsoever (call it the ultimate trigger lock). So how exactly do you gain useable firearms in the game?
You have to have someone launder the weapon, removing this lockout feature. In Metal Gear Solid 4, this is handled via Drebin, the mysterious new character introduced in earlier released trailers. This new shop system works rather ingeniously – every single weapon that Snake comes across is immediately translated to Drebin points, representing its current world value in the theater of war during a given day. The more violent the conflict in the world, the more Drebin points you receive. Players can then use these points to unlock these collected weapons for their use, or players can save their points up to purchase ammunition or items in Drebin's shop, such as laser sights, hand grips and flashlights. These additional items can improve the accuracy or stability of a weapon, making it much better in combat. What's more, you can even get more for your Drebin Points if you return to the shop on certain in-game "days," as Drebin will offer sales for Snake so he can get the best bang for his buck.
Fortunately, you don't have to continually backtrack to a set location to sell your collected weapons, nor do you have to constantly expose yourself to danger just to collect a few guns from fallen soldiers. The Mark II can act as your conduit to Drebin, automatically converting any weapons into Drebin Points while saving the ammunition for Snake. Thanks to its size and the fact that it is invisibly cloaked from view thanks to OctoCamo technology, Snake can use the diminutive robot to sprint around the battlefield, gathering fallen weapons as he scouts out the environment around him. The Mark II can also be used to knock out soldiers from afar, as it can stealthily move up to troops and discharge an electrical blast akin to the stun knife. However, you have to be careful, because the Mark II can disrupt its invisibility if it bumps into a target or goes over a significant drop. The robot also has a limited range that it can be sent away from Snake before it becomes uncontrollable, and finally, it only has a certain amount of batteries that it can use before it runs out of power and has to be recharged.
 Chopper going down...
The Mark II isn't the only new gadget that Snake gets in MGS4. Otacon has been hard at work on a brand new vision system known as the Solid Eye, which actually combines features of multiple items from previous games. The ocular device, which replaces Snake's iconic eye patch, has three separate vision modes: night vision, thermal and zoom functionality. It also ties into Snake's radar, making it easier to discern enemies on a battlefield from friendlies at a quick glance by projecting their group affiliation above their head. What's also cool about the Solid Eye system is that it allows players to have the option to play through sections of the game with completely new camera angles and viewpoints. No longer do you have to focus solely on a top-down perspective with a camera angle that swings behind your shoulder when you fire. Now, players can opt to fire and move in either a first person or third person viewpoint at any time, which is an excellent option to have when you're looking to snipe a soldier in an elevated position.
However, just as Snake had to contend with stamina in previous games, he'll have two new gauges to contend with in the battlefield, his Psyche gauge and his Stress Gauge. Snake is not as young as he used to be, and these two meters help track just how the seasoned soldier is performing during his missions. His Psyche gauge measures how he is mentally reacting to the battlefield at all times – when things are relatively calm, he can aim and fire without difficulty, but if he performs physically exhausting moves, such as tumbling rolls or has to seek cover from large bursts of gunfire, he'll start to lose his concentration, making easy shots much harder. Snake will also feel the aches and pains of his age much more and will sometimes react to a sharp pain in his back or another physical symptom more frequently, indicating that he's being pushed way too hard. This correlates to Snake's Stress Gauge -- if this mental exertion continues for prolonged periods of time, his Stress Gauge starts to spike. If it goes too high, Snake will immediately enter what's known as a Combat High, where he'll suddenly snap into a moment of heightened accuracy with a gun while shrugging off inflicted damage for a small period of time. Unfortunately, after a combat high, Snake will crash, bottoming out his stress and psyche gauges. This can harm Snake's health as well as leave him vulnerable to incoming attacks.
 Run, Snake, Run!
Obviously, being in a vulnerable state against PMC soldiers is hazardous, but that doesn't compare to facing off against some of the tougher enemies in the Middle East, such as the bipedal walkers known as geckos. These metal monstrosities, which have dominated the previously released trailers of the game, can easily eliminate a platoon of men without showing a single scratch, and their agility at climbing walls, leaping barricades, and firing at individuals makes them a threat in both close combat and long range situations.
