Metal Gear Solid Snake Eater 3D
About this item
- An intuitive menu utilizes the touch screen for quick and easy equipping of items and weapons.
- Utilizing the Gyro Sensor, players will become one with Snake through specialized tilt mechanics throughout the game design.
- Auto-stereoscopic 3D viewing capability that endeavors to create a rich jungle world with natural depth in settings of trees, rock/stone, water and more.
- Experience an all-new re-interpretation of Metal Gear Solid 3: Snake Eater, previously released on PlayStation 2 with over 4 million copies sold, in 3D for the first time ever.
- Photo Camo system utilizing the built-in camera technology of the hardware bringing customized stealth and camouflage options to the player.
Customers who viewed this item also viewed
Product information
| ASIN | B002I0EMUO |
|---|---|
| Release date | February 21, 2012 |
| Customer Reviews |
4.7 out of 5 stars |
| Best Sellers Rank | #36,745 in Video Games (See Top 100 in Video Games) #274 in Nintendo 3DS & 2DS Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 4.9 x 0.5 x 5.4 inches; 2.4 Ounces |
| Binding | Video Game |
| Rated | Mature |
| Item model number | 24191 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 2.4 ounces |
| Manufacturer | Konami |
| Date First Available | July 15, 2009 |
Warranty & Support
Feedback
Product Description
Product Description
From the critically acclaimed director, Hideo Kojima, a new 3D experience re-imagined from one of the most popular Metal Gear Solid titles from the past, comes Metal Gear Solid 3D Snake Eater.
From the Manufacturer
Product Overview
From the critically acclaimed director, Hideo Kojima, a new 3D experience re-imagined from one of the most popular Metal Gear Solid titles from the past, comes METAL GEAR SOLID SNAKE EATER 3D.
In the aftermath of the Second World War, the world was torn in two between East and West. It was the beginning of a new era- the Cold War.
October 16, 1962. The President of the United States received word that the Soviet Union had deployed nuclear missiles in Cuba. The world trembled in fear as the prospect of nuclear war loomed ever closer. After days of tense negotiations, the Soviets finally agreed on the 28th to withdraw their missiles from Cuban soil. With the resolution of this incident, later to be known as the Cuban Missile Crisis, it seemed that humanity had survived yet another threat to its existence.
However, there was a secret condition in the deal that put an end to the crisis. Nokolai Stepanovich Sokolov, a Soviet scientist who had defected to the West, was to be sent back to the Soviet Union. The U.S. government agreed to this stipulation, and returned Sokolov back to his native land. Little did they know that Sokolov was to be the designer of a nightmarish weapon. Now, with Sokolov back in their hands, the Soviets are ready to resume its development. If this weapon is completed, it will mark the beginning of a new age of fear.
August 1964. Realizing at last the urgency of the situation, the CIA forms a plan to recapture Sokolov. They dispatch the covert FOX unit to Sokolov's research facility, located to the south of the great Soviet fortress of Groznyj Grad. Led by former SAS member Major Zero, FOX is a next-generation special-forces unit that operates both as a specialized combat group and as a covert intelligence outfit. The FOX unit's modus operandi is to send a single agent, backed by radio support from afar, into enemy territory to carry out solo sneaking missions.
August 24. A lone soldier swoops down from out of the blue. The man's code name is Naked Snake.
Features
- Experience an all-new re-interpretation of Metal Gear Solid 3: Snake Eater, previously released on PlayStation 2 with over 4 million copies sold, in 3D for the first time ever.
- Auto-stereoscopic 3D viewing capability that endeavors to create a rich jungle world with natural depth in settings of trees, rock/stone, water and more.
- 'Photo Camo' system utilizing the built-in camera technology of the hardware bringing customized stealth and camouflage options to the player. By snapping a photo in the real world, players will be able to use the same image as a camouflage pattern applied to Snake's uniform within the game.
