Der Metal Gear Serie-Thread

Das Intro hört sich ja bombastisch an, aber was mich stutzig mach sind die Live-Action Szenen. Das kann toll werden aber auch total in die Hose gehen. Ich bin mal gespannt ob wir das Intro vor dem Release zu sehen bekommen wie bei den anderen.
 
Eventuell eine weitere Location zu MGS4 bekannt?

Konami producer Ryan Payton has hinted that one of the two yet-to-be-revealed locations in Metal Gear Solid 4: Guns of the Patriots will be a place "you've been waiting to visit for 20 years". By our reckoning (and Wikipedia's records) this makes it terribly likely that Snake adventures will come full circle, bringing him back to the South African mercenary fortress Outer Heaven that he infiltrated in the very firstMetal Gear game. Which was released in 1987, exactly two decades

Quelle: Games Radar - PS3 news - Metal Gear Solid 4: Guns of the Patriots - Konami producer hints at Snake's return to Outer Heaven

Falls das stimmt wären alle 5 Locations bekannt

1. Naher Osten
2. Südamerika
3. Shadow Moses Island
4. Südafrika
5. Osteuropa
 
Schade. Ich hatte auf eine hochtechnisierte (westliche) Großstadt gehofft. Aber das ist wohl technisch einfach noch nicht möglich. Aber irgendwas futuristisches kann es ja trotzdem geben.
Outer Heaven wär aber auch schon ziemlich cool. Ein mit Pathos überquellendes letztes Duell in Outer Heaven gegen Liquid/Ocelot würde gut zu Metal Gear passen.
 
So schnell wird das mit MGS4 uebrigens noch nichts werden:

That MGS4 delay? Sucks. Today in Tokyo, Konami held a closed door investors meeting. Chief Financial Officer Noriaki Yamaguchi stressed that Konami is "committed" to a first quarter release next year. Since the Japanese financial year ends March 31st, that means MGS4 should be released sometime between April and July in Japan. (Konami of Australia sent out a press release today saying that the PAL version won't be out until June 2008 at the earliest.) At the Tokyo meeting, the CFO also keeping going on about "reaching more fans worldwide." What was the reason for the delay? "We want to work on the quality that is warranted for a MGS title." There was a financial angle that was spun as well: Instead of splitting MGS4 between this financial year and next, Konami would rather book 12 months of straight sales. Good for them.

Man darf dann fast davon ausgehen dass es mit dem Juni Termin auch nichts wird. Da sich Spiele im "Sommerloch" grundsaetzlich eher schlecht verkaufen koennte ich mir vorstellen dass Konami das Spiel aus taktischen Gruenden noch weiter nach hinten verschiebt, auf August, September oder noch spaeter.

Das duerfte Sony auf jeden Fall aber noch viel haerter treffen als uns. Denn ich werde mir eine PS3 erst dann kaufen wenn dieses Spiel erscheint, und das wird vielen potenziellen Kunden wahrscheinlich aehnlich gehen. Ein spaeterer Release ist mir beinahe sogar recht, da im Fruehjahr 2008 ohnehin schon viel zu viele Spiele erscheinen, und ich sehe es als sehr wahrscheinlich an dass bis naechsten Sommer der PS3 Preis noch mal sinken koennte.

Sony jedoch brauechte freilich dringend mal ein paar Spiele um ihrer Konsole attraktiv zu machen, besonders da ja auch potenzielle Kracher wie FF13 noch in weiter ferne liegen.

Zur MGS4 Verschiebung habe ich noch eine nette Karrikatur gefunden.

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Mal ein Interview mit Ryan Payton. Es wird indirekt bestätigt dass man MGS4 wieder ohne zu töten beenden kann und auf einige Game Play Features eingegangen.

THE GAME REVIEWS: So, I am speaking with Ryan Payton with Konami, right?

Ryan: Konami Kojima Productions. It is a studio within Konami.

