Metal Gear Solid – RIP – FULL Metal Gear Solid – RIP – FULL Metal Gear Solid to the Persian “Metal Gear Solid” is a first person action game that is known by the company Konami for the PlayStation in 1998 and in 2000 the first version of the game was released for the PC that was very well attended and attracted many gamers. But the story of Metal Gear Solid is that a military headquarters in America plans to soldiers with features and advanced equipment to prepare for nuclear war. You have different missions that are given to you to finally stop this war successfully leave behind your kernel.
Play in 4 easy level of choice and is very hard and mostly in hiding have to play before you, you should not viewing angle soldiers and all movements and activities in the form of covert and try not to do the soldiers surprise you from behind.
Metal Gear Solid is an action-adventure stealth video game developed by Konami Computer Entertainment Japan and released for the PlayStation in 1998. The game was directed, produced, and written by Hideo Kojima, and serves as a sequel to the MSX2 video games Metal Gear and Metal Gear 2: Solid Snake, which Kojima also worked on.
Metal Gear on the MSX Screen by Oleg Roschin, Konami As a result, fans who had graduated from NES to PlayStation felt occasional flashes of deja vu while playing Solid — so many tank hangars, cardboard boxes and cigarettes! — yet only a handful of import enthusiasts understood how much Solid truly owed to what had come before. Most players didn’t realize that the script’s references to things like “Zanzibar Land” weren’t merely exercises in world-building. Rather, they were concrete references to the MSX/2 computer game upon which Solid based its entire design, 1990’s Metal Gear 2: Solid Snake. Metal Gear Solid felt like an innovator This is not to diminish the very real and impressive forward strides Solid took to advance the state of the art in video games. Director Hideo Kojima essentially put together an interactive Tom Clancy movie for PlayStation.
Heavy on scripted cutscenes, Solid presented a hard-boiled military adventure crammed with obsessively researched technical details, ominous political themes, and a cheerful willingness to embrace the fantastic in service of a rollicking tale. Ripped-from-the-headlines political anxieties like gene therapy and black-market nuclear sales sat side-by-side with conspiracy theory fodder, like mind-reading and customized killer viruses. The eponymous Metal Gear super-weapon featured a tactical rail gun delivery system based on real science.
But the thing also roared like a dinosaur for no reason beyond the fact that it looked cool in cutscenes. Solid contained roughly an hour of meticulously ‘shot’ and directed cinematic sequences What made Solid’s military drama so striking was the way it was presented (in all its ludicrous glory) through a near-seamless graphical engine. Solid established a new standard for game tech, breaking down the divisions between game action and story sequence. Compare the elaborate multi-angle cutscenes present in Solid with what passed for cinematic sequences in its contemporaries, like Spyro or Tenchu. Real-time cutscenes in 1998 rarely pushed beyond simple reaction shots and static character dialogue, even in something as artful as Ocarina of Time. Games with greater cinematic aspirations leaned on Final Fantasy 7-style full-motion video interludes, as seen in Parasite Eve.
Solid presented sequences every bit as flashy and movie-like as Parasite Eve’s without ever shifting away from the chunky polygonal character models the player controlled the rest of the game. Only Half-Life, which debuted alongside Solid, attempted something similar. It presented real-time story events that took advantage of the immersive nature of first-person shooters.
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