- Utilizing the Gyro Sensor, players will become one with Snake through specialized tilt mechanics throughout the game design. As Snake climbs trees, or traverses bridges and other environmental obstacles, players will be in danger of falling based on the balancing of the system.
- An intuitive menu utilizes the touch screen for quick and easy equipping of items and weapons.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonReviewed in the United States on September 28, 2015
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
Agent Jack, codenamed "Naked Snake" by his fellow CIA "Fox" operatives back in the States, is on a one-man mission in Soviet Russia during the 1960s Cuban Missile Crisis to secure the safety of one Russian weapons scientist and gather info on a dangerous secret weapon being developed there. But what sounds like a straightforward rescue and intel mission at first glance soon turns into a complex moral war of backstabbing double-agents and defective patriotism, and is further complicated by a renegade gang of powerful mercenaries, all vying for that all important upper hand in the Cold War. The game does a fine job of recreating, allegorically, the high stakes tension and distrust the world powers faced at the time, mirrored here through the nervous relationships of the main characters and their hopeless, unrealistic worldly ambitions. All of this tension further feeds into the gameplay itself where Snake must deeply infiltrate the unknown dangers of a foreign land and do so without leaving a trace, or at least, that's the plan.
Like previous entries in the series, Snake is better armed while sneaking around in a cardboard box than by brandishing a gun; more lethal with a well placed trap than an all out assault, and he is more successful nurturing patience over power. And like previous entries in the series, his style is not for everyone. If slowly observing your surroundings and carrying out small methodical maneuvers to bated satisfaction doesn't sound like your idea of fun, then maybe "Metal Gear" just isn't for you. There's an unfriendly pacing to it all, a strong learning curve especially if you're a newcomer. But fans know that it all pays off when you get that grand sense of reassurance that everything you waited for, planned for, worked like clock work in the end. There's no greater feeling of accomplishment in this game than when you: clear a scene without being found, utilize all the tools at your disposal to do so, and come away with new toys, found in the environment, to do it all again better in the next one. "Metal Gear Solid: Snake Eater" asks alot from the player, but it also rewards them greatly when they answer the call. It's a far more personal feeling of achievement that a 20 head-shot kill in your standard shooter could ever give, in my opinion, because you actually do feel just like the badass spy you're portraying.
While Snake is more used to the urban and mechanical landscapes from previous outings -- flattening against building walls and shorting out security cameras -- Metal Gear Solid 3 mostly takes place in an organic jungle, and there's a strong emphasis here on survival in it. The change of backdrop not only freshens the locale and visuals, it inherently revitalizes the gameplay. Snake is sent in with very little on person and he must obtain whatever else he needs from his surrounding environment. Whether that be ammo or nourishment, there is a constant threat to Snake's health if the player doesn't carefully monitor his (constantly draining) stamina, keep his weapons loaded and alleviate his injuries from battle. There is an impressive amount of detail put into the jungle itself to make it feel alive. Snakes slither through the grass, birds fly off when you near them (and can give away your position if you're not careful), and frogs and crabs scuttle across the ground. All of this not only adds to the illusion of the jungle but these animals and plants actually feed Snake along the way and can be captured alive with the tranquilizer gun so that they don't rot.
Eat a rotten food item and you may get a stomach ache, (even vomit: which is loud); Take a bullet from a guard's rifle, and you'll need to: dig out the bullet, stitch it up, apply disinfectant and gauze and finally close off the wound from the air with a bandage. If you're poisoned from venom, you'll need the antidote. Medical care is another aspect of the whole survival motif here, and it's this type of deep micro management that adds another layer of strategy to the stealth gameplay. If you're leaving trails of blood everywhere or your stomach is growling when an enemy is near, you're doing it wrong. You would think this would be an annoying aspect to manage every time you're shot, for instance, but because this injury management is so quickly accessed from the touchscreen, it's usually just second nature once the player knows exactly how to treat a given wound and has the resources for it. Okay it's a little annoying after awhile...
