WeasteDevil
New Member
50GB Confirmed! ![LOL :lol: :lol:](/img/smilies/lol.gif)
![LOL :lol: :lol:](/img/smilies/lol.gif)
I think that I have pointed out in this thread (if you can be bothered to read) several things that LIVE currently has that the PSN does not. I'm asking those that repeatedly tell us why LIVE is superior to PSN what makes that form such an opinion.
I really enjoy the Live arcade. I've downloaded old games like Street Figher 2, Rez, Speedball 2, Prince of Persia and Golden Axe (and newer ones like Geometry wars), , Some if the games on the Arcade are absolute cack, but you can download a trial and play a few levels for free so won't pay for anything you don't like.
Plus I play in a online Sensible World of Soccer league and have had hours of fun on that.
50GB is two layers. It is possible to have more layers, but I don't think the PS3 drive supports it. I can't confirm that one way or the other.
This is why I made the comment to Pert regarding how many DVDs MGS4 and FFXIII on an XB360 would require. FFXIII could very well come on more than one disc.
There'll be a terabyte disc sooner rather than later. (They'll probably produce one just for FFXIII)
Anyone think there will be an MGS5?
Anyone think there will be an MGS5?
Kojima-san has said this is the last game as far as his involvement is concerned, and it is the end of the story as far as Snake also.
But his company are expected to produce spin-off prequels on other platforms in the future, just without his direct involvement.
In other words, it's going to be cheap, shoddy sequel knock-off time, just like at the movies.
I wouldn't expect an MGS5 anytime in this life. But the creator of the series is going to come back with something new, as well as a possible Zone of the Enders sequel too.
feck GTAIV, this is where it's at!
I agree with you here, but I suppose that it's all a matter of taste and opinion. The way they set the atmosphere of battle and especially the audio and the way it goes from cut scene to gameplay are out of this world IMO, certainly an immersion and cinematic level I've never seen in a game before if it turns out this way. Full of beautiful touches and attention to detail, dust landing on the camera lens for example. Also interesting in the way that you can go from first person to third person and also seem to actually play this thing as if it is a shooter, yet I'm sure that it is still playable in the classic stealth type manner - it looks totally open as well allowing you to basically do what you want in the direction you want with scripted action triggered. Would love to see some different chapters, but suppose we'll have to wait. To me this game looks and feels (off initial impressions) like something else.
Snake steals Raikov's instant stun movePlayers can also grab an enemy soldier's testicles, knocking him out from the pain.
Ten years after MGS on PSone, Solid Snake faces his final mission. PSM3 visits Japan to finish MGS4, and give you unparalleled, spoiler-free, access to the most important next-gen game on any console.
Nasu, Japan. March 13, 2008. After playing MGS4 for three days, in shifts from 8am to 11pm, we're almost pleased when Hideo Kojima requests - with a polite legal nudge - that we don't talk about 80% or more of what we've experienced. As it stands, we're struggling to keep the revelations down to ten pages.
A fuller explanation of the game's myriad surprises, shocks, twists and highlights - trust us, you won't be disappointed - would spill out of this issue, and into the months, maybe years, to follow. Does Snake die? Why is he ageing? What's with the young Snake in the E3 trailer?
What happens to Raiden? What's the game's final location? These are all questions for another day, and in truth, you'd hate us for spoiling them two months before the game's release. What we can tell you is that we've finished MGS4, what Kojima really thinks about it (including rare insight from a 1am bar chat) and why it might just be the most important next-gen game to date.
Keeping secrets
With so much we can't share - like the string of set-pieces in , which are even better than the ending of MGS3 Snake Eater - let's talk about what MGS4 isn't: an unrecognisable departure. Strip away the gloss, the mythology of the trailers, the gravity of Snake's predicament, and the core experience is classic Metal Gear - a fusion of MGS3's advanced mechanics and MGS2's cut-scene, set-piece, heavy eclectic feel.
It's as fiddly, deep and rewarding as ever. In fact, the polarities are stretched: it's less fiddly and deeper - the series' most-refined mechanics yet: with a more direct, gung-ho, feel for newcomers; and incredible emergent AI, stealth possibilities and multi-route playgrounds for veterans.