Another threat comes with Liquid's elite personal guard known as the FROGS. Another squad of superhumanly-enhanced soldiers shown in previously released trailers, this all-female squad boasts cybernetic suits that allow them to cling to walls and fire at their enemies (you) from any angle. Their speed and acrobatic skills help them avoid incoming fire, which makes them even more dangerous. This is especially true when you fight them in the remains of a dilapidated hotel rigged with booby traps, where each step could be Snake's last. Fortunately, he's not alone in this massive battle. Meryl and her Rat Patrol provide ample fire support.
This four man squad is composed of a hulking brute with a Mohawk named Jonathan, a bald sharpshooter named Ed, an "intestinally challenged" grunt named Johnny, and Meryl, who's surprised and not particularly thrilled to see Snake. But for both soldiers to accomplish their missions, they have to team up to repel Liquid's attacking squads and attempt to bury them under the hotel rubble.
 Ready, Aim, Fire!
Meryl isn't the only familiar face that Snake runs into during his initial mission. Otacon provides intelligence support from aboard a mobile drop ship, providing hints and back up via the Mark II. Otacon also briefs Snake on various situations during some of the game's numerous cutscenes, which offer an interesting take on Metal Gear history through flashback sequences. By pressing the L1 or X button prompts when they appear, Snake can trigger a sequence or image from a previous title, adding extra depth to topics being discussed at that point in time, which is an excellent way to fill in pieces of the complex puzzle that is the Metal Gear universe of the last 20 years.
These cutscenes are not the only way that players will acquire background information on the situations Snake faces. Between operations, Snake will receive detailed mission briefings on his next assignment, Liquid's movements, or the threat of various PMCs in the area he will be dispatched to.
 Watch the FROGS.
Visually, Metal Gear Solid 4 is even more striking on the console than it has been in released trailers. We always had a sense that what Kojima was showing us was incredible footage, but the detail within the game itself is simply breathtaking. One example of this: when an explosion goes off near Snake, a fine coating of dust covers the camera, adding to the cinematic feel of the game. Another showcase of the striking graphics is the seamless transition between cutscenes and gameplay, many of which are only highlighted by a camera shift to indicate the cutscene has ended and gameplay has begun.
Another thing that stands out is the sound quality of the game, which is presented in Certified Dolby Digital Sound. The ambient battlefield noise provides a haunting backdrop to onscreen action, making you feel like just one part of a much larger conflict. The game's soundtrack is subtly shaded by local musical influences, as in the Middle East level, punctuated by a driving techno beat that builds when the guards become alerted to your presence and increases further if gunplay breaks out.
As I said earlier, there's only so much I can go into right now, but this is the system seller that we've all known Metal Gear Solid 4 was going to be. This preview has only scratched the surface; we haven't even described some of the bosses, radical and innovative game mechanics, or other features that make this title a fitting conclusion to one of the best franchises in gaming.
http://ps3.ign.com/a...3/863825p4.html
Kommenterar imorgon, måste sova lite innan plugget...
#94
Postad 03 April 2008 - 13:11
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38133 inlägg
Ja, de snittar inte 30min, den längsta utav dem är det.
Men MGS4 snittar ju inte heller så länge. 30 minuter långa cutscenes är mycket, men Xenosaga har haft längre. Ibland är det två cutscenes direkt på varandra eller med mycket lite gameplay emellan så det blev ju direkt jobbigt. Har för övrigt precis börjat spela mitt första MGS-spel... Twin Snakes på Gamecube  .
#95
Postad 03 April 2008 - 17:03
Fredag
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Missförstånd, hehe. Pratade bara om MGS4, kan inget om Xenosaga. Ska man spela MGS, så missa inte trean. Helt sjukt coola bossar och en story som är alldeles lagom. Slutet är helt knäckande bra, när eftertexterna rullade var man helt omtumlad, ungefär som när man upplevt en riktigt bra film, där alla sitter tysta kvar i salongen och bara stirrar på eftertexterna...
Men framförallt är det fyran som gäller. Minnesflashbacks som förklarar storyn för de som är nya tycker jag är ett mycket bra drag av Kojima, och gör spelet både till en sammanfattning och avslutning på en epok.
