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When you see the kaxaml symbol, you know you can cut and paste the included markup snippet directly into kaxaml to interact with it live. Then you are free to tweak the markup and make a few cool new styles and templates of your own! The Lookless Control Model. When developers first start learning WPF, they are often very surprised to learn that a WPF control does not include a hardcoded visual representation. Rather, the default visual representation is specified in XAML in a completely separate theme assembly from the class that implements the control’s logic. This separation of code- based logic from visual representation (the control’s look and feel) is what makes the WPF control model so powerful. We refer to this approach as a “lookless control model”. Why, you may be asking, is such a model better than the traditional approach of defining the visuals as part of the control? ![]() I’ll give you two big reasons: design and reusability. If you’ve studied WPF or Silverlight much, you have certainly heard about the new developer/designer workflow that these technologies enable. Namely, developers and designers can work side by side to simultaneously create powerful and visually stunning applications, with each person doing what they do best. A developer can implement an application’s logic at the same time that a designer creates the application’s look and feel. To a great degree, it is the lookless control model that enables this new workflow. It turns out that left- brained developers don’t always come up with the most eye- pleasing visual designs, as can be seen by looking at the “battleship gray” user interfaces coming out of the Windows Forms world for the past decade. Now contrast these apps with the vibrant Flash- based web applications created in the same timeframe. The big difference is that most of the cool Flash applications were created by right- brained designers who take aesthetics very seriously. Yes, I’m stereotyping with the whole left- brained/right- brained thing… some stereotypes are just true.)By introducing a lookless control model where the visual representation of the control is specified apart from the control’s code, we are able to put the visual design into the hands of a qualified UX designer, where it belongs. The second big reason for separating a control’s visuals from its code implementation is reusability. In the past, if you wanted to have two buttons with different visual appearances, you had to create two separate button classes with the correct rendering code baked into each class. Both classes contained the same basic button logic. They both provided a “click” event in response to the appropriate mouse or keyboard user interactions. The only difference between the button classes was in the rendering logic. By moving the visual representation into XAML and out of the control class, we allow a single Button class to be reused wherever we need to support a Click interaction. The button can have whatever visual representation the designer wants to create. The developer no longer needs to be involved in the process of redefining a button’s visual representation. An example of this reusability can be seen in the following image (borrowed from my Observable Dictionary Sample) depicting a List. View in which each row contains a style name and a button. The only difference between each button is the “Style” used to define the button’s look and feel. Introduction to Styles. We have already seen an example of how one might style and template an item container via the Item. Container. Style property (see ‘I’ is for Item Container). Now it’s time to actually dig into the nitty gritty details of control styling and templating. If you are already familiar with styling and templating, you can skip ahead to the section entitled Templating an Items Control. Of course, you might consider continuing on through the following sections as a refresher course and it’s possible you might even learn something new. P)A WPF style consists of a collection of property values that are applied to a framework element either explicitly (by setting its Style property) or implicitly (based on a resource lookup using the element’s default style key). These property values are applied using Setter objects. Thus, a style can be thought of as a collection of Setter objects. Here is a very simple example: < Style. Target. Type="{x: Type. Rectangle}">. < Setter. Property="Width" Value="5. Setter. Property="Height" Value="5. Style> In this case, a style is created for a Rectangle. There are two setters in the style. These set the Width and Height properties of the Rectangle to 5. So how do you actually use the style? Typically, you