Gaming Metal Gear Solid

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.
 
Still 3 and a half months to wait for it though:mad:

Rainbow Six Vegas 2 and GT5 Prologue will have to keep me ticking along till then I suppose. (And GTAIV if I buy it)
 
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.

I know people don't buy 360s to play retro games, but I have got loads of enjoyment out of it and as far as I know the PS3 does not have anything like it.

Im not a fanboy though and if I was choosing today between a 360 and PS3 i'd get a PS3 (mainly for the Blu-Ray and the RROD debacle).
 
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.

You can download and play PS1 games that Sony think you might like to play (you have to pay for them), and up to now there has been one "remake" of sorts in SuperStardust HD (this is a full "budget" title, not a PS1 game). Other games for download on PSN are mainly new budget titles such as Flow and PixelJunk Racers and Calling All Cars, etc. The only two full priced games for download upto now are Warhawk and GT5:Prologue.
 
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:D
 
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.

Hitachi have already made 100Gb quad-layer disks that work in a standard PS3, so if the game needs it then it is an option - although currently an expensive one for the game developer/distributor if they choose to go that route.

Expect them to be nice and cheap by this time next year though, and expect them to have produced a 200Gb disk that works in the PS3 by then as well.
 
There'll be a terabyte disc sooner rather than later. (They'll probably produce one just for FFXIII)

From what I remember of this Hitachi tech, it's slightly different to the normal 2+ layers used by the other manufacturers, and it's not yet been demonstrated to be commercially viable. If they can get it to work, and all that is require is an update to the firmware rather than the optical head, all well and good, but unless it's demonstrated to be a stable technology I'm not getting excited about it. Terabyte is not going to happen with any of the BD technologies.
 
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.
 
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.

Who really knows what Kojima is going to do!

MGS2 was going to be his last game, then he came back for MGS3 and he said again that it was going to be his last game.

Now with MGS4 on its way we here the same thing again 'This is going to be my last game'.

I understand he is going to have a big part in the Metal Gear Solid film, perhaps even directing it. Who knows what future holds for Kojima, but if this is his last game in the series then I dont really see how MGS series can continue - because the man is a genius.
 
Konami president Fumiaki Tanaka believes that Metal Gear Solid 4 will give Sony’s Japanese PlayStation 3 business a growth injection, and says Hideo Kojima is working on the concept for a new game outside of the Metal Gear universe.

Speaking with Japan's Nikkei BP website, translated by IGN, Tanaka said Konami aims to sell one million copies of Metal Gear Solid 4 in Japan alone following its June 12 release. With the current Japanese PS3 installed base less than two million it’s an ambitious target, but Tanaka said he thinks many consumers are just waiting for Metal Gear Solid 4 to come out before jumping on the PS3 bandwagon.



Tanaka also revealed that Hideo Kojima is working on the concept for a new game outside of the Metal Gear universe, although a formal announcement detailing the title won’t be made this year.



Speaking more generally about Konami's development plans, Tanaka said that the company will continue to remake classic titles from its franchises, and hinted that some could appear on Nintendo’s upcoming download service WiiWare. However, Tanaka noted that the PS3’s online platform suits Konami best because its open nature allows for more freedom than Xbox Live or WiiWare.
 
The latest update to the growing lineup of games in the Japanese Game Archive service could be the biggest yet just because of one title: Metal Gear Solid.

Sony Japan announced today the next batch of titles for the service, and the original PlayStation entry in Hideo Kojima's mega series is the headliner. Joining it are Crash Bandicoot Carnival, Atelier Erie Zarlburg Alchemist 2, Pro Mahjong Goku Plus II, Master of Monsters, and Desiemon Kids.

All titles are 600 yen and are playable on both the PlayStation 3 and PSP.

http://uk.ps3.ign.com/articles/861/861299p1.html

600 yen, what is that in our currency 12p? Doubt we will ever see it over here though, or if we do it will be in around 12 years.
 
Metal Gear Solid 4 Hands-on

I'm the first American in the world to have beaten MGS4, which is freaking awesome.


Three weeks ago, Konami extended a once in a lifetime invitation to a handful of journalists. Fourteen people from around the world gathered together at the Konami Super Campus in Nasu to experience one of the most anticipated titles in recent history, Metal Gear Solid 4: Guns of the Patriots in a specialized boot camp for the game. We weren't simply shown snippets of levels or gameplay demos; instead, we were sequestered for three days at their facility for two specific tasks. The first task was that we were to play through the entire title from start to finish with the Konami team gathering our stats and play information as we progressed.

The second task was much more important, because at the end of every gameplay session, we were asked to provide detailed feedback, which would be given to the development team to make adjustments to the final build of the title. We weren't alone in experiencing the game in this way; Kojima himself was replaying the title at the same time we were, going through the same gameplay sections and feedback tasks as we were. In effect, we became part of the design team. As I stated earlier, this was a once in a lifetime opportunity, especially for any Metal Gear Solid fan. Not only were we getting a chance to complete the game before anyone else, but we were making an impact on the overall game that will launch worldwide on June 12th.


