Review Metal Gear Solid 5: The Phantom Pain

The grand farewell Hideo Kojima with his TV series, one of the best fighters in the history of espionage, and just a great game

Hospital ward somewhere on the edge of the world. Behind the scenes playing a cover of The Man Who Sold the World by David Bowie. On the bed is a war hero and one of the main characters of the saga Metal Gear Solid, super soldier Big Boss. Here, in a coma, he spent the last nine years of his life (as he found himself in this chamber can be found in last year's prologue Ground Zeroes).
Big Boss barely opens his eyes and sees a doctor with the appearance of Alexander Gordon, who mutters something about the injuries, plastic surgery and impending threat of it, Big Boss, life. Soon the doctor kills suddenly appeared in the House of the girl-killer, and the events start to develop rapidly.
Hero saves neighbor by the name of Ishmael: together they face a riot, burning man flying girl in a gas mask and a helicopter to shoot the sick body with all guns. And, of course, a miracle escape from there.


So begins Phantom Pain - the most ambitious, incredible and controversial part of spy blockbuster Metal Gear Solid. Series, which came up with the brilliant Japanese game designer Hideo Kojima more than 28 years ago. Series, which together with the Half-Life, Grand Theft Auto and several interactive works became the face of the gaming industry.
Unfortunately, the history of Metal Gear Solid coming to an end. A few months before the release of Phantom Pain studio Kojima and Konami fired his entire team (rumored due to budget overruns for the development, which is the end reached $ 80 million). Now, even if the games in the series will appear in the future, they will do most other people. In the case of MGS is like death - only Kojima knew what laws there must be the author of his blockbuster. And given how complex, multi-figured and unique got Phantom Pain, triumph Kojima (at least, with MGS), again, I'm afraid no one can ever.


Only real geniuses are capable in his work on radical changes. The new game Hideo Kojima and Co., to the discontent of the majority of fans, with one stroke of the pen, or cut overshadowed many family traits show through which Metal Gear Solid once gained worldwide popularity.
They abandoned linear narrative and the player thrown into the open world with little or no prompting. Moreover, to the story of the Kojima some reason stuck (in other words you will not say) about the economic strategy of the construction of the base.
In retelling it all seemed like a bad dream, but Kojima and then all outsmarted. Hideo did not revive the past and repeat himself a decade ago. Instead, he created the modern spy thriller in the open world, which, as it later became clear, turned out to be no worse (and in many respects better than) the previous parts of the series.


It is necessary to warn: Phantom Pain - a huge game, passing only part of the story that will take you at least 40-50 hours of pure time. In comparison, even the previous editions of the saga, sometimes hard to fit in the 20-hour format, seem ridiculous shorts. It seems that Kojima and Co. decided to fit in a Phantom Pain all the ideas accumulated over 9 years of development. Because of this, the game began to resemble a huge layer cake, each layer of which is so immense that we can talk about it for hours.
At first, most obvious level, Phantom Pain appears almost a model in an open world game. It seemed that in recent years we have become so accustomed to the genre that surprise and delight the more ordinary players no longer possible. And at least it is expected from Kojima - the hero, seemed a bygone era of Japanese games. But the incredible happened: Phantom Pain raises the bar stealth game to new heights by some simple means to shamelessness.


The main feature of the new MGS - apparent lack of rules that normally stifle the developers of such games. The game has almost no markers, tips, and other helpers. Main your weapons to the outbreak of hostilities - the binoculars, which you mark enemies on the map and then begin to act.
In the West, Phantom Pain properly called "simulator soldier." We have added the "free" - as the Snake in our hands can do on the field of battle, whatever you want. The tactics you pick up right during the mission. You can act like you want: noisy, loud, enter from the rear or on the forehead, to use explosives, equipment, or use only your hands and a gun with darts. Given that before each mission, we choose not only the equipment, but also a partner - fighting dog, the horse, the girl-killer Kvaet or real robot Metal Gear - number of possible transmission increases several times. Similarly, a variety of tactics could boast except that the Hitman in their best years. Today, this is not even the favorite in all Far Cry 4.


