I wasn't convinced by some of the voice acting. Have screamed at the restrictive camera system many times. Have crawled when I meant to run even more times. Wasn't too thrilled by the pacing at the start. Still don't quite like the control system.
Really? By who? You, Marc, SSx, and the crew?TTP said:He could disappear tomorrow and be remebered as the best game designer ever for this game alone.
Because sometimes, in MGS3, you move. It's somewhat irritating to constantly have to stop and press R1 to look ahead when, in reality, your character is already facing in that direction. Yet our perspective is limited to an area surrounding the player, versus what he is approaching. Often it works out, without any disruption. But sometimes the gameplay is unavoidably awkward.Tabris said:I don't understand the problem people have with the camera. Can't see something, go prone (to get your camo rating high so you won't be discovered) and use your binoculars (combine with thermals occasionally) to scope out the situation infront of you. Then proceed based on what you think is the best COA (based on your evaluation of the situation using the binoculars).
DaCocoBrova said:That's how I feel, but I just got the game. I keep trying to tilt the camera to see my surroundings... Very fustrating since there's no way to tilt the camera.
Socreges said:Because sometimes, in MGS3, you move. It's somewhat irritating to constantly have to stop and press R1 to look ahead when, in reality, your character is already facing in that direction. Yet our perspective is limited to an area surrounding the player, versus what he is approaching. Often it works out, without any disruption. But sometimes the gameplay is unavoidably awkward.
Fanboys keep making excuses for the camera (presumably while they wait in line to lick the skid marks on Kojima's underpants), but it truly does stink.
I disagree, and I have reasons for preferring MGS3s camera over other 3D cameras for reasons that I think place me out of the bounds of mere fanboydom.
It doesn't let you see a realistic distance in front of you, even when you extend the view with the right stick.
One of the reasons I appreciate the camera is for the sense of realism it conveys, actually. I worked grounds crew maintenance for a year in a subtropical forest just outside of Tampa, Florida, and the cameras limitations provide just the right amount of obscurity to convey both the denseness of the foliage as well as the sense that Snake is genuinely enclosed by growth. In the non-forest areas, it makes the player feel the uncertainty and limitations caused by walls and other obstacles. One of the problems that I had with Metal Gear Solid 2 prompted me to always play with the radar off. I enjoy the full feeling of a sneaking mission, and a huge part of that atmosphere (to me) is keeping the player uncertain about where enemies are located. Granted, when I ran through MGS2 while trying for the Big Boss rank, I overcame the uncertainty by memorizing the enemy sentries patrol patterns; for an initial play-through, though, the limited vision is crucial for the experience of working in an environment that naturally limits ones line of sight.
It barely lets you see to the south at all. You have to constantly switch to 1st-person to make sure you aren't going to stumble into some off-screen guard's line of sight. And in the case where top-down 3rd-person would be most useful (when you're lying in the grass near a guard), the game forces you into 1st-person instead.
Again, these aspects of the camera reinforce the atmosphere of sneaking through a jungle.
In a few interviews, Kojima has mentioned that the Metal Gear series gameplay was influenced by his memories of playing hide-and-seek as a boy. I remember playing hide-and-seekthough a more directly comparable game would be capture-the-flagand one of the more thrilling aspects of playing those games is the limitations on ones sense perceptions. If you were crawling through high grass, you wouldnt be able to see in front of you, or around you. Also, in most cases ones eyes are paying more attention to ones immediate surroundings, rather than distant objects. Forcing the player to go into FPV to look into the distance emphasizes the natural tendencies of people to pay attention primarily to their immediate surroundings, making exceptions when they focus on what is in the distance.
The control changes when popping between 1st-person intrusion view and 3rd-person crawling view are also annoying, especially when you're crawling south (hold down until the game switches views, then hold up 'til it happens again, then hold down...etc.).
Admittedly, this takes some getting used to. I remember having to get used to the same problems in previous Metal Gear Solid games, though, and it wasnt hard for me to relearn the habits of those control schemes.
But when you need to go in any other direction, especially south, the camera becomes a huge pain in the ass.
Yes, the camera favors the northern direction. However, I havent found the cameras limitations to be a real handicap for the game. It would be perhaps easier to navigate with a different camera set-up, but it would feel much looserand that sort of looseness would impede upon the tension that MGS3 creates through the whole system of its gameplay.
The foliage itself should be able to accomplish this, without making the camera do the limitations. In fact, during some areas, the foliage DOES create such an environment by itself. One of my posts from the Official thread:One of the reasons I appreciate the camera is for the sense of realism it conveys, actually. I worked grounds crew maintenance for a year in a subtropical forest just outside of Tampa, Florida, and the cameras limitations provide just the right amount of obscurity to convey both the denseness of the foliage as well as the sense that Snake is genuinely enclosed by growth.
This is an argument against an alternative camera that would allow you to see everything. No one is promoting that. Besides, MGS3's camera arguably allows you to see too much as it is (I don't need to peer around the corner in order to see what is around it, or even on the other side of the wall perhaps).In the non-forest areas, it makes the player feel the uncertainty and limitations caused by walls and other obstacles. One of the problems that I had with Metal Gear Solid 2 prompted me to always play with the radar off.
Then why does he enjoy MGS3's camera? Sounds like he's just trying to construct an argument that will ultimately favour MGS3. Let me explain:I enjoy the full feeling of a sneaking mission, and a huge part of that atmosphere (to me) is keeping the player uncertain about where enemies are located.
