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‘Sea of Thieves’- Subtle Patches to Improve Piracy

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Now that Sea of Thieves has launched, I’m all aboard and it’s a pirate’s life for me!  Despite my satisfaction sailing the seven seas in Rare’s new title, that pirate life isn’t always a charmed one.  Sea of Thieves is assuredly a unique treasure of an experience, but if Rare’s charted course doesn’t exactly mark the sweet spot, that “X” isn’t far off.  Here are some relatively simple changes, quality of pirate life adjustments, and potential updates that could turn the tides of Sea of Thieves and ensure the game goes down in the record books as the stuff of legend.

Plundering the Depths of Personal Progression

A constant criticism of Rare’s pirate title is the lack of substantial progression.  As players progress, their rewards are purely cosmetic items: new hats, hooks, belts, and boots for their salty scallywag of an avatar and an assortment of figureheads, hull paints, and sails for their ships.  If you land on a look that you like, some might argue, your purpose for progressing through the ranks amongst the pirate traders is lost at sea.  Further, and this criticism is especially true in an era of loot box cosmetics (which luckily this booty bountiful game refrains from), these cosmetics have less to do with personal achievement and more to do with time sank in the game.  Consequently, while a sail might look amazing, it never represents the arrival of a menacing marauder myth so much as the approach of someone who’s completed a lot of fetch quests.  Not exactly the stuff of a fearsome freebooter legend.  Further, this progression favors the game’s somewhat repetitive voyage system involving three similar pirate companies over the far more thrilling moments of emergent adventure: plundering loot from other pirates, assaulting a skeleton fort, or setting sail on a spontaneous quest found in a message in a bottle.

Cosmetics based on personal achievement, in addition to those already present in game, could resolve two of the game’s issues simultaneously by making progression far more personal while giving further purpose and variety to players’ privateering amidst their many voyages.  The game currently tracks player reputation and commendations achieved for completing specific tasks amongst the three pirate merchants.  What if a general player log was also kept, a captain’s log if you will, tracking player achievements and goals alongside but outside of those specific to the three pirate merchants, achievements incentivized by earned cosmetics?  This could give players something more to do alongside their voyages while making the reward far more specific and personal.

Taking the Monster Hunter or Destiny approach, those cosmetics could be fashioned after specific goals.  Kill a certain amount of snakes and you get some snakeskin cosmetics.  Have a bone to pick with skeletons?  Your grave, new appearance reflects that.  In that way, players could help build their own legend.  Imagine a sail reserved for those who had slain unfathomable counts of players and how much more menacing encountering that crew would be.  Or imagine a player and their vessal with a sunken countenance (barnacles, seaweed and all!) that warned the world that loose lips aren’t the only things that sink ships!  This kind of change would be fun and simply offer players more, more to strive for, more variety, more reward, and more reason to keep coming back.

These changes also wouldn’t have an impact on game balance, remaining purely cosmetic, though this is another area Rare could consider adjusting their game.  As it stands (floats?), progression, as mentioned, is purely cosmetic, meaning new weapons and appearances are purely vanity items and in no way impact gameplay, presumably to maintain player versus player balance.  However, this has the negative effect of making progression seem insubstantial in the absence of character growth.  The gear purchasable at reputation fifty is no better than that at reputation ten.  A new gun is no different from a player’s starting arsenal, everything is simply re-skinned, making the experience feel hollow.  If Rare’s primary concern here is player balance, Rare could opt to simply balance PvE and PvP separately, where all new guns do more damage to skeletons exclusively.  Better yet, Rare could learn from the surprisingly similar Dark Souls series.

You might scoff, but really compare Sea of Thieves to all of FromSoftware’s Dark Souls titles.  Both are substantially comprised of PvE content with a sinister PvP element that could materialize at any moment.  In PvP, numbers make a difference, but player creativity and preparation is an equally deciding factor.  Perhaps that’s a shallow comparison, but not as shallow as Sea of Thieves progression.  Where the titles differ in terms of the merging of PvE and PvP content is where Sea of Thieves could grow.  In Dark Souls, players are continually growing, getting new, better gear, and strengthening their character.  To account for that, rather than balancing all players and making PvP uninteresting, players are simply matched with players of a similar level.  Player level is also far from everything, and, instead, the more clever and better prepared player typically walks away from a fight in Dark Souls, whereas their opponent…well, at least the game warned them to be prepared to die.  In any case, the moral here is that Rare could do a lot to improve progression in Sea of Thieves.  Whether that means a more personal progression route or working in systems of actual power progression is entirely up to Rare.