The final chapter in the 20-year franchise that constantly redefined the stealth action genre, Metal Gear Solid 4 brings Solid Snake back out of the shadows for one final mission to eliminate his nemesis, Liquid Ocelot. But, like every other Metal Gear Solid game, there's much more going on than a simple assassination. I certainly won't spoil the plot points or the story here; there is only so much that I'm allowed to talk about, after all. Instead, I will go into more detail on a section we've previously covered: the Middle East area that Snake has infiltrated in released trailers or demos.

But let me first preface that statement with one new piece of info that we hadn't previously known. Whereas previous Metal Gear Solid games have been relatively linear in their approach, MGS4 is much more of an open-world affair. While there are still specific locations that Snake will need to get to (which will constantly be indicated on Snake's mini-map), the environments that he finds himself in will provide multiple paths to get him to his eventual destination. This provides much more flexibility in how you fight your way through the battlefields that engulf MGS4.

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As we were told in last year's E3 trailer, war has completely changed the world. No longer is it a breakdown of diplomacy between countries – conflict has become a financial factor by itself, supporting the global economy by virtue of the PMCs that are continually moving into areas of the world and engaging in battle. In fact, battles aren't about countries any more – they're more about factions engaging other factions. Even civilians aren't safe in this new world order, as most people are simply born to fight and die, mostly without a cause or a reason to go to war. Cities are constantly shelled, buildings are blown up and every street is a battlefield. This constant conflict between nanomachine-enhanced soldiers is a significant factor within the game, and plays a huge role within your exploration of the ruined landscape of the Middle East.

It's into this kind of regionalized turmoil that Snake is initially deployed. The first time you see the legendary soldier, he's clad in the garb of a local militia man, which he uses to infiltrates a village during an attack. Even though his clothing looks like that of the locals, he hasn't fully earned the trust of the militia. This provides a different spin on the standard "lone wolf" insertion that Snake has performed in his previous games. By choosing to fight alongside the militia, you can slowly build confidence with the warriors. This can be advantageous to you, because if you convince them of your intentions, the resistance soldiers will provide covering fire, hand you ammunition and even provide health items that you can use to restore your flagging energy. However, this alliance can be a fragile one, particularly if your aim is poor. Not only will your former allies turn on you if they sense something suspicious, but all of the other soldiers will immediately know if you've betrayed their comrades, and you may need to change back into your militia gear to avoid suspicion or to better blend in with resistance groups that aren't friendly so you can accomplish your mission.

Speaking of modifying your appearance, Snake's OctoCamo suit works better than what we've seen in previous trailers. Give Snake two to three seconds without moving, and he immediately blends into the surroundings, taking on the textured appearance of the surface he's kneeling next to or lying on. It's an excellent trick that innately builds upon the camouflage elements of Snake Eater and makes it much easier to evade detection by intelligent PMC troops as long as you don't attract attention with obvious movement. Inchworming along the ground while camouflaged or rolling from one location to the other shouldn't attract much attention, which is a good thing for these much more alert enemies. These troops won't merely walk along simple patrol paths. They'll actively scan environments for trouble, communicating anything suspicious to their comrades and call in for backup, making them much more threatening than previous enemies Snake has faced.

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Apart from using the OctoCamo to fade from sight, you can acquire a drum can to hide you from troops. Much like the classically used cardboard box, Snake can tiptoe in the metallic drum can, advancing silently into areas under cover. The drum can isn't perfect, especially because astute soldiers can kick and overturn the barrel if they sense something out of order. However, unlike the cardboard box, which is easily destroyed, the drum also has a few defensive uses. Its metallic shell will repel gunfire from most firearms, and players can tip it on its side and roll through enemies, knocking them for a loop.

This is merely one of the ways that Snake can take out soldiers. He has a whole new compliment of CQC moves, such as choking them silently along the ground. We did notice that unconscious soldiers did appear to be knocked out much longer than in previous Metal Gear Solid games, regardless of whether we took them out with our fists, an electric shock from our stun blade, a tranquilizer dart or by being rolled over by drum can. But sometimes you might need more firepower than non-lethal means, particularly when you and your allies are pinned down by large groups of PMCs in armored personnel carriers. You've got a couple of options available to you in this case. The first is to get behind the controls of a mortar and shell the enemy positions. While Snake is somewhat exposed as he's adjusting the trajectory of the weapon, he can fire an unlimited amount of shells on troops and vehicles alike. Along with the destructive power, the splash damage from the explosives will easily knock down or eliminate nearby enemies.