Your first play through will only yield a fraction of the game's true potential , and it's possible to complete it while completely ignoring many of the game's incredible features. For example, we only used the drum can roll ability once. And barely touched the array of Stun/Sleeping Gas/Smoke grenades. It's a game you play by your own rules, and as such, initially bewildering.
Structurally, we're sworn to secrecy, but in Kojima's words, it's closer to MGS2 in feel than MGS3 - he described MGS4 and MGS2 as "on a level, while MGS is more like MGS3" - i.e. it's cut-scene heavy and piecemeal, while MGS3 was a more focused, personal journey. MGS3 described how a noble hero, Big Boss, was altered by circumstance, forced to make a cruel decision to become the series' infamous 'villain'.
MGS4, like MGS2, has a broader scope, addressing the story of the world-manipulating Patriots and just about every loose thread and character in MGS' history. As such, it's cut-scene and plot intensive. While anyone can enjoy the game, it'll require an MGS expert to absorb every nuance from the story.
Kojima is typically self-deprecating, despite MGS4's epic sweep. He describes his original vision for the game as a '10', which was scaled back to a '1' - after basing his original concept on a hopelessly optimistic estimate of (the then unfinished) PS3's power; revising his ideas when he saw the finished tech specs.
He is at pains, however, to stress he's impressed by PS3, and feels MGS4 pushes the limits of the Cell chip. In the very first teaser trailer shown at E3 2005 (rendered in the MGS3 engine on PS2) where Snake plays musical chairs, the theme was 'Nowhere to Hide', with the implication that MGS4 would have a completely destructible battlefield.
After looking at PS3, Kojima realised this wasn't possible, so the finished game looks 'merely' as good as, say, Uncharted or GTAIV, though you can't destroy everything. At times, it's a hi-res version of MGS3, at others, the most cinematic, improbably-beautiful, game in history. One chaotic real-time scene caused us to scrawl 'THIS IS NEXT-GEN!!!' on our notepad, for no reason than we had to tell someone.
What a way to begin
In fact, the game's opening hour is one of the most gripping, and cinematic, in history. After the opening movie - see 'What Konami have confirmed' - the action cuts to Old Snake smoking quietly on the back of a militia truck, as seen in the E3 2006 trailer.
As the gunfire escalates, and they enter the Middle East battlefield in a confusion of shouts, explosions and engine rattle, Snake continues to puff quietly under his cowl, unfazed, as the militia around him disembark and panic. The atmosphere is palpable - you can hear Snake's heartbeat in your ears in Dolby 5.1 surround, while standard next-gen blur and defocus effects are amplified by a 'dirty filter', which makes the inside of your TV look dusty - sort of the reverse of Metal Gear 2's screen-splatting raindrops.
Suddenly, the Gekkos appear - the bipedal Metal Gears from the previous trailers - and Snake is forcibly ejected from the truck. He disembarks in a cinematic swoop, as the background pulses with gekko shrieks, militia screams and booming gunfire - completely disorienting in 5.1 surround.
The camera zooms in, pausing for a microsecond, and - unbelievably - you're playing the game. The cut-scene to real-time integration is even more dramatic, and seamless, than Uncharted. We were so excited, we could have popped.
What follows is a dramatic real-time tutorial - Snake is invited to crawl, move, look and explore his inventory as events, literally, explode around you. Otacon urges you to follow your radar to a safe zone. The action's interrupted by a cut-scene, as a Gekko corners Snake and he cinematically loses his cowl - as seen in the E3 2006 trailer. The opening song 'Love Theme' (lyrics by Hideo Kojima) surges into life, as Snake reaches for his gun.
Viewed from the first-person perspective, Snake lifts his gun to reveal the words 'Produced by... Hideo Kojima' underneath - a typical cinematic touch. Snake eludes the Gekkos using octo-camo and a carboard box decoy. Cue the first, ingenious, Mission Briefing section - see 'How Briefings Work'.