Har även beställt en DS3, då Kojimas team är de enda som använder rumble på ett smakfullt och innovativt/nyanserat sätt. Det kommer du märka i twin snakes när du kommer till ****** ******. Bra sätt att uppleva ettan, då cuben har lite extragrejjer och lite mera moves. Tvåan kan man skippa, trean är oerhört mycket bättre, och har också flashbacks som fyller ut storyn...
#96
Postad 03 April 2008 - 17:19
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38133 inlägg
Hehe, jag tror jag ger ett spel (tvåan) som ligger på 95% på Gamerankings en chans ändå  . Men ska självklart även spela trean om jag gillar serien. Börjat bra iaf.. även om jag var rätt konfunderad över gameplayet tills jag insåg att jag kunde strypa vakterna. Undvika alla är lite för svårt i mitt nybörjarstadie och kontrollen på kuben är verkligen kass, åtminstone i första person. Jag har ju som sagt precis påbörjat Twin Snake, men känner igen hon tjejen som även är med i fyran.  Sen kan man ju typ alla karaktärer (bossar) i ettan eftersom tja, det har inte gått att undgå
#97
Postad 03 April 2008 - 17:36
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Jag hade roligare med del 2 än 3. Man ska absolut spela tvåan.
#98
Postad 04 April 2008 - 01:42
dallan1981
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dallan1981
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2249 inlägg
Måste instømma...2:an ør ett grymt bra spel.
#99
Postad 05 April 2008 - 08:43
Fredag
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MGS4 Hideo Kojima Interview We discuss Snake's future with the man who created him. by Jeff Haynes
For the last 20 years, the Metal Gear franchise has been one of the innovative leaders of the stealth action genre. Its mix of cinematics, complex plot lines, deep gameplay, and memorable characters have made Snake's adventures legendary. Now this acclaimed series is coming to a close with Metal Gear Solid 4: Guns of the Patriots, the upcoming PS3 title from Konami. At the recent MGS4 Boot Camp, we managed to get an interview with Hideo Kojima, creator of the series. We invited him to candidly share his thoughts with us as his iconic series concludes.
Why did Kojima feel the need to end his renowned franchise? What are his plans once MGS4 is released? Will we ever see Snake again? Read on to find the answers to these and other questions.
IGN: Obviously, the first question that's on everyone's mind is: Why exactly did you feel this was the right time to end the Metal Gear Solid series?
Hideo Kojima: I was supposed to end this in MGS2, you know, originally (laughs). And then I created MGS3, and I said, 'Okay, this is the final one. It's over.' But people said, 'No, there's still not enough answers (in that game)!' As a game design, the story was almost complete in MGS1, 2 and 3, or so I initially thought. But of course, there were some questions that weren't answered, especially with some things after MGS2. I didn't decide that this was the timing – there were a lot of voices saying, 'We want the answer to all of the questions!' That's why as a game, and as a saga, MGS4 is the complete wrap up.
PR-wise, I really don't want to say that this the final game or this is the wrap up, but if I don't say it, people will make me create MGS again! (laughs) So I have to say, 'Die, Snake,' and really end it so I can move on to something else! (laughs) Actually, it's a game, so even if Snake dies, the game can live on. We have to kill him at a certain point.
IGN: That actually brings up one important question: You've expanded on the series with Metal Gear: Ac!d, Portable Ops, the Digital Graphic Novel. I was wondering if you had any plans for other earlier tales for Snake or Raiden. Perhaps even some of the earlier adventures of Snake's career?
Kojima: Actually, yes, to answer your question directly. But I can't say if it's going to be a game. Maybe it'll be a novel or a comic – I do have some ideas. However, I have to say that I'm not going to do everything if we were to create it. Maybe I'll just produce or maybe design the game and just act on that role, so I won't be the total creator of that series if it happens.
IGN: Would you consider these new chapters, stories or projects to be better suited for the PSP, or one of those things that the PS3 can best showcase?
Kojima: I don't know if I should say this, but we found out that Portable Ops, for instance, in Japan especially, has totally different target groups that the MGS series on the console platforms. Namely, the middle school students, from 13 to 15, are really fanatical with the machine itself -- look at Monster Hunter Portable, for instance. So if I were to, I would like to continue with this, to aim at those middle school students because they are so interested with MPO right now. I would continue to try to reach them.