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The other way is to use firearms that you acquire from fallen enemies. Like previous Metal Gear Solid games, you'll acquire pistols, machine guns, grenades and other weapons from enemy soldiers. However, there's a twist to the standard "procure on site" method that MGS fans are accustomed to. In this world of PMCs and rebel factions, all weapons are coded to specific soldiers via their individual nanomachine codes. If you're not that soldier and you attempt to fire their gun, you get absolutely no response whatsoever (call it the ultimate trigger lock). So how exactly do you gain useable firearms in the game?

You have to have someone launder the weapon, removing this lockout feature. In Metal Gear Solid 4, this is handled via Drebin, the mysterious new character introduced in earlier released trailers. This new shop system works rather ingeniously – every single weapon that Snake comes across is immediately translated to Drebin points, representing its current world value in the theater of war during a given day. The more violent the conflict in the world, the more Drebin points you receive. Players can then use these points to unlock these collected weapons for their use, or players can save their points up to purchase ammunition or items in Drebin's shop, such as laser sights, hand grips and flashlights. These additional items can improve the accuracy or stability of a weapon, making it much better in combat. What's more, you can even get more for your Drebin Points if you return to the shop on certain in-game "days," as Drebin will offer sales for Snake so he can get the best bang for his buck.
 
Fortunately, you don't have to continually backtrack to a set location to sell your collected weapons, nor do you have to constantly expose yourself to danger just to collect a few guns from fallen soldiers. The Mark II can act as your conduit to Drebin, automatically converting any weapons into Drebin Points while saving the ammunition for Snake. Thanks to its size and the fact that it is invisibly cloaked from view thanks to OctoCamo technology, Snake can use the diminutive robot to sprint around the battlefield, gathering fallen weapons as he scouts out the environment around him. The Mark II can also be used to knock out soldiers from afar, as it can stealthily move up to troops and discharge an electrical blast akin to the stun knife. However, you have to be careful, because the Mark II can disrupt its invisibility if it bumps into a target or goes over a significant drop. The robot also has a limited range that it can be sent away from Snake before it becomes uncontrollable, and finally, it only has a certain amount of batteries that it can use before it runs out of power and has to be recharged.

The Mark II isn't the only new gadget that Snake gets in MGS4. Otacon has been hard at work on a brand new vision system known as the Solid Eye, which actually combines features of multiple items from previous games. The ocular device has three separate vision modes: night vision, thermal and zoom functionality. It also ties into Snake's radar, making it easier to discern enemies on a battlefield from friendlies at a quick glance by projecting their group affiliation above their head. What's also cool about the Solid Eye system is that it allows players to have the option to play through sections of the game with completely new camera angles and viewpoints. No longer do you have to focus solely on a top-down perspective with a camera angle that swings behind your shoulder when you fire. Now, players can opt to fire and move in either a first person or third person viewpoint at any time, which is an excellent option to have when you're looking to snipe a soldier in an elevated position.

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However, just as Snake had to contend with stamina in previous games, he'll have two new gauges to contend with in the battlefield, his Psyche gauge and his Stress Gauge. Snake is not as young as he used to be, and these two meters help track just how the seasoned soldier is performing during his missions. His Psyche gauge measures how he is mentally reacting to the battlefield at all times – when things are relatively calm, he can aim and fire without difficulty, but if he performs physically exhausting moves, such as tumbling rolls or has to seek cover from large bursts of gunfire, he'll start to lose his concentration, making easy shots much harder. Snake will also feel the aches and pains of his age much more and will sometimes react to a sharp pain in his back or another physical symptom more frequently, indicating that he's being pushed way too hard. This correlates to Snake's Stress Gauge -- if this mental exertion continues for prolonged periods of time, his Stress Gauge starts to spike. If it goes too high, Snake will immediately enter what's known as a Combat High, where he'll suddenly snap into a moment of heightened accuracy with a gun while shrugging off inflicted damage for a small period of time. Unfortunately, after a combat high, Snake will crash, bottoming out his stress and psyche gauges. This can harm Snake's health as well as leave him vulnerable to incoming attacks.

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Obviously, being in a vulnerable state against PMC soldiers is hazardous, but that doesn't compare to facing off against some of the tougher enemies in the Middle East, such as the bipedal walkers known as geckos. These metal monstrosities, which have dominated the previously released trailers of the game, can easily eliminate a platoon of men without showing a single scratch, and their agility at climbing walls, leaping barricades, and firing at individuals makes them a threat in both close combat and long range situations.

Another threat comes with Liquid's elite personal guard known as the FROGS. Another squad of superhumanly-enhanced soldiers shown in previously released trailers, this all-female squad boasts cybernetic suits that allow them to cling to walls and fire at their enemies (you) from any angle. Their speed and acrobatic skills help them avoid incoming fire, which makes them even more dangerous. This is especially true when you fight them in the remains of a dilapidated hotel rigged with booby traps, where each step could be Snake's last. Fortunately, he's not alone in this massive battle. Meryl and her Rat Patrol provide ample fire support.