Where Snake use to get by crouching behind crates and hanging off of railings, (he can still do this in some areas), he must now utilize the cover of foliage, the depth of water and more importantly, the advent of camouflage. Snake not only has a number of ways to physically hide within a setting, but he now has the opportunity to blend into it. He can change patterned outfits practically on the fly (especially with the added touch screen features of the 3DS), and can paint his face different colors. He can also wear certain disguises or costumes to fit into different situations.
This flexibility in Snake's appearance is also crucial to his success, in that many of Snake's futuristic hand-holding tools from the later games in the timeline are stripped from him here for historical accuracy (no hand radars here for instance), but that only means the player must use what archaic tools they do have in more clever ways, and the camouflages totally open up these possibilities and fits nicely with this new jungle setting. Find yourself stuck in a thicket of tall grass? Switch to a green outfit with a lined pattern... Crawling in the dark? Paint Snake's face black. Or switch to a rain-patterned getup to blend into the bad weather. The Camouflage system is easily one of MGS3's most venerable additions to the series. While it's unfortunate it's effectiveness in a given environment is almost wholly determined by a mere number readout in the upper corner (there are some ridiculous instances where enemies CANNOT spot you if you are at 100% blend no matter if they are right on top of you), it is simply great fun guessing which suits to put on in what environments and realizing you were right.
This customization is further bolstered wonderfully by the 3DS camera enhancements. Using preshot photos from the SD card, a user can upload a part of their image and use it as custom camouflage. You can even pause the gameplay to take a brand new one and use that. And when you acquire the in-game camera, you can actually take pictures of textures from in the game and use those to create new camo. It's certainly a neat addition, and works better than probably expected. There is the occasional result that actually turns out worse than the camo you're already wearing, and far too often the game would read my images as "too green", but I actually did create several good custom camos that gave me 100% blend in certain key areas.
While we're on the subject of 3DS enhancements to this edition, I just want to come out and say that the 3D is well done, but subtle. The visuals, though dated in spots (this is no Revelations), still have a realistic vibe by themselves. But the 3D not only breathes life into the jungle, it gives the gameplay a breath of fresh air. One of my biggest frustrations with the original game was that whenever you snuck into grass sections, you would automatically be put into first person, and it was very hard to view your surroundings in this state (this was before the free form camera of "Subsistence"). It was so hard to determine how much grass was still covering you without moving to separate the blades in your view. While you still are forced into first-person, the grass looks AMAZING in 3D. I can tell exactly how far away I am from that poisonous python shifting around in the distance, and because of this I am much less likely to accidentally stumble onto him, get bitten and alert the guards nearby. You can make out every little blade of grass in the depth spectrum. Very nice indeed.
The addition of 3D not only enhances the overall gameplay but it makes the awesome cutscenes more cinematic than ever. There was clear thought put into how these dramatic scenes would translate to the 3D space, and there are several slick pop-out moments where things are emphasized in front of the view to great effect. It never feels gimmicky, only makes it all the more awesome (and I can't gush enough how well directed the cutscenes and the character voice acting already is. These are simply some of the best in_game cinematics ever to grace the industry, and they do a fantastic job of telling the story).
The only time the 3D feels gimmicky is when it's forced to shut off. There is the unfortunate side effect for instance that whenever Snake aims his weapon in first-person that the game auto-converts back to two dimensions. After some experimentation and research as to why I've come to the conclusion that the player's eyes would tend to uncomfortably cross when trying to aim down a 3D sight while also aiming through a bunch of 3D grass (try it with the scope item, see for yourself). Naturally a person in real life would close their eye in this situation. That said, I don't know why he couldn't at least have maintained 3D aiming outside of grass (I recommend equipping the combat knife if you need to do some first person aiming). You could argue that Snake himself is closing one eye, but that argument falls apart when a later event concerning him entirely negates this idea. It's a minor nit pick but it is definitely distracting when the switch happens.
