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PS2 Metal Gear Solid 3 - Snake Eater*spoiler*

Glaubt ihr es kommt nach einiger Zeit wieder eine Spezialversion wie Intergral oder Substance?Ich hab mir den zweiten Teil erst geholt als Substance draussen wahr.Das Spiel selber ist natürlich genial aber das Zusatzmaterial war auch nicht zu verachten.Die VR Missions und die Snake Tales haben mich auch für Wochen sehr gut Unterhalten.Ausserdem fand ich die Zusatz DVD auch sehr interresant.Nur würde das nicht ausreichen um das ganze Spiel zum Vollpreis nochmal zu kaufen.
 
Dass eine Spezial-Version ála Substance herausgekommen wird, ist wahrscheinlich. Schließlich gab es sowohl zum zweiten als auch zum ersten Teil eine Spezial-Version.
 
kiffi schrieb:
Glaubt ihr es kommt nach einiger Zeit wieder eine Spezialversion wie Intergral oder Substance?Ich hab mir den zweiten Teil erst geholt als Substance draussen wahr.Das Spiel selber ist natürlich genial aber das Zusatzmaterial war auch nicht zu verachten.Die VR Missions und die Snake Tales haben mich auch für Wochen sehr gut Unterhalten.Ausserdem fand ich die Zusatz DVD auch sehr interresant.Nur würde das nicht ausreichen um das ganze Spiel zum Vollpreis nochmal zu kaufen.
Sei froh das du auf Substance gewartet hast. Ich habe sofort zugeschlagen. Aber für Substance wollte ich doch wieder keine 60 Euro ausgeben.
 
ich hab beides ^^ , war ja klar :blushed: auch wenn für den 3. teile eine neue version kommen würde würde ich es nicht aushalten solange zu warten bis die kommt und inzwischen auf mgs3 verzichten^^
 
Dann ist die Vorfreude noch größer und wenn man alles am Stück genießt
ist es doch auch toll.Substance war z.B.Jeden einzelnen cent doppelt Wert..
 
Ich hatte die PS2 Fassung und kurz vor dem US-Release von Substance für die Xbox habe ich die PS2 Fassung wieder verkauft.
Bei MGS3 wäre ein "Substance" Verschnitt zwar im Bereich des möglichen aber auch nicht zu 100% sicher. Ich werde mir höchstwahrscheinlich gleich die US-Fassung von Snake Eater holen den solche Top-Spiele muss ich eben zum Release haben.
 
Man kanns mit der Sig größe auch übertreiben. :rolleyes:
 
Red schrieb:
Man kanns mit der Sig größe auch übertreiben. :rolleyes:

Man kann seinen Postcount auch anders erhöhen, als andere User auf Forumsregeln aufmerksam zu machen, die sie sowieso nicht brechen. ;)

Laut Queen Astro ist seine Sig mit einer Pixelhöhe von 129px noch im Bereich des Grünen.
 
spike schrieb:
Laut Queen Astro ist seine Sig mit einer Pixelhöhe von 129px noch im Bereich des Grünen.

Jetzt :P die war vorher doppelt so groß, da war noch ein anderes Bild drunter ;)


@Topic
Kann mit MGS nichts anfangen :P
 
Neue Metal Gear Solid 3 Infos Ende März

Etwa Ende März wird es neue Informationen zu Metal Gear Solid 3: The Snake Eater von Konami geben. Das meldet PS2IGN.

Quelle: Gamefront
 
Auf Gamefront gibt es auch neue Ingame Screenshots, mit Tarnanzeige.
 
Heftig... :o

Die Grafik ist echt eine Granate..., das wird genial!!!!
 
Das mit der Tarnanzeige ist ja genial. Oben der ersten Zeile sieht man, wo man sich befindet (gebüsch etc.), darunter seine aktuelle Tarnung und daneben wie gut oder schlecht man mit der Tarnung dementsprechend gesehen wird. Hoffentlich bleibt die Anzeige auch in der finalen Version.
 
Schande über euch PS2ler. Gibt fette neue Screenshots + Kojima Interview und keiner postet es wieder ausser mir. :hmpf:

In mid-February, the master designer behind the Metal Gear Solid series, Konami's Hideo Kojima, surfaced from his own self-imposed hiding to give the world a surprise taste of what's to come in the next iteration in the series, Metal Gear Solid 3 Snake-Eater. At the Bambuddha Lounge in downtown San Francisco, Ca., Kojima, translator Scott Dolph, and a small crew of camouflage-wearing Konami staff held a quiet presentation on a single aspect of the game, a game that will most definitely appear at this year's Electronic Entertainment Exposition in May. IGN attended the event to give you this report. The topic of that discussion? Stealth, naturally. But not just "ordinary" stealth. At least not ordinary stealth for a Metal Gear Solid game; camouflage stealth. Or as Kojima liked to refer to it, Camo stealth.