This four man squad is composed of a hulking brute with a Mohawk named Jonathan, a bald sharpshooter named Ed, an "intestinally challenged" grunt named Johnny, and Meryl, who's surprised and not particularly thrilled to see Snake. But for both soldiers to accomplish their missions, they have to team up to repel Liquid's attacking squads and attempt to bury them under the hotel rubble.

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Meryl isn't the only familiar face that Snake runs into during his initial mission. Otacon provides intelligence support from aboard a mobile drop ship, providing hints and back up via the Mark II. Otacon also briefs Snake on various situations during some of the game's numerous cutscenes, which offer an interesting take on Metal Gear history through flashback sequences. By pressing the L1 or X button prompts when they appear, Snake can trigger a sequence or image from a previous title, adding extra depth to topics being discussed at that point in time, which is an excellent way to fill in pieces of the complex puzzle that is the Metal Gear universe of the last 20 years.

These cutscenes are not the only way that players will acquire background information on the situations Snake faces. Between operations, Snake will receive detailed mission briefings on his next assignment, Liquid's movements, or the threat of various PMCs in the area he will be dispatched to.

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Visually, Metal Gear Solid 4 is even more striking on the console than it has been in released trailers. We always had a sense that what Kojima was showing us was incredible footage, but the detail within the game itself is simply breathtaking. One example of this: when an explosion goes off near Snake, a fine coating of dust covers the camera, adding to the cinematic feel of the game. Another showcase of the striking graphics is the seamless transition between cutscenes and gameplay, many of which are only highlighted by a camera shift to indicate the cutscene has ended and gameplay has begun.

Another thing that stands out is the sound quality of the game, which is presented in Certified Dolby Digital Sound. The ambient battlefield noise provides a haunting backdrop to onscreen action, making you feel like just one part of a much larger conflict. The game's soundtrack is subtly shaded by local musical influences, as in the Middle East level, punctuated by a driving techno beat that builds when the guards become alerted to your presence and increases further if gunplay breaks out.

As I said earlier, there's only so much I can go into right now, but this is the system seller that we've all known Metal Gear Solid 4 was going to be. This preview has only scratched the surface; we haven't even described some of the bosses, radical and innovative game mechanics, or other features that make this title a fitting conclusion to one of the best franchises in gaming. As soon as we're able, we'll bring you more details on Metal Gear Solid 4, but for more information, check out our interview with Hideo Kojima here. And for new screens of the game, click on the gallery at the bottom of the page.

http://uk.ps3.ign.com/articles/863/863825p1.html

Seriously can't wait for this now.
 
MGS4 Q&A

What resolution does MGS4 run at, and what kind of audio does it support?

Metal Gear Solid 4 has been certified for Dolby Digital 5.1 surround sound, and the game appeared to run at 720p. 7.1 surround sound has not been confirmed yet, and whether the game will run at 1080p or not is still a closely guarded secret.


How does the game control? Is there a way to change the control sequence to what it used to be in previous games?

Controls for Metal Gear Solid 4 work extremely well, providing responsive gameplay. If you have played Snake Eater or Subsistence, you're pretty well accustomed to some basic controls, such as using L1 to aim, L2 and R2 to select items and weapons, and X to change your stances between standing, crouching and crawling. However, most of the complex button presses have been eliminated, making actions much more intuitive. For example, it's much easier to aim and fire a guns. Smaller movements are tied to analog sticks, so light pushes forward on the Left analog stick will make Snake inchworm forward if he's crawling. Pushing to the left or the right will make him rolls along the ground, and the number of times is tied directly to how long you hold the stick in that direction. Controls do appear to be customizable, however, so you should be able to find a scheme that works for you.

I remember reading some articles in the past where Kojima stated you could play the entire game like an FPS. Did you attempt that?

It is possible to play entire sections (and ostensibly the entire game) solely within the first person viewpoint. This is much easier to do once you receive the Solid Eye item from Otacon and the Mark II, which allows you to easily pick out threats and allies from a distance. It's doubtful that you would want to do so, because there's a lot of detail you'd miss, along with it making stealth much more difficult.

How's the weapon variety? Was the statement in another preview about 70+ weapons correct? If so, did that stretch to modifications like underbarrel grenade launchers and underbarrel shotguns?

First, as stated in the hands-on article, weapon variety is quite large, with Snake having access to a variety of handguns, rifles, automatic weapons and explosives like grenades. Each weapon is rated in one of six categories that affect items such as its damage, range and power. There are easily more than 70 weapons and items that are included in MGS4. Accessories that can be added, such as laser sights, flashlights, or underbarrel shotguns, grenade launchers and pistol grips that expand the amount of customization that you can experience in the game.

How are the visuals? Are there any screen tearing or frame rate drop issues? What about the animation -- did everything seem fluid?

