Metal Gear Solid: Snake Eater 3D

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I had recently picked up a 3DS for the release of Poke’mon X and Y, so I thought I would see what else the system had to offer. I decided to check out Metal Gear Solid: Snake Eater 3D. This is a different port of the classic Metal Gear 3 that we all know and love for the PS2. I was a huge fan of this game in the series, as well as the whole series all together. Since this is just another version of the same game, I really will not be talking about the game itself, but more what the 3DS has done to it to make it a unique experience.

So my first impression of this game, when I started it up, was that it looked surprisingly good! Honestly it may, in some cases, look better than the PS2 version, as well as Metal Gear Solid: Peacewalker on the PSP.

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I was really intrigued at this point wondering what else this game was going to throw at me. There are only a couple of differences that I came across in the 3DS version. One thing is that instead of the frog easter eggs seen in the console version, there are now little Yoshis. The other thing that I noticed is that the cinematic opening is no longer interactive like on the PS2.

Now let’s talk about the 3D effect.  For those of you who don’t know, on the 3DS there is a switch that changes the intensity of 3D. Trying to play the game with the full 3D effect can be a little much for your eyes. Luckily you can still experience it well enough and not have it give you a headache. I have to say that watching the cut scenes of the game in full 3D is quite amazing.

anyone who has ever tried playing a portable version of a game knows that one of the biggest issues is that the controls are so different and/or limited. While I was playing through the first scenes of the game it was hard for me to grasp how this was going to be played smoothly, but it does become easier once you spend some time with it. The controls are mapped very differently compared to the console version of this. Here we have the controls of the PS2 controller

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The controls look pretty standard when it comes to movement, but a little more complex when trying to fire your weapon. Having to go into first person view, then pulling out your weapon to fire can be quite complicated and hard to do under the pressures of the game.  Moving with your weapon while aimed is not possible. Having the crouch button mapped to the (X) button is very convenient, being you are using it most of the game. You can use it as a dive attack while moving. A great thing about the dive is that along with taking out enemies with it, you can dive into grass and hold down the (X) button and you will end in prone position. R2 and L2 make it easy to toggle your weapons and items on and off or holding them (R2/L2) will bring up a menu to choose from a list of options.  Now let us look at the alternative

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You don’t have two joysticks on the 3DS, so controlling the camera is a little awkward at first using the four buttons instead. There is an accessory that can be bought that gives the 3DS a second joystick, which run about $30 and only works for certain games.

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The L button is used to go into first person mode and the R button is your attack and fire button. It is also used for the dive attack. In this version you can actually move while aiming with a weapon, which I have to say, is my favorite thing that is different about this version. The D-pad is used for several actions like crouching, equipping weapons, and climbing ladders and ledges. Having the crouch button under the joystick that moves your character is, well, a pain in the ass. You cannot easily crouch while moving, as well as going into prone after a dive attack. Out of everything I have to say that is really the only thing that I had to get used to in this game.

As with all DS/3DS games they utilize the lower screen.  You can access all of the options that you had in the start menu on the console version. The camouflage selection, cure option, and backpack access are all now easily chosen from the bottom screen.  It also shows what weapons and items are equipped, and a very convenient mini map. The game also has a balance system when walking across bridges and tree limbs. This uses the 3DS’s sensors to actually have you feel like you are actually trying to balance.

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Overall, I really enjoy playing this on the 3DS. The controls were a little hard to get used to if you are more experienced with a console controller. There are great innovations in this game, like the 3D, the great graphics for a handheld, and the small changes like the easter egg yoshis. I honestly never thought I would be playing a game like snake eater on a handheld device that ran so smoothly. With all the easter eggs found in the ps2 version, I still will be replaying this version to see if there Is anything that I missed. The graphics are great looking, and the 3D works very well. This game adds to the love I already had with this series. I highly recommend this, and I give Nintendo big props for making this a great portable Metal Gear Solid game.

The Art of Assassin’s Creed IV Black Flag

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I have recently found a new love that goes along with my pre-existing one with my video game collection: Video game art books.  It used to be that I hardly even glanced at these in the past, but it seems that the longer I have been collecting the more I want to know about the games, behind the curtains, and how the designers create the world and characters that are put in front of me.  For me, art books make this possible.

Today I would like to talk about The Art of Assassin’s Creed: Black Flag.  I have always been a big fan of the Assassin’s Creed series. The historical story, the characters, and settings make the game more interesting and add to the game play.  I have yet to experience the new addiction to the series, “Black Flag”, but I do know that it is set in the Caribbean and deals with pirates.  The book begins with a forward by art director Raphael Lacoste, who tells us that to get the most accurate rendering of the setting that would surround the characters in the game, they had half of their art team go to present day places that appear in the game.  He also explains that when developing the art for the pirates they wanted to go for more of a historical pirate rather than the more Hollywood style.  Lacoste also says that they were to make sure that each area had its own feel and perspective to make sure to fully engulf the player in the world that he and his team created.

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So let us talk about what this book actually covers shall we?  It begins with the concepts for the Abstergo building.  This is where a subject can relive the past as his ancestors.  These concepts are very futuristic, which make for great contrast for when the player is swept to the past events.  The art is very clean and structural, and everything is riddled with technology.  Interestingly though it is quite colorful and is very pleasing to the eye.  Now we begin to see the art of the Caribbean emerge.  It is the beautiful place of Havana.  The art is very bright, colorful, and lively.  But then they show some of the concepts from a place named Kingston.  According to the notes made in the book, it was a notorious place where slavery was rather strong.  The setting has changed completely at this point.  Everything is very dark and gloomy.  They really do capture the feeling, as well as the change of scenery of each area rather well in my opinion.

One final setting they mention that I thought was very interesting was the underwater concepts.  There is an element of claustrophobia that is shown through these concepts.  Again it makes the player truly feel part of the game when the artwork alone can create these emotions in the player, like the ones that are show in a games art design.

There are many other things that are displayed in this art book other than just scenery.  Many concepts on characters, weaponry, and the pirate ships are also shown in great detail.  Overall I really enjoyed paging though this book.  The art is fantastic and historic, which I think makes me appreciate what is actually surrounding my character while I play this game.  I would say that this art book could be aimed for several types of buyers.  I would buy this book as a big fan of the Assassin’s Creed series obviously. The attention to detail in the concept art would also attract any person that is interested in game design.  As I stated before I have not yet played this game yet, but after having paged through this book it is on a pretty high priority for me now.  I would have to say only thing that I would complain about would be the price.  The retail for this book is around $35, but it is a rather large and good looking hardcover book with almost two hundred pages of incredible artwork.  If you are a fan of the series or are interested in rendered historic artwork I would highly recommend picking this book up.