THE GAME REVIEWS: Tell us a little bit about yourself and kind of how you got here, and involved in all this.

Ryan: I joined the industry about three years ago. Just by chance, I met up with Hideo Kojima, who is the head of Kojima Productions in Tokyo. I was a writer at the time, just doing freelance writing for magazines like Wired or EGM some feature publications, the Japan Times, so I was pretty busy as a writer, but I was able to be introduced to Hideo Kojima, and he was looking for a guy like me who could speak Japanese and who could write, and new a lot about Metalgear, so three years later, here I am as one of the producers on Metalgearsolid4.

THE GAME REVIEWS What is your job like as a producer?

Ryan: Well, everyday is different. You know, it is kind of a joke around the family because they ask me, you know, what do you do exactly? So, well, I am doing voice over direction. The next week they ask me, I am tweaking the game play. So, everyday you are wearing different hats. You know, it is a process, you know, when you are making a game that takes four years to create. There is motion capture, there is script editing, there is translation, overseeing the translation of the script making sure it doesn’t sound like bad animay. Again, that is where we had six months of voice recording in Los Angeles that I supervised. So, now, as we move forward with the launch, you know, we are aiming for an early 2008 release for the game. Now it is really getting to crunch where we have to make some final decision about the game. How the game is going to play, the game balance, the AI, controls. So, all that stuff when I get back to Japan next week is going to be pretty hard core making sure that everything is smooth and we are ready for that retail launch.

THE GAME REVIEWS:what do you think about the whole franchise itself?

Ryan: I have always been a huge fan of the franchise ever since I played the unofficial Metalgear title on NES. But, I really started to appreciate the series with Metalgear Solid, the first one, the original Playstation, I think that was a watershed moment for video games, you know, for the stealth genre obviously. It is hard to believe that was almost 10 years ago. I remember playing that in my parent’s basement. I mean, totally blown away by what can be done with voiceover work, capture, with game designers that are not only concerned about making like great games like game play wise, but a very cinematic experiences because I always had this belief that a story is not something to shy away from, but to embrace and it actually improves the game play experience. One last thing about what I think about the series, I have always appreciated the fact that with every single Metalgear title, starting from Metalgearsolid, is that you can go through the game from start to finish without killing anybody. You get rewarded for it. That has always been the pacifistic approach to video games has always been something that I have admired and now that I am involved MGS4, I hope to continue that tradition. You know, video games aren’t always about violence. We give players a choice, and for those players who choose to go to the game without killing anybody, I think they should be rewarded. And we do reward them.

THE GAME REVIEWS: That is interesting. So, it almost makes you take a look at yourself when you are playing the game.

Ryan: Totally. I mean I don’t know if you are like me, but you know I play dozens of games a year, just trying out different experiences. And for somebody like say, your girlfriend or a friend who just doesn’t know great games very well, they just watch you play every once in a while. From an outside perspective it looks like pretty much almost every game you are doing you are basically killing people. You are killing things. And that is a misconception that people can get just by watching from the periphery and they are not involved. Hey, look, there are bad guys. There are good guys. So, in that sense, when people complain about a game like Metalgear, we can point to the tangible fact that hey, we do reward players for not killing everybody in the games.

THE GAME REVIEWS: What is an example of a reward?

Ryan: Well, in previous titles we would give you a bandana that would give you infinite ammo the next time you played to the game or stealth camouflage. So, we are thinking about cool ways to reward players when they beat MGS4 without killing anybody.

THE GAME REVIEWS: How about rewarding during game play?

Ryan: Actually, the system we introduced in MGS3 was rewarding players with different rewards at the end, like different ranks based on how long it took them to play it. We also have different kind of funny ranks too. They get rewards for having the longest time and being, you know, who found the most, and also kind of devious awards as well, but, you know, we have fun with it.

THE GAME REVIEWS: You have to have fun with it.

Ryan: We have a sense of humor about things even though we tackle very serious subjects as well.