However, all tactics could easily be buried under unresponsive management - the family problems of previous Metal Gear Solid. But here the developers rose to the occasion - it is not just the most comfortable and modern game in the series, but also in the genre. And add the desired ease of management gameplay, because we do not play for anyone, and the best, according to the mythology of the game, the soldier on the planet.
Between forays into the open world we spend time on the so-called Mother Base. Train staff (which can be evacuated directly from the battlefield by means of the "Fulton"), gradually improving individual sections of the base, listening to audio tapes, and all rest of the main tasks. The introduction of the base, as well as many others, at first with hostility perceived conservative fans of the series. Similar functionality was in a portable spin-off Peace Walker, and then many do not like it. The Phantom Pain soldier's life on the basis of not annoying, in fact - represents one of the key ideas of the game, to which we shall return later.
The only, but important part of the claim to the game Phantom Pain - its duration. The number of mandatory assignments can be easily cut by a third (or even twice) without loss of quality, and all the "extra" mission to move to the operation side. Because in this passage as Phantom Pain can be compared to reading a fat (and even multi-volume) of the novel - no matter how entertaining the narrative may be, sooner or later will still begin to nod.
Kojima all well aware, so just at the beginning of the game one of the characters voice pronounces: take breaks. However, we dare to suggest, many players will be happy vastness Phantom Pain. Modern blockbusters have long been accustomed to the adventures of a few tens of hours.


In the second, deeper level, we see the familiar Metal Gear Solid. Kojima, the genius of staging, with the experience of watching films, rare scenes story turns into a real work of art. Unlike previous editions of MGS, in Phantom Pain almost no installation gluing and all the dynamics and tempo defines nervous camera floating around the characters, and fashionable filters.
If you like a good movie, you immediately understand where the legs grow. Kojima is clearly inspired by the style of the incredible Mexican operator Emmanuel Lubezki, the victor of the last two ceremonies 'Oscar'. If you've seen "Gravity" or "Berdmena" the latest films by Terrence Malick and wait for the upcoming western "Survivor" with Leonardo DiCaprio, you understand what I mean. Kojima does not hesitate to borrow from the great - that's why Phantom Pain visually look impressive not only almost any game, but the majority of films.


But the stunning visual aids are needed not only and not so much for beauty: using them Kojima tells monumental anti-war story in the tradition of Metal Gear Solid. War and nuclear weapons to Kojima, like most Japanese, are still very sick theme after Hiroshima and Nagasaki, but Kojima is not afraid to speak out about this.
In contrast to the previous parts, it does so gently and delicately - narrative scenes became much shorter and kilometer dialogue hidden in the record. In words, it seems a sacrilege, because it is for the hour, stunningly orchestrated many commercials and loved Metal Gear Solid. But a new form of presentation shows only one thing - Kojima as a writer and director over the years has matured greatly. Anyone who scolded the Japanese for grafomanstvo and gigantism can be satisfied: Kojima in Phantom Pain learned shortly and clearly express thoughts, not much distracted from the stunning gameplay.


But, of course, anti-militarism - not the only, and certainly not the main theme of Phantom Pain. This game - about the human dualism about psychological masks that each of us wears in real life. The roots of this topic can be found, for example, in Russian literature (in some Dostoevsky's novels or story Sukhovo-Kobylin "Death of Tarelkin"), as well as in the film (the simplest example - "The Big Lebowski"). And this is a game, of course, about love, which shows how Kojima always elegantly and subtly. But that is no longer spoil (and if you continue - it will be inevitable), we say that the Phantom Pain is much deeper and more varied than it seems at first glance.
In the third, the most interesting level Phantom Pain appears almost calligraphic precise allusion to the life and work of Kojima. From the very first mission, when one of the main characters Kazuhiro Miller says Snake "we finally cease to be hired Shawky and construct their base," it is impossible to get rid of the idea that a new part of the spy thriller Japanese developer did himself.


Metal Gear Solid has always been a game Hideo Kojima Hideo Kojima and about, but only in Phantom Pain is felt all the pain and bitterness that are likely experienced developer during the farewell to the life of the product. In this context, the construction of the base is seen as an allusion to the management of the studio, and the name of the protagonist - Big Boss - as a direct reference to the very Kojima. Perhaps he did not put the Japanese all the game consciously, but given that Metal Gear Solid was and remains the author's work, all matches not accidental. This makes the Phantom Pain of the personal, deep and poignant play all spyware cycle.
If Phantom Pain was a book, it was compared to a "Moby Dick" (which so gracefully Kojima quoted in the prologue), or "War and Peace" if the film - from "Space Odyssey" and "Apocalypse Now," if music albums - with the grand symphonies of Wagner. This work, which is closely to the genre, time, and other frameworks. It is more than can be said about it, and write each reviewer, so I will not even try. The Phantom Pain to play - even if you are not familiar with the previous games Kojima.
In the final credits become excruciatingly painful. Not only from the fact that over one of the best games of the year, but also from the fact that this is the last Metal Gear Solid in his life permanent author. But on the other hand, happily, that every one of us happened to these incredible 28 years in the company of a great game series. Thanks Kojima-san for MGS, and good luck.