Other 3DS enhancements run the gamut from helpful -- you can now crouch walk and aim in third person, and yes there is a free camera) -- to the unnecessary -- I find the whole use of the system gyroscope for balancing along tree branches and bridges to be more nauseating than interactive. Too often when climbing trees especially, I would fall off because I didn't have the 3DS in a neutral position to even start the tilting mini game correctly. On one occasion I fell from a tall tree to my death due to this. I find balancing mini games obnoxious anyways, so your mileage may vary.
Other control issues stem from the original games design. For as sophisticated as Metal Gear Solid's gameplay has become, the controls always feel so cramped and confusing -- unfriendly. I know the game is trying to do complex things, and must do complex things to the scheme in order for the player to perform such feats, but I've never played a recent Metal Gear where I didn't accidentally detach from a wall while pressing against it, or accidentally lie down instead of standing up. These issues have plagued the general MGS control scheme for awhile, but it's a little worse here without the analog feedback of a PS2 controller's buttons, for instance because you must now hold down the button in context. Also this is yet another game that is far better played with the Circle Pad Pro attachment, as moving the camera with a second control stick feels so much more natural than tapping face buttons to inch it in the desired direction. The CPP is especially more accurate for aiming weapons, but one could get by using third person aiming without it. It certainly doesn't break the game if you don't have a CPP, but it is highly recommended you acquire one because the game is SO much better with it.
Finally, there must be mention of the great sound design of this game. From the sexy 60s Bond-like title theme to the intense bass-pumping alert phases, MGS soundtrack is highly memorable and effective. Furthermore, the series mainstays of the enemy alert exclamations and the codec bleep all add to the quirky personality that is Metal Gear and enhance the ambiance. Mouses squeak under floor boards, distant doors slide open and close and your motion detector updates regularly with a subtle blip. It all only adds to the tense, awareness-demanding gameplay.
"MGS: Snake Eater 3D" is a very faithful remake of the original, taking the best elements of the console experience and peppering them with a healthy does of handheld charm and unique 3DS functionality and accessiblilty. It should be noted however that just because it's a really good game, doesn't mean it makes for the best portable experience. Save spots are far apart (you can save manually though), and some cutscenes and character chatter often last longer than a standard bus ride for instance (because of this I had to replay a large section of the game again, as I had been putting the game in standby after my commute, and forgot to save manually). It's still probably best played at home, and because of this the HD collection recently released for the home consoles, might be the better choice (and is certainly the better value for your money). However there's nothing else quite like this on the hand held market and certainly not one that makes such good use of the system's 3D, and proves yet again that there is something very special going on with this little handheld now. That said, I still must insist you pick up a Circle Pad Pro attachment with the game. It makes all the difference (just don't go buying it for ripoff prices off Amazon, you can order it directly through Nintendo's support/parts site).
Differences - Gameplay:
There isn't THAT much changed between the console version of MGS3 and MGS3D however I will go over some key differences. For one, the game gives you a constant view of the MAP on the touch screen which is very helpful. I often found that during my MGS3 play through on the console that I sometimes had difficulty figuring out where to go, this game helps alleviate that problem by giving you constant access to the map. This feature turns into a key part of game play when you factor in items such as the Motion Detector and Sonar as they display the information on your map rather than on the top screen.
When you first begin the game (after a jarring amount of cut scenes as per usual in a MGS game) you are immediately thrown into the jungle (which is where you spend most of your time) and must sneak by or dispatch enemy guards. Sneaking is just as FUN as ever, if anything it's THE best part of this game and completely makes it worth while to have MGS as a hand held. You can press yourself against walls, tap on walls to distract guards, use cardboard boxes to sneak around as well as find and equip new types of camouflage to help you blend in. The camo plays a key role in this game as it makes it harder to be identified by enemies and bosses but it does not make you invisible.