The Sea of Griefs and Thieves

An even larger issue than progression is the issue with griefing.  In a game called Sea of Thieves where players are encouraged to pilfer, pillage, rifle, and loot, “griefing” becomes trickier to define.  According to Wikipedia, a griefer is “a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways.”  The problem with Sea of Thieves is that all elements appear to be working as intended and all piratical behavior is permissible.  Perhaps Rare neglected to consider the imps on Twitch and the overwhelming immaturity of the multiplayer gaming public in general when developing their game, but some behavior in Sea of Thieves easily fits into the category of irritating and harassing.  Ceaselessly hounding a smaller vessel without reason, boarding an enemy ship and killing its owners as they respawn until they’re forced to load back into the game on a different server if they haven’t already smashed their Xbox to bits, the griefs are vaster than the ocean.  What’s to be done when one of the core gameplay conceits essentially enables bullies to team up in numbers and prey on the less social?

For starters, any sort of social feature eliminating total player anonymity could rapidly amend some of the most impish behavior, particularly if Rare made it clear that such behavior betrayed the intent of the game. OverwatchDestiny, and countless other online, multiplayer titles offer a list of all players in a particular lobby, meaning there’s potential repercussions for immature actions and inexcusable conduct while playing.  In Sea of Thieves, reporting a player isn’t even an option in game, and gamertags are only visible floating above enemy player’s heads, which is a little tricky to jot down as the player moves while simultaneously avoiding being shot.

A social menu would also allow players an actual opportunity to reach out to one another and at least suggest cooperation for an activity like raiding a skeleton fort.  As it stands, connecting with other players in lobby is done solely through a proximity chat feature which most everyone ignores or can’t hear since they’re in party chat.  Shy of programming a parlay or limited time truce system, allowing one ship to open a social menu and contact another ship would allow for players to connect with one another without risk of immediate death.  Games like Destiny are truly remembered for their rare community-led moments, when the experienced helped newcomers with some challenging, unfamiliar content or where players made new friends to play with despite immense distance between them.  Without a social feature, Sea of Thieves will only be remembered as a cold and cutthroat place, appropriate for pirates, but not for social and multiplayer gaming.

Sea of Thieves is best enjoyed aboard a galleon with three close shipmates.  However, Rare needs to admit and acknowledge that not all players want to play this way.  Sailing a sloop with just one other player means an immediate disadvantage at sea, and any benefits to a smaller vessel are negligible when it comes to encountering a galleon.  But why make playing with fewer players more painful?  Why not make sloops noticeably faster than galleons, offering smaller crews the same unfavorable outcome should they stay and fight but the potential for a much more favorable outcome should they turn tail and run?  Sure, all disadvantages could have been avoided if the player had opted to matchmake, but as mentioned, Sea of Thieves is best enjoyed with a crew of close friends, but if that isn’t available to a player at the time or at all, why tarnish the experience for them?  Or perhaps different servers are in order where players are separated by ship size.  That’s a bit drastic, but it beats solo and duo players abandoning ship.

Even when playing on equal footing, the ever-present multiplayer can easily ruin the overall experience.  Eliminating an attacking, unprovoked enemy vessel impeding an ongoing voyage can add to the sense of triumph as prevailing over skeletons turns to prevailing over other players.  Any sense of accomplishment is immediately undercut when that same enemy ship, enabled by forgiving spawn times and placement, sails back into view to continue to harass you and your crew who were just trying to complete a voyage all along.  Having to abandon an objective because of an unceasing assault from a multiplayer opponent is nothing but frustrating.  The last thing Rare want are voyages, which can already feel like a grind, feeling like a painful waste of time.  No sense in crying over lost gold, but player time, that’s far more valuable.

I Could’ve Been King

The most egregious omission of all, the one that makes Sea of Thieves borderline unplayable is the lack of a “King of the World” emote.  What’s the point of playing if I can’t stand at the bow of the ship and recreate a scene from Titanic?  This was a titanic oversight, and it’s threatening to capsize this game.