Three is the Magic Number
It's been a while since gamers have read anything on MGS3 Snake-Eater, so I'll bring you up to date. MGS3 Snake-Eater takes place in the 1960s, or at least a place and time that appears as if it's in the 1960s -- Kojima sneakily refused to answer this question directly -- and the game is located specifically in the jungle somewhere in the Eastern part of the world. Players take on the role of the series leading bad-ass, Solid Snake (or at least a guy who closely resembles Solid Snake), who's dropped into a thickly mixed jungle on an unspecified mission requiring him to penetrate enemy lines and use the region's resources to survive and persevere.

The new concepts initially introduced in the game via last year's E3 are Snake's outside environment and his abilities to survive and stealthily progress through said rough terrain. He uses camouflage to hide, stalk, and kill his enemies, whether that means hiding in the grass, high up in trees limbs, below the water surface, or by blending into the jungle itself. Using the environment to attack and to survive are also key new concepts that shape the game's new design. Snake can hang from trees with one hand and shoot from his other hand; he can drop down from tree branches to break enemy necks, and he can climb them to snipe enemies as well. In short, all of Snake's high-level military techniques are now being attributed to an outside environment, rather than an indoor one.



The Round Table event gave us a few new insights into game techniques being implemented into this third and most eccentricly named game in the series. If you remember Kojima's presentation from E3 2003 you'll remember that the number three ("3") was a major theme. In his presentation, "three" remained the magic number with three major themes: 1) A new era, the 1960s; 2) A new setting, the jungle (plus others); and 3) New gameplay, via camouflage and survival techniques.

1) The 1960s setting presents gamers with a time in which the US-Soviet Cold War was at its height and simultaneously, the period was a time of innocence and burgeoning change. 2) The new setting isn't just comprised of forests, instead there will be rivers, caves, bridges, snowy areas and rocky, grassless slopes and foothills. 3) The stealth-based gameplay consists of various elements, but the most significant ones are camouflage, stamina, and survival. Kojima focused solely on these elements in this sneak peak look, while essentially revealing everything else until E3.

The Camouflage Index
Using a Powerpoint presentation and recorded video of the game (none of which was distributed), Kojima showed off the newly implemented Camouflage Index, a major element in the series. In the upper right-hand corner of the screen a small meter measures in numerical percentages how well Solid Snake is, or is not, hidden from enemy sight. Ranging from 1-100% (1% being horribly hidden and 100% being totally invisible), the index is influenced by three major criteria -- Posture, Costume and Face Paint. The straighter Snake stands the more likely he is to be seen. The better his outfit blends into the background, the less likely he is able to be seen; and the presence and color of his face paint completes the act of entirely blending into the background. If Snake stands still with the right camo and best face paint, he will be entirely invisible.

So, how does it all work? Kojima naturally went into exquisite detail about the Camo Index. A few examples of posture and motion displayed how Snake, while standing with an olive patterned outfit in the grass gave Snake a 45% reading on the Camo Index. Crouching in the same grass with the same slightly imperfect outfit gave him a better rating of 65%. By lying down in the same tall grass, Snake's rating jumped to 80%. One of Snake's newest movement's, the ability to stalk (a hunched, slow forward motion), gives Snake a 45% chance of being seen. Straight walking gives him a lousy 20% rating, while running pretty much screams out to be seen, giving Snake a negative (-)5% reading. As Kojima explained, it's like yelling out, "Hey! See me! I'm here!" The Camo Index changes in realtime, so Snake can quickly adjust the reading by moving from one environment to the next -- like from the tall grass to the forest itself. Changing camo types takes place in "videogame realtime," so he can instantly change outfits with a quick press of the button. Snake can also remove his shirt, but that lowers his Camo reading, his temperature and his stamina too.

The Camo Index, however, does not replace the standard MGS radar, which is so well-liked from the previous MGS games. Instead, there are numerous kinds of radars that switch depending on the environment Snake happens to be skulking around in. The Camo Index appears when Snake is outside, while the other radar appears when he's inside, so gamers will have to pay attention to numerous indicators throughout the game.

The idea of finding the right camo outfit is hugely important in MGS3 Snake-Eater. Players have the ability to switch camo stripes on the fly and, as we understand it, they're given a substantial set of types from the beginning. There huge assortment of stripes Snake can change into range from light green grass-colored camo to dead leave colors, to a dark brownish tree bark color, to a dark green leave color. There are tiger stripe patterns, black stripes, snow stripes, and more. There are even fire-style stripes, indicating that there are previously unrevealed snow and perhaps entire levels comprised of fire.