THE GAME REVIEWS: And, you know, it was a fun experience, and actually in playing it with surround sound headphones on, man, you get spotted it is like “oh crap!”

Ryan: People focus on the graphics when they first play the game or when they see it, let say the trailers obviously. But, the sound is really what I think is killer. We have no rival as far as sound is concerned. It is pure audio. It is surround sound, Dolby digital 5.1. We’ve got whole sounds and huge sound that we have been working on from day to day. And, it is like, the devil in the details about sound and with this team, if you are watching certain cut scenes, even in the game, there is a certain area where you can crawl down. In front, you are going to watch a local rebel get killed by a PMC soldier, and some of the bullets miss and they ricochet off of like a building, and that is stuff that is all picked up on these headphones. It is a really incredible experience if you have the proper audio equipment.

THE GAME REVIEWS: You have got the whole threat ring basically, which is around snake, which looks like a new thing. And there were a couple of other features. Why don’t you go over some of the other features that you think make the title really next gen.

Ryan: lets start with a threat ring. That is an example of us really taking a step back and looking at what Metalgear represents and look at how people play Metalgearsolid. We had a joke in the studio over the past few years about how, you know, in MGS4, if we are going to continue having a radar, let just swamp the radar screen with the 3D game play because people usually just watch the radar. You know, why don’t we just enlarge that, put the 3D game play up in the top right hand corner and just call it a day. So, that is why we totally have gotten rid of the radar. We have added this threat ring. It is a kind of milky white ring that exists around a snake and it has different waves that represent where nearby enemies are so you can watch that and it give you a 360 degree idea or perspective of what kind of threats are around the snake. That is a cool new feature. That is something that I am surprised that a lot of game makers have not actually implemented into their games recently.

THE GAME REVIEWS: Is that supposed to be like Snakes sense of his surroundings?

Ryan: Was that mentioned at the briefing? Because that is the exact idea. That threat ring only appears if you are kneeling down or laying down on the ground and you pause. Basically, the snake is getting a sense for the battle field. And that is exactly what that means.

Ryan: Nice observation there.

THE GAME REVIEWS: Thank you. So, what about the other things that kind of make it next gen? What do you think? We talked a little bit about the sound, of course.

Ryan: Sound. We have the threat ring. The octocamo. That is something we want to do for awhile, but we could only do it with the next gen graphics engine. That suit allows you to basically press up against any texture, a wall or the ground. And then, that suit is going to pick up that texture and it is going to manifest itself onto the octocamo suit. That is a really cool way to conceal yourself from enemies. You can save that texture and recall it later. It is all done in real time so you can push through menus. It is a really cool system.


THE GAME REVIEWS: I did not see the ability to recall.

Ryan: You see, we did not include that in the demo. It was in the very early build of the demo we were preparing, but we took that out. So, you can go to the menu, save that camo texture. You can recall it at any point later on in the game if you so choose.

THE GAME REVIEWS: But, technically though, does it reduce your threat level basically with other soldiers?

Ryan: What we do is if you look at the top right hand corner of the screen we have a camo index we call it. It is a percentage that is always changing basically as you are moving throughout the environment. It is basically letting you know how well concealed you are. So, if you have 100 percent camo that means you are pressed up against the wall. Your octocamo represents that texture and you are completely concealed from the enemy.
Now, if you are wearing, lets say for example, you have a white camo on your octocamo. And then you are in a really dark area. That thing is going to show up as like –30 percent of the camo index.

THE GAME REVIEWS: Okay. So, it does have a noticeable effect.

Ryan: Exactly.

THE GAME REVIEWS: And you can see it expressed as a percent?

Ryan: In real time.

THE GAME REVIEWS: Right. So, what is the stress percentage? Talk a little bit about that.

