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* Nanomaschinen spielen eine elementare Rolle im Spiel.
* Einige Zwischensequenzen sind richtig lang. Manche dauern sogar bis zu 30 Minuten.
* Ein paar der Zwischensequenzen lassen sich von verschiedenen Perspektiven betrachten.
* Die großen Framerate Probleme der letzten TGS Fassung wurden behoben. Die letzten kleinen Fehler werden bis zum Release beseitigt.
* Dank dem tollen Sound, wie der interaktiven Umgebung kommt es einem so vor, als wäre man mitten im Krieg.
* Die Explosions, Rauch und Feuereffekte sind phänomenal.
* Es gibt neue Animationen (Snake krault sich am Rücken, wenn ihn der weh tut /neue CQC Attacken)
* Das Solid Eye, sowie der Minirobotter MK2 sind batteriebetrieben. Die Batterien laden sich jedoch auf, wenn man die Maschine nicht benutzt.
* Waffen lassen sich in Drebins Shop bearbeiten. Den Shop betritt man mit einem Klick auf die Start-Taste. Mittwochs und Sonntags kann man die Waffen für den halben Preis kaufen.
* Waffen kann man mit Drebin Points kaufen. Diese bekommt man im Kampf.
In March 2008, Konami invited 16 lucky game journalists to its corporate retreat in the sleepy mountain village of Nasu, Japan to play through Hideo Kojima's long awaited PlayStation 3 opus, Metal Gear Solid 4: Guns of the Patriots. Given the intense veil of secrecy that has shrouded the game since its announcement in 2005, this remote setting felt weirdly appropriate: We spent our days soldiering through the game at Konami's onsite office (imagine: a Bond villain's lair crossed with a Zen garden, stocked with an endless supply of canned coffee and whipped cream sandwiches) and retired to the adjacent Konami resort hotel (imagine: The Shining's Overlook, but with relaxing volcanic hot springs in lieu of bloody elevators) to eat, sleep, and babble incoherently about the mind-blowing things we'd seen and done.
It was truly a surreal, unprecedented experience...not even the three days I spent sequestered within Konami's U.S. office to review MGS3: Snake Eater back in 2004 could compare. In Nasu, I found it incredibly easy to sever all ties with the outside world and fully immerse myself in the dense MGS mythology for 72 unforgettable hours. Of course, the game itself remained the primary draw throughout, but the minimal distractions (wandering snow monkeys, fireside chats with Mr. Kojima at the hotel bar during the wee hours) only helped to magnify the event's otherworldly vibe. But as special as this experience was, it also brought with it a bizarre burden -- keeping all those shocking narrative revelations and massive, life-ending spoilers under wraps wouldn't be easy.
Four weeks after I watched its credits roll (well, most of them anyway...some things even we weren't allowed to see), MGS4 still occupies a considerable amount of my mindshare. Trust me, there's a tremendous amount of game to process here...and while the chance to pen a carefully controlled preview on its first hour might seem like an excellent opportunity, it almost feels like a disservice to the title Kojima and Co. have produced. This game deserves a thesis, not a moment-by-moment walkthrough of what you'll be experiencing yourself come June 12. So if you're a MGS fan who's already sold on this game, I suggest avoiding any and all media that drops between now and its launch. The surprises it has in store for you simply shouldn't be spoiled. But if you're still teetering on the edge, wondering if MGS4 is truly worth it...keep reading.
Unlike its predecessors, Metal Gear Solid 4 unfolds across several distinct, self-contained acts, and nearly every single image and video you've seen so far hails from the game's first act, dubbed Liquid Sun. Before the action begins, Snake gravely says, "War has become routine," but in reality, MGS4's warfare is far from routine. From the outset, you'll be stunned by just how many long-held, seemingly ironclad tenets of MGS have been radically reworked here. First off, you're not sent on a "solo sneaking mission" like old times -- this time, you've got help. Grizzled and gruff well beyond his natural age, Snake journeys to the Middle East to track down Liquid Ocelot (you know, triple-crossing series regular Revolver Ocelot with MGS1 antagonist Liquid Snake's arm/personality grafted on) and meet up with a mysterious backup team.
