![]() MGS3 was also the first MGS title to simulate recoil-caused muzzle climb and muzzle jump for its in-game firearms, and also the first to allow use of the iron sights on long guns (long guns in MGS2 only used laser sights and were completely accurate even when using full-auto fire). The backpack itself was represented by a small-of-back dump pouch attached to Big Boss' equipment belt, which had no problem containing every weapon on this page along with its associated ammunition. The game also introduced a "backpack" system in which a limited amount of items and weapons had to be pre-equipped so as to be available to the player (the previous Metal Gear Solid titles had the entirety of the player's inventory accessible at all times barring certain plot-related events). METAL GEAR SOLID SNAKE ESCAPE PLUSBosses defeated by stamina-depleting weapons or attacks (i.e., basically any weapon on this page that is listed as non-lethal, plus blunt-force melee attacks) would also drop certain special items, unlike MGS2. A low stamina meter would cause a great deal of "aiming sway" when aiming in First Person View, unless replenished by having the player character eat food or by performing a few other actions. A new stamina meter, previously only seen on boss characters in Metal Gear Solid 2 (MGS2), was incorporated into the game for the player character, and would slowly deplete over time or more quickly through certain attacks or environmental conditions. METAL GEAR SOLID SNAKE ESCAPE SERIESIn a break from its predecessors, Metal Gear Solid 3 (MGS3) was the first in the Metal Gear series to use more than a single lifebar for the player character.
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