will give it a resource key and add it to a resource dictionary somewhere in your element hierarchy. Then you can use the resource key to apply the style to specific elements in the subtree. Here is a kaxample: < Gridxmlns="http: //schemas. Grid. Resources>. Stylex: Key="My. Rectangle. Style". Target. Type="{x: Type. Rectangle}">. < Setter. Property="Width" Value="5. Setter. Property="Height" Value="5. Style>. < /Grid. Resources>. < Stack. Panel. Orientation="Horizontal">. Rectangle. Style="{Static. Resource. My. Rectangle. Style}" Fill="Red" />. Rectangle. Style="{Static. Resource. My. Rectangle. Style}" Fill="Green" />. Rectangle. Style="{Static. Resource. My. Rectangle. Style}" Fill="Blue" />. Rectangle. Style="{Static. Resource. My. Rectangle. Style}" Fill="Black" />. Stack. Panel>. < /Grid> In the above example, the style is explicitly applied to each Rectangle because we have set the Style property on the Rectangle elements. If we want the style to be applied implicitly to every Rectangle in the subtree, we can simply remove the x: Key attribute from the style declaration and then not specify the Style property on the Rectangle elements, as shown in this kaxample: < Gridxmlns="http: //schemas. Grid. Resources>. Style. Target. Type="{x: Type. Rectangle}">. < Setter. Property="Width" Value="5. Setter. Property="Height" Value="5. Style>. < /Grid. Resources>. < Stack. Panel. Orientation="Horizontal">. Rectangle. Fill="Red" />. Rectangle. Fill="Green" />. Rectangle. Fill="Blue" />. Rectangle. Fill="Black" />. Stack. Panel>. < /Grid> You may be curious as to why the above style is applied to all Rectangle elements in the subtree. The answer is hidden in the framework’s parsing routine for resource dictionaries. Each element added to a resource dictionary must have a key. It is noteworthy that the style above is conspicuously missing an x: Key attribute. It turns out that the XAML parser has special handling for Style objects that are added to a resource dictionary. If no key is specified, the parser uses the style’s Target. Type as its key. So the above style declaration is actually equivalent to the following: < Stylex: Key="{x: Type. Rectangle}" Target. Type="{x: Type. Rectangle}">. Setter. Property="Width" Value="5. Setter. Property="Height" Value="5. Style> There is a convention in WPF that an element’s type is used as its default style key. As mentioned earlier, if the Style property is not explicitly set on a framework element, a resource lookup takes place using this default style key (the element type) to find an appropriate style. Hence, in the example above, our style is applied to each Rectangle as a result of its default style key. Now let’s take a look at a styling feature that even some of the most experienced designers may not know about…Our style above can only be applied to Rectangle elements. 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After, You can install all the contents afterward. Always disable automatic checks for updates. Los Sims - Wikipedia, la enciclopedia libre. Este artículo trata sobre el primer videojuego de la serie. Para el artículo que engloba toda la serie Los Sims véase Los Sims (saga). Para otros usos del término "Sims", véase Sims. Los Sims. Desarrolladora(s)Maxis. Edge of Reality (PS2/Xbox/GC)Distribuidora(s)Electronic Arts. Director(es)Luc Barthelet (Maxis)Diseñador(es)Will Wright. Reserva online una de las 17 salas disponibles en Ciencias y en Humanidades. El Servicio de Bibliotecas ofrece formación para todos los miembros de la Universidad. Rod Humbler. Compositor(es)Jerry Martin Plataforma(s)Windows, Mac OS X, Nintendo Game. Cube, Play. Station 2, Xbox , teléfonos móviles, Play. Station Portable, Android, Nintendo DSFecha(s) de lanzamiento. Microsoft Windows. NA 3. 1 de enero de 2. EU 2. 8 de febrero de 2. Mac OS XPlay. Station 2. 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Wikidata]Los Sims es un videojuego de simulación social y estrategia creado por el diseñador de videojuegos. Will Wright, desarrollado por Maxis y publicado por Electronic Arts en el año 2. Desde entonces la franquicia ha vendido más de 1. PC más vendido de la historia.[1]Desde 1. Will Wright había conseguido resultados similares con el popular juego Sim. City y todas sus secuelas. El éxito de sus videojuegos se basa en su filosofía creativa de aplicar teorías científicas para el diseño de simuladores de vida, ya sea de una ciudad, un planeta, un hormiguero o, como en Los Sims, una comunidad vecinal. Los Sims es el primer videojuego de este género en el que cada ser vivo tiene personalidad propia y se controla individualmente de forma directa. Como curiosidad, antes de publicarse, los creadores llamaban al juego "casa de muñecas" o "el juego del inodoro", puesto que era el único videojuego que incorporaba un retrete totalmente funcional y que personajes de diferente género usaban de maneras diferentes (levantaban o no la tapa). En el 2. 