You arrive in a war-torn desert city with a group of local militia members, and you can choose to fight alongside them against the skilled PMC (private military contractor) troops controlling the streets. As long as you're wearing their garb and don't engage in too much friendly fire, the militia guys will leave you alone. But realistically, you probably won't have much luck keeping your buddies alive in this act; with Snake's limited arsenal and deadly chaos erupting all around you, stealthy survival becomes your immediate goal.
Expect to spend the first 10 minutes of playtime carefully crawling through smoking rubble and silently slipping past guards. During this time you'll scarcely stop to consider just how much easier and more instinctive MGS4's controls feel compared to what came before. Throughout development, Kojima Productions has been open about wanting to simply refine and westernize the gameplay, and they've done a stellar job. You're no longer wrestling with the camera; you won't get stuck while crouching and crawling; and aiming and shooting now feel entirely natural (once you've disabled the stifling auto aim function). It's tough to verbalize precisely how the overall "feel" of MGS4 has changed, but it's as if an entire layer of unnecessary obfuscation has been removed -- the controls feel less abstract, and you're pressing fewer buttons yet doing much more than ever before. As someone who once defended the traditional top-down perspective as crucial to the MGS experience, it's at once both humbling and inspiring to see the gameplay evolve so far beyond those staid constraints.
While you're busy avoiding the PMC troops and acclimating to the new controls, it's tough to not get sidetracked by the game's stunning audiovisual presentation. Sure, we've all seen this environment before, but when you're in the thick of it -- watching power lines sway in the dust-filled wind, noting the subtly realistic tricks of light and shadow, and hearing muffled voices and explosions from two buildings over -- the exacting attention to detail simply amazes. You'll spy an insane amount of unique art assets: When you explore a multi-floor booby-trapped mansion halfway through this act, every room looks completely distinct. Don't expect to see cookie-cutter, copy-and-paste level design here.
Once you've infiltrated a bit deeper into the mission (and likely met an untimely end or two), it's time to shake off the shellshock caused by the revamped gameplay and visuals and get serious. A codec call from Snake's old pal Otacon signals a special delivery of new equipment -- the cuddly Metal Gear Mk. II robot drone (perfect for remote recon from a safe distance), Snake's multipurpose Solid Eye ocular patch (it offers a zoom scope, night vision, and onscreen enemy intel), and some much-needed weaponry. Now that you're properly outfitted, it's time to reassess and determine how to best reach your goal.
Although MGS4's missions aren't as wide-open, go-anywhere as some may have expected, you will find that you have far greater freedom as to how to complete them. Using the game's handy pause-screen map, you can chart the safest path to your rendezvous point. The streets remain quite deadly, as tanks and choppers make quick work of you and your militia buddies. It's far wiser to stay out of sight by traversing rooftops, shimmying through grates, and moving from building to building as stealthily as possible. Snake even has some clever new disguises to help keep him out of trouble: A decidedly low-tech oil drum (that doubles as a weapon if Snake opts to go bowling for baddies while inside it) and the super high-tech OctoCamo that mimics any surface that Snake lingers next to for a few seconds. This new camo doesn't seem quite as effective at fooling guards at close range as MGS3's, but its versatility (no more going to an obnoxious subscreen every few minutes) makes it far more user-friendly.
Since MGS4's gunplay feels better than ever before, it's fitting that Konami has crafted a wildly customizable new weaponry system to maximize your firearm fun. Mid-way through the first act, you'll encounter Drebin 893, the golden-haired Sisqo look-a-like you've seen in several of the trailers. This mysterious arms trader strikes a deal with Snake that allows him to unlock the ID-controlled guns dropped by foes (otherwise, Snake can't equip them) or to trade them in for "Drebin Points," currency that can be used to customize guns or purchase ammo. This gun economy quickly becomes addictive, and you'll soon find yourself looting corpses in hopes of saving up for some kick-ass grenade launcher attachment. (Note: We're not even going to attempt to explain Drebin's weird li'l simian pal clad in a metallic diaper...but we expect him to be a divisive new character.)