Animation of everything, from Snake to the actions of the PMCs to the evasion of Gekkos and FROG soldiers are incredibly fluid and slick. For the most part, what we've seen ran at a stable 60 frames a second. There were only a few instances in which the framerate dipped for a second or two, but that was typically caused by large onscreen explosions coupled with screen effects (such as dirt being kicked up on the camera lens).

As for visual fidelity, the trailers that have been released for the game are just a brief indication of what the game truly looks like. The title looks much sharper than trailers or screenshots show.

Please elaborate on the 'Drebin Points System.' If you can, give us a brief explanation. Was it tedious or did it improve gameplay?

As illustrated in the hands-on article, every weapon that Snake finds within the game is locked. These items are immediately converted into Drebin Points, which can be spent to unlock weapons that you've found in your exploration of the environment, purchasing extra ammunition for your guns, or accessories to improve specific weapons. Collecting these points is simple: Snake (or the Mark II, if you prefer) simply needs to move over the weapon to collect and convert it into points. These points can immediately be spent, or saved to take advantage of Drebin's sales during "sale days," specific days established where everything in his store is half off the standard price

You aren't constrained by this system at all – in fact, if you'd rather avoid collecting weapons from fallen soldiers as you go through the game, you can do this; the lone trade off will be that you'll receive much fewer Drebin Points to spend. However, even if you try to restrict yourself from gathering Drebin Points via weaponry, you can still collect Drebin Points by observing and interacting with cutscenes. The Drebin System works very well, and really winds up tapping a "gotta collect them all" gene deep within any player.

Any CGI cutscenes? Or are they all in-engine?

All cutscenes are in-engine presentations of story points. However, they are interactive because of the L1 and X button presses that will crop up here and there during a plot point that allows you to trigger new angles or flashbacks on previous scenes from the Metal Gear franchise. As previously stated, these will also add to your Drebin Point total.

Is the grey-abstract Middle Eastern area the only color scheme we can expect or will the game be more vibrant?

There is definitely a vibrant set of colors based on the environment you find yourself in. Even the Middle Eastern section has much more color than the gray abstract areas seen in images and trailers.

How is the DualShock 3 feedback for the game?

DualShock 3 feedback works well within Metal Gear Solid 4, with the controller pulsing for everything from gunshots to explosions. One element where the feedback stood out was during low psyche or high stress situations, where the controller would simulate the heartbeat of Snake. There are some sections where it could be stronger, but that will most likely be adjusted by the time the game is released.

What difficulty have the previews been shown on? What difficulties will be in the final game?

There are four initial difficulty levels available in Metal Gear Solid 4: Liquid Easy, Naked Normal, Solid Normal and Big Boss Hard. Naked Normal was the default difficulty of the game. Preview coverage of the game that has recently hit the Internet from the MGS4 Boot Camp in Nasu were all played on the Solid Normal difficulty setting.

Is the CQC Counter from Portable Ops in the game?

If by CQC Counter you mean melee attacks by a guard before they call for help or proceed to riddle Snake's body with bullets, yes, it is included in the game.

Can the player change the HUD as they wish? Images in previews have shown a mix of displays.

Yes, players can change or adjust elements of the HUD. This has also been confirmed on the most recent Kojima Productions podcast where they mentioned that there are at least 20 separate color schemes that can be used for the HUD itself.

Is MGS4 action focused or does it still retain an emphasis on stealth tactics like the previous games? Is it now a run and gun fest or is a certain amount of skill required to evade troops in order to clear each area?

Metal Gear Solid 4 emphasizes both action and stealth equally. Players have the ability to decide just how they want to play the game, just as they always have in previous Metal Gear games. If they choose, they can run through, slaughtering any guards and PMC troops that cross their path. Players can try to melt into the shadows, skillfully evading detection as best as possible. Or players can perform a combination of the two. The choice is truly up to the individual controlling Snake.

How big do the battles between the PMC and Militia get?

Battles between the PMC and Militia soldiers can range from a few militia men trying to take back an entrenched position to a large battlefield where both sides are calling in reinforcements, sniping enemies out in the open and tossing grenades at rival squads. Because the battlefield will change based on how accurate both sides are, players can go to the same location twice and see completely different field conditions based on how the battle's going at that moment.

How deep is CQC? MGS3 has about five moves. How many more does MGS4 have?

There are more than five CQC moves in MGS3, but MGS4 adds a few new moves as well. The first is the ability to automatically incapacitate and disarm a soldier. Another is a chokehold, which Snake can apply to a soldier on the ground to silently knock him out. A third move is patting down a soldier after you've held him up, allowing you to get equipment from the scared soldier. Players can also grab an enemy soldier's testicles, knocking him out from the pain.

Is MGS4 funny? Does it include all the little odd MGS-style humour elements, like rare codec conversations (such as the one with Naked Snake & SIGINT about the box)?