00. 2, Los Sims consiguió el récord mundial de ventas, superando al famoso videojuego Myst.[2]Sistema de juego[editar]El juego consiste en crear personajes llamados Sims y satisfacer sus necesidades, concretar sus aspiraciones y cumplir sus sueños, es decir, "construirles" una vida. El juego, en perspectiva isométrica pseudotridimensional, permite diseñarles a los Sims una casa y abastecerla con todos los objetos que se requieran para satisfacer sus necesidades. El juego posee una opción de modo libre (libre albedrío) con la que los personajes pueden realizar sus actividades por sí solos, aunque lo normal es que el jugador intervenga dándoles órdenes, las cuales pueden incluso no ser respetadas por los Sims en situaciones específicas. El jugador deberá satisfacer las necesidades básicas de los Sims, como comer, dormir, o ir al baño, entre otras. Para sustentar la economía de la casa, los Sims deberán buscar trabajo y ganar Simoleones (la ficticia moneda en el mundo Sim), el juego ofrece una variada línea de trabajos, y el personaje podrá ir ascendiendo en su trabajo dependiendo de las habilidades que tenga y la cantidad de amigos. Necesidades[editar]Entre otras cosas, uno de los desafíos del juego es satisfacer las necesidades de los Sims. No satisfacerlas puede traer consecuencias, desde que el Sim entre en depresión, negándose a acatar algunas órdenes, hasta la muerte del propio Sim. Las 8 necesidades se visualizan en la pantalla como barras horizontales. Cuando la necesidad está completamente satisfecha, la barra será de color verde, e irá cambiando a rojo, pasando por verde oscuro y rosa cuando la necesidad sea apremiante. Las necesidades son: Hambre: Se rellena simplemente comiendo. Si el medidor llega a cero y el Sim no come, morirá si es adulto, y si es niño se lo llevará un asistente social y no volverá a la familia. Comodidad (Sims 1 y 2): Se rellena sentándose en una silla o sofá o durmiendo en una cama. Cada objeto tiene un nivel de comodidad que determina la velocidad a la que se rellena la barra. Estar mucho tiempo de pie o realizando actividades baja la barra. Vejiga: La barra se va vaciando poco a poco a ritmo constante. Para rellenarla basta con usar un inodoro. Si la barra llega a cero, el Sim se orinará encima, bajando el medidor de Higiene a cero. Higiene: Cualquier forma de lavarse sube esta barra. Lavarse las manos o los dientes proporciona una subida ligera, mientras tomarse una ducha o baño la rellena en gran parte. Bajará al hacer ejercicio, apagar incendios u orinarse encima. Energía: La barra de energía se va vaciando poco a poco a ritmo constante. Para rellenarla al máximo, el Sim debe dormir unas horas, influyendo en la velocidad de rellenado la calidad de la cama o sofá donde duerma. Si la barra llega a cero, el Sim se desmayará y se quedará dormido en el suelo, bajando la comodidad y rellenándose la barra de energía dependiendo de las horas que se le quede en ese estado. Diversión: Pueden ayudar muchas actividades a satisfacer esta necesidad, dependiendo de la personalidad del Sim. Algunos disfrutan más de los ejercicios, otros de la lectura, otros de la televisión (determinados canales, además le proporcionan más diversión que otros según sus gustos).. Existen numerosos objetos destinados a aumentar el medidor de diversión y mejorar el humor de cada Sim. Los niños y adolescentes pierden mucha diversión en la escuela o haciendo los deberes. Social: Según la personalidad del Sim, sus necesidades sociales serán diferentes. Algunos Sims necesitan más esfuerzo para mantener alta esta necesidad, aunque por otra parte, a otros con un Carisma alto o con personalidad Cordial, les costará menos subirla. La forma más efectiva de hacerlo es sostener conversaciones extensas con otros Sims, ya sea cara a cara o por teléfono, o realizar actividades con ellos o con mascotas. Entorno: El entorno depende principalmente de los objetos decorativos y de iluminación que haya en la habitación en la que se encuentre el Sim, aunque también influye el tamaño de la habitación o el precio de paredes y suelos. Si la habitación tiene platos o encimeras sucias, charcos de agua o camas deshechas, el medidor se reduce. Para subirlo, basta con limpiar o arreglar la habitación, adquirir muebles o decoración más caros, o sencillamente hacer que el Sim pase a otra habitación en mejores condiciones, lo que hace subir la barra inmediatamente (bajará igualmente al pasar a una habitación en peor estado). Nota: El truco Max. Motives (Sims 1 y 2) y el Testingcheatsenabled true(Sims 3) o