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Payment access. It's much more about observing patrol patterns, finding novel ways to distract guards and employing your many gadgets.

To put it another way. MGS2's stealth dynamic is essentially digital, where Splinter Cell's is more analogue. Patrol patterns are simple and repetitive, but knock on a wall and a guard will obediently come to investigate.

And then after a few dozen of these you get a full-action boss scenario, some of which are truly outstanding. Of course, the sheer fun of solving each little stealthy dilemma cannot be underestimated, especially if you can get through without resorting to brute force - or by using brute force in a particularly satisfying way see the boxout below.

But apart from that, the game is quite simply very damn cool. The visual style is stunning, and the whole thing gleams with elegance of design, attention to detail and even a little humour.

Unfortunately, it does get bogged down in its own densely convoluted storyline, the core game famously containing almost as much narrative exposition as actual gameplay. MGS2 desperately wants to be an 'interactive movie', and while the previous game had similar aspirations but got the balance right, in this case the game definitely suffers.

While picking faults, there are one or two technical flaws to mention as well. While on the whole the graphics shine gloriously despite their console origins, we did have some worrying lighting problems with Radeon cards. On the upside, the rumble effects from the PS2 version are in place, and it's definitely worthwhile hunting down a rumbling gamepad for the occasion.

The slow-burning stealth action, while superbly crafted, is far too heavily interspersed with cut-scenes, and no amount of bonus missions, training puzzles or alternative outfits is going to remedy that.

As a stealth-action game Substance has undoubtedly been eclipsed by Splinter Cell. The Metal Gear Solid games are just plain cool. There's no other word for it. The tense atmosphere, the cinematic style, the undercover mystique. Plus of course they star the world's second favourite stealth operative, the royal badass Solid Snake.

In fact you only got to play as the main man in one of the chapters, the rest of the time being forced to inhabit the girlish frame of one Raiden, a swordwielding, wet behind the years rookie not fit to polish Snake's blood-encrusted boots. However, there is justice in the world, because the stealth masterpiece is coming to the PC very soon, and this grave error has been amended.

Not only can you play the entire original game as Snake, Raiden or an assortment of other characters, but five new sidemissions or Snake Tales' have been added, along with a couple of hundred VR training missions including a new first-person mode.

But there's more! You can also play dozens of new Alternative Missions', in which you must negotiate the original levels with all new tasks, such as defusing bombs and taking surveillance photos.

And as an added bonus you can get radically airborne in a secret Tony Hawk's-style skating mode. So, we may have had to wait a while for the world's finest stealth sequel to hit our PCs, but when it does, it will be an incredibly rich package - the definitive version if you will. And that's gotta be worth waiting for. Here we go again. PS2 owners may have grumbled a bit when Xbox players got the deluxe MGS2 last Christmas, but now they can sleep well knowing they get not only the same game, but also less slowdown and an all-new mode: Snakeboarding!

Get it? Skateboarding with Solid Snake! Anyway, this is the same Metal Gear Solid 2 you played a couple years ago. It's still got the kick-ass stealth gameplay flight is better than fight and a story that all but unravels at the end.

Seriously, the plot will leave you totally confused for the last hour or so of the game. Luckily, for those of you who don't need a story, the dozens of cool new VR missions--everything from learning how to sneak through enemy-infested areas to protecting a plate of curry with a sniper rifle--will keep you playing for weeks. On top of that, you get a few extra miniscenarios dubbed Snake Tales. These are totally original, but probably too friggin' hard for any casual gamer.

But if you're the type that found MGS2 too easy at the highest difficulty setting, these are for you. And finally, Snakeboarding. I have to say--I'm not impressed. Food will rot and leaves will rustle and get you spotted when you step on them--one of many potential ways to show off MGS3's 5. And while the s scenario may limit Snake's gadget collection, Kojima is working to somehow include vehicles in the game.

Solid Snake has given us the slip again and were the ones controlling the freakin' guy. The one-man-army star of the Metal Gear series is right in front of us on the TV screen in Konamis Metal Gear Solid 3: Snake Eater we swear hes there but we can't see him for the trees. Looks like the new camouflage system in this killer-looking sequel, due for PlayStation 2 this fall, is working a little too well. Its very hard to play when you cannot see yourself," muses series creator Hideo Kojima.

But we dont want to place a little cursor on him, so were trying to tweak that to where the camo works but you can still see yourself. Kojima is back to work on the Metal Gear series after vowing never to return once hed finished the excellent and off-kilter Metal Gear Solid 2 : Sons of Liberty. So perhaps its to make life interesting for himself that hes made such drastic revisions for this sequel: For Snake Eater, players can look forward to a new era, new gameplay, and a new setting,.

Kojima says. Weve told you about the new era and shown glimpses of the new jungle setting in past articles, but Kojima has just revealed to us one of the sequels main new gameplay features: Hiding not behind trees or rocks, but in plain sight of your enemy. The secret? Careful use of camouflage. But before we get too deep into the new games jungle, a quick refresher course: Snake Eater is set in the s an odd period considering that the Snake we know from past Metal Gear games would have been in kindergarten during that turbulent decade.

One thing I can say is that Snake is not going to hop on a time machine and travel back in time, Kojima quips. There are games like that out there, but this isnt one of them. Mullets run in the family, apparently. Snake Eater begins with this mysterious character for the sake of simplicity, well keep calling him Solid Snake parachuting into the jungle on an unknown mission and losing his backpack. Once he's recovered his things, his mission proper whatever it is begins.

Fortunately, we know considerably more about the new gameplay and settings. Survival has been a hot concept in games since Capcom created the survival-horror genre with its Resident Evil series, but never has the literal meaning been applied to a game as heavily as in Snake Eater. With an objective that could or could not take days to complete, Snake has to survive the elements in addition to encounters with enemy forces. That means keeping himself well fed on fish and snakes he catches hence the games name , staying well sheltered, and of course remaining well hidden.

Snake can don different types of camo and face paint to match the terrain snow, grass, forest, etc. Players will know how well camouflaged they are by checking the Camo Index in the screens upper right corner. It changes in real time based on a variety of factors, including posture, terrain, amount of shadow, and the current camo and face paint Snake is wearing.

The highest the index can go is percent, meaning that enemies cannot see Snake no matter how close they are to his position, but its possible to get the percentage down to a negative as well for instance, by taking Snake out of cover and running him over crackling dry leaves. When he runs and you see that negative five percent, Kojima says, thats more like, CHey, see me!

Im here! In fact, running anywhere is not to your advantage in Snake Eater. Its better to mosey and better still to use a new type of motion called stalking, created for this game. This new technique is very useful when you want to sneak up on an enemy from behind, says Kojima.



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