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Activision released Freedom Filled Game with MGS inspired cover mechanics on steam.


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#1
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http://store.steampo...com/app/319410/

 

GET HYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYPE

 


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#2
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LMAO



#3
TheClonesLegacy

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It looks like a late era PS1 game.



#4
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It looks like a late era PS1 game.

That's just rude. It's totally a late-era PS2 game.



#5
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It looks like a late era PS1 game.


>2017
>needing graphics when you have freedom.

#6
2Pac

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Im Done, Activision has reached a new level of low. This is one of the worst ****** things I have seen in my life.



#7
Inquisitor Recon

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All of the graphics that 2001 had to offer.


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#8
The Valiant Misanthropist

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http://store.steampo...com/app/319410/

 

GET HYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYPE

 

i-dont-want-to-live-on-this-planet-anymo



#9
TheChris92

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Because MGS is known for its 'cover mechanics'.. right - Looks very unappealling
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#10
Fidite Nemini

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Being perfectly honest, this is still several orders of magnitude better than all those job simulator games.



#11
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Because MGS is known for its 'cover mechanics'.. right - Looks very unappealling


Have you looked at how the Systems in metal gear solid games interact from a logical perspective?
MGS uses a lot of environmental interaction.
http://en.m.wikipedi...ki/Cover_system

Cover mechanics come in different tastes, it is just generic shooters that have watered then down

#12
TheChris92

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Have you looked at how the Systems in metal gear solid games interact from a logical perspective?
MGS uses a lot of environmental interaction.
http://en.m.wikipedi...ki/Cover_system

Cover mechanics come in different tastes, it is just generic shooters that have watered then down

From the way you phrased it in the title it implied you were arguing that the game heavily utilizes a cover system, which gives your statement a different meaning. You can use the environment to your advantage but that's something you'd refer to as stealth mechanics, not cover mechanics -- You don't "take cover" in the grass whilst you've been spotted or are in danger, you hide in the grass and use it to sneak through dangerous obstacles. Many of these mechanics have since been abandoned or watered down post-Guns of the Patriots in favor of third-person-shooter-action bullocks.

 

The real reason why I was saying "it isn't known for its cover mechanics" is because they aren't very good in the old games, especially in MGS1 & 2, whilst in combat. It's the innovative approaches to stealth that makes them, for instance, how you can distract guards without the need for any type of equipment or use the convinience of the environment, or the cardboard-boxes, which makes Metal Gear stand out from say.. Thief.


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#13
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From the way you phrased it in the title it implied you were arguing that the game heavily utilizes a cover system, which gives your statement a different meaning. You can use the environment to your advantage but that's something you'd refer to as stealth mechanics, not cover mechanics -- You don't "take cover" in the grass whilst you've been spotted or are in danger, you hide in the grass and use it to sneak through dangerous obstacles. Many of these mechanics have since been abandoned or watered down post-Guns of the Patriots in favor of third-person-shooter-action bullocks.

 

Cover can be included in a whole stealth system. They are not mutually exclusive. An example of Alpha protocol, I can hide behind the wall while in stealth. Stealth is just majorly dependent on the field of vision of the npc. I did mean cover system because Metal Gear Solid was part of the contribution to this system.

 

Just because the game is not known for it , it does not mean it can't draw from it. Also, if you read this topic you would know that this whole topic is satire.



#14
TheChris92

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Cover can be included in a whole stealth system. They are not mutually exclusive. An example of Alpha protocol, I can hide behind the wall while in stealth. Stealth is just majorly dependent on the field of vision of the npc. I did mean cover system because Metal Gear Solid was part of the contribution to this system.

 

Just because the game is not known for it , it does not mean it can't draw from it. Also, if you read this topic you would know that this whole topic is satire.

Except you can have a cover system without it being a stealth game, thus they are mutually exclusive. You take cover from enemies to avoid danger -- and that doesn't necessitate 'stealth' or that you're "out of sight". You can also "hide in plain sight" in games like Hitman, which does not utilize a cover system. But you know all this already.