All jokes aside, Sea of Thieves is boatloads of fun with the right crew and absolutely overflowing with potential.  While more substantial changes could keep players invested in the long term (with the implementations like, taking a page from Destiny, mythical quests into ominous pirate coves and raids into caverns hidden beneath the sea), it’s the small, more immediately implementable changes that’ll keep the game from sinking faster than a bound mutineer with a cannonball in his trousers.  I’m enjoying the seas, but the waters are often rough.  Hopefully Rare is up to the task of removing some of the salt from these briny, brackish, billowing waves.

Tim is not the droids you are looking for. He resides quietly in the Emerald City where he can often be found writing, reading, watching movies, or playing video games. He is the Xbox editor for Goomba Stomp and the site's official Pokémon Master.

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‘New Super Lucky’s Tale’ is Polished, Pleasing Platforming

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Streamlined, focused, and tons of fun, New Super Lucky’s Tale is a fantastic reworking for the Switch that absolutely nails the lighter side of Nintendo-style 3D platforming. Tight controls and a nearly flawless camera support running and jumping challenges which more often than not emphasize creativity over complexity, and it’s all set against a colorful, pun-filled, charming world full of quirky characters and light satire. Though the experience is not as epic or razzle-dazzle as something like Super Mario Odyssey, developer Playful has wisely trimmed the collect-a-thon fat that so many others in the genre employ in order to pad play time. The result lasts long enough to satisfy, yet also instills a fervent desire to see more adventures from its fearless, furry hero.

New Super Lucky's Tale carnival

In the fine tradition of its gaming ancestors dating back to the N64 days, the basics of New Super Lucky’s Tale revolve around acquiring arbitrary objects sprinkled through various stages in order to unlock doors and move on to the next area. This time it’s pages from the mystical Book of Ages, which contains the power to travel between worlds, and is the endgame of an nefarious cat sorcerer named Jinx and his gang of cartoonish thugs, the Kitty Litter. As part of a secret organization sworn to defending this kiddie-friendly Necronomicon knockoff, it’s up to Lucky to track down as many of these clover-embossed pages as he possibly can, and hopefully complete the book before his nemesis can get his claws on it.

It’s doubtful that the story will be what compels most players to keep going, and to that end, New Super Lucky’s Tale‘s simple setup also fits right in with its genre brethren. Still, Lucky is an amiable and upbeat fox to follow around, and Playful does an excellent job of surrounding him with a cast of gibberish-spouting weirdo goofballs that includes hayseed grub worms, supremely zen Yetis, loyal rock golems, and slick carny ghosts. Though their dialogue does little to drive any sort of narrative, it is endlessly amusing and often witty in its cheesy wordplay. In other words, the writing has a very Nintendo-like feel in its eccentricities that adds to the overall fun.

New Super Lucky's Tale factory

Those jokes would be less endearing without fantastic gameplay, but New Super Lucky’s Tale delivers some of the best running and jumping this side of Mario. Though this fabulous fox can’t quite match the plumber’s precision, Lucky does feel extremely responsive, and has a nice sense of weight and momentum that never feels out of control. He also comes out of the den with a well-rounded moveset, including a nifty double jump, a swishy tail (a la Mario’s spin punch), and the ability to burrow under ground. These moves can be chained together to create a satisfying flow both when exploring 3D stages and side-scrolling ones alike, and will surely inspire players to use them in creative ways in order to access seemingly out-of-reach spots.

And they’ll have to if they want to find all four pages hidden in each stage. New Super Lucky’s Tale requires a bare minimum of these leaflets to be found (and simply beating the stage merits one as a reward), but it’s in rooting around those nooks and crannies where much of the fun lies, and it gives the developer a chance to squeeze every ounce out of the unique mixture of environments they’ve created. From the assorted carnival games of a haunted amusement park to a beach party dance-off, there are a surprising amount of different things for Lucky (and players) to do here, with hardly any two stages ever feeling alike. One 3D level might task Lucky with casually exploring a farm as he gathers up the members of country jug band, while a side-scrolling obstacle course sees him dodging canon fire from an airship piloted by a feline Napolean. Some stages have a platforming bent, while others emphasize searching out secrets tucked away in mini puzzles.