Ryan: That is something that a lot of people notice that is a new addition to the Metalgear series that we have a stress meter, or more of like a stress indicator. It has a certain percentage. It goes up to 80 percent currently. That stress is going to keep building for snake as he continue fighting enemies and as he continues to be on the battle field without a break or without basically taking a rest and getting a sense for that battle field. And getting a sense of that situation he is in. As that stress meter continues to build. It is going to affect your stamina gauge. It is going to affect your health. It is going to affect your accuracy. You are going to loose some accuracy. So, we have a number of portions in the game that explain some real life situations about how the U.S. military is going through measures to lessen the stress to soldiers because it does have a negative impact on the way they think and perform as soldiers. So, we are implementing that into the game where we have a lot of funny and cool ways to get that stress down, but we are not really revealing right now, but that is something to look forward to.

THE GAME REVIEWS: That makes a lot of sense. Also, it is kind of rewarding the player for being able to take in the scenery and take in what is going on. And like you said, take a little break. That is so important.

Ryan: That is one thing I have not told anybody, but yeah, if you are viewing that scenery, if you are viewing beautiful scenery that stress meter will start going down and we have certain triggers in the game that allows us to know if you are watching a certain beautiful scene, that stress meter will start going down. It is pretty cool.

THE GAME REVIEWS: It makes a lot of sense. It sounds like a lot of care was taken.

Ryan: We have been busy for the past three years.

THE GAME REVIEWS: I would hope so. So, I am sure the fans would hope so too.

Ryan: Yeah, exactly. I have high expectations.

THE GAME REVIEWS: Is there anything else you would like to kind of say about the title.

Ryan: That just I think we have had a great show here at E for all. We have had literally 1000 people line up so far to check out the game. We really appreciate people waiting in line for two or three hours. You know, that means a lot to us because we know that your time is valuable. At that end, I think we have had a great success that people are excited about the title, but now the pressure is on to finish the title and get it out as early as possible in 2008.

THE GAME REVIEWS: Thank you very much for your time. We appreciate it.

Ryan: Absolutely.

Von Payton hört man momentan sehr viel mehr als von Kojima, offensichtlich ist man jetzt wirklich in einer sehr heißen Phase angelangt.
 
Kaum mehr als ein Gerücht, trotzdem ganz interessant:

EGM Gerüchteküche brodelt wieder

In der aktuellen Ausgabe der EGM, meldet der Gerüchteteil, dass Konami momentan an einem neuen Metal Gear Remake für den PSP arbeitet. Die bisherigen erschienen Teile für den PSP wie Portable Ops waren nur Spin-Offs der Serie. Dem neuen Titel für den PSP wird nachgesagt, dass man sich zurück zu den alten Tagen bewegt.

Ein Remake von Metal Gear 1 (und 2) interessiert mich schon seit Jahren, aber bitte lieber für Wii, PS3 oder XBox 360. Ich plane derzeit nicht mir eine PSP zu kaufen.
 
Metal Gear Online liegt jetzt ganz sicher bei der normalen Version von MGS4 mit dabei:

Dass neben der heiß ersehnten Single-Player-Fortsetzung Metal Gear Solid 4: Guns of the Patriots mit Metal Gear Online auch bald online herumgeschlichen werden kann, ist bereits seit längerem bekannt. Nicht bekannt war bisher jedoch, ob Konami zwei Fliegen mit einer Klappe schlagen und die Online-Variante in den nächsten, vierten, Teil der Serie integrieren will.

Nun ist bekannt: Konami will! Zusammen mit MGS 4 wird auch MGO, als implementierter Online-Modus, für die PS3 veröffentlicht werden. Bis zu 16 Spieler sollen sich der Zeitschrift PlayStation: The Official Magazine zufolge in beliebten Online-Modi wie (Team-) Deathmatch, King of the Hill und Team Sneak auf fünf von Anfang an verfügbaren Online-Maps gegenseitig beharken können.


Externer Link: Metal Gear Solid 4: MGS 4 kommt mit Online-Modus!



Das ist finde ich die einzig richtige Entscheidung.

Den Originaltext gibt es in der OPM, die dieses mal ein richtig cooles Cover haben.