Once Snake has a more effective arsenal you can start going toe-to-toe with the PMC goons -- whether you choose to obliterate them with a well-placed mortar strike (you'll run across several installations during this act) or humiliate them with close-quarters combat is entirely up to you. As always, it's possible to make it through this MGS without killing anybody. But expect your bloodlust to increase after meeting up with your backup team, an elite strike force called Rat Patrol. Unbeknownst to Snake, MGS1's fiery Meryl Silverburgh leads this team of nanomachine-enhanced supersoldiers. Reuniting with such an important person from Snake's past so soon in the game comes as something of a shock...especially for Snake, who has to contend with Meryl's shocked expression after gazing upon his time-ravaged face.
Snake's health quickly becomes a legitimate concern in the game, and the game expertly illustrates this in subtle ways. In the heat of a shootout, you may see Snake grimace in pain and grab his lower back -- it's a nicely nuanced animation that really humanizes our hero, but potentially deadly at the same time -- one second of hesitation can quickly lead to a life-ending ambush. You'll have to constantly regulate Snake's condition by keeping an eye on the new Psyche and Stress gauges: Psyche reflects how Snake's mind reacts to the battle around him (when things get too crazy, he'll have trouble aiming) while Stress combines mental and physical factors (high stress can lead to a Combat High, a period of heightened accuracy and defense that unfortunately segues into a sluggish, post-high crash.)
Without giving away too much more, I'll say that all of these factors coalesce to form one of Act 1's most compelling segments -- a tense indoor battle alongside Rat Patrol against the Haven troopers (aka "frogs"), elite female warriors with enhanced agility and high-powered weaponry. If you're accustomed to MGS enemies offering little in the way of A.I. surprises, these ladies will leap, flank, and grenade you to oblivion. You'll certainly have to master some new tactics to deal with this menace, but they're far from being considered "bosses." When the game's ready to start throwing actual bosses at you, you'll be floored.
But really, do you still want to know more about this game? Why dissect the minutiae when you'll have the chance to see it all yourself so soon? Every aspect of MGS4 holds untold surprises, and Kojima Productions has even found ways to innovate in areas that most developers ignore. Take, for example, the game's wild new "flashback" minigame. Every time Snake encounters some character, place, object, or situation from his past, you can jam on the X button to uncover additional memories (illustrated via images from the past games). It's purely optional, but surprisingly fun and challenging (and worthwhile, since doing so nets you bonus Drebin points). For even zanier out-of-the-box thinking, check out the mission briefings between acts, where you can choose to either simply watch a cut-scene or opt to explore Snake's home base as the Mk II, gathering hidden items while the conversations transpire around you.
Alright, that's it. Nothing more for you info-hungry heathens from me...trust me, you're better off not knowing what lies ahead.
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.
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.
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.
Square: Activate auto-aim
Circle: Reload weapon
X: Crouch; hold to crawl
Triangle: Wall press; aim down sights (while aiming)
L1: Aim weapon (over-the-shoulder view)
L2: Hold to select items
R1: Fire weapon; CQC attacks
R2: Hold to select weapons
Left Stick: Move Snake; press gently to creep
Right Stick: Move camera, aim weapon
The story visits more locations and embraces more styles than any MGS to date.
A 'virtual range' will be included from the main menu. Here you can test the huge amount of weapons in MGS4 as well as the various advanced CQC techniques in the game.
The game will feature various details to play around with such as highly detailed and fashionable consumer gadgets.
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 Gekkou (the mechs with organic legs that make mooing sounds) will work in packs to hunt you down. They can sense past your optic camo if they think something is amiss.
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.
Productions values transcend modern video games: A Hollywood grade surround sound and moving track score by Harry Gregson Williams. Electrifying cut scenes and a sense of closure "more suited to Return of the King than Halo 3".
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".
Upss, hättest du nichts gesagt hätte ich das glatt vergessen!