Without spoiling any facets of the story, the trademark humor during certain sequences of the game definitely returns. There's a level of self-deprecating humor, particularly from Snake, but there are also in-jokes for Metal Gear Solid fans.


feck GTAIV, this is where it's at!
 
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.
 
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.

It will be, can't wait. Hope it isn't the last in the series, and Pachter has already hinted there may be an MGS5 (Without Snake of course).

Can't wait for June 12th!
 
We're in the midst of GTAIV mania right now, but come next month, a whole new mania will begin. This new phenomenon will include gamers who love to be patient and deadly in the shadows; gamers who adore titles like Splinter Cell and of course, Metal Gear Solid. But even if you think you know everything about MGS4, you may want to check the following list just to be sure.

These latest details come courtesy of EDGE magazine, and some will make your eyes light up:

-- MGS4 has been 4 years in development.

-- There will be one hell of a big bang of a final to the game. Not a whimper. This will blow you away.

-- Snake is a slave to injections that keep him alive.

-- The sneaking play of the originals with it's air ducts and cameras has now become a fast pace living battlefield of traps and innovations.

-- The control system is "revised and improved."

-- Snake will have two new energy bars that makes Snakes advanced age impossible to ignore:

Stress: This rises in response to fight conditions. This can work with him, giving him hightened senses such as accuracy and sustained damage being halved. But if in this condition for too long, snake will crash causing him to become exposed to his illness. a drag on a cig will help him calm down however.

Psyche: This affects your general state of mind in the field.The balancing of these two bars will affect your progress.

-- You can use a camera to sneak away from your mission objectives and record incidents happening on the battlefield in secret. Some can be 'unpredictable and dangerous' There is something special about the camera this time around but EDGE were not allowed to say what.

-- There is a "surprising degree of explorative freedom" in the game. You can choose to engage in battles if you wish, or just ignore them. Friends and enemies can be gain this way if you do choose to help one side out.

-- There is so much tucked away in the game that some things won't be discovered until months or even years after your first play.

-- Kojima says: As for future MGS I would love to produce rather than direct. But as far as Snake is concerned, this is it. It's over."

Yes, we've heard that before. And while he may indeed be telling the truth this time around, we can always hope for Zone of the Enders 3, can't we? Anyway, hope you enjoyed the rest of the details; MGS4 is going to be amazing.
 
Article

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

...
 
http://www.gamepro.com/sony/ps3/games/features/175468.shtml

Feature: The 25 biggest surprises in Metal Gear Solid 4​

Metal Gear Solid 4 is a huge game, but most previews have only scratched the surface. GamePro senior editor Sid Shuman has played the game: here are 25 gameplay features that surprised and delighted him.

A socially relevant storyline:

Private military companies (or "PMCs") are a key threat in Metal Gear Solid 4 because they've escalated combat into a never-ending war economy. But in a case of truth being stranger than fiction, PMCs are a serious concern in modern-day Iraq. Ever heard of Blackwater? I was pleasantly surprised to see how MGS4 tackles these tough topics in a mature, yet entertaining, manner.

Upgraded graphics:

Metal Gear Solid 4 gives the series its biggest visual update yet, and it's no exaggeration to say that it's easily one of the prettiest games ever made.. New-generation graphical techniques like HDR (for realistic lighting), antialiasing (for sharper visuals), and post-production filters (for color saturation effects) make Metal Gear Solid 4 an example of bleeding-edge game production. High-resolution character models add even more detail, allowing you to see skin grain and armor scratches when viewing Snake up close.

Crystal-clear sound:

Thanks to Skywalker Sound's state-of-the-art audio mastering, MGS4 has some of the crispest, clearest sound effects I've ever heard -- the booming gunshots will make your hair stand on end! The Hollywood-style soundtrack, a series hallmark, is also predictably fantastic, and Snake's raspy voice sounds more desiccated than ever. This is one game you'll want to play with headphones, or a high-end speaker setup.

The oil barrel:

In addition to his trusty cardboard box, Snake can now equip an oil barrel from his inventory. It works much like the cardboard box, providing a handy hiding spot for industrial areas where a cardboard box might arouse suspicious. But the oil barrel doubles as a weapon, enabling Snake to roll over nearby enemies and send bodies flying. A handy, if overlooked, new item.
MGS4 is dark without feeling forced.

A mature new style:

Prior games in the Metal Gear series have drawn equal inspiration from anime and Bruckheimer-style cinema, featuring cartoonish villains and offbeat humor. But Metal Gear Solid 4 is a different beast, drawing its look and feel from gritty films like Children of Men and games like Gears of War. That's not to say that humor is AWOL in MGS4, only that it's used more sparingly. The overall style of the game is somber, but not nihilistic.
Know thy enemy: the frogs are bad news.