Testingcheats true (Sims 4)pueden modificar las barras de necesidades. Trabajos y habilidades[editar]Los Sims necesitan dinero para comprar comida y sufragar las construcciones y compras de muebles y otros objetos. Para obtenerlo, deberán buscar trabajo con la ayuda del periódico que llega diariamente a la casa. De esta forma, diariamente, el Sim con trabajo abandonará la casa y se desplazará a su lugar de trabajo durante el horario estipulado, y ganará un sueldo a la vuelta. Cada Sim, además, tendrá la oportunidad de ascender en su trabajo, mejorando su horario laboral y su sueldo. Para ello deberá conseguir un número determinado de amistades con otros Sims y además deberá desarrollar una serie de habilidades. Todos los Sims adultos tienen el mismo registro de habilidades, con una puntuación de 0 a 1. Para desarrollar las habilidades deberá practicarse una actividad que las desarrolle durante un tiempo determinado, hasta completar el punto completo, representado por una barra vertical que aparece sobre el Sim y que va llenándose hasta llegar arriba, momento en que se gana el punto. En ese momento, la barra se vacía y comienza a desarrollarse el siguiente punto. Los primeros puntos se desarrollan más rápido y según se avanza va costando cada vez más tiempo completar el punto. Además de para el trabajo, algunas habilidades también tendrán su utilidad en la vida del Sim dentro del hogar. El registro de habilidades es el siguiente: Cocina: Los Sims que tengan pocos o ningún punto de habilidad deben evitar acercarse a la cocina, ya que si intentan cocinar hay una alta probabilidad de que provoquen un incendio. Por otra parte, cuantos más puntos tengan, más alimentarán las comidas que realicen y mejor rellenaran la necesidad de hambre. Download Brother DCP- 1. C Printer Driver Driver.
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Using the same Fox Engine as Ground Zeroes, The Phantom Pain features Physically- Based Rendering, Subsurface Scattering, and a multitude of other techniques and effects that impressed those who played the prologue. 2017 marks the 30th anniversary of the Metal Gear series; a sprawling web of military operations, government conspiracies, bipedal nuclear battlemechs, and tactical. · The S-Rank Metal Gear Solid 5: Ground Zeroes walkthrough will guide you through the beginning to ending moments of gameplay with strategy tips for this action. Kotaku Soundtrack is a selection of the stuff we’re listening to at the moment. Luke Plunkett is a Contributing Editor based in Canberra, Australia. He has written. GameTrailers is your destination to see official trailers first. Powered by IGN, you can expect to see world-first exclusive gameplay and the hottest new tra.![]() In- game, little has changed in the nine months between the release of the two games, bar a remix of the graphics settings, though as expected The Phantom Pain is a more demanding title due to its greater scale, new gameplay options, and frequent visual effects. With extensive knowledge of the Fox Engine, and dozens of hours of hands- on time with both titles, we've run the numbers, compared the settings, and demonstrated why Metal Gear Solid V: The Phantom Pain looks and plays best on PC in our latest Graphics & Performance Guide. So set aside some time, and check out the info and images below to see why you should play The Phantom Pain on PC, and preferably with a Ge. Force GTX GPU. Guide Contents. System Requirements. Konami's Metal Gear Solid V: The Phantom Pain system requirements reflect the game's scalability, enabling you to reduce graphical detail to previous- generation levels, and up to and beyond the capabilities of current- generation consoles. Konami's Minimum Specifications. OS: Windows 7 6. 4- bit or Windows 8 6. OS Required)Processor: Core i. GHz) or better; Quad- core or better Memory: 4. GB RAM or above. Graphics: Ge. Force GTX 6. 50 or above. Direct. X: Version 1. Konami's Recommended Specifications. Processor: Core i. GHz) or better; Quad- core or better Memory: 8. GB RAM or above. Graphics: Ge. Force GTX 7. 