Thể loại : Action
Dung lượng: CSO 617 MB
FW Tested : 5.00m33-6 Trailer:HERE
Unlike the previous two installments, the Digital Graphic Novel really
isn't a game; it's more like a visual interactive experience that
depicts the incidents of Shadow Moses in a graphic novel format. The
entire disc is broken down into three modes: the VR Simulation mode,
the Mental Search mode and the Memory Building Simulation mode. The VR
Simulation mode is the primary thrust of the title, and starts up
almost immediately once the disc has been loaded. Running about two
hours long, The VR Simulation mode is comprised solely from images by
Ashley Wood, an Australian artist who is rather familiar with the Metal
Gear Solid universe (he's drawn the official comic book for years).
Wood's Expressionistic images are presented in two separate ways:
normal pages are somewhat akin to those you might find in a comic book
or graphic novel. For the most part, these pages are used to explore
story and transitional elements between areas. The other way is by
movie sequences that often roll through multiple frames and break out
of the standard "comic" convention to bring action sequences or
dramatic moments to life. It's fascinating to note how Wood's visual
style changes from page to page -- some of the normal pages are roughly
drawn, while others are more photorealistic or visually evocative. Some
of the action movies eschew detail in favor of faster moving animation
and the emphasis words to point out what's going on: the "Bang" of a
pistol or the rapid "Budda-Budda" flashing words of machine gun fire
comes to mind. Although there are sound effects and a soundtrack to
match up with the images onscreen, there is practically no dialogue: in
fact, you'll only hear some laughter or grunts for the most part.
Wood's Expressionistic images are presented in two separate ways:
normal pages are somewhat akin to those you might find in a comic book
or graphic novel. For the most part, these pages are used to explore
story and transitional elements between areas. The other way is by
movie sequences that often roll through multiple frames and break out
of the standard "comic" convention to bring action sequences or
dramatic moments to life. It's fascinating to note how Wood's visual
style changes from page to page -- some of the normal pages are roughly
drawn, while others are more photorealistic or visually evocative. Some
of the action movies eschew detail in favor of faster moving animation
and the emphasis words to point out what's going on: the "Bang" of a
pistol or the rapid "Budda-Budda" flashing words of machine gun fire
comes to mind. Although there are sound effects and a soundtrack to
match up with the images onscreen, there is practically no dialogue: in
fact, you'll only hear some laughter or grunts for the most part.
While viewers of the Simulation mode can choose to have the sequence
automatically run from start to finish, there's a specific reason to
manually turn each page. Scattered throughout the VR Simulation are a
number of icons, items and objects known as Memory Elements that
pertain to Snake's mission and the Shadow Moses incident itself. By
hitting the Square Button at any point, you enter the Mental Search
mode, where you'll be able to zoom in and out of the current scene
(from 100% to 300% of the normal magnification) to find and collect
these items. This mode gives you two separate tools to help you track
down these hidden elements. The first one is the zooming cursor itself.
The closer you get to an item (or group of items), the faster the
cursor will rotate. The other way is a graph known as the sync rate.
The more peaks you happen to see on the graph and where they happen to
be located on the chart lets you know if there's something on a page
you've already passed, hidden on the current page you're on or if
there's something coming up in the next few pages.
Searching for all of these Memory Elements can be a meticulous process:
I once spent about six hours in the Mental Search mode analyzing just
about every pixel in the various scenes to collect as many elements as
I could. I discovered that there are some scenes, particularly with
close up shots, where the analog nub on the PSP wasn't as precise as I
would've liked it to be -- the cursor will sometimes slide all over the
place depending on how close you zoom in, which can frustrate you in
your acquisition of these items.
You'll also discover that no matter how closely you analyze the video,
you can't discover every single element with only one viewing of the
novel. Many of these items remain locked or hidden until you release
them via the Memory Building Simulation mode, which lets you connect
seemingly disparate memories and items together to gain a full sense of
what happened on Snake's mission. The Memory Building mode is a matrix
that starts with Solid Snake as a central point, and branches out from
there based on the elements you've collected. Every item has its own
briefing which will help you connect them to other elements, forming
entire memory groups that can unlock flashbacks or hidden items in the
VR simulation, as well as open new branches on the matrix itself.
There is a bit of detective work to accurately complete each section,
and you can accidentally connect elements that aren't related to each
other. This will prematurely close off the matrix and restrict you from
discovering everything. The mode will alert you to an improper
connection so you have an idea to break and reconnect the right items
together, but this can be somewhat tricky -- when you're starting out
with 20 or 30 elements, it's somewhat easier to figure out what's wrong
and fix it. When you have 80 to 100 or more on the matrix, finding
which connection is wrong becomes increasingly harder to do, especially
because the previously tied together items don't get cleared off of the
screen. Once you've spent a lot of time, you may find that the wrong
one is like finding a needle in a haystack.
Searching for an obscure or missing item for the matrix after a long
period of connecting items may start to feel a bit tedious as well. To
a degree, you can attempt to bookmark certain areas of the novel to
return to, which would make leaping back and forth a bit easier.
However, I found that the disc didn't necessarily retain bookmarks
every time I used the disc. I also found that it was sometimes easier
and quicker to use the page index to leap to any particular section of
the novel instead of relying on the bookmarks, rendering that feature
useless.
Visually striking, the Metal Gear Solid Digital Graphic Novel is an
excellent way to tell the story of the Shadow Moses Incident, and
hopefully the other stories of the series will see this kind of
translation. While it isn't exactly a game, it's not exactly a movie
either thanks to the interactive elements and the memory matrix. It's
probably not for everyone either; if you're a hardcore fan, you'll
really like this experience, but otherwise, you may only casually watch
the disc once or twice before you put it down.
(theo IGN)
Download:HERE Pass: karjn Thanks to karjn from GVN for this game.