The Outer Haven soldiers:

This all-female outfit of advanced soldiers serve as Liquid's elite soldiers. Exceptionally agile and well-equipped, the "frogs" fire punishing P90 SMGs. Worse, they're equipped with long talons on their feet and hands, which enable them to cling to ceilings and walls, or bound from wall to wall. They first appear in the latter half of the Middle Eastern level during a climactic gunfight in a run-down hotel.

Blu-ray disc storage:

Metal Gear Solid 4 is one of the first games to truly give the PlayStation 3's Blu-ray drive a serious workout. Using a dual layer 50GB Blu-ray disc, Metal Gear Solid 4 is easily one of the most data-intensive games ever released on any format. That translates into more game content, better-quality audio, and cleaner HD video. And to think: Kojima said that 50GB Blu-ray discs aren't big enough...

The Solid Eye:

Part radar, part vision enhancer, the Solid Eye is a hugely helpful addition to Snake's inventory. When you equip it, you'll gain a radar view to help spot nearby enemies. Perhaps more important is that nearby items and humans will be highlighted for easy identification. You can also switch to optional night vision and binocular modes, though these will quickly drain your batteries. When I played, I found myself sticking to the default "radar" view most of the time.

Aiming down the sight:

Though both MGS2 and MGS3 featured a first-person aiming mode, these were fairly clunky and inaccurate. MGS4, however, adopts a more traditional "aim down the sight" mechanic popularized by games like Call of Duty 4. If you tap Triangle while aiming, you'll switch to a fully mobile first-person perspective where you can move and shoot as in Halo or Call of Duty. If you crouch or lie down while aiming down the sight, your shots will be almost perfectly precise. This gameplay element felt particularly polished during my play session, and I found myself frequently dropping into "FPS mode." Of course, it's purely optional.

Returning characters from MGS1:

It's well known that a whole host of classic MGS1 characters return for an encore in MGS4: Colonel Campbell, Otacon, Naomi Hunter, and Meryl Silverburgh were unveiled in various trailers and have fans drooling already. Then there's Liquid Ocelot, a fusion of Liquid Snake's and Revolver Ocelot's personalities. MGS1 is widely regarded as having the best cast in the entire Metal Gear series, and with so many alumni returning for MGS4, you could almost call MGS4 the first "true" sequel to MGS1.

Real online multiplayer:

Well, sort of. The Metal Gear series is going online with Metal Gear Online, a new standalone online game that will emphasize team-based battles. From what I saw, I expect that Metal Gear Solid 4 will include a trial version of Metal Gear Online. How many levels and modes will be included in the trial? I have no idea, but some is definitely better than none.

The Metal Gear Mk. II:

Meet the newest Metal Gear...an adorable, puppy dog-like bot! An early gift from Otacon, the Mk. II is a handy tool in the initial sections of MGS4. When activated, you switch to controlling the Mk. II as it wheels through corridors. With its integrated invisibility cloak, you can send it out ahead of you as a recon bot. It also packs an electric whip that's handy for stunning nearby guards on the sly. The Mk. II also serves as the courier between you and Drebin when you buy or sell guns.

Octo-camo:

Metal Gear Solid 3 was a great game, but its clunky camouflage system made you delve into menu screens every time the landscape changed. Not so in MGS4: your color-changing armor will automatically shift to match your surroundings, aiding your stealth efforts. You can also restore the armor's default hues at any time by gently shaking the controller....it's a bit like an Etch-a-Sketch. I found the octo-camo to be one of the best features in MGS4 -- it makes the stealth scenarios faster and easier.

Old Snake:

Snake's weathered appearance gave me some doubts at first. Who wants to take the role of a mustached fuddy-duddy, anyway? But as I played the game, I found that Old Snake is an extremely interesting character. He's no longer an invincible, larger-than-life superhero. Instead, he shows vulnerability, uncertainty, and mortality, rare qualities for any action game star. By focusing on the human element, Kojima Productions has made one of the boldest choices in game design I've seen in years. It's very, very refreshing.

Metal Gear Solid: The Essential Collection:

Okay, technically this isn't "part" of Metal Gear Solid 4, but it's still completely relevant. Many of the themes, characters, and plot threads outlined in the first three games re-appear in Metal Gear Solid 4, but with new depth and meaning. If you're jonesing to play MGS4, I'd recommend that you re-visit these classics in the precious time remaining before June 12th. These games will gain new relevance when you finally play MGS4.

DualShock 3 support:

Rumble is back! The Metal Gear series and rumble technology have a long history; Metal Gear Solid was one of the first games to use the original DualShock's rumble function, and we hailed its implementation as groundbreaking. MGS4 is fully compatible with the rumble-capable DualShock 3 controller, and though the DualShock 3 isn't required, I felt more immersed in the game with the effects on. Cinemas, too, are made richer through rumble effects for explosions, shocking moments, and the like.

The Geckos:

These gargantuan enemies are new to Metal Gear, and they are fierce foes that are equipped with powerful weapons and sensors. In fact, these bioengineered killing machines are so tough that they're practically indestructible -- your best bet is to simply run and hide! Explosive weapons will inflict some damage, but generally, these behemoths are too tough to tackle directly.
 

