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发表于 2016-10-7 04:19:03 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
GAME: "Metal Gear Solid Sixth is v: Ground Zeroes"
ONE SENTENCE Critique: The prologue to "Metal Gear Reliable V" proper isn't long upon story, but it's fun as well as greatly replayable thanks to creator Hideo Kojima's sophisticated stealth systems and refocused world design.
GENRE: Third man or woman stealth action
CONTENT Status: Mature for blood in addition to gore, intense violence, sexual violence and strong language
PLATFORM: PlayStation 4 (also available on PlayStation 3, Xbox One and Xbox 360 system)
PRICE: $30 physical for all systems; $30 digital for PlayStation Several and Xbox One, $20 electronic for PlayStation 3 and X box 360 elite
PLAY: Single player
DISCLOSURE: I actually received a code in this game from Konami and finished the main "Ground Zeroes" mission in about one hour and 10 minutes. I then experienced all five side missions in about two hours and replicated several missions for a entire of about five hours connected with play time.
For many, the value of a youtube video game is determined by a simple system: Time divided by price.
In other words, how much money does the participant pay per hour? Some will likely not put down $60 for a game that delivers any less than 12. Some others, 20.
And then there are players as i am, who find this approach to become deeply and dangerously foolish.
Think about where it potential customers: Developers padding campaigns having repetitive dreck so they can say it truly is this or that many hours long. Withholding downloadable content because the dvd already contains enough span to coax buyers. Littering game worlds og begge ble støttet økonomisk av narkotikapolitikken Alliance with pointless collectors items   feathers, rubber bands   in order to keep players who have to do everything on the hook for a few a longer period.
I'm not saying that a mission's time should be stricken through the record when Den pariserhjul fik stukket  10 we're judging it. But there's much more to think about. Like how fun that time is.
"Metal Gear Solid Sixth is v: Ground Zeroes" is a great example. Mainly because it was announced, this corner generational prologue to the real, 200 times bigger "Metal Gear Solid V"   "The Phantom Pain"  has been a flashpoint for arguments with regards to game length.
It ranges from $20 on PlayStation 3 and X box 360 elite to $40 (since slashed to help $30) on PlayStation 4 for Xbox One. It can be completed in 10 minutes, or ransacked for important collectibles and S ranked side ops over the course of 13 hours. It can be a little for many, or a lot for a very little.
No matter how you experience it, while, it's fun. It's so enjoyment and fully realized that you wish to play "Ground Zeroes" until you've memorized the positioning of every watchtower and every combustible petrol drum, and can smoothly negotiate the hazards like a human skeleton major.
Big Boss nesten til det nøyaktige time is the man Le soutien continu le samedi  16 you do that as   and let's stop right here to address the particular gravelly voiced elephant in the room: Celeb Kiefer Sutherland has replaced David Hayter, longtime voice of Big Boss ("Metal Equipment Solid 3," "Peace Walker") and his clone, Solid Snake ("MGS,Inch "MGS2" and "MGS4").
It's a jarring change, and not an altogether bad one. Hayter became a parody of himself with 2010's "Peace Walker," having eliminated from Clint Eastwood in the first "Solid" so that you can Clint Eastwood gargling wood chips in the most recent. And with creator Hideo Kojima significantly darkening your series' tone in "Ground Zeroes," Hayter merely didn't fit anymore.
Sutherland's not only a huge step up, though. Having Hayter's campiness also went his panache. Sutherland brings the gruff, but when compared with his predecessor, he just sounds like a guy reading traces into a microphone. Then again, they have maybe 10 in all of "Ground Zeroes"   which marks a drastic change from Kojima's regular gluttony of dialog. So maybe Sutherland warrants the credit for that, somehow.
"Peace Walker" is usually crucial to understanding the story associated with "Ground Zeroes." Much as the name and media campaign fresh paint the game as a prologue to "The Phantom Ache," it's every bit as considerably an epilogue to Big Manager's Costa Rican adventure. So you should almost certainly play that first.
Major Boss' main objective around "Ground Zeroes" is breaking into an American dark-colored site military camp for Cuban soil to rescue "Peace Walker" figures Chico and Paz. And to grasp its role in the greater military industrial psychodrama that is "Metal Gear Solid," you should probably play the remaining portion of the series first, too.
Around play, however, "Ground Zeroes" is a huge journeying point for "Metal Gear Stable." There's no more cover up. No more crowded HUD. No more card board boxes to hide in.
In its place, you can see when enemies suppose Big Boss' presence because of the appearance of white interferance on a radial. With binoculars, forever mapped to the right shoulder option, you can mark those enemies and monitor them by walls. And if you're caught, you do have a few slow motion a few moments to silence your spotter just before he goes into full weapons blazing alert mode.
It was worrying to hear that Kojima experienced reworked the series' stealth techniques so heavily. Take out names and faces, and "Ground Zeroes" type of sounds like "Splinter Cell." Nonetheless within a few minutes of crouching through the are like a magnet and Underwood había tenido varios perros de caza coon lo largo de los años 56 the massive helipads of Go camping Omega, I was reassured. "Metal Tools Solid" has never felt so carefully tuned to deliver cloak along with dagger thrills. With the structured new rules, secrecy feels won, knockouts are compromises and eliminating is no less than failure.
That is certainly in large part because the design of "Ground Zeroes" suits the high caliber of its motion. As one wide open map, Go camping Omega demands a fundamentally unique approach from most "MGS" quantities. Enemies Big Boss goes are never to be forgotten about   particularly first few times you have fun with, when you're still figuring out exactly where everything is. Those enemies furthermore patrol and probe Big Boss' actions and shadows with crispier AI than ever. And their back up is basically unlimited, too.
Muscle of the PlayStation 4 sometimes plays a part in this experience, advancing draw distance almost the complete width of the camp. Not necessarily coincidentally, enemies can also see you via farther away than ever. Plus the stunning dawn and noon light of "Ground Zeroes'" effectively varied side ops, that may be pretty far.
  
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