60 or above. To reach those higher detail levels requires much more in the way of GPU horsepower, our testing shows, and as such we'd recommend the following GPUs for high settings at a variety of resolutions: No longer will you receive a locked 6. PC, as you did in Ground Zeroes. To find out why, keep on reading. Metal Gear Solid V: The Phantom Pain: The PC Difference. As with Ground Zeroes, The Phantom Pain looks and plays significantly better on PC thanks to higher- resolution effects, higher- quality shading, support for 4. K and 5. K resolutions, and support for PC- only technologies, such as Dynamic Super Resolution (DSR), Shadow. Play, Game. Stream, Game. Stream Co- Op, and G- SYNC. To highlight in- game enhancements, Konami created a couple of comparisons showing the same scenes on PC and Play. Station 4, where the most technically- advanced console edition of the game can be found. Note the increased number of lights, the higher levels of detail, and the higher- resolution shadowing, along with many other smaller improvements. In the second comparison, detail all around is of a higher quality once more, particularly so on the road, and on distant trees and cliffs. Note too the improved ambient occlusion shadowing around the sandbags, and across the scene. In general, just about every effect, feature and texture is of a higher quality on PC, where Kojima Productions can demonstrate the full capabilities of the Fox Engine. For a look at how Depth of Field is improved on PC, enabling the creation of cinema- style cutscenes, skip to the Depth of Field section. Ambient Occlusion. Ambient Occlusion (AO) adds contact shadows where two surfaces or objects meet, and where objects block light from reaching another nearby game element. The AO technique used and the quality of the implementation affects the accuracy of AO shadows, and whether new shadows are formed when the level of occlusion is low. Without Ambient Occlusion, scenes appear flat and unrealistic, and objects float on surfaces. In The Phantom Pain we see Screen Space Ambient Occlusion (SSAO) employed, as it was in Ground Zeroes, albeit with a name change in the settings menu. While far from the best technique available, SSAO is nonetheless a welcome addition; without its inclusion image quality would be diminished as the following comparisons demonstrate. The above comparisons were from Ground Zeroes, where the effect of settings can be more clearly seen due to the tight packing of content to fit within the game's small play area, and an abundance of man- made structures with detailed industrial- design. In The Phantom Pain, in contrast, the massive zones are wide- open, punctuated by the odd structure, the occasional enemy outpost, and a few larger settlements and locations. To date, the places we've visited have yet to rival the detail and density of Ground Zeroes' military base, though once The Phantom Pain servers are online players can import Ground Zeroes' save games to revisit the location. As such, the effects of settings are generally better demonstrated in Ground Zeroes as the on- off differences are immediately evident. In comparison, here is the much- more subtle impact of Ambient Occlusion in The Phantom Pain: Interior locations typically differ in The Phantom Pain, too, with many being dark or pitch black, though in some cases Ambient Occlusion can still be clearly seen. Performance: As the Ambient Occlusion technique and implementation is unchanged in The Phantom Pain, the comparative performance impact of the setting's options are almost identical in the most detailed area we could locate. Note: Ambient Occlusion is dependent on "Post Processing" Medium, or higher, also being enabled. If you're seeking extra performance simply lower Ambient Occlusion to High and regain a handful of frames per second, as during gameplay you're unlikely to notice the difference in fidelity, especially when crawling along your belly at night. If you're interested in a superior Ambient Occlusion implementation for The Phantom Pain, try our NVIDIA Control Panel Ambient Occlusion override. Depth of Field. In Ground Zeroes, Depth of Field, Post- Processing Anti- Aliasing, Bloom, and other effects were grouped together in the Screen Filtering setting, with no options to adjust each individual effect (until modders found a way). Like Motion Blur, Depth of Field divides opinions, so to save everyone the effort of modding files Depth of Field is now available as a dedicated setting. However, this only affects gameplay, as famed game director Hideo Kojima progresses The Phantom Pain's story with Hollywood- style cinematics, replete with simulated out of focus camera effects. On PC, Depth of Field is upgraded from a 'gather' technique to a 'scatter' technique, enabling better transitions between focal areas, and variable blurring per frame. The resolution of the blur has also been greatly improved to reduce artifacts, and artist- controlled Bokeh effects are now included, enabling Kojima and co. Using identical frames from the Play. Station 4 edition of Ground Zeroes, we can exemplify this engine- wide improvement to PC Depth of Field below in a similar interactive comparison. Depth of Field is focused and applied by the cinematic director. Without it, the fidelity and 'style' of cut scenes suffers greatly. A second comparison from the Play. Station 4 edition of Ground Zeroes further highlights