New Super Lucky's Tale farm

It’s an absolutely delightful mix, and that sheer variety keeps New Super Lucky’s Tale fresh all the way through to the epic battle with fat cat Jinx himself. And though platforming veterans might find the overall challenge a bit too much on the friendly side, a few of the later bosses and and bonus stages may make that 100% goal a little tougher than it at first seems. And yet, it’s hard not to want to go back to incomplete stages or that block-pushing puzzle that stumped the first time around; the brisk pace and clever design will likely compel many players to find every scrap of paper out there.

No, Lucky isn’t the second coming of Mario, but there are few 3D platformers that offer such a polished, concise, joyful experience as New Super Lucky’s Tale. It may have taken a couple of efforts to get there (and for those who have played the original Super Lucky’s Tale, levels and bosses have been reworked here), but Playful has nailed a balance between creativity and efficiency that begs for more. 

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How Do ‘Pokemon Sword and Shield’s’ Max Raid Battles Measure Up?

Max Raid Battles are one of Pokemon Sword and Shield’s premier new features. Do they live up to their full potential? Let’s find out.

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max raid battles

One of the most heavily promoted new features of Pokémon Sword and Shield have been their Max Raid Battles. These gargantuan fights are both a key part of the online experience and likely the first taste most players will get of Dynamaxed Pokémon in-game. So, how’d this take on Pokémon Go’s raid system pan out in the series’ first mainline entry on console?

Well, on the plus side, getting into the thick of a raid is super straightforward. After the opening hour or two, players are introduced to the Wild Area and can access Max Raid Battles straight away by walking up to a pillar of red light on the field. From there you can invite others, challenge the raid with NPCs, and choose which Pokémon you want to use.

Real Friends Raid Together

Playing with friends online, though, is a bit more convoluted. There’s no “Invite Friends” option to be seen. Instead, all social features are handled through the Y-comm (literally accessed by pressing the Y button). It’s here that players can Link Trade, Link Battle, exchange player cards, and more.

After actively connecting to the internet–which has to be done each play session and each time the Switch is put into sleep mode–it’s up to the host of the match to find a portal and send an invitation to everyone. A notification will pop for friends on the side of the screen, and then it’s up to everyone to join the match directly through the Y-comm interface.

If players want real people to fill in any remaining slots (all raids are four-person affairs), they’ll need to join before the room fills up. Setting a Link Code avoids this hassle by creating a room but, unlike Salmon Run in Splatoon 2, only computer players can fill remaining spots after friends finish joining this way.

After some experimenting and fudding about, my buddy and I were able to hop into matches fairly quickly without much issue. Nonetheless, it’s hard to shake the feeling that creating friend lobbies is only such a headache because it had to be tied to the Y-comm. Pair this with the fact that battling while waiting for a friend to create a room can cause the notification not to pop, and getting a group together is a bit more painful than it should be.

Max Raid Battle Rundown

The raids themselves are a surprisingly engaging twist on the classic Pokémon battle formula. Groups of four challengers work together to take on a Dynamaxed raid boss. Each raid boss has a different star rating, and even the 1-star battles are no joke the first few times around. These boss Pokémon are merciless, and regularly one-shot lower leveled ‘mons with ease.

To combat these monstrous foes, one random trainer in every group is granted the ability to Dynamax their chosen Pokémon and lead the charge. The Dynamaxed Pokémon gets the benefit of having extra-powerful moves and increased HP, though it’s rather disappointing that there only seems to be one Max Move per move type (one Grass move, one Dark move, and so on). Each of these has a secondary effect on the battlefield; some trigger sandstorms, others trigger a health regeneration field that heals everyone a bit each turn. Regular moves with type advantages deal a significant chunk of damage, but it’s Max Moves that can truly turn the tide of battle.

If one of the group’s Pokémon faints, that trainer has to sit out for a turn before it automatically gets revived (a smart design choice to keep all trainers actively involved). However, the fainting of each Pokémon triggers the storm above to become more and more vicious. After four faints or ten turns, everyone is booted out of the raid sans rewards.

max raid battles

The Fruits of Victory

Two of the easiest ways to better your odds are 1) Choose a Pokémon with a type advantage going into battle, and 2) Manage who Dynamaxes when. Each trainer’s Dynamax meter grows periodically and, though only one trainer can use it at a time, multiple players can activate it over the course of a raid. It also seems like each raid’s star rating is tied directly to the raid boss’ level, so bringing a generally powerful Pokémon to a lower-level raid is another viable strategy for success.

