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The player must navigate the protagonist, Solid Snake, through a nuclear weapons facility without being detected by enemies.[17] When Snake moves into an enemy's field of vision, he sets off an "alert mode" that draws enemies.[18] The player must then hide until "evasion mode" begins; when the counter reaches zero, the game returns to "infiltration mode", where enemies are no longer suspicious. The radar cannot be used in alert or evasion mode. In addition to the stealth gameplay, set-piece sequences entail firefights between the player and enemies.[19]
Progress is punctuated by cutscenes and codec, as well as encounters with bosses. To progress, players must discover the weaknesses of each boss and defeat them.[21] Play controls and strategies can also be accessed via the Codec radio, where advice is delivered from Snake's support team; for example, the support team may chastise Snake for not saving his progress often enough, or explain his combat moves in terms of which buttons to press on the gamepad. The Codec is also used to provide exposition on the game's backstory.[21]
In addition to the main story, there is also a VR training mode in which the player can test out their sneaking skills in a series of artificially constructed environments.[21] This mode is divided into three main categories (practice, time attack, and gun shooting), each consisting of ten stages. After completing all 30 stages, a survival mission is unlocked in which the player must sneak their way through ten consecutive stages under a seven-minute limit.[21]
Over Codec, Meryl agrees to meet in the warhead disposal area on the condition that Snake contacts Metal Gear's designer, Dr. Hal "Otacon" Emmerich. En route, Snake receives an anonymous codec call calling themselves "Deepthroat", warning him of a tank ambush.[31] Snake fends off the attack from Vulcan Raven and proceeds to the rendezvous, where he locates Otacon. The ninja reappears, and Snake realizes it is his former ally Gray Fox, believed dead.[32] Devastated over learning REX's true intentions, Otacon agrees to aid Snake remotely using special camouflage to procure information and supplies.
Development for Metal Gear Solid began in mid-1995.[50] Developers aimed for accuracy and realism while making the game enjoyable and tense. In the early stages of development, the Huntington Beach SWAT team educated the creators with a demonstration of vehicles, weapons, and explosives. Weapons expert Motosada Mori was also tapped as a technical adviser in the research, which included visits to Fort Irwin and firing sessions at Stembridge Gun Rentals.[51][52] Kojima stated that "if the player isn't tricked into believing that the world is real, then there's no point in making the game." To fulfill this, adjustments were made to every detail, such as individually designed desks.[53]
Kojima used Lego building blocks and toy figurines to model 3D areas and see what the planned camera views would look like.[49] The game was developed by a staff of twenty people, a small team for such a major title. Kojima preferred to have a smaller team, so that he gets to know everyone in the team, knows what they are working on, and can know if anyone is sick or unhappy.[45] The team size did not expand to full strength until September 1996; initially, there was only a single programmer working on the game's code.
The North American version was released a month later on October 20. Changes and additions were made to this version, such as a choice of three difficulty settings when starting a new game (with a fourth setting that is unlocked after completing the game once), an alternate tuxedo outfit for Snake (which the character wears on every third playthrough on the same save file), and a "demo theater" mode where the player views every cutscene and radio conversations relevant to the main story.[19][66] Jeremy Blaustein, who previously worked on the English localization of Snatcher for the Sega CD, wrote the English version of the script.[6] One change in the English script was the addition of Western sources and authors to Mei-Ling's pool of motivational quotes; originally the character only cited Chinese proverbs natively, providing an explanation afterward in Japanese, but this proved challenging to adapt during the translation.[67] The games detected by Psycho Mantis when he reads the player's memory card were also changed, due to certain games (such as the Tokimeki Memorial series) not being released outside Japan. This resulted in Kojima's cameo (in which he thanks the player for supporting his work via a voiceover) being cut from the Western versions, as save data from two PlayStation games not available outside Japan, Snatcher and Policenauts, needed to be present on the player's memory card for this Easter egg to appear.[68]
Released on June 25, 1999, for the PlayStation in Japan,[4] Metal Gear Solid: Integral[e] is an expanded edition of the game that features the added content from the American and European versions. It replaces the Japanese voices from the original version with the English dub, offering players a choice between Japanese and English subtitles during cutscenes and CODEC conversations (item descriptions, mission logs, and other text are still in Japanese).[25] Further additional content to the main game include an alternate "sneaking suit" outfit for Meryl (which she wears when Snake is dressed in the tuxedo), a "Very Easy" difficulty setting where the player starts the mission armed with a suppressor-equipped MP5 submachine gun with infinite ammo (substituting the FAMAS rifle in Snake's inventory), an eighth Codec frequency featuring commentary from the development team (unvoiced and in Japanese text only) on every area and boss encounter, hidden music tracks, an alternate game mode where the player controls Snake from a first-person perspective (on Normal difficulty only), an option for alternative patrol routes for enemies, and a downloadable PocketStation minigame. The Torture Event was also made easier, reducing the number of rounds to three per session on all five difficulty settings.
