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Action-adventure stealth video game
- Metal Gear Solid Delta: Snake Eater[c] is an upcoming action-adventure stealth video game developed and published by Konami.
en.wikipedia.org/wiki/Metal_Gear_Solid_Delta:_Snake_Eater
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Metal Gear Solid Delta: Snake Eater [c] is an upcoming action-adventure stealth video game developed and published by Konami. It is a remake of the 2004 game Metal Gear Solid 3: Snake Eater, the fifth main entry in the Metal Gear franchise and the first chronological game overall.
METAL GEAR SOLID Δ: SNAKE EATER brings unprecedented new graphics, immersive stealth action gameplay and sounds to its riveting story as players once again return to the world of METAL GEAR. Rival nations are secretly developing weapons that could threaten the future of mankind.
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(メタルギアソリッド3 スネーク・イーター, Metaru Gia Soriddo 3 Sunēku Ītā?, commonly abbreviated as MGS3) is a stealth action game directed by Hideo Kojima. It was developed by Konami Computer Entertainment Japan and published by Konami. It is both the last canonical game and last Metal Gear game overall to be developed by KCEJ prior to the formation of Kojima Productions a year later. It was released for the PlayStation 2 on November 17, 2004 in North America; December 16, 2004 in Japan; March 4, 2005 in Europe; and March 17, 2005 in Australia. The game, which serves as a prequel to the Metal Gear series, was followed by a direct sequel titled Metal Gear Solid: Portable Ops, which was released for the PlayStation Portable in North America and Japan in 2006 and Europe and Australasia in 2007.
Set in the Cold War-era Soviet Union, the story centers on FOX operative Naked Snake as he attempts to rescue a weapons designer and sabotage an experimental super-weapon known as the Shagohod. While previous games were set in a primarily urban environment, Metal Gear Solid 3 adopts a 1960s Soviet jungle setting. While the setting has changed, the game's focus remains on stealth and infiltration, while still retaining the series' self-referential, fourth wall-breaking sense of humor. New gameplay elements are also introduced, such as CQC and camouflage.
At the height of the Cold War, America's greatest agent, a woman known only as The Boss, defects to the Soviet Union. At the same time, an extremist named Colonel Volgin fires an American-made portable nuclear missile at the Soviet design bureau OKB-754, sparking an international incident. In order for America to clear its name and avoid World War ...
The major theme in Metal Gear Solid 3 is "Scene", the climate in which events occur and the impact it has upon them. This contrasts with the "Gene" and "Meme" themes of Metal Gear Solid and Metal Gear Solid 2, respectively. Scene deals heavily with cultural relativism, the idea that concepts such as right and wrong or allies and enemies are not absolute or eternal; but instead are personal and transitive, shaped by our cultures and the "times" we live in.
The Boss is the major illustrator of the "Scene" theme. Her speech before the last battle of Metal Gear Solid 3 poses the dramatically ironic point that in the 21st century, America and Russia may no longer be enemies. The Boss is a victim of circumstance. Her "scene", Cold War era America, forces her to, ultimately, give her life. Naked Snake is forced to kill his former mentor due to a "scene" he not only has no control over, but has no knowledge of.
There are very notable similarities purposely shared by Big Boss in this game and Solid Snake in most other iterations of the Metal Gear series. This allows their differences to be highlighted to represent contrasting themes in their respective games. In previous games, Big Boss is seen as a major antagonist. However, in this game, Big Boss resembles the heroic type prevalently portrayed by Solid Snake in the games in which he is protagonist. Following the events of Operation Snake Eater, the impact The Boss and her death had on Big Boss greatly altered his moral perspective over time, a situation which was unparalleled in the lifetime of Solid Snake. Thus, his "scene" had altered his outcome, and superseded the inclinations provided by his genes that Solid Snake would live by.