Epic boss fights:


If you're a Metal Gear fan, then you already know to expect some seriously epic boss encounters in MGS4. Kojima Productions has been surprisingly liberal in revealing secrets through game trailers. For instance, this video shows Liquid Ocelot and Snake facing off in a pair of Metal Gear mechs. Then there's the Beauty & the Beast unit, a collection of killer androids who were introduced as the "bosses" of MGS4. But we'll talk more about them shortly...

Storyline closure:


It's all been leading up to this! Though the individual plot lines of the three previous games all had some form of closure, Solid Snake's tale has remained elusive...and unfinished. Luckily, Metal Gear Solid 4 promises to tie up many of those loose threads and shed new light on Snake himself. Will he find peace? Will he simply kill himself, as hinted at in the first trailer? I won't spoil any secrets here, but I suspect players will be pleased by the ambition and honesty of the story.

Weapon mods:

One of MGS4's most addictive new features is the ability to customize your weapons. Most weapons will accept basic silencers, but others will accept recoil-control grips (these improve accuracy), flashlights (which briefly blind enemies), laser sights (improved hip-firing accuracy), and rifle scopes. The stock M4, a Swiss Army knife of a weapon, also accepts an under-barrel grenade launcher or under-barrel shotgun. You fire these powerful sub-weapons by aiming (hold L1) and then tapping R2 to unload. Even later in the game I found myself gravitating back to the modded M4 carbine -- it's a versatile weapon.

The crouch-run:


In prior games, Snake only had two movement options: he could a) run or b) crawl on his belly. Metal Gear Solid 4 helpfully adds an in-between option I'm calling the "crouch run." By running in this low-profile position, Snake can move at a brisk pace without totally blowing his cover. To crouch run, simply tap X to crouch and then start moving. I played much of the game while in a half-crouch, and found it helped immensely.

New stealth moves:

In MGS4, Snake has several new maneuvers that make sneaking easier. The first is the "inchworm," where Snake plays dead and slowly crawls across the ground. The second is the roll, which enables Snake to flip unto his back if he needs to shoot enemies or hurl grenades. The third is a revamped "wall press" that enables Snake to smoothly peek around corners and take potshots at nearby enemies. I also liked how Snake can hang over a ledge to wait for enemies to pass underneath, them swoop down for the coup de grace.

Collectible weapons:


With over 70 weapons in all, gun collectors will find much to celebrate in Metal Gear Solid 4. Many of the guns we've seen are based on real-life weaponry, including the P90 submachinegun carried by the Outer Haven troops, and the M4 carbine that Snake finds early in the game. Once you meet Drebin, a black-market gun launderer, you can "unlock" new weapons you find by paying a small fee in "Drebin Points." You will also automatically cash in any duplicate weapons you find for Drebin Points. I found myself darting out of cover simply to scoop up nearby weapons. Weapon collecting is clearly one of the game's most addictive features.

Simpler controls:

If you enjoy games like Gears of War, Call of Duty 4, or Rainbow Six, you'll instantly take to the new control scheme in Metal Gear Solid 4. As in those games, you aim and fire weapons with the shoulder buttons. This may sound like standard stuff, but the MGS games have typically used old-school controls that have confused some gamers. Not this time. Though I knew about these control changes before I played the game, I was surprised how much I liked them: they felt sleek, simple, and utterly natural.

The Beauty & the Beast unit:


First introduced last fall, the Beauty & the Beast unit is a group of four metal monstrosities who represent Liquid Ocelot's most trusted lieutenants and, obviously, key obstacles for Snake. These including Laughing Octopus, a master of disguise equipped with Doctor Octopus-style tentacles; Crying Wolf, an armored quadruped with enormous strength; Raging Raven, an airborne killing machine equipped with multiple rocket launchers; and Screaming Mantis, a mysterious figure who appears to control the actions of her squadmates.

Of all the features in MGS4, the Beauty & the Beast unit is one of the most ambitious. According to Metal Gear lore, the Beauties are women who experienced the horrors of war and retreated into violent cybernetic shells. Now they're working for Liquid Ocelot, and their twisted minds and armored hides make them extremely dangerous foes. What's more, the animal names of the Beauties reference bosses from MGS1. A coincidence? We think not.
 
From another forum the limited edition version will include:

Metal Gear Solid 4
Metal Gear Online (Starter Pack)
Collectible Packaging with Exclusive Artwork by Yoji Shinkawa
Blu-ray Disc featuring two "Making of" documentaries
Metal Gear Solid 4: Guns of the Patriots Soundtrack CD.
 
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 info 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.
 
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.

Cheers, no point downgrading to a 40GB version then, but the 80GB would sell like hot-cakes if it were released here.

Thanks again:D