Kojima made a relatively big point about the snow and fire camo aspects. Given the ability to remove Snake shirt is most likely to affect his temperature in the snowy and heated areas. Remember when we first saw the fiery water from the first shots and trailer? Snake probably has to stay underwater to keep his body temperature from shooting up dangerously high, while in the cold areas, he probably has to steal enemy outfits or hide into caves to keep from freezing. Light and dark also play significant part in hiding Snake.

Several movies displayed that MGS3 Snake-Eater is the game you still know and love, but applied to a wild-ranging outdoor environment. Snake can quickly move from a standing position to a crouching or even a lying position in a matter of mere seconds. Using the proper camo colors, he can hide in the tall grass (which, by the way, brilliantly folds down when stepped on, and slowly stands back up after being released) and remain mere feet from the enemy.

Movement plays an important role. The new ability to stalk is a great new way to track and take out enemies. The new ability was created specifically for this game, but it also has its drawbacks. Stalking draws from Snake's stamina, thus utilizing this technique is meant to be employed with prudence. Moving close to en enemy is OK if Snake isn't too close and he doesn't move too much or too fast, but one small wrong move and bingo! Sighted.

Kojima wouldn't reveal everything about how Stamina works, but he did disclose Snake's stamina depends on a healthy food and water supply. What's there to eat in the jungle to keep his stamina up? His is the breakfast (lunch, and dinner) of champions. Anyone who's trained in the military knows what's it's all about. Players eat whatever they can get their hands on, and in this game, that means creatures in the forest: birds, frogs, fish; heck, he can even eat scorpions, alligators and, as Kojima said himself, in a small nod to Nintendo's Shigero Miyamoto, Snake can even eat mushrooms. Though of course, in keeping with the nod to Miyamoto, Snake will not be able to eat turtles. Yoshi lives!

Camo comprises all sorts of additional qualities, too. In quirky Kojima fashion, his presentation showed Snake climbing into an empty log to hide from an enemy. On the other end of the log, an alligator head popped out to scare the enemy like a little girl. Then Snake pushed himself all the way out of the log and appeared to show the alligator mask on his head. Apparently, there are more disguises in the game than we bargained for.

The Camo Campaign
In an effort to blow out the Camo aspect of MGS3 Snake-Eater to even larger proportions, Konami will be launching a massive campaign around the idea later this year. Inviting players to use their creativity, ingenuity, and humor, Konami will launch a contest this summer for people to send in their own camo concepts with the idea that the best ones will be made into workable textures and implemented into the game. Kojima showed off the use of a classic Konami corporate image as an example. Snake appeared with his military gear on, and patterned across his body was a silly set of duck face images. Kojima dryly explained that if Snake found ducks in a pond he could hide using this design, and then he showed off another Snake model with the plain text reading "Konami" on it. He added that anyone wearing this pattern would be able to hide within the confines of the Konami offices. (Such a card, that Kojima.)



Konami is using three criteria to judge the contest entrees for The Camo Campaign: 1) Effectiveness; 2) Funny concepts; and 3) Cool ideas. Effective designs will be smartly applicable and useable in the game. Funny concepts are those silly and irrational ideas that make strange or little logical sense in the game, but are whimsical and humorous nonetheless. Cool ideas are those that are stylish in nature, whether they are effective or not. Kojima said he hoped that even corporations would send in their own company-inspired designs.

The entire Camo Campaign is designed to get people involved in Kojima's upcoming game, but also to utilize the newly implemented online aspect, too. As explained last year, MGS3 Snake-Eater will enable players to upload data to the game, such as camo designs. MGS3, however, will not be a playable online game. Konami is working on a separate MGS title that will be playable online.

The campaign will begin this summer, and all major media outlets, including this one right here, are sure to be big parts of it. Get your designs ready now!

If there was anything we learned at the Kojima Round Table was that Metal Gear Solid 3 Snake-Eater will, without a doubt, put a new twist on the growing stealth genre. And that Kojima is one sneaky fox, who's able to play the media for all it's worth. He showed up for a demonstration that revealed a whole lot about one minute aspect, and despite a packed room of journalists asking smart and pointed questions, he escaped quite unscathed. We now know about the Camo Index quite thoroughly.

Make sure to check out our Roundtable Interview as well, wherein Kojima answers even more questions like the stealthy master of game design that he is. And check back at E3 when we break out with new screens, video and detailed impressions from Kojima's newest effort.
-- Douglass C. Perry

In a pre-emptive media strike designed to give the willful Metal Gear Solid gamers of the world the information they need, Konami's Hideo Kojima and his stealthy team arrived in San Francisco, Ca., in mid-February to give us all a sneak peak into the newly redesigned world of Metal Gear Solid 3 Snake-Eater, right before E3.

The quiet presentation was dedicated to a single aspect of the game, stealth. If you know Kojima, then you know that stealth incorporates more than just sneaking around buildings, it involves all sorts of new and interesting aspects of the word. After the presentation, Kojima held a roundtable event in which he answered specific questions about the new and upcoming game.