I have a son in that particular age group, the 13-15 year old age group, and he's been with me watching me create the Metal Gear series. But he has always criticized it: 'Oh, Metal Gear is such a s****y game.' Until the point I released Portable Ops. So these kids are really into these handheld machines, and my son is really into Portable Ops as well: the use of the WiFi, the ability to play anywhere, bring it to school, etc. So it seems like the middle school kids are really, really having fun with the PSP. It might not be the Metal Gear series, but I would like to consider this audience because it's very important and new.
IGN: One of the features of every Metal Gear Solid game has been that it's had a unique gameplay system, such as CQC, the sneaking mechanics, even the camouflage and bandages system. Is there anything you can tell us about how you've come up with these creative concepts that have defined the franchise and essentially the stealth action genre?
Kojima: To come up with these ideas or the concept itself is really quite easy, because everyone has ideas. The thing is that it's difficult to first implement these, but what's more difficult is actually convincing my staffs that this will be fun and new and that it will work. Every time I have an idea and I present it to the staff, the staff says, "No way! This is not Metal Gear! I don't want to do this system!" For example, in MGS4, the first idea I had was, 'Okay, let's go to the battlefield,' and everyone said no. So I had to persuade them by using the MGS3 engine, and experiment for about six months.
IGN: Speaking of elements from MGS3, one of the features that was included within Subsistence was online play. Metal Gear Online will obviously be a huge part of MGS4. Were there any lessons that you learned from the implementation of the online elements within Subsistence?
Kojima: Actually, there were a lot of things that we learned from the online system of MGS3. First of all, we didn't have the infrastructure of the online system. I was always interested in doing an online game; however, we didn't have the infrastructure in the past, so in MGS3, we started to create that infrastructure as a start. Also, the biggest thing was that if we concentrated too much just on the Japanese audience and what the Japanese audience expects from the online game part, it most likely won't succeed in America or Europe.
So therefore, I called Ryan (Payton) to help me out – actually, I didn't listen too much to Ryan (laughs) – but I asked him how Americans and Europeans would like the online game, and I'm still adjusting MGO right now to address that. With a great success in Japan with the online for Subsistence and also Portable Ops, it was maybe too great a success, because that influenced a lot of Japanese developers, who said, 'Okay, we're heading in the right direction in the online aspect.'
Quite frankly, I don't think that this might not work on the same level in America or Europe. One example is the lock-on system – in Japan, this is great, because not everyone is accustomed to FPS online games. So the Japan users that picked it up said, 'This is great!" Of course, this might not work in America or Europe. But the staffs actually kind of don't listen to that because we've had the great success in Japan, and they'll say, 'No, we haven't been criticized in Japan, so we're going to go this way."
That's why this Boot Camp is also important for you guys to come in and give feedback directly to the staff, American and European feedback, which is great. Online, it's going to be connected throughout the world, so probably the feedback will be directly fed to the staff, so that may influence them much more. The weakest point that I thought we had with MGO is that it's still not like the feeling of the Metal Gear Solid series, and I'm gradually going to change that, so don't worry about that.
IGN: To follow up on that, earlier on in the Boot Camp you mentioned that Call of Duty 4 was currently one of your favorite games. Are there any elements that you're taking from that to help influence this direction you're looking at changing MGO into?
Kojima: Well, I don't really say, 'Copy this, copy that.' Actually, I don't want the team to really mimic the system or the effects or the layout of the screen or things like that. That's not my intention, actually. I really want them to feel and naturally realize, 'Oh, that's different.' The MGO that we have, that we experimented with in Japan, was a huge success – there's still a lot of fans saying that it's great, so the staff is thinking, 'Oh, we're in the right direction all the time.' However, by looking at Call of Duty 4 and games like that, created by a non-Japanese staff, I want my staff to realize, 'Oh, this is something different. Maybe we should have questions about what we're doing.' I really want them to realize this by themselves, and that's why I'm guiding them to realize that.