All the major characters of Metal Gear Solid 3 are affected by the scene. EVA is forced into a deadly game of espionage in which she falls in love, ultimately causing heartbreak. Sokolov is forced to build weapons as a result of the climate of fear and deterrence, which nearly lead to his death. Volgin becomes consumed by power due to the Legacy he inherits. The "scene" of the Cold War consumes him, turning him into a madman consumed by the desire to "win" the Cold War - by deposing Khrushchev and creating the perfect weapon. He also suffers death due to the "scene." The Sorrow is a foil through which the tragic scene of The Boss is shown. The Cold War, the "scene" that splits the Cobra Unit apart, causes The Boss to kill her former lover. The Sorrow refuses to let go, clinging to the place - the "scene" - where he was killed.
's gameplay is similar to that of Metal Gear Solid and Metal Gear Solid 2. Snake must move undetected through a hostile, enemy-filled environment. Although Snake acquires various weapons, the emphasis is on using stealth to avoid confrontations. A number of objects and gadgets can be found along the way to aid in this, including motion detectors to track hostile soldiers and the series' trademark cardboard box, which Snake can hide under to avoid visual detection.
Despite the fundamental similarities, Metal Gear Solid 3 introduces many new gameplay aspects not present in previous Metal Gear games, including camouflage, a new hand-to-hand combat system called "close quarters combat" or "CQC", a stamina gauge, and an injury-and-treatment system.
Most of the game is set outdoors in a fictional Soviet Union rainforest, and using this varied environment to its fullest potential is often the key to success. Of the new features, particular emphasis is placed on camouflage and using the jungle environment itself to avoid being seen by the enemy. The advanced radar from previous games has been removed in favor of a simple motion detector and sonar system more suitable for the game's time period.
A percentage value called the "camouflage index" displays Snake's visibility, on a scale from negative values (highly visible) up to 100% (invisible to the enemy). In order to minimize visibility, the player must switch between different camouflage uniforms and face paints to blend in with the environment. Other devices for camouflage, such as a fake "Crocodile Cap" to decrease chances of being detected in water, may also be used, though they must be found by the player as they are hidden throughout the game.
The basic close combat from previous installments has been heavily refined and expanded into the CQC system. When unarmed or using a one-handed weapon, Snake can grab opponents and put them in a chokehold, at which point a variety of actions can be performed, such as choking the enemy unconscious, interrogating them at knife-point to obtain information or slitting their throat. The amount of pressure applied to the button and movement of the analog stick determine the action performed.
While previous games used only a simple life bar, Metal Gear Solid 3 also keeps track of injuries over the entire body. For example, a long fall could fracture Snake's leg, slowing him down until the injury is properly treated with a splint and bandage. Unless these injuries are treated, Snake will not be able to fully recover his health for some time.
Upon completion of Metal Gear Acid on the PSP, an option to connect the game (via USB) to Snake Eater becomes available, and which unlocks an extra weapon to use in the game.
The game was officially announced at E3 2004. However, prior to its official announcement, a voice cast sheet was leaked.
The game was originally supposed to be developed for the PlayStation 3, but due to the long wait for PS3, the game was instead to be developed for the PlayStation 2. From the outset, Hideo Kojima wished to drastically change the setting from previous games in the series. He stated that the jungle setting was what both his development team and the Metal Gear fans wanted. However, he acknowledged that the elements of a jungle environment, such as the weather, landscape, and wildlife were features that would present problems during the game's development. Whereas in previous installments the player started out close to, or even within, the enemy base, Kojima wished Metal Gear Solid 3 to be more realistic, with Snake starting out miles from the enemy and having to work his way to the enemy encampment.
Kojima commented that the outside environment was very difficult to create. He explained that the reason previous games were primarily set indoors was because the current consoles at the time were not powerful enough to portray a true jungle environment. In contrast with urban environments, the outdoors do not have a flat surface, resulting in Snake having to cross uneven terrain such as rocks, dirt mounds, and tree stumps. As a result, the collision engine used in previous installments could not be used, and a new one had to be built. Setting up the motion capture technology to fit with the terrain was also a challenge during development.
With all the features and graphics that were implemented, the game was given a lower frame rate at 30 frames per second, compared to Metal Gear Solid 2's 60 frames per second.
