Jebote kad ga vidim ovako nasmiješenog u majici Joy Divisiona, s guštom bi ga zagrlija. Neka mu je sa srećom. Želim mu sve najbolje, s naglaskom na jednu sebičnu želju, a to je - da do kraja karijere izbaci igru poput prvog MGS-a, igru koja će kao te 1998.-e napraviti jedno od najvećih čuda ove industrije.
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Braćo, Solid Snake viper89 Dormin vjerujem da ste već pročitali, ali ako niste - nemate šta čekati. Fantastična kolumna koju potpisuje sam Kojima.
http://www.rollingstone.com/glixel/features/kojima-death-stranding-aims-to-be-a-new-sort-of-game-of-war-w499148Svakako pročitati sve, ali evo nekih meni najzanimljivijih stvari.
Metal Gear
As I've shared many times in the past, the request from the corporate top was to create a war game. However, the hardware at the time didn't have the capability to recreate the front lines of battle. Instead, playing off the hardware limitations, I devised a game based on avoiding conflict and sneaking past enemies, the original stealth game: Metal Gear.
Dunkirk's success lies in its convincing portrayal of being inside a war zone, and trying to "escape," or in other words, "survive." This is certainly an extreme outlier in the war movie genre. In movies, the director has precise control over what the viewer sees, and this level of control has given birth to several masterpiece class "war movies without conflict." Recent examples that come to mind are Director Shinya Tsukamoto's film adaptation of Fires on the Plain, and László Names' Son of Saul.
So, is it possible to tell a similar story using the interactive medium of video games? My 30-year struggle to answer this question has been Metal Gear.
Through my interaction with users following the releases of Metal Gear, Metal Gear 2, Metal Gear Solid and MGS2, I learned something interesting. Why is our world this way? If war and nuclear weapons are atrocities, why do they continue to exist? Younger generations didn't know the answer.
I decided to portray the era that was the cause of this dilemma in MGS3 (2004).
I wanted to show and have players experience the fates and thoughts of characters who are controlled by the changing status of good and evil across eras. That is why I made Big Boss, the "evil" enemy of the "right and just" Solid Snake in Metal Gear and Metal Gear 2, the hero of the story.
I najjači dio cijele kolumne.
So, where are post-Metal Gear games headed?
"The rope and the stick are two of humankind's oldest tools. The stick to keep evil at a bay, the rope to bring that which is good closer, both were the first friends conceived by humankind. The rope and stick were wherever humankind was to be found."
I got you man.
Odličan članak i odlično poentirana rečenica na kraju. Preporuka dana. :