Metal Gear Solid – Snake Eater 3D Preview

Metal Gear Solid – Snake Eater 3D. While it may be a conversion of a seven-year-old PS2 game,the capabilities of the 3DS have given the Metal Gear Solid team a chance to really stretch their creativity. The MGS series has a long history of making good use of whatever hardware features were available at the time, from memory cards to rumble motors to pressure-sensitive buttons,1 and this thoroughly retooled update will be no exception.

It’s certainly no plain old port with 3D graphics. The developers are researching ways to use every built-in 3DS feature, so you can expect things like StreetPass data to be utilized within the game.


The first MGS had a cool trick whereby creepy boss Psycho Mantis would comment on other games you’d been playing – mind-blowing stuff on PS1, until you realized it was just scanning the saved games on your memory card (still pretty clever, though). Assuming individual 3DS games have access privileges to read stuff like your friends list, or detect items you’d recently obtained via StreetPass, there are some interesting possibilities for tailoring the game experience based on what and with whom you’ve been playing.
The internal camera will be used at certain points in the game, turning itself on to give a security cam view of the player. And the developers are looking into the possibility of bringing the external 3D cameras into play, although we can’t imagine how on earth they’re going to get augmented reality working in a Metal Gear game.
The gyroscope would make for a novel way to control a sniper scope – it works well enough in a similar capacity in Steel Diver-and the pedometer function seems like a natural fit for the battle with crusty old boss The End. In the original MGS you could avoid the difficult encounter by setting the system clock far enough forward that The End would die of old age. On 3DS, a more active way of accomplishing a similar thing would be to count the number of steps you’d taken, so a day’s brisk walking would leave your enemy in a state of exhaustion.
The only downside to all of this experimentation with new hardware is that the game’s taking ages to develop. Forget ‘launch window’ – we’ll be happy to see it any time this year. Until then, it’s likely to stay at the top of our wish list

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