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Originality is a Liability | Metal Gear Solid Delta: Snake Eater Review. It was only a matter of time until Konami worked up the nerve to throw my Beloved Metal Gear Solid 3 into the Unreal Engine Remake Game Grinder. What it truly fascinating about this release isn't that Konami actually cobbled it together, what's fascinating has been the response. Is it just me, or do I recall a plateable skepticism about Konami, their business practices, and their blatant mistreatment of both their employees as well as their Game IPs (remember MGS3 Pachinko?) only a few years ago. Funny enough, the mainstream gaming industry supporting Kojima, one of the few auteur game directors still working, was a rare instance of them getting it and being cool. So when Delta was announced, I was somewhat relieved to see some active conversation about the lack of artistic respect to the series remaking MGS3 would mean, especially without Kojima. Smash cut a year later and despite this release clearly being pushed through development as hastily as possible and following the standard Modernize formula, everyone is eating it up. The marketing wing of Konami is certainly working overtime, that's for sure. I've even seen articles mocking Kojima for not giving his stamp of approval (which I talk about in the review). That all being said, in this review I discuss how the remake formula is being more and more standardized to the point where originality has gone from being ignored, to being treated as an active liability. An active question I cover in this review is at what point of standardization of design and mechanics literally just takes away the identity of the game? Especially with Metal Gear Solid 3 where it is already a modern game with an accessible modern version (Subsistence). I get into the nitty gritty details of the changes to the mechanics, the boss fights, the relationship with the level design, and the ridiculous notion of using the sloppy 3DS version of the game as the basis of game balance. But on top of that I want to emphasize why this whole idea of DELTA 🔺 Does not work. Merging "New and Old" Design is overall an absurd concept because game design is not just some modular Lego set where the pieces can be changed out for one another. Games are like Jenga, where all the pieces need to be carefully balanced on top of each other, otherwise the whole structure falls flat -- which Delta does. Also, Delta being a full-priced game on PS5, Xbox, and PC (Steam) is INSANE. A huge shout to a patron of mine, NCR Trooper Scout for donating me the game key! I won't be receiving any game keys from Konami anytime soon I imagine lol. Awesome thumbnail by the master: @boghogSTG Check out Boghog's patreon! / boghogooo My Patreon: Patreon / electricunderground [$2 tier = Monthly Game Review Vote, Name in Credits, Exclusive Monthly Podcast] [$5 tier = Double Monthly Game Review Vote, By Name Shout-out, Name in Credits, Exclusive Monthly Podcast] Website: https://theelectricundergr.wixsite.co... Electric Reddit: / electricunderground STG Revision 2020 Discord (Shhmup Community Discord): / discord 00:00 Question 1 - What is the Artistic Goal of the Remake? 03:30 Why They Actually Chose MGS3 to Remake 07:50 Question 2 - What New Value Does Delta Offer? Graphics? 11:08 Where is the Additional Content? 15:15 Delta is a Performance Mess 16:13 Question 3 - What Has Been Lost in the Remake Process? Rules of Remakes. 18:12 YAY! A Ton of Additional Movement Inertia 19:30 The 3DS Version is a Terrible Point of Design Balance 21:01 Mechanical Limitation NEEDS TO BE PRESERVED 23:38 The Bosses are NOT EQUIPED to Deal with Third Person Shooter Mechanics 25:45 The Final Boss is NERFED 28:20 Not-So-Legacy Mode 32:40 Enemies Seem Less Aggressive 34:10 Final Thoughts #metalgearsoliddelta, #metalgearsolid3, #metalgearsolidremake