The game flips 'three days earlier', to Old Snake at the grave of Big Boss, as seen in the trailers - repeatedly tap q during key moments in any cut-scene to see Assassin's Creed-style flashbacks from previous games (in this case Big Boss saluting the Boss' grave at the end of MGS3) - before he's interrupted by Otacon and Colonel Campbell.
We're not going to even attempt to recap the plot. Suffice to say, Snake is ageing, his brother Liquid has re-emerged to take over the world, and the all-powerful Patriots (from MGS2) are behind the scenes. The game begins with Private Military Companies (PMCs) waging war in the Middle East, controlled via nanomachines, creating a form of war economy controlled by The Patriots. Confused? Watch the trailers.
MGS4 is unashamedly for fans, stuffed with in-jokes, easter eggs and secrets. Newcomers will be oblivious to about 70% of it, but the more obscure references are a deliberate choice on Kojima's part - in our late night chat, he claimed the uncompromising approach was inspired by the Bourne films, which work as individual units, but also in unison to weave a more nuanced story. As huge fans who've finished every game (sometimes more than once), even we found bits of MGS4 confusing - but you have to admire the depth and attention to detail.
East is east
When gameplay resumes, you're back in the Middle East, at the start of the TGS demo described in PSM96 (see http://tinyurl.com/37dwj5, or watch it on the PS Store). The core mechanics are the same, so check previous issues or our online preview for details. The key change is that the game's much less stealth dependent - there's even an FPS mode - and combat's more about aligning with warring factions, than quietly going it alone.
One quibble: the opening 'tutorial' leaves gaps, so you'll need to visit the menu to hone your specialist skills. We blundered through the first 30 minutes with a vague feeling that we weren't 'doing it right', such is the haphazard nature of progress - in fact, it's much like the opening of MGS3, when you look back hours later and wish you knew then, what you know now. On the flip side, it provides incredible replay value.
Cool, calm, collected
When you retry the opening section alone - skills honed after completing the game -you realise the incredible depth, and emergent AI, in every scene. For example, when we were first attacked by the Gekkos in the tutorial, we ran in blind panic. Second time out, we ducked into cover, and hid - marvelling as the Gekkos engaged in real-time combat with the militia, exhibiting vicious AI.
Even in the 'tutorial', there are multiple routes, allowing you to nab extra Rations, Ammo and Arsenal Compress items. In fact, we were emboldened enough to take on the Gekkos with a knife, succeeding in slashing the back of their organic legs and felling them, but lacking the firepower to finish them off. But - we swear it's possible, and even in that microslither of MGS4's epic sweep, it's a game in itself. Every scenario contains thousands of such moments, only with far more complex opportunities as your weapons, and the enemy, improve.
Close Quarters Combat (CQC) isn't introduced in the 'tutorial', and since this revolutionised your response to neutralising alerts in MGS3, it seems odd that MGS4 doesn't explain it properly - veterans beware, it's now on the u (shoot) button, not e. In fairness, the version we played, however polished and despite being playable to completion, is still being tweaked.
A major reason for us being allowed to finish the game, was to provide Kojima with feedback. We can't reveal the majority of our praise, or minor quibbles, to avoid spoilers - but we did recommend the opening section be made more transparent for newcomers. If the final game's an EA-style patronising debacle, then feel free to blame us.
Keep your eyes peeled for part two of the article tomorrow, and pick up issue 100 of PSM3 for the full feature, including extra info and loads of awesome screenshots
Would the European Model (If we got one), be an 80gb, 60gb or 40gb? If it is an 80gb I may trade in my current PS3 for one.
Found this bit of into mate...
The Japanese teaser site for MGS4 has recently been updated with merchandise and product information. The site states that the MGS4 bundle is with a 40G PS3, and not an 80G which had been rumoured. The bundled PS3 and DualShock 3 controller are also coloured with a olive tone, with the console having white text at the bottom stating, "Metal Gear Solid 4: Limited Edition". Other products that appear on the site are a controller charge station, and wireless MGS4 headphones. As well as prices for the games and it's packages.
If the Jap's arent getting a 80gb version, then I highly doubt that Europe would get it.