Dota 2 was transferred to a new engine


For Dota 2 update came Reborn («New Life"), which contains a large number of changes. One of the main is the improved graphics - the game is now running on the latest Source Engine 2, which supports all modern technologies. Along with the redesigned interface and graphics - is now much easier to find and adjust the desired character, to watch the match through DotaTV or spend learning game for beginners.
Experienced players need to evaluate the system of global levels. Raise your level can be as simply participating in matches and completing various tasks during the game. A high level does not give any bonuses, but allows us to understand how much time a particular player spent Dota

In addition to the Steam sells the game is made of paper


Developers adventure game Cross of the Dutchman put on sale on Steam, perhaps the most unusual addition in the history of the store - for 29 rubles, players are encouraged to download the image file. Then, it must be printed out, pick up a pair of scissors and glue to make a figure of Pierre Gerlofsa Donia, Frisian pirate and independence fighter, who is the protagonist of Cross of the Dutchman. No game bonuses addition does not give - a figure can be put on the table in memory of the passing game.
Cross of the Dutchman - adventure game, which the unfolding events in the XVI century. The plot tells the story of Pierre Donia, a native of the Frisians, a small European people residing in the territory of Germany and Denmark. Pierre has created a huge pirate fleet and successfully fought against the Dutch and Burgundian sailors.

Popular letspleer demanded $ 22 thousand for the review of the game


Ben Tester of Wales Interactive (the studio that developed the Soul Axiom and Infinity Runner) said that the owner of one of the most popular YouTube-channel studio extorted money for a review of its new game. Yutubera name was not disclosed, but we know the sum - of 17 600 dollars for the mentioned game 2-3 to 22 thousand dollars for the same thing, plus a link to the project page. According to Ben, the proposal is very surprised him, because he simply offered the owner of the channel copy of the game, if he wants to talk about it to the audience. In Wales Interactive decided not to pay the money.
Tester said user slowbeef, which is one of the first to do reviews on YouTube - its channel was launched in 2006 and specializes mainly in the retro games. He, like many of his colleagues believe obzorschika behavior unacceptable and very sorry about what happened. Slowbeef called video review authors did not engage in extortion, and build an honest relationship with developers.

Rockstar does not plan to plot additions to GTA 5


Rockstar does not lead the development of new plot additions for GTA 5 - the whole team is playing right now focused on the GTA Online. The popularity of multiplayer mode has surpassed all expectations - every week he gathers 8 million players - so developers want to release an update for it as often as possible. Note that in December last year at Rockstar promised plot addition to GTA 5 - but later its development was probably suspended.
And changed the company's plans with respect to additions to GTA Online. Firstly, Rockstar is moving away from supporting the older generation consoles - more and more features will be developed only for PC, PlayStation 4 and Xbox One. Second, developers are not planning to develop a regime of robbery, since the development of the missions for it takes too much time. Instead, greater emphasis will be placed on a completely new type of job - for example, already on September 15 in the game there will be random events that occur on the streets of Los Santos.

DJ Three Dog appears in Fallout 4


Fans learned a list of voice actors Fallout 4 and found it Eric Todd Dellumsa - artist as a DJ Three Dog, one of the most charismatic characters in the third part. Tridog led radio station "Galaxy News" and regularly discussed the actions of the player. Moreover, depending on the reputation of the hero, it could be both positive and negative comments. Also, the DJ could be found in the game.
In 2013, Eric tweeted that may be involved in a new project in the universe Fallout, adding that he received permission from the developers to the statement. So far, neither Bethesda nor the actor himself did not comment on the rejection of its services in the fourth part.

review Hitman: absolyution


Release date: 20.11.2012
Genre: stealth action (3rd person)
Developer: IO Interactive
Publisher: Square Enix.
Platform: ps3, xbox 360, pc