MGS4_1.jpg


Snake sieht stylisch aus mit diesem roten Auge. :braue

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Infos aus der CES 2008:

Auf der 2008 Consumer Electronics Show in Las Vegas begrüßte Sony einen speziellen Gast an seinem Stand. Konami führte eine spielbare Version von Metal Gear Solid 4 vor.

IGN durfte Hand anlegen und verschaffte sich einen ersten "gespielten" Eindruck. Das erste merkbare Feature von MGS4 ist die volle Unterstützung des neuen Dual Shock 3 Controllers. So fühle man jeden einzelnen abgegebenen Schuss, genauso wie jede Kugel, die man selber fängt. Diese zeigt, dass Sony mit einer 180°Grad-Wendung wieder die Wichtigkeit der Force Feedback-Funktionalität erkennt.

Der nächste Eindruck sei der atemberaubende Look des Spieles. Alles ist in feinsten Details gerendert, von dem kriegsgebeutelten Mittleren Osten, in dem die Demo-Level spielt, bis hin zu einzelnen Haaren auf dem Haupt von Solid.

Die Frage von IGN nach einer 1080p- und 60 Bildern pro Sekunde-Unterstützung beantwortete Konami diplomatisch, dass das Spiel immer noch in der Optimierung sei und man sich auf dem richtigem Weg befinde.

Obwohl Kojima Productions und Konami immer noch keinen Termin für ein Final Release nennen wollen, erwähnten sie trotzdem, dass dieses Datum Ende Februar genannt werden soll. Mit einer Veröffentlichung von Solids neuestem Abenteuer kann sehr wahrscheinlich im 2. Quartal diesen Jahres gerechnet werden.

Quelle: Gamezone - Die Community von Spielern für Spieler! - Spiele Reviews und Spiele News zu Computerspielen und Videospielen auf PS2, GameCube, Xbox, PSP, Nintendo DS, und PC!

Infos zu Waffen und Modifikationen:

Kojima and art director Shinkawa took their time to mention that there's going to be over 70 weapons in MGS4. What's more, players can customize their weapons by adding parts, such as a scope.

When you're fighting through the all-out warfare areas, you'll get to rely on the most diverse array of weaponry yet in a Metal Gear game. This is because you can now modify your weapons extensively as you acquire new gear for them. Each weapon will have multiple mount points, and you can attach new equipment to those points. In the example we saw, the M4 rifle had a top mount where we could stick a scope and a bottom mount that would accept a flashlight, grenade launcher, or several other pieces of gear. Almost every weapon will now have an alternate fire mode in the game, which is also how you'll use that interesting stun knife we mentioned earlier. Primarily, you'll slash with it, but it also has a taser integrated, so you can zap an enemy with the alt-fire instead if you want.

Bilder hierzu:



Gameplay Videos zur aktuellen Version des Nahost - Levels.

YouTube - CES 2008: Metal Gear Solid 4 on PS3

YouTube - MGS4

Und zwei nette Gifs daraus:

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Vielleicht gelingt es Sony ja in alte Stärke zurückzukommen, wenn Konami diese Perle rausbringt!
Leider hab ich noch nichtmal den dritte Teil gespielt, was dringend nachgeholt werden muss...Der zweite Teil war für mich ein eher mittelmässiges Spiel mit bombastischer Verkleidung!. Doch der erste Teil ist eines der besten Spiele aller Zeiten und stuft sich bei mir so unter den Top20/Top15 unter...
 
Und noch mehr Eindruecke:

Sony's booth at the Consumer Electronics Show was packed shoulder-to-shoulder with people, with gorgeous high-def TVs pouring light onto the crowds from all sides. Amid all the commotion, it was almost easy to miss the Metal Gear Solid 4 playable demo... but that's just the way Snake likes to operate.

Turns out what was playable on the show floor was virtually identical to the English demo that gamers were able to get their hands on at the E For All expo this past fall. See our earlier hands-on for a blow-by-blow account of the action. Although we were told the demo has been tweaked since then, the differences weren't apparent. CQC (Close Quarters Combat) was still tricky, and the Octo-Camo system was still awesome.