the PC's massively improved Depth of Field effects, which apply less blur in the foreground, and higher quality blur in the background. During gameplay, Depth of Field is used when aiming with weapons, when crouching, when driving and riding in vehicles, and to blur portions of the screen for stylistic effect, as the following interactive comparison demonstrates. Performance: Extensively used throughout the game, Depth of Field adds an extra bit of style, and in our opinion is well- worth using. With a performance cost of around 5 frames per second though, it may be a tad too expensive for some. Our recommendation: sacrifice things like Extra High Ambient Occlusion first, and only turn off Depth of Field if absolutely necessary. Effects. The main mission of Ground Zeroes had little in the way of special effects until an in- game, non- interactive cutscene at its conclusion. Metal Gear Solid 5: The Phantom Pain Review. Available on Xbox One, PS4, Xbox 3. PS3, PCRelease date: September 1. December 2. 01. 5 Update. For me, 2. 01. 5 will always be about two massive, much- anticipated, epic open- world games: The Witcher 3 and Metal Gear Solid 5: The Phantom Pain. These are games built on a more ambitious scale; games that could close the gap between the linear, narrative- led action games that had dominated the last console generation and the more emergent, free- roaming style of Skyrim and GTA 5. Even now I’d struggle to choose between them. The Witcher 3 gave us an amazing world to explore and a cracking fantasy story. MGS5 managed to transform what should have been a mess of complex systems into something convincing and compelling. Sure, things start to fall apart as the game approaches the end, but just remember all the high points that come before that. Like its beloved Diamond Dogs, its rough around the edges but full of killer moves. Playing it again four months later, it’s still striking how well it holds together. The prologue might only be semi- interactive at times, but that’s part of what makes it so taut and enthralling. The whole process of finding your feet in Afghanistan is still enjoyable, as you learn new ways to tackle Russian patrols and enemy encampments, or play with strategies you’d never considered on your initial playthrough. The whole way that the Mother Base, recruitment, development and supply drop systems work together is plain brilliant, while The Phantom Pain still has the best dog and horse buddies of any video game (sorry Dogmeat, but DD has you licked). Whether you’re trying to sneak your way into or blast your way out of a situation, there’s no end to the thrills. Related: Metal Gear Solid 5 tips and tricks. Since MGS5 launched, of course, we’ve had the addition of Metal Gear Online, adding proper team- based, competitive multiplayer to the in- game, asynchronous multiplayer features of the (thankfully optional) F. O. B. system – or at least as long as you’re not playing on PC. Metal Gear Online hasn’t exactly had the warmest of responses, stung by stability issues at launch and criticised for balance and other gameplay issues ever after. Some of these have now been fixed, with proper host migration added to stop sulky hosts on the losing team spoiling a perfectly good match, while weapons and classes have seen some rebalancing to make them more or less effective. Is this enough to make Metal Gear Online an essential part of the package? Well, it can be good, especially when it plays to The Phantom Pain’s existing strengths. Bounty Hunter mode, for example, might effectively be Team Deathmatch, but the way the best players are tagged with bounties makes it much more interesting, particularly once knocking them out and using the Fulton Recovery System becomes a quick, attractive way of turning a match around. Related: Best PS4 Deals. The same goes for Cloak and Dagger mode, where the split of abilities between the powerful but visible defenders and the poorly- armed but camouflaged attackers makes for a thrilling game of cat- and- mouse. Sure, it’s possible as an attacker to rush in and grab one of the two disc objectives, but the risks of being caught – the whole team becomes momentarily more visible – encourages good players to play it like Snake himself would. The sneaking really is all- important. If the final mode, Comms Control, isn’t so successful, it’s because a more straightforward control point conquest mode isn’t really such a natural fit. The other likable thing about Metal Gear Online is how well Snake’s abilities and equipment translate into an online setting. You have three classes, each of which can be levelled up with new abilities and new equipment. Scouts get sniper rifles and some handy, high- speed moves. Demolitionists