Thursday, 17 August 2017
News with tag Gear Solid  RSS
Metal Gear Rising: Revengeance now backwards compatible on Xbox One

Added: 15.08.2017 17:45 | 0 views | 0 comments


Bayonetta and Vanquish developer PlatinumGames' Metal Gear Solid hack-and-slash spin-off Metal Gear Rising: Revengeance is now available as part of the

From: www.eurogamer.net

Best Boss Battles in Gaming History - Part Eighteen

Added: 13.08.2017 10:56 | 0 views | 0 comments


Phil writes: "WARNING: POSSIBLE SPOILERS FOR THE FOLLOWING GAMES: Uncharted 4: A Thief's End (PS4) Metal Gear Solid V: The Phantom Pain (PS4, XB1) Ratchet Clank (PS4) Kirby: Planet Robobot (3DS) Shovel Knight (Multi) One of the longest-running SuperPhillip Central article segments returns for its eighteenth edition! Best Boss Battles in Gaming History celebrates both traditional and atypical encounters throughout gaming's eras, just as long as they're fun, interesting, exciting, captivating, and/or whatever other positive qualities you can think of. This edition, we have final boss battles out the wazoo included, so you can be sure I'll be putting all the spoiler stuff after the break."

From: n4g.com

Unreleased Metal Gear Solid V music available to listen on composer Justin Burnetts website

Added: 12.08.2017 16:55 | 0 views | 0 comments


Justin Burnett, who is one of the composers for Metal Gear Solid V, has posted some of his work on his personal website, giving us the chance to listen to some previously unreleased music created for MGSV.

From: n4g.com

Shadow Of War Will Have Online Multiplayer Component

Added: 08.08.2017 9:55 | 1 views | 0 comments


One of the ways Shadow Of War will offer something new to players is an online multiplayer component similar to Metal Gear Solid V's FOB missions.

From: n4g.com

Metal Gear Survive isn't as awful as it is forgettable

Added: 08.08.2017 8:00 | 2 views | 0 comments


Metal Gear Solid has always been a self-referential series, but this is something else entirely; a Metal Gear game that feels like an unofficial rip-off of itself. Even the premise of Metal Gear Survive reads like fanfic. Set in an alternate universe, the player-created character has been sent through a wormhole, along with other Militaires Sans Frontières soldiers and the remnants of Mother Base, to a world populated by weird crystallised zombies. It all feels strangely heartless; without Hideo Kojima at the tiller, those odd moments you'd previously write off as the eccentricities or flights of fancy of one man can now feel empty, soulless and written by committee by comparison.

There'll be an option to play solo, but the emphasis in Survive is squarely on co-operative play and 'survival action,' as you gather resources, craft weapons and ammo, fortify bases and fend off hordes of enemies with your squad. There are no character classes, allowing players to tailor their avatars to whatever play style they prefer, free of team role archetypes. During the most recent demo presented at this year's E3, three other players and I were put together for a co-op mission and, to save time, made to choose from four preset character builds - two long range, two melee, two male, two female. I chose a character equipped with a bow, some mortars, and moveable fences that you can set down to provide a blockade against crowds of zombies.

The controls are more or less identical to The Phantom Pain and Ground Zeroes, meaning you can perform a roll, lay prone, and perform basic close quarter combat moves. Given the sizeable shift in Metal Gear Survive from stealth-based tactical gameplay to (at times) frenzied gunplay against crowds of close-quarters enemies, these controls don't always feel entirely natural - let's face it, surviving aggressive hordes is not what the Metal Gear framework was built to do. Setting up a high vantage spot and using a bow and arrows to pick off as many oblivious enemies as I could did prove satisfying, however, even if it wasn't exactly efficient. And also, a little too easy, because these zombies are thick as mud. If I hadn't had to climb down to craft more arrows, I may never have needed to move again for the entirety of the demo.

From: www.eurogamer.net


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