Many fans wanted Metal Gear Solid 3 to use a interactive camera rather than a fixed camera, but this was ultimately not implemented in the game. Kojima viewed Metal Gear Solid, Metal Gear Solid 2, and Metal Gear Solid 3 as a trilogy, and wished to keep the camera the same as the previous two in order to keep the feel of the three games the same. He did, however, acknowledge that the trend for video games at the time was to use the interactive camera. This camera was later implemented in an updated version of Metal Gear Solid 3 titled Metal Gear Solid 3: Subsistence and was also implemented in Metal Gear Solid: Portable Ops and Metal Gear Solid 4: Guns of the Patriots.
Kojima designed Metal Gear Solid 3's boss battles to be different not only from those in previous Metal Gear games, but also from any other game. He said that the boss battle with The End best represented free, open gameplay in the game, as the battle with The End is fought in a large, open environment in the outdoors rather than within a building. The player also has the ability to both avoid this boss battle altogether by killing The End earlier in the game; or save and quit during the fight, wait a week, and reload the game to find The End having died of old age. Kojima commented that features like this did not appear in other games.
's musical score was composed by Norihiko Hibino and Harry Gregson-Williams, who provided material for both cutscenes and the game itself. The game features a largely orchestrated soundtrack, along with the return of "Metal Gear Solid Main Theme." Hibino wrote the game's opening theme, "Snake Eater", a distinctly James Bond-like vocal track performed by Cynthia Harrell. Composer and lyricist Rika Muranaka provides a song called "Don't Be Afraid" which is played during the game's ending, performed by Elisa Fiorillo.
In a break from tradition, one of the ending themes of the game is not an in-house production, but Starsailor's "Way to Fall." Kojima later revealed in his blog that he originally wanted to use "Space Oddity" and "Ashes to Ashes" by David Bowie for the ending themes because of the space development theme of the game that was in the game's early development. One of his colleagues then advised him to listen to Stellastarr, though Kojima instead listened to Starsailor. He liked the song "Way to Fall" and chose it as an ending theme.
contains many references to musician David Bowie's Major Tom character. Major Zero uses the alias Major Tom briefly, however, he mentions that it is a reference to one of the tunnels in the 1963 film The Great Escape. The Fury is a former astronaut and wears a protective uniform that resembles a space suit. Both his words, "I'm coming home", and his outfit is a reference to "Major Tom (Coming Home)." Kojima also originally planned to have Bowie's songs "Space Oddity" and "Ashes to Ashes", both of which feature Major Tom, play during the end credits. During an early radio conversation, Snake asks the major, "Can you hear me, Major Tom?", which is a direct quote from "Space Oddity."
The scene where Naked Snake jumps from the sewer exit is a direct reference of the 1993 film The Fugitive. A secret scene that is accessible if the player retained the transmitter without removing it by the time the player arrived at the waterfall cave in Tikhogornyj has EVA removing the transmitter with the shadows engaging in a wrestling match akin to Austin Powers. Several of the scene cuts were also a direct reference to the drama series 24.
The PAL release of the game came with a limited edition steel book.
A special limited edition CD was given away to those who pre-ordered the Japanese version of Metal Gear Solid 3, which included several songs from the game's soundtrack, as well as computer screensavers and additional camouflage for the main game. The pre-order package allowed cell phone users to access a special site featuring image and music downloads.
Arguably the best stealth-action game of its generation, back in 2004 it pushed the PlayStation 2 to its very limits – so much so that the hardware occasionally weighed down its ambitions.
- Matt Purslow
Metal Gear Solid 3: Snake Eater[b] is a 2004 action-adventure stealth video game developed and published by Konami for the PlayStation 2. It was released in late 2004 in North America and Japan, and in early 2005 in Europe and Australia.
Metal Gear Solid Delta: Snake Eater (stylized as Metal Gear Solid Δ: Snake Eater) is an upcoming stealth-action game developed by Konami Digital Entertainment with support from Virtuos, and published by Konami.
While brief, the gameplay trailer showed off the signature stealth gameplay in action. From Snake crossing through the water while close to a crocodile to him just about to take out an enemy with...
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