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E3'2003: MGS: The Twin Snakes - Hands On Preview
Chris Leyton
21/05/2003

TVG checks out the dream partnership of Miyamoto & Kojima, and come away severly disappointed...
Cunningly let out at a time when the GameCube was going through somewhat of a renaissance, Nintendo fans across the globe were elevated by the news that Shigeru Miyamoto and Hideo Kojima had partnered to bring a chapter of the legendary stealth series to the GameCube.
As further details emerged prior to E3 it became apparent that the announcement wasnāt quite as exciting as we were led to believe; fans were disappointed with the news that yet another remake was on the cards, and that despite the dream partnership the actual development duties had fallen to Silicon Knights ā“ creator of the impressive Eternal Darkness, but not exactly what we were all thinking of.
E3 gave us an opportunity to play through the title for the first time, and unfortunately those hoping for a revival of Resident Evil proportions will be severely disappointed. Based on the original PSOne title (and in this reviewers personal opinion best chapter), the E3 demo allowed us to sample the opening mission in the Shadow Moses base.
Perhaps the biggest disappointment came from the games visuals, whilst weāre not denying that the game will be an excellent adventure (particularly for those that didnāt check it out the first time around) barring a spectacular screw-up, we canāt help but feel that our expectations for the title may have been too high.
Visually itās very difficult to spot any differences between this and the PSOne original; ok the texture resolution has increased, character polygon counts may have been upped, but thatās about it. The game really doesnāt look like a GameCube title at present, and after seeing new footage of Resident Evil 4 we have to ask why the end results are varying so much on the GameCube. Itās fair to say Silicon Knights have been restricted by the building blocks that are already on offer and simply havenāt the time to recreate the game from scratch; however you only needed to note the splendour of MGS3 running on supposedly inferior technology to notice the comparison. Even in areas where we would guess Silicon Knights would have the opportunity to impress, MGS: The Twin Snakes disappointed; water has been changed to a real-time physics based approach but unfortunately this looks weak in comparison to other titles, the snow effect looks as if youāre trying to sneak into an Alaskan wedding ceremony, whilst thereās a complete lack of ānext-generationā special effects in the present build.
Looking at the screens released from Konami the game doesnāt appear to look that bad, unfortunately these must be renders or mock-upās of the game because from what weāve actually played looks nothing like this; the snow effect certainly looks nothing like that featured in the screens, whilst the overall look is nowhere near as crisp or clear as those in the screens.
It was foolish to allow our expectations to rise so high, being such fans of the original we were hoping for a complete rework of the visual engine, complete with intricate textures, special effects and more importantly a new light/shadow engine ā“ oh how disappointed we were.
So what features have changed? Well Konami have enlisted the talent of the acclaimed Japanese director Ryuhei Kitamura, to completely redo the games cut-scenes, and from what weāve seen these are currently rivalling those seen in MGS2.
The demo picked up from where Snake infiltrates the nuclear weapons disposal facility, climbing out of the water in his scuba gear. The controls are perfectly suited to the MGS experience; with the L and R shoulder buttons switching between and selecting items and weapons, respectively. The Z button allows you to switch into first-person view, which weāre assured will allow you to shoot from that perspective in a similar manner to MGS2. Other features to make the crossover from MGS2 include the ability to drag enemy bodies, whilst the game features exactly the same CODEC system from the original albeit with dialogue alterations in regards to the different buttons.
Unfortunately neither Nintendo or Konami were keen to divulge any further details on what to expect, the hoped-for GBA-GC connectivity wasnāt evident at the show and now appears to be very unlikely, whilst weāre hoping that Kitamura-san doesnāt have too much freedom with the CG and turn it into another MGS2 styled interactive movie.







old snake
Date Added:Sun 2nd Dec 2007 04:34
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