This is a great feature. That is, the FPV in the grass. But it doesn't address what the other guy said.In a few interviews, Kojima has mentioned that the Metal Gear series gameplay was influenced by his memories of playing hide-and-seek as a boy. I remember playing hide-and-seekthough a more directly comparable game would be capture-the-flagand one of the more thrilling aspects of playing those games is the limitations on ones sense perceptions. If you were crawling through high grass, you wouldnt be able to see in front of you, or around you. Also, in most cases ones eyes are paying more attention to ones immediate surroundings, rather than distant objects. Forcing the player to go into FPV to look into the distance emphasizes the natural tendencies of people to pay attention primarily to their immediate surroundings, making exceptions when they focus on what is in the distance.
He made a strong concession there. One that I presented earlier in this thread:Yes, the camera favors the northern direction. However, I havent found the cameras limitations to be a real handicap for the game. It would be perhaps easier to navigate with a different camera set-up, but it would feel much looserand that sort of looseness would impede upon the tension that MGS3 creates through the whole system of its gameplay.
Socreges said:Maybe you're better off arguing for yourself, TTP. This is weak.
It's true. Even mentioned in the strategy guide.If that is true, that is so freaking cool. What other game lets you do something like that?!?!
What what? Can someone confirm?Unison said:One of my friends told me you can skip the boss battle with The End.by shooting him in the head when you see him in the wheelchair at the warehouse
If that is true, that is so freaking cool. What other game lets you do something like that?!?!
This is the console GOTY in my mind, and I haven't even finished it yet.
Unison said:Really? Is the battle against The End as good as it gets?
I thought it was very cool, but I keep hearing the last three hours rock.
No spoilers, please... a yes / no will do.
EekTheKat said:What's absolutely astounding about The End is how many different ways people came up with to.beat him
I don't recall a boss encounter in any game that has had so radically different methods of approaching him in any game.
Future said:--------------
Make it more cinematic --> sacrifice gameplay
----------------
I actually never understood this comment about the MGS camera. It's usually always at an overhead perspective. The camera swings when you lean against walls and are near the edge.....this is cinematic? This camera swing is why this is practically one of the only games in the genre that forces this camera restriction on you?
The game still is very playable, and you do get used to it as time goes on. Hell, if I can get used to fog obscuring my view 10 feet away in Turok 1, I can handle this. But IMO If I am hiding in the grass staring at a dude with his back turned, I should be able to get up and move behind him quickly and easilly without worrying about the camera perspective changing the direction I have to hold the stick to move forward, or the fact that he might turn around when he is momentarilly off camera.
This view made sense back in the day when you had radar to help you out, but in MGS3 the logic doesn't work anymore. Sure it makes things more tense, but restricting your view like this in ANY action game would make things more tense. By far the only real complaint I have with the game
I just feels like such an artificial, frustrating restriction that you can't see more than a few metres in every direction, unless you go into the vulnerable static fps. mode. Why can't you just set the camera to your liking?Tabris said:I don't understand the problem people have with the camera. Can't see something, go prone (to get your camo rating high so you won't be discovered) and use your binoculars (combine with thermals occasionally) to scope out the situation infront of you. Then proceed based on what you think is the best COA (based on your evaluation of the situation using the binoculars).
Makes it even more of a stealth game in my opinion.
Squeak said:the in-game battle/gunfight elements are pretty much impossible to win and the fact that you have to hide - for sometimes up to several minutes - to be able to go on, after youve been spotted for no other reason than the stupid camera, gets on my nerves very quickly.
cool, imo that was one of the absolute worst things about the series before. i hated the radar... you end up playing the game too much looking at that instead of the game.Tabris said:I love not having a radar system anymore.
Squeak said:I just feels like such an artificial, frustrating restriction that you can't see more than a few metres in every direction, unless you go into the vulnerable static fps. mode. Why can't you just set the camera to your liking?
I also don't like the fact that much of MGS2 could be played by just looking at the radar.
But I must admit that all the praise MGS3 has received has wetted my teeth somewhat.
Its not that I didn't like MGS1 and 2, they did lot of things right, with the bosses, the characters and the story and also some of the general gameplay.
But as I said, I think the camera is lacklustre, the in-game battle/gunfight elements are pretty much impossible to win and the fact that you have to hide - for sometimes up to several minutes - to be able to go on, after youve been spotted for no other reason than the stupid camera, gets on my nerves very quickly.
So what I want to know is, for a person who didn't like the aforementioned elements of the MGS series, is this episode an improvement in any way?
Apparently not. Or your basis is just as incompetent as his is.TTP said:Na, I think he can do the talking for me just fine.
The camera helps the design team realize a particular vision that they have of the game. Such as having the camera directly behind Snake as he crosses the bridge in the first part of the game, or tilted upwards as Snake is on the bottom floor with guards visibly above.I actually never understood this comment about the MGS camera. It's usually always at an overhead perspective. The camera swings when you lean against walls and are near the edge.....this is cinematic? This camera swing is why this is practically one of the only games in the genre that forces this camera restriction on you?
Oh yeah. Please tell me about all these great online multiplayer options that will keep you playing that game for years. Oh wait....montanha said:Halo2 is shite and such a one dimensional piece of garbage compared to this.
talking head said:this was the first metal gear game i have ever played. it fucking rocked my socks. i loved it. like someone mentioned above, i too played the game dangerously long until my bloodshot eyes could take no more. i totally want to play the other games, but i hear they are kind of crappy. those games have big shoes to fill, to live up to MGS 3.
i fucking loved this game.
ps: the sorrow is so emo-goth