The first Hitman (Hitman: codename 47) released November 19, 2000 and was indeed the original game is not like any other game in its genre, and as a whole. It was a real simulation of the professional assassin. Players are given a summary dossier on the victim, map of the area and selection of equipment. That's all. How can you do the job, it depended solely on you. You could adjust the accident secretly penetrate the victim and without fanfare to kill her, to remove well-aimed shot from a sniper rifle, sitting on the roof of a house nearby. Well, if all sorts of tricks are not for you, then nothing prevents just mow the whole area of ​​your machine with cries of joy and the sea, flying in all directions casings and corpses. In general, a great freedom and interactivity. In my opinion this extraordinary project simply had to be a big hit and in 2002 saw the light of the second part of the game (Hitman 2: Silent Assassin). There was a full dynamic map, new weapons, new tricks and ways to eliminate targets. Continued happened as powerful as the original, and maybe even better. Throws a series - a sin and then came third (Hitman: Contracts. 2004) and fourth (Hitman: blood money. 2006) part of the game. As for me it is the "blood money" it is the best part to date. In this game, the first classical formula Hitman brought to mind, added a lot of innovations and missing corrected the old schools. The result was almost perfect simulation of the killer. It would seem that a year or 2-3, you can go back into the skin of a professional mercenary in the fifth part of the game, but it was not there. Our killer took a break, and this break lasted for six years already. During this time, swept a lot of rumors and speculation about the development, although in principle the fact that the game is done accurately, it was absolutely clear. Actually November 22, 2012 was day, thousands of players have been waiting for. Bald killer came back after all this time. I personally after Hitman: blood money to the last was convinced that IO Interactive will not fail, and the fifth time, was sure even after a very questionable trailers suggestive very bad ideas. What finally came out, I try to describe below.


First, attention should be given to the protagonist of the entire series. Agent 47 - genetically modified people. It was created as the perfect weapon, first-class killer with a non-human level of strength, stamina and intelligence. Any object in his hands became an instrument of death, so that there is ... his own hands could easily send to the light anyone. No name. There callsign and serial number, namely the barcode tattooed on the nape. The last two digits - 47. Here is the call - the forty-seventh.
But its most important feature was the full, completely full deprivation of all sorts of feelings and emotions. Pity, mercy, compassion, sympathy, it was simply not familiar to him "since birth". It was a perfect killing machine, despised people, seeing sights and only order no more. So that's the main quality decided to change the game in the fifth. In the 47th Absolution appears to us in a more humane manner. In general, the disclosure of the characters, the story, the plot never really played a role in Hitmane. With this part of the decided to change it and this seems to humanize the hero. To the question "what the hell, why is it necessary ??!" I unfortunately has not been answered. Well, apparently, I wanted you to make your story plot, cinematography - do. Moreover, the game really reminds qualitatively filmed Hollywood movie, so even with a good storyline, and (O Lord God!) Charismatic characters. Why in this formulation? Because the characters are characters charisma charisma, but I did not think that it is playing in the new Hitman'a, I see on the screen a gang of nuns in latex with large-caliber trunks at the ready! No, of course, to remember and something even the original, but what the devil is doing everything in Hitmane ??! These heroes of "Hurrah!" Would have to be in some hurricane stёbnom any action, but certainly not here! So that's another story all right and so actually only benefit (can be forgiven even latex nuns and truly "human-Hulk"), the main thing that was not reflected in the gameplay. Even in "blood money" were trying to do something similar to the story, and played it as well as the past, and even better.
Hitman Absolution Gameplay thing very, very controversial. A lot of the old Hitman saved, there are many innovations as a pleasant and frankly disgusting. To start with the most important - despite the many references to the classics, remember the previous game at all. This Hitman longer than the other classical. Why is that? Because for all the usual locations sandbox game will be about 5-6, not more. A huge number of game time, we will move on-line level corridors. Mechanics - well, just one in a splinter cell. Agent 47 is now stuck in the shelter to all surfaces and basically we have to move it for just such routes: stuck to the cabinet from it to the box on the box to the box missed the guard, from the box to the wall, from the wall on the exit from the level. Yes, the murder target is no longer a priority. In the story of our hero constantly need from someone hiding and running and races from point A to point B (the race in a linear corridor with distant guards and shelters) takes up the majority of possession. Returning to the fun part. As I said there are levels in the game, just like in the old parts. Here nothing to complain about. However, there is one question: why could not the whole game to do this? BUT WHY??!! Sufficiently large locations several ways to pass, just like in the old days. Here and accidents, murder and quiet and just carnage. All your service. 47th is now able to pick up various objects, even better climbs eaves and fences, got QTE system of unarmed combat. Tale as stealth passage for fans and for fans to shoot in the open. For the latter, by the way the game is presented in a huge arsenal of different firearms. For them will be a very pleasant surprise is that now our killer may carry a few two-handed guns right in ... and that's where he is they are actually a good question. Hitman - Simulator killer. It has always been more or less everything, but realistic. Under sniper given case. Other large trunks placed solely in the hands. Well, nowhere else, the truth and generally logical. Hitman Absolution The same can carry with him some pistols, small items, noose, sniper rifle, and a two-handed barrel, or even two. However, no case is not required (it does not exist in the game). Even if your character wears a T-shirt and semeyniki, he easily will carry all of the above. Speaking of dressing. From the very first Hitman is a chip card has been branded games. You could cut down the guard quietly and take it of clothes. All will perceive you as a security guard. These maneuvers here could get close to the goal close or just walk the previously inaccessible area. Here, developers have little interesting (and sometimes annoying) changes. If earlier for the guard in the example above, you would consider it all without compromise, now the other guards would have suspected. It is logical: they well know their colleagues in person. Dressed in a gardener - guards are calm, but gardeners can reveal. The whole idea is really cool, but as I said the majority of playing time - narrow linear location with one type of npc. That is, in disguise or not does not change the fact. You will still burn. Uncomfortable stupid and annoying. Also annoying at the same time makes you laugh when you begin to suspect him.kostyume such as tinted mask on his head. However, ill-conceived. To remove the suspicion is necessary to enter the mode of instinct. This innovation has replaced the usual excellent and dynamic map. The Hitman has always been fine-tuning complexity. Playing on the very simple npc have been delayed reaction, but this map itself represents all enemies, objectives, civilians, security (all moving in real time) and places of interest such as a cache of arms or organizations place a possible accident. On the higher difficulty levels deplete card. So the instinct is a mode in which Hitman see through walls illuminated guards, goals, points of interest and the protection of this very path. The higher the difficulty, the less highlighted, and the less you have the instinct. Incidentally, while instinct when you suspect some npc killer covers his face and a barcode. Why such a simple action is required to spend a special scale is unclear. In general, I think it would be better not touch card and set to this mode. Use it less convenient and it looks all the horror as ridiculous.