The VR training mode is now stored on a separate third disc, known as the "VR Disc", and has been expanded into 300 missions. These new set of missions are divided into four main categories: Sneaking, Weapons, Advanced, and Special. The first three categories feature standard training exercises that test the player's sneaking, shooting, and combat skills, while the fourth category contains less conventional tests involving murder mysteries, giant genome soldiers, and flying saucers. One particular set of missions has the player controlling the Cyborg Ninja, unlocked by either completing a minigame on the PocketStation and uploading the data to the VR Disc or by achieving the Fox rank on the main game.[77] Completing all 300 missions will unlock a concept artwork of Metal Gear RAY, a mech that would later appear in Metal Gear Solid 2: Sons of Liberty. Additional content includes preview trailers of Metal Gear Solid from trade events and a photoshoot mode where the player can take photographs of fully expressive polygonal models of Mei Ling and Dr. Naomi after completing the main game.[67] Famitsu magazine rated Metal Gear Solid: Integral a 34 out of 40.[78]
In just ten short days following its release, Modern Warfare II eclipsed the billion-dollar revenue mark, making it the fastest-selling game in the franchise ever. That means there's a pretty good chance that, if you have gamer friends, they're already playing it. Unless you want to be left in the dust, we suggest picking up this FPS and getting your trigger fingers ready for online battle.
The HBO series adaptation of this game is just around the corner. However, until you've actually played it, you won't have truly experienced it. There's still time, however, if you have a PS5, as this upscaled remake is out now. Genuinely one of the best narratives in gaming history, this is a must-play for those that enjoy a good story (just remember to bring the tissues).
There are plenty of reasons why people decide to start their own video production companies. Some are budding entrepreneurs who want to tap into the potentially lucrative business of corporate video production. Some are film school graduates frustrated at the prospect of bouncing between production internships before finding steady work. Others simply want to turn their hobby of shooting videos here and there into a full-time career.
This doesn't just apply to PCs. Adobe is planning a full version of Photoshop for the iPad, and it's developing an all-in-one video tool, Project Rush, that will work across platforms. Whichever app you choose, it's crucial to do some hardware research to ensure that your equipment will work with the app rather than against it. Luckily, we've already done a good chunk of the homework for you. Here's how to pick gear for photo and video creation, whether you've got $500 or $5,000.
Storage and memory. If you're editing 4K videos or RAW 42-megapixel photos, storage space and RAM are paramount. A single RAW-image file can take up 100 MB, and 4K video files can be multi-gigabyte monsters. Without enough RAM to handle such files, your computer will slow to a crawl. And a lack of storage and a non-SSD program drive will make your PC drag to the point where you'll constantly be deleting, copying and juggling files to get a project finished.
There's one important caveat to this. If you're planning on buying a 10-bit monitor with 1.07 billion colors for Photoshop, be careful which graphics card you select. Consumer models from NVIDIA and AMD like the GeForce GTX 1080, new RTX 2080 or Radeon RX Vega 56 don't support OpenGL on Photoshop and other Windows 10 apps, so you won't benefit from the extra colors of a 10-bit display. To get that, you'll need a laptop like the Origin NT-15 Quadro (above) with a much more costly model like NVIDIA's Quadro P4000 or the AMD Radeon Pro WX 7100. 2b1af7f3a8