Aside from the chance to capture the raid boss itself (and some Pokémon are Max Raid Battle-exclusive), winning a raid nets players some very worthwhile rewards. These include everything from EXP candies and berries to nuggets and TMs. It’s not so much of a haul that it hurts the overall balance of the game, but there’s enough to make getting a few friends together and grinding raids for a couple of hours worth it.

max raid battles

Though Max Raid Battles are just a small part of the overall Sword and Shield package, they’ve ended up being a rather fun take on Pokémon’s traditional multiplayer offerings. For as unnecessarily complicated as playing with friends is, there are also a few cool ideas here, like being able to join a raid from anywhere on the map as long as the host is at the raid pillar. There’s some good fun to be had here if you prefer to battle alongside your friends instead of against them.

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15 Years Later: ‘Metal Gear Solid 3: Snake Eater’ Is Kojima’s Espionage Love Letter

On November 17th, 2004, ‘Metal Gear Solid 3’ was released, marking the first entry in what would become a major part of the Metal Gear Saga.

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Metal Gear Solid 3

“After the end of World War II, the world was split into two — East and West. This marked the beginning of the era called the Cold War.”

On November 17th, 2004, Metal Gear Solid 3: Snake Eater released in North America and Japan marking the first entry in what would later become a line of prequel games within the Metal Gear Saga. Big Boss’s story would finally be expanded upon in the Hollywood action game that forever changed the course of video game storytelling.

The legendary mercenary’s journey began in Kojima’s espionage love letter to the ’60s that broke the primordial gaming standards of both interactive design and visual storytelling through immeasurable gameplay depth piled onto a mind-boggling top-notch origin story. Snake Eater was only the beginning of a tale of how one of gaming’s greatest heroes descended into a villain through what is not only arguably the most compact and well-executed Metal Gear story, but Kojima Productions story ever conjured up to date.

Taking the Narrative Back

Metal Gear Solid 3
“Snake, try and remember some of the basics of CQC.”

Snake Eater ditched Solid Snake and Raiden’s current predicaments in a postmodern world to provide audiences with background knowledge and explanations for the previous chapters that came before it in what was intended to be Hideo Kojima’s final Metal Gear game at the time. Cold War political fiction and espionage thrillers from the game’s time period such as the Sean Connery and Roger Moore James Bond 007 films became the foundation for this entry’s story and tone; a balance of both goofiness and seriousness that is simply unmatched when compared to the rest of the series.

Metal Gear Solid 3 marked the beginning of a prequel series of games that would later proceed to continue after Solid Snake’s story had concluded in Metal Gear Solid 4: Guns of the PatriotsSnake Eater threw players back in time to tackle the story of Metal Gear and Metal Gear 2: Solid Snake villain Big Boss, who was formerly referred to as three different names being John, Jack, and of course the iconic codename Naked Snake — the first character to take on the reptilian infiltration name.

Revolver Ocelot’s gun-slinging pre-boss cutscene was completely animated through motion capture footage.

Whereas Metal Gear Solid and Sons of Liberty questioned the fantasy aspects of the story, Snake Eater fully embraced the campiness that it provided. A gun-slinging, cat-growling GRU Major or a man who is able to manipulate bees are never questioned by the game’s characters. Nothing feels out of place due to how accepting everyone is of what is going on in their interpretation of history. The first fantasy aspect that players encounter is during the opening 5 minutes of the game when Naked Snake makes the HALO jump. The location the game takes place, Tselinoyarsk, is not the actual name of the location and isn’t an area of the world that has jungles.

Political fiction often comes into play during the story by incorporating real figures and the game’s characters into events that actually happened during the height of the Cold War. For example, Eva and Ocelot are depicted as the two NSA codebreakers, Martin and Mitchell, who defected to the Soviet Union. Weapons and designs featured in the game such as the hybrid screw-propelled metal gear, the Shagohod, are based on real blueprints for military weapons of the time period. While the story incorporates science fiction and fantasy aspects, the story still remains grounded and has its own limits even in gameplay.

A Whole New Meaning to Survival

When Hideo Kojima and Yoji Shinkawa saw the 1987 movie Predator, one concept from the film that stuck with them was how the technologically advanced alien Predator used camouflage within the jungle setting to stealthily take out a military rescue team lead by Arnold Schwarzenegger. Camouflage became part of the foundation for Snake Eater‘s gameplay that delved into the realism and campy side of the series. Players could swap outfits and face paints at any given moment to adapt to their current surroundings. The top right-hand corner has a camouflage index that constantly keeps track of how well-hidden you are in the environment.