The way back to the complexity. At higher levels, there is a huge locations just a bunch of guards at the most inconvenient place for you. It seems logical course, but it's going to the old part. The narrow linear stage is a) an extra headache; b) even less chance of a quiet passage. To have similar levels of stealth and yet very few presses incomprehensible system of ranks. Passing the job you get a rating. It takes into account the number of extra bodies (the bigger, the worse), accuracy, evidence noise. So it was before. The Absolution nashumev, heritage and still finish the level with the pursuit of a, I somehow knocked makarom rating of "professional." In addition, points are awarded in real time directly on the level or even if you simply cut down (not kill, but simply cut down) someone you sminusuyut points. They go back if you hide the body for example in a container or cabinet. And I do not care that he did not find this action without glasses still write off. Needless to say that to pass without unnecessary bodies on linear levels need a lot of patience ... well how the system works poorly now it is clear. And especially do not want to understand.
Separate disappointment was the treatment of contracts. As planned by the players themselves do for each other orders, spread in a network and compete to see who is better to pass. In general, the way it is, but kretinskaya points system again spoils. Highest rating you get for the most rapid and silent passage, but the countdown starts with the first victim. And it is desirable to kill using the same weapons as the creator of the contract. In general, you have to either speed or carbon paper. In the first case, bored silly in the second, the curve does not hitmanskaya is work.


In general, the gameplay will say this: despite the really lovely old school episodes Hitman changed to become like a splinter cell conviction. Even automatic fire on several targets with one button fastened. Most locations close and linear and you have to just run from start to finish. Interesting idea with sots.sloyami in dressing ruined itself with the help of linearity. In Hitmane it appeared a good story and well-delivered videos, but his golden gameplay gone forever. Sadly, after four excellent games, the fifth succumbing to all modern tendencies openly upset, only occasionally giving the good old times "in Hitmane." The rest of the course this is not the continuation of the once-beloved series.
From a technical point of view, everything is well, just on top. The new engine provides truly stunning image. I've got just a small niggle: Hitman lights. Sometimes he goes to the full glare even light can not even be. It shines like the surface of water in the sun. The rest are all very nice.
Sound, too, does not disappoint. Especially liked the Russian localization. In my opinion, a very good voice and podobranny work is done explicitly with the soul. It is that sometimes strangely quiet voice and loud environment, but it is quite possible to configure itself.
Technically perfect, gameplay is not ugly, but still far from what is expected. This is not the Hitman. Just objectively evaluating the end result could well be put eight, but it is closing his eyes to have the fifth part in the series and years of waiting. Close your eyes, I do not want for the Hitman series is one of the favorite games. On the basis of the last six want to casually throw, throw it as part of the overall series in his head. But it would also be wrong. Therefore, it is:
________________________
The plot - 8.5
Gameplay - 7.5
Graphics - 9.5
Sound - 8.5
Total -8.0
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