work as a kind of tank, with heavier armour and weapons. The Infiltrator is the sneakiest class, with the all- important stealth camo suit. Related: Best Xbox One Deals. While there are differences in terms of movement speeds, targeting speeds, loadouts and available equipment slots, each class can handle different roles within a match, and the availability of such much- loved, versatile tools as the night- vision goggles, snares, c- box and decoys ensures that Metal Gear Online always feels like Metal Gear. Think a cardboard box would be useless against seasoned vets? Not when you can use it to ward off sniper fire, bowl down an enemy or lose a marked position. Sadly, Metal Gear Online doesn’t always reach its true potential. On the one hand, some players still refuse to get it, taking actions that actively prevent the team from winning games. This is becoming less of a nightmare as the player base becomes more expert and more casual players move on, but this in itself has another drawback: Metal Gear Online is not the most accessible game coming in. Even with some experience in the single- player game behind you you can expect to spend your first few hours getting silently toasted by stronger players, which doesn’t exactly make for the most- rewarding on- ramp. And while the much- vilified Konami is continuing to support the game, it’s still not getting the kind of maps or modes we’re seeing in the likes of Call of Duty, Halo 5 or Rainbow Six: Siege. Related: PS4 tips and tricks. That’s a problem, because it’s been a really strong season for multiplayer action games, and while Metal Gear Online is a different style of game from the shooters, it’s still trying to tap the same audience. Player numbers are already falling, and I suspect that by the time the PC version gets multiplayer in January, the vast majority of the potential player base just won’t care. Updated Verdict. Does this impact our verdict on Metal Gear Solid 5 overall? Not really. It was unmissable as a single- player experience in September and it remains an unmissable one now. Buy it, enjoy the campaign and do give Metal Gear Online a try. Just don’t be surprised if it doesn’t hook you in quite the same way. Related: Xbox One tips and tricks. Original review – September 2. If this really is Hideo Kojima’s last Metal Gear, then you can’t accuse gaming’s great auteur of going out with a whimper. The Phantom Pain is everything you ever wanted from a Metal Gear Solid – and possibly all the things you ever wanted from all the Metal Gears crammed into one crazy last instalment. Want the complex interlocking systems of MGS3? You’ve got them. How about the cinematic drive and gangs- all- here fan service of MGS2 and MGS4? Well, that’s here too. Like the knock- out recruiting and army management of the PSP’s Peace Walker? It turns out that there’s room for that as well. And the emergent, open- world gameplay of Metal Gear Solid: Ground Zeroes? Well, you hardly needed to ask. There’s also space for all of Kojima’s varying obsessions, ranging from pointed looks at cold war politics, revolution, capitalist greed, western hypocrisy, war and violence, to echoes of the movies and music he loves. There are weird in- jokes, bizarre head- scratching moments and young women clad in outfits so revealing that it could be months before we entangle whether we’re looking at a satire of gaming sexism or just the sexism itself. Most of all, while it’s a game that takes itself pretty seriously at times, The Phantom Pain can be knowingly ridiculous and playful. From some bizarre side activities to new variations on the good old cardboard box, MGS V is nowhere near as po- faced as it could have been, even if it’s the darkest MGS of all. Related: Metal Gear Solid 5 tips and tricks. One criticism of Kojima has always been that his cinematic pretensions sometimes get in the way of the gameplay; that he’d rather you sat back and watched the movie than played the lead. Kojima seems to be toying with the idea himself in the prologue; one of the greatest sustained gaming sequences I’ve played this year or any other. Linear, but jammed with taut set- pieces, shock moments and extraordinary build- ups of suspense and release, it’s an absolute stormer, and by the time Kojima has pulled in some of his trademark oddball villains – adversaries to rival MGS3’s Cobra Unit or Metal Gear Solid’s Foxhound – you’ll be ready for some formidable action scenes and a storming climactic chase. This, it turns out, is The Phantom Pain just winding up. Next we’re off to Afghanistan, and it’s here that The Phantom Pain’s true character emerges. |
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November 2017
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