Just as gadgets are a critical part of James Bond’s arsenal of weapons, Snake Eater saw the Metal Gear Solid series expand on the variety and utilization of items. The number of different ways to tackle standard environmental obstacles and boss battles was exponentially increased due to how many ways one could actually use their equipment. Grenades, lethal firearms, night-vision goggles, cigarettes, and even cardboard boxes all inherited a multi-functional philosophy that most players would never even discover unless they had experimented during their playthrough or were told to do a specific action. Even food became a weapon of war that could be used to poison and distract guards if it had gone spoiled.

On the topic of food, alongside the standard health bar, Snake has a stamina meter that must be ministered to constantly by eating foods found on-site and administering proper medical treatment. Animals, fruit, medicinal items, and various packaged resources must be collected and watched over throughout the game. All food items ran on a real-time clock leaving food to go unsanitary and rotten after a matter of real-time days.

The Beginning of Product Placement

Fun Fact: Kojima has gone on record saying that Naked Snake’s favorite CalorieMate Block is the chocolate-flavored line (rightfully for promotional reasons!).

The Metal Gear Solid series kickstarted Hideo Kojima’s constant usage of product placements within his games that are still ongoing today. These products include but are certainly not limited to clothing, accessories, toys, household items, and of course, food. Snake Eater began a trend of future Kojima Production games featuring real-life items that are purchasable in many small scale and large retail stores throughout Japan through the brand of nutritional energy bars and gels, CalorieMate.

The chocolate-flavored CalorieMate Block appeared in the original version of Snake Eater, while the maple-flavored kind replaced it in the HD Collection due to it being the latest flavor release at the time. Advertisements for CalorieMate during the game’s release showed Naked Snake holding a chocolate-flavored Block saying “If you wanna survive in the jungle, your going to need one of these.”

When initiating a Codec call with Paramedic after eating a CalorieMate Block, the character will question the legitimacy of the food. In reality, CalorieMate first released in 1983, contradicting the 1960’s setting of the story, therefore, making its placement in the game an anachronism; an object or person that is displaced in time.

A Legacy Worthy of The Big Boss Rank

At the time of Snake Eater’s release, although the game garnered a completely positive reception from critics with a 91 Metacritic score, it was highly debated whether the sequel-prequel was superior to the entries that came before it. Critics commonly praised the graphics and cinematics the game had to offer but questioned whether the gameplay was too complex for its own good. Snake Eater also had to ride the coattails of unsatisfied audiences originating from the previous entry’s lack of Solid Snake being the protagonist which ultimately lead to sales of the game being significantly lower than the previous Solid entries.

Over time, Snake Eater became the fan-favorite entry of the series and would go on to receive the most re-releases out of all the Metal Gear games to date. Most notably, in 2006 Metal Gear Solid 3: Subsistence expanded upon the online mode in the game and added a completely new third-person controlled camera system that enhanced the overall experience and became the right analog stick standard for future entries. Buyers of this version were also treated with the original two MSX Metal Gear games found on the main menu- the first time the original Metal Gear and Metal Gear 2: Solid Snake had ever been localized outside of Japan.

Snake Eater 3D Limited Edition Bundle included a ‘Snake Skin’ themed standard 3DS (only released in Japan).

2011 saw the release of the Metal Gear Solid HD Collectiona compilation title that included an updated version of Subsistence — arguably the best way to play Snake Eater today. In 2012 the game also saw a release on the Nintendo 3DS dubbed Metal Gear Solid 3D: Snake Eater which included a new real-life camera camouflage system and multiple gameplay changes inherited from Metal Gear Solid: Peace Walker to accommodate the 3DS’s lack of dual analog sticks.

Metal Gear Solid 3: Snake Eater is a true patriot that definitively holds its ground against the rest of the series today due to its creative liberties that the series never quite revisited in complete depth. Hideo Kojima and his team of masterminds behind Kojima Productions are well deserved of a salute for the tremendous efforts they put into creating a groundbreaking title that forever changed what it meant to be a cinematic video game. From its action-packed plot to its cinematic orchestra inspired-score, even after 15 years the pure indigenous nature of creativity from the studio never ceases to amaze audiences.

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