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Solstice's Metal Gear Solid 3: Snake Eater (PS2)
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[January 14, 2008 07:30:26 AM]
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January 14th
Summary
Snake has encountered some of these supernatural soldiers and must defeat them using his superior tactics.
Design
After further play I have come to respect this game more than I anticipated. The story has turned and the character is forced into a number of varying different situations that require different skills. This is something that I enjoy in games. When a creator can isolate and enhance gameplay in innovative ways that lie within the given rules, I am a satisfied game player. However, for the more traditional parts of the game there are a few things I would have done differently.
Gameplay
The game is split into 3 tactical camera angles that the player must use. The first being a bird's eye 3rd person view. The second being a horizontal 3rd person to look around and over corners and boxes. And the third being the 1st person down the cross hairs view.
This game is built on knowledge of your foe and out maneuvering them, so in order to fully get that affect it is very important that the player receives all the information he needs. Now, the character Snake is a highly trained Spec. Ops. soldier so he obviously can pick up more things than the player can. In order to compensate I would angle the birds eye camera to get a wider view of the area. In MGS3 the player can use the right thumbstick to look in the area around them, but the view is still too personal and inconvenient. If the right thumbstick allowed the player to make a sweeping view the player's action time would be increased and the player would feel much more effective.
The one other thing I made note of is Snake's inability to move quickly while ducking. Snake is a trained stealth agent but he can't keep his head down while he runs? Snake should be able to run while bending at the waist, all his skills would benefit from that ability and It would only add realism. Besides, being able to keep ones head down is a key element in a firefight. Snake is too immobile when he's trying to effectively deal damage, which conflicts his character.
This entry has been edited 2 times. It was last edited on Jan 15th, 2008 at 15:43:40.
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[January 14, 2008 05:59:44 AM]
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January 14th
Summary
Snake is a secret stealth operative that receives a mission to stop a group of supernatural terrorists led by his former mentor: The Boss. The boss has a series of pupils that embody a specific emotion that they carry into battle.
Design
After turning on the console, I got an immediate feel for the tone of Metal Gear Solid 3 (MGS3). The historical ambience of Metal Gear Solid 2 was consistent in the third one, but the coloration and artwork displayed an older tone. This sense of age proved to be a recurring theme throughout the game. Aside from it being a prequel, the first two villains Snake interacts with are The Boss, snake's former mentor, and Ocelot, who is more of an upstart that doesn't have as much experience as the other characters. After the story took off I was relieved to see that this game would not be a disappointment from #2.
Gameplay
As for actual gameplay, I was not as much of a fan for the system in MGS2, the character in the game was a Next Generation Super Soldier, whose extraordinary capabilities were repeatedly disregarded under Snake's veteran conviction, and undeniable expertise due to experience. Because of this, the character's fancy moves always had limits, which annoyed me as a player. In MGS3, the narrow halls and industrial furniture are stripped away and the player is allowed a broader playing field. MGS3 puts the player in a natural environment where instead of geometrical spaces the player has to deal with real world curves and edges.
Another key difference in MGS3 is the player does not have radar. Instead, the player must use camouflage to avoid detection. The radar was a much safer bet because the player could always stay just outside of the guards' line of sight. In this game, the player has to use instinct and problem solving to get past their enemies. The player has to try different approaches and learn from their mistakes. In MGS2 a player would know they screwed up because a guard saw them, in MGS3 a player has to use their camouflage differently with their surroundings and use different routes, because nothing is familiar.
To make up for this, the game relaxes time more in MGS3. There are plenty of opportunities to plan ahead MGS3. Instead of stalking around in a death trap of an oil rig, MGS3 gives the player a chance to safely conceal themselves in nearly any environment, and to attack with the element of surprise.
This entry has been edited 5 times. It was last edited on Jan 15th, 2008 at 15:42:32.
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Solstice's Metal Gear Solid 3: Snake Eater (PS2)
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Current Status: Playing
GameLog started on: Sunday 13 January, 2008
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