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    Solstice's GameLog for Metal Gear Solid 3: Snake Eater (PS2)

    Monday 14 January, 2008

    January 14th
    Summary
    Snake has encountered some of these supernatural soldiers and must defeat them using his superior tactics.

    Design
    After further play I have come to respect this game more than I anticipated. The story has turned and the character is forced into a number of varying different situations that require different skills. This is something that I enjoy in games. When a creator can isolate and enhance gameplay in innovative ways that lie within the given rules, I am a satisfied game player. However, for the more traditional parts of the game there are a few things I would have done differently.

    Gameplay
    The game is split into 3 tactical camera angles that the player must use. The first being a bird's eye 3rd person view. The second being a horizontal 3rd person to look around and over corners and boxes. And the third being the 1st person down the cross hairs view.
    This game is built on knowledge of your foe and out maneuvering them, so in order to fully get that affect it is very important that the player receives all the information he needs. Now, the character Snake is a highly trained Spec. Ops. soldier so he obviously can pick up more things than the player can. In order to compensate I would angle the birds eye camera to get a wider view of the area. In MGS3 the player can use the right thumbstick to look in the area around them, but the view is still too personal and inconvenient. If the right thumbstick allowed the player to make a sweeping view the player's action time would be increased and the player would feel much more effective.

    The one other thing I made note of is Snake's inability to move quickly while ducking. Snake is a trained stealth agent but he can't keep his head down while he runs? Snake should be able to run while bending at the waist, all his skills would benefit from that ability and It would only add realism. Besides, being able to keep ones head down is a key element in a firefight. Snake is too immobile when he's trying to effectively deal damage, which conflicts his character.

    Comments
    1

    The Gameplay and Design sections of your gamelog seem to mix the two together. Please refer to the course webpage for ideas on how to better define the Gameplay and Design sections of your gamelog.

    ~Sheena Marquez (TA)

    Saturday 19 January, 2008 by SheenaMarquez
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