A couple things struck us as we revisited the Middle Eastern maps depicted in the demo. For one, the next Medal Gear game is going to be a lot more challenging than what gamers might be used to. The convenient on-screen radar, showing you where the enemies are and which direction they're facing, is gone. Instead you've got a glowing "threat ring" that shimmers around Solid Snake as you explore the level, highlighting the direction of nearby enemies and their relative awareness. This is an intuitive system but it's tricky; you've got to really pay attention to your surroundings to make sure you won't be seen by enemy troops or turrets. In the demo, there's a pesky APC vehicle that'll make short work out of Solid Snake if he thinks he can just rush across an open stretch of road.

The other thing evident in the demo levels -- that we hope will be consistent throughout the game experience -- is that every area is loaded with nooks and crannies and places to sneak through. Pay close attention and you'll spot narrow alleyways to shimmy through, gaps in the floor to crawl through, or debris to climb over. If you approach each area with your eyes wide open, you can spot all sorts of ways to traverse behind, above, or around your enemies... or you can find areas where you can cleanly pick them off without their buddies catching on.

Although the demo objectives were pretty linear, you had some flexibility in how you approach going from point A to point B, and that gives the game a lot of appeal.

Also appealing? The Octo-Camo system. This time around it's all automatic, so all you have to do is press yourself against a surface and Solid Snake's armor will ripple and shift until it matches its pattern. Even tile mosaic patterns will faithfully replicate themselves all over your body. Graphically, the effect is cool. For gameplay, it's even cooler: you wait breathlessly as soldiers walk right beside you, unaware you're blended into the floor.

All told, we were disappointed to not see anything new but happy to get another stab as putting Snake through his paces.

Quelle: GameSpy.com: PC Games - Video Games - Cheats

Auf Gamespy gibts dann noch ein weiteres Preview Video.
 
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Kojimas Spiel kommt definitiv 2. Quartal 2008

Ryan Payton, Assistend Producer von Metal Gear Solid 4, äußerte sich zum Entwicklungsstand des Spiels Metal Gear Solid 4: Guns of the Patriots im Haus eigenen Podcast. Der Kojima Productions Report Podcast wird wöchentlich von den Entwicklern veröffentlicht.

Das Spiel befindet sich mittlerweile in einer Phase, in der nur noch Bugfixing ansteht. Man kann das Spiel schon von Anfang bis Ende durchspielen. Für die meisten des Entwicklerteams ist die Arbeit beendet. Die verbleibenden arbeiten noch daran dem Spiel den letzten Schliff zu verpassen. Produzent und geistiger Vater von MGS Hideo Kojima bedauere es immer noch, dass er sein Versprechen nicht halten konnte und das Spiel von 2007 auf 2008 verschoben wurde.

Metal Gear Solid 4: Guns of the Patriots wird definitiv im 2. Quartal dieses Jahr weltweit am selben Tag ausgeliefert. Wann dies genau sein wird, steht noch nicht fest. Man wird erst kurz vor Release dann den genauen Erscheinungstag, Verpackungsinhalt und einige Informationen zum Spiel bekannt geben.

Sind denke ich mal recht gute Neuigkeiten.

Edit: Laut Kojima Podcast wird man die Cut Scenes pausieren können.
 
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Ja das sind wirklich mal gute Neuigkeiten.
Noch eine Verschiebung wäre ja schon eine richtige Frechheit gewesen.

PS: Endlich kann man mal aufs Klo gehen ohne was von den Cut Scenes zu verpassen. :D
 
Angeblich kostet die Entwicklung von MGS4 70 Millionen Dollar:

N4G.com : Cory Barlog on God of War 2 and 3, Wii, Ninja Gaiden, Too Human

70 Millionen wäre echt ein wenig krass, damit läge MGS4 gleichauf mit den meisten Hollywood - Produktionen.
Als Spieler fände ichs ja nicht schlimm, da man dank der vielen ausgegebenen Kohle wahrscheinlich ordentlich was geboten bekäme, aber sowas könnte man doch niemals wieder einspielen...
 
