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Count to a million


DubWolf

CTAM after 1 million  

194 users have voted

  1. 1. What should happen after 1 million is reached?

    • Start over at 1
      30
    • Keep counting to infinity (count to the next million(s))
      107
    • Count back down to 1 (then back up)
      52
    • Other (pm or mention if you'd like)
      15


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342117

 

WTF is wrong with my brain!?

I am doing training questions for the Driving School, and there is a "not" in the question but I don't read it

and when there is no "not" in the question I do read it, even though it is not there :angry:


„I shall be quiet as a calm sea. Which is... not... very quiet.“

„This is intolerable!“

„Even combat is a partnership... for a little while.“

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342.133

 

Start text of the strategy guide

 

Metal Gear had his premiere 28 years ago on the MSX2-Hardware. That was at the time the era of the so called Shooting-Games, a genre, where with the help of a good hand-eye-coordination you had to beat endless enemy attackwaves. What I at the time wanted to create, wasn't a Shooting-Game, but a new kind from intelligent, strategical Action Game, one, where you where all alone sneaking behind enemy lines.

 

Nowadays is Metal Gear known as the forerunner for the "Stealth"-Genre. But my planned target looked a bit different. The basic concept wasn't only to sneak past enemies in the game. My taarget was the creation of an "Infiltration-Simulation", where you are all alone in enemy territory to sneak and to find out, on wich way you succesfully complete your mission and survives - and the adventure should be deeper trough a story, that isn't so unlikely like a adventure book.

 

The problem was, that a game, where every player on his own way sneaking in an enemy base, with the actual technology and hardware back then impossible. Data couldn't be loaded in background, and even the scrolling of the screen where barely possible on MSX2-Computer. That's why I created the concept of the field of view - a simple algorythm, that makes enemy attack, when they spot the player. That was a historic moment and the birth of the Stealth-Genre.

 

What I however really wanted to reach, was the player to give the possibilities of "Free infiltration". Secrecy is only one point for infiltration. Seeing like that, was the first Metal Gear  only the first step of a long delevopment. Metal Gear Solid was later on PS1 with his polygon graphic the first game in the series, that had 3D areas, with a soundtrack and voiced dialogues. With that it was now possible, to make cutcenes in real time. That on the PS2 released Metal Gear Solid 2 had ornate places with effects like rain and wind, what made a more realistic scenarion for infiltration. By Metal Gear Solid 3 was the formula about the survival-type expended, and the player could infiltrate different kinds of areas, from jungle to buildings. Metal Gear Solid 4 also entered newland, because of the changes in real time on battlefield. By Metal Gear Solid Peace Walker we had for the first time the mother base, with that you managed by your own your support.

 

During the 28 years did the series, trough the better getting technology, experienced, but all games where always linear. So we created for Metal Gear Solid V the FOX Engine, with that it was possible, to create an open world. Finally, after all the years, I could come back to my concept of the free infiltration. The result is a game, where you look at the map and ask yourself: "Wich route should I take? How do I reach the target? At what time of day? With what equipment? How can I finish the mission? How do I leave the mission area, when I'm done? And how to manage my own base?" Metal Gear Solid V is the king of all the "Infiltrationgames", that came since the begin of the series.

 

Metal Gear also was known for one f the first linear action games with a big story and complex topics, and that stayed an important of the whole series. But because Metal Gear Solid V is a "free infiltration game", was the ammount of cutcenes by missions reduced. But you can be sure, that  from the extent of the story nothing changed. I only chosed a different style of telling. By this game you have a big ammount of flexibility, and the story keeps going step by step by finishing missions. When previous games where like a movie, then Metal Gear Solid V with his episodes, fits to the style of a TV-Show.

 

After 28 years, I finally managed to perfect the formula, where to combine a non-linear ingiltration with the telling of an adventure book - and the result is Metal Gear Solid V, a game with a never existed freedom of action and a new kind, to tell a story. It's no surprise, that a deep of the game and complexity needs an extensive strategy guide. This book isthe result of 4 months of work and love of our good friends by piggyback and our team. Have joy with it!

 

-Hideo Kojima, Director, MGS V

  • Brohoof 1

Legends never die. Ponies neither.

blogentry-24406-0-80578900-1482254802.png

Rainbow Dash is best pony! Ava made by Pandora^^

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34213#

342132

 

cool you learning to drive?

of course :muffins:

 

I mean, I don't plan to use a car often, but I will move to study, and I don't exactly would want to walk to visit my family xD
(and please don't say public transport, my brain refuses to understand it, yes, that means I do not know how to use a bus or train)

Edited by CAPTNCAPS

„I shall be quiet as a calm sea. Which is... not... very quiet.“

„This is intolerable!“

„Even combat is a partnership... for a little while.“

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