Since this was a roundtable event, about 50 journalists were there, so there is little logical flow to the questions. Konami's Scott Dolph translated the event.

Question: Will Metal Gear Solid 3 Snake Eater incorporate online play?

Kojima: MGS3 is not an online game. You will be able to upload camo skins via online, but you will not be able to play this game online.

Question: Will the Camo Index replace the standard Radar?

Kojima: There are several radars in the game, and they switch depending on the environment Snake is in.

Question: Can you go into more detail about how Stamina works in the game?

Kojima: We will reveal more about stamina at E3...Stamina requires that Snake feed himself to gain it. If you take off your shirt, for instance, your temperature will decline, and therefore you'll lose stamina.

Question: Will you be able to switch the camo outfits in realtime, or will you have to go into hiding to change outfits?



Kojima: Snake changes outfits in realtime, and he will pick up additional outfits as he progresses.

Question: It looks like Metal Gear Solid 3 takes place in the 1960s. Does it?

Kojima: I'm sure your imagination is correct, but we'll talk about it at E3. He will not hop on a time machine and travel back in time. (Laughs.)

Question: You said that Snake loses stamina while he's in stalking mode. Could you talk more about the stamina system and how it works?

Kojima: That will be something we reveal at E3. Basically, when you walk around the mountains and need to climb, you'll lose stamina which you'll need to recover by feeding yourself. One thing that you can do is take off your shirt and wear no outfit, but you're more likely to lose stamina doing that.

Question: What is the criteria for judging the Camo Campaign?

Kojima: There are three main criteria for judging the contestants: 1) Effectiveness in the game; 2) Funny costumes, you know great ideas that won't necessarily work well in the game, but that are humorous and silly; and 3) Cool Ideas. These will be judged in their concepts, whether they are not effective in the game. We want interesting ideas that are imaginative. We'd even like companies and schools to enter.

We took out a few camo ideas that we originally had. There will be no bloody camo, and Snake will not take sword wounds.

Question: What kind of design challenges did you face in creating the camo?

Kojima: There were no real technical challenges. We wanted to be true to the game's ideas, but we don't want to place a cursor on the character's head, either. We're still working in how we will present things in the final game.

Question: There are footprints in the game. How do they affect gameplay?

Kojima: The grass splits when it's walked on, but it bends back to its original position after some time. When in the grass you should be careful of the sound of the grass, too. The grass is the easiest kind of areas to hide in, but you also have to be careful of snakes.

Question: Will there be a demo disc, like with MGS2?

Kojima: Maybe. There might be a demo disc.

Question: Will you be working with Kyle Cooper again for the opening sequence?

Kojima: Yes, we're working with Kyle Cooper again for our opening sequence. My guys are going to work on it with him, and I've mentioned this before, but I'll mention it again. This time the intro will be interactive, so players have a chance to participate in the opening sequence, unlike MGS2. You can watch or not. You have a chance to change stuff in the intro part or just sit back and enjoy the work of art, or you can play around with it.



Question: Can Snake lift and hide bodies, and will he need to, like in previous games?

Kojima: Dead bodies can be hidden in the grass, streams, rivers, and logs. And yes, Snake can carry bodies.

Question: Given the strong emphasis stealth, will sound play a big part in the game?

Kojima: The weapons do make noise. Snake will have to be careful what kinds of noise he makes. He can use a new move, the ability to stalk, to move more quietly. We'll have more on stalking at E3.

Question: What is the AI like?

Kojima: This Ai is not your typical AI. Enemies are very aware of visual and aural cues, but they cannot stalk or hide. However, bosses can use stalking behavior and they can utilize the environment to hide from Snake.

Question: There was some mention of desert locations on Konami's Website, what other kinds of environments will he encounter?

Kojima: There are not deserts in the game. There are rocky hills and slopes that have very little grass, and they might seem empty, but there are not deserts.

Question: If stamina is such a big aspect of the game, what kinds of foods can Snake eat? How will he survive?

Kojima: He can eat all sorts of creatures, anything he can find. He can eat birds, frogs, scorpions, fish, alligators and mushrooms. We respect [Shigeru] Miyamoto very much, so we have included mushrooms in the game. And out of respect for Miyamoto, Snake will not be able to eat turtles.

Why hasn't anyone asked about the fire and snow patterns? There will be fire and snow camo outfits in the game...

For the full preview, please check out our hefty newly written one here.
-- Douglass C. Perry

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Quelle: ign.com

Einfach nur göttlich das Spiel. :o
 
Auch wenn ich mich jetzt unbeliebt mache: Ich kann dem Spiel aus grafischer Sicht nichts abgewinnen. Das Charaktermodell von Snake wirkt klobig und die Texturen sind um es milde auszudrücken auch eher unteres Niveau. :hmpf2:
 
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