Angeblich kostet die Entwicklung von MGS4 70 Millionen Dollar:

N4G.com : Cory Barlog on God of War 2 and 3, Wii, Ninja Gaiden, Too Human

70 Millionen wäre echt ein wenig krass, damit läge MGS4 gleichauf mit den meisten Hollywood - Produktionen.
Als Spieler fände ichs ja nicht schlimm, da man dank der vielen ausgegebenen Kohle wahrscheinlich ordentlich was geboten bekäme, aber sowas könnte man doch niemals wieder einspielen...

Schon gar nicht auf nur einer Plattform.
Wenn man dann noch die heutzutage auch extrem kostenintensiven Werbekamapgnen hinzuzieht...:konfus:
 
Metal Gear Solid 4: Releasetermin bestätigt

Update: Bundle mit 80GB PS3 und DualShock 3 offiziell

Auf dem Destination PlayStation-Event, eine von Sony speziell für Händler durchgeführte Veranstaltung in den USA, wurde nun der offizielle Releasetermin von Metal Gear Solid 4: Guns of the Patriots bestätigt. Dabei handelt es sich um den 12. Juni 2008. Bereits vor kurzem tauchte ein Bild einer japanischen Werbeanzeige auf, auf welcher ebenfalls der 12. Juni genannt wurde. Wer das Spiel in den USA vorbestellt, wird zudem Zutritt für die Metal Gear Online Beta bekommen. Dieses liegt als Starter Pack dem Hauptspiel bei.
Ebenso soll von verschiedenen Quellen, die sich auf dem Event befinden, durchgesickert sein, dass Sony in den USA ein Bundle bestehend aus der 80GB PS3, Metal Gear Solid 4 und einem DualShock 3 Controller veröffentlichen wird. Ob ein ähnliches Bundle auch für Europa geplant ist, ist nicht bekannt.
Update: Im offiziellen PlayStation Blog wurde das Bundle nun bestätigt. Dieses wird oben genannte Inhalte enthalten und 499 USD kosten.

consolewars - News, Blogs und Gruppen rund um Videospiele

Hoffentlich hält Kojima sein Versprechen eines weltweit gleichen Releases.
Obwohl ich gar nicht weiß ob ich mir MGS4 da dann auch hohle. Während eines Semesters hab ich eigentlich kaum Zeit zu spielen.
Was bedeutet nun Metal Gear Online Beta?
Wird MGS4 gar kein komplettes MGO beiliegen sondern nur eine abgespeckte Version?

Bin auch mal auf den Preis des Bundles in Europa gespannt.
Es gibt sicherlich einige, die sich erst wegen MGS4 eine PS3 anschaffen.
 
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Und um die Wartezeit zu verringern und in Erinnerungen an den legendären ersten Teil zu schwelgen: MGA2

Die beste Gameparodie aller Zeiten geht in die 2te(und leider wohl letzte) Runde.
 
Hier ein hammergeiles MGS4 Poster in Großformat.



Der Schnauzer fehlt. Und das auflösen von Snake erinnert mich an den VR Modus in MGS2: Substance, wo sich nach meiner Erinnerung auch die Gegner aufgelöst haben, wenn sie getötet wurden. :verwirrt:
 
Wow, das ist wirklich mal ein geiles Poster.

Der Schnauzer fehlt. Und das auflösen von Snake erinnert mich an den VR Modus in MGS2: Substance, wo sich nach meiner Erinnerung auch die Gegner aufgelöst haben, wenn sie getötet wurden. :verwirrt:

Jo, hat mich auch an die VR Missionen erinnert.
Er sieht imo auch ein wenig jünger aus, aber das kann auch am Poster liegen.
 
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