Some staff members that I have working on MGO, I've been working with them and they've been working with me for 15 years, so they're traditional in how they create games. They create the rules of the game first, and MGO is the same way: they first think about rules of the game, and construct the rules as to the gameplay. But look at Call of Duty 4 – it's not all about the rules, it's more about the reality. You get really freaked out about being in that environment of the battlefield. I don't think that the staff of Call of Duty 4 decided the rules first. I want my staff to realize this, and not go the traditional way. I know it's difficult, but I want my staff to realize this by watching other games.
IGN: I know we're looking at a worldwide release of the game on June 12th, and one of the things that we've noticed and talked about during the playthrough is that some elements for the Japanese version of Metal Gear games didn't appear to be in the North American or European version of the game. Are there any other mild or subtle differences that are in different regionalized copies of MGS4?
Kojima: I've been kind of doing that in my past Metal Gear series, adjusting according to territories, but this time, that wasn't the priority. We have the online that goes online worldwide at the same time, so my priority this time is to release the game the same way in Japan, America, Europe and other parts of Asia as well. Maybe the language, of course the language will be different, and there will be small adjustment to that, but that's not the key this time. The primary target is to release worldwide with the same product.
IGN: Now there were a few things that fans of the series have easily picked up on in footage released of the game, such as Policenauts posters. Even the Mark II is reminiscent of Snatcher. I have a two part question. First, how many elements of previous games, such as Zone of the Enders or Snatcher, have helped to influence or shape game elements of MGS4? Secondly, would you return to Zone of the Enders or Snatcher possibly once you've put Metal Gear Solid 4 to rest?
Kojima: You might think that I might pass away because I'm putting everything into this past series! (laughs)
To answer your first question, none, actually – that's just a service to the fans, the genuine fans of Kojima Productions. Policenauts and Snatcher wasn't probably released in America and some other parts of the world outside of Japan. In Japan, there are still a lot of core fans who really love all of the series. Even Meryl – she used to appear in Policenauts – so it's a kind of service to say thank you to the fans, actually.
 Finally, it's the end of Snake, so I'd really want to start something really fresh and new when I create the game for the next one. However, maybe the sequel to ZOE, or a remake of Snatcher, for instance, if I just participate as a producer, yeah, that could be possible.
IGN: Finally, the stories of the Metal Gear universe have always been incredibly complex, very detailed and full of layered metaphors that tie in through society, literature, culture, and other elements like that. How have you balanced these issues as a storyteller and designer versus the current games as art or entertainment debate?
Kojima: You mean including the stupid parts as well, right? (laughs) I'm a little embarrassed to say, but recent game development is always about the big projects. So there's someone who just thinks about the concepts, someone who creates the maps, someone who thinks about the story, and it's really difficult to balance out those different teams usually in a big project. For me, since I'm kind of balancing all of this, with the maps, the concept and the story part, it's really easier for me because I can tighten up and balance those elements as opposed to other titles that are created differently.
I've been trying to pass on the baton to my younger staff to create the series, but it was difficult, and I kind of look back and think that maybe this was the reason that it was difficult to say to the younger creators that they should keep on creating Metal Gear. For instance, motion capture – some other teams might have different units to do motion capture sessions. Some might have a totally different unit to write the motion capture script, maybe they might ask Hollywood to participate and things like that. But for Metal Gear Solid 4, I was doing all of this together, so it was easier for me to do it because I could think of the game design and which emotion would work best and things like that.
IGN: Thank you very much for your time.
#100
Postad 06 April 2008 - 20:01
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Kunde bara inte undgå att påpeka att Vamp på sista bilden har ordet "Fredag" inprintat på tröjan. Är han på väg till fest måntro?
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Akustikväggen klar inåt rummet, köpte en skön fåtölj
genstruktur
2026-05-20 17:06:21
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Snart klar med akustikväggen, är bara gaveln kvar
genstruktur
2026-05-20 17:04:36
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Fler
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Vilka bilder visas här?
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Listan visar de senaste galleribilderna av typen "Egen bild", dvs. bilder som medlemmarna själva tagit. För att bilder ska listas krävs att albumet är synligt samt att det inte är av typen "Historik", "Önskelista", "Övriga byggbilder" eller "Övrigt".
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