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[edit] Development

From the outset, Snake Eater's director Hideo Kojima wished to drastically change the setting from previous games. He stated that the jungle setting is what both his development team, and the Metal Gear fans, wanted. However, he acknowledged that the elements of the jungle environment, such as the weather, landscape and wildlife, were features that would present problems and would have to be tackled during the game's development. Wheras in previous installments the player starts out close to, or even within, the enemy base, Kojima wished Snake Eater to be more realistic, with Snake starting out miles from civilisation and having to work his way to the enemy encampment.

Kojima commented that the outside environment was very difficult to create. In contrast with urban environments, the jungle does not have a flat surface. Players in Snake Eater have to walk over the likes of rocks, dirt mounds and treestumps and, as a result, the collision engine used in previous installments couldn't be used here. Setting up the motion capture technology so players could walk over these mounds was a big problem.

Many fans wanted Snake Eater to use a 3D camera. However, this was not implimented. Kojima sees Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty|Sons of Liberty]] and Snake Eater as a trilogy, and wished to keep the camera the same as the previous two in order to keep the feel of the three games the same. He did, however, acknowledge that the current trend for videogames is to use the 3D camera. The camera was later implimented in Snake Eater's enhanced release, Metal Gear Solid 3: Subistence, and will be used in the PlayStation 3 sequel, Metal Gear Solid 4: Guns of the Patriots.

Kojima wished for the boss battles in Snake Eater to be totally different than in previous Metal Gear games, and from other videogames in general. He said that the boss battle with sniper The End best represented free, open gameplay in the game. The battle is set over a large area of dense jungle, and the player has to search extensively for The End whilst The End attacks him (the player) from an unknown position. This battle of attrition can last for hours, and contrasts with other boss battles where the enemy is right in front of the player and in view the whole time. The player has the ability to avoid this boss battle altogether by killing The End earlier in the game. Kojima stated that features like this don't appear in other games.