At the risk of giving the game an inflated Christly significance, it's impossible to think back on a time when Metal Gear Solid didn't exist. There is the now and the time Before Snake and no in between. But that's the interesting thing, for most of the gaming world Metal Gear Solid was kind of a sudden divine bolt of lightning from out of nowhere.
The Western world hadn't really seen much of Hideo Kojima up until that point, what with a lot of his projects - however significant they are sidelined onto doomed consoles or stuck without a localised version for years. Even the earlier Metal Gear games kind of just passed much of the world by without too much attention, and then, one day in 1997, everything changed. While footage of Metal Gear Solid had already been shown at Tokyo Game Show back in 1996 and earlier, it wasn't until E3 the following year that gamers really got a glimpse of what would go on to be one of the PlayStation's defining games. And from that point on, the hype was tangible.
"One thing you have to remember is that the first time the world saw this trailer, it was not just on some little TVs at the Konami booth," says Richard Ham, who was the design lead on the PlayStation's Syphon Filter. "This was on a gigantic jumbotron screen that towered over everything, I think it was the first time anything like that had ever happened at E3. And as I recall, every hour they would play that trailer, and for the entire convention this would become like appointment viewing - there'd be a huge crowd and so everyone would come and sit and watch. One thing I remember is being surrounded by a bunch of grizzled hardcore veterans screaming and whooping and hollering [as they] couldn't believe what they were seeing." The massive excitement surrounding that trailer even took Hideo Kojima by surprise, and naturally led Konami to push particularly hard on marketing MGS by the time it was released in 1998.
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Esta historia es de la edición Issue 261 de Retro Gamer.
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ModRetro Chromatic
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ULTIMATE GUIDE Project Rub
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During the era of the DS and Wii, Nintendo didn't just want to sell games consoles - it wanted to sell the dream that self-improvement could be fun, whether you were exercising your mind in Dr Kawashima's Brain Training or your body with Wii Sports.
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MOST GAMES WITH A REAL PERSON'S NAME IN THE TITLE HAVE ACTUALLY VERY LITTLE TO DO WITH THEM. BUT THERE ARE SOME STARS WHOSE INFLUENCE ON A GAME GOES FAR BEYOND THEIR FACE AND VOICE. ONE OF THE MOST IMPORTANT OF THESE IS THE GREAT ACTION GOD HIMSELF: JACKIE CHAN
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SNK'S METAL SLUG SERIES IS ONE OF THE MOST ICONIC RUN-AND-GUNS AROUND WITH A LEGACY AS RICH AS ITS METICULOUS 2D ART. SO WHAT CONVINCED SNK TO GREENLIGHT AN ISOMETRIC TACTICAL RPG? WE SPEAK TO LEIKIR STUDIO'S CREATIVE DIRECTOR AURÉLIEN LOOS TO FIND OUT MORE
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THE CREATORS OF THE INFLUENTIAL 1981 RPG WHICH WENT ON TO INSPIRE COUNTLESS TITLES, FROM DRAGON QUEST TO FINAL FANTASY EXPLAIN HOW IT HAD ITS ORIGIN IN SOME OF THE EARLIEST ONLINE EXPERIENCES, AND WAS ONE OF THE FIRST COMPUTER GAMES TO COME IN A BOX
20 Years of The NINTENDODS
NINTENDO'S QUIRKY HARDWARE DESIGN MAY HAVE RAISED A FEW EYEBROWS TWO DECADES AGO, BUT THE BRILLIANT GAMES IT ENABLED DREW IN PLAYERS REGARDLESS OF AGE OR GENDER. RETRO GAMER SPEAKS TO THE PEOPLE WHO MADE, SOLD AND DEVELOPED GAMES FOR THE DS AS WE CELEBRATE THE BEST-SELLING HANDHELD EVER