 

Let me at least point it out again -- The "cover mechanics" you speak of, like hiding in the grass, aren't mutually exclusive to Metal Gear. Valkyria Chronicles, a tactical RPG, in that game you can get your troops to take cover and even hide in the grass. Does that make the game a "stealth game" then? No, of course not. Cover and stealth aren't necessarily one and the same. You use the grass to hide from the enemy not to take cover since it's not really and effective cover is it? You do that in Metal Gear and in Valkyria -- they both have something in common about being tactical though. I don't think I can make my point any clearer than that.

 

 

But I get what it is that you meant by 'cover system' so there isn't really much more to talk about.


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#15
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Except you can have a cover system without it being a stealth game, thus they are mutually exclusive. You take cover from enemies to avoid danger -- and that doesn't necessitate 'stealth' or that you're "out of sight". You can also "hide in plain sight" in games like Hitman, which does not utilize a cover system. But you know all this already.

 

But I get what it is that you meant by 'cover system' so there isn't really much more to talk about.

Okay, I will bite. When you are building software or coming up with an architecture there is this thing called Entity Relationships. In entity relationships, it outlines how different systems are able to communicate with each other. 

 

http://www.visual-pa...hipDiagram.html

 

This means that if I have an enity in my existing system, there is a huge possibility that the part of my system can interact with other parts of the system. Software is based on reusability and if a system contains a userful entity then there is a lot of room for it to be reused. These relationships come in tastes of interaces,composition and aggregation. They are also used heavily in games as games are software.

 

http://gamedevelopme...t--gamedev-1805

 

This concept is known as object oriented programming and if you go into any unity engine you will find it is used extensively. This means that it is possible for the two to contain already existing systems to achieve a higher layered system. If you have looked into the way games are developed you would find this is the norm in the way they are organized.



#16
TheChris92

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Okay, I will bite. When you are building software or coming up with an architecture there is this thing called Entity Relationships. In entity relationships, it outlines how different systems are able to communicate with each other. 

 

http://www.visual-pa...hipDiagram.html

 

This means that if I have an enity in my existing system, there is a huge possibility that the part of my system can interact with other parts of the system. Software is based on reusability and if a system contains a userful entity then there is a lot of room for it to be reused. These relationships come in tastes of interaces,composition and aggregation. They are also used heavily in games as games are software.

 

http://gamedevelopme...t--gamedev-1805

 

This concept is known as object oriented programming and if you go into any unity engine you will find it is used extensively. This means that it is possible for the two to contain already existing systems to achieve a higher layered system. If you have looked into the way games are developed you would find this is the norm in the way they are organized.

That's a little too technical for me -- Anyway, let me just re-post something I added into my earlier post, because I feel like pointing it out.

 

Let me at least point it out again -- The "cover mechanics" you speak of, like hiding in the grass, aren't mutually exclusive to Metal Gear. Valkyria Chronicles, a tactical RPG, in that game you can get your troops to take cover and even hide in the grass. Does that make the game a "stealth game" then? No, of course not. Cover and stealth aren't necessarily one and the same. You use the grass to hide from the enemy not to take cover since it's not really effective cover is it? Or perhaps it's just you and I who phrase it differentlt? You can do both in Metal Gear and in Valkyria -- they both have something in common in the tactical department. I don't think I can make my point any clearer than that

I think we've gotten enough off-track by this discussion.

 

The major point I was trying to make is that the cover systems in Metal Gear aren't very intuitive (in MGS1 & MGS2 especially) and they have since been watered down by the time of Guns of the Patriots. Essentially, it's not really Metal Gear's stick, any more than it is known for its shooter mechanics. Sure you could "technically" refer to the action of hiding in a locker, or in the grass, as to be "taking cover" but I've never heard of it being phrased like that.

Given that it's stealth game, you use the environment to sneak and infiltrate enemy strongholds and thus I'd imagine you'd usually refer to it as thus.

 

But let's end it here. I don't think there's more to gain.



#17
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Starring Justin Bieber! LOL

 

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#18
Sir DeLoria

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Lmao, oh man, you are my hero of the day, Hannibal.

#19
N0rke

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I could have gone my whole life and been ok with not knowing that this existed.