Eventually you will get caught by guards and the most fun thing to do is use your CQC to throw them down, choke them out, slit their throat, question them or even use them as a meat shield while you fire off some rounds. The CQC in this game is done very well and is quite rewarding, you might find yourself sneaking up to guards just to hand their asses to them all for fun. While the Close Quarters Combat is quite fun, the shoot outs that happen unfortunately are not.
Fire fights in the console version of MGS3 was very fun and extremely tense but in MGS3D I found myself quickly frustrated. The first thing that stood out to me immediately was I was losing FRAMES PER SECOND. Yeah that's right! In a game this day and age, who releases a game that loses frame rates!? There are moments when you are surrounded by enemies and all you can do is shoot and hope you don't get shot back. The lack of consistent frames during a fire fight can make tense moments turn into moments of anger as you struggle to aim accurately at your opponents while they auto-aim your ass into the ground. It's not all bad though and not every fight you have has frame loss, it all depends on the location and the number of enemies so don't be completely discouraged by this.
While fire fights with multiple enemies on screen can lower your frames per second, boss fights fortunately do not. Boss fights maintain their frames, however you might find a bit of frustration in the lack of a few features that I loved in the console version of MGS. The console versions all have an ability where you can PEAK left, right or up and over boxes/grass, well MGS3D does NOT have peaking! Peaking to me was the best way to fight bosses as you could hide behind a tree, peak out and shoot for a more realistic gun fight. However a key difference is that Snake in MGS3D can strafe in First Person to make up for this. Turning on auto-aim makes boss fights easier as you can run in between different sets of cover and then shoot at the right moments but it's certainly not as much of a thrill as aiming yourself.
Differences - Control:
The biggest difference between this and console versions are the controls which take some getting used to as it's a little clunky but try the demo and see how you like it. To shoot your gun, roll and punch/kick all uses the R button, but to shoot your weapon you must first hold L which is a difference between this an all other MGS titles (in MGS1, 2, 3 you could shoot without aiming and punching/kicking is also a separate button). A nice addition however, is that unlike MGS3 on console which only offers FPS view, in MGS3D you get the option of First person, Third Person and Auto-aim. First person is just like the other MGS entries, when you aim your gun pops up and you MUST use the iron sights to aim as there is no laser sights. Third person is like MGS Peace Walker, where you can strafe and aim around corners which is a big improvement as the console versions never allowed you to strafe and aim (I guess this is their replacement for peaking). And Auto-aim is like run-n-gun in the console version of MGS where you can run around and shoot people. Personally I think Auto-aim is the BEST against boss fights and during alert mode but I think First person is the best for everything else when you are sneaking and sniping.
The use key is UP on the d-pad which allows you to open doors, pick up/put down guards, pull yourself up from ledges and other things. The Left key on the D-Pad changes your item and the Right key changes your weapon. You can customize in the options to allow for item/weapon cycling which can make item swapping easier. Pressing the Down key on the D-Pad changes your stance from standing to crouching and holding the Down key will put you in prone position.
The biggest downfall of the controls is they can't be customized! The only actual customization you get are inverting U/D and L/R on your camera and movement as well as changing the sensitivity of your camera/movement. The sensitivity is a nice option as the console version doesn't have sensitivity options which allows you to adjust your circle pad for accurate running/walking/sneaking as well as your sensitivity for aiming. This game DOES support the circle pad pro but I am not using it, however I think your experience would be a lot better with it BECAUSE to control the camera you must use the X, Y, A, and B buttons to look Up, Down, Left and Right respectively. So to aim your weapon you have to hold L, then use X,Y,A,B to aim and R to fire! You can strafe while holding L in any of the different view modes which is useful and isn't in the console version.
This game does NOT have the option of a non-3rd person normal view which I don't particularly like as I am a fan of the old school MGS where the camera is in a fixed position but still the constant 3rd person view does add tension as you can't always see the entire area and it's still well done. You also can't roll into auto crawl if you hold the roll button in this game, however if you are slick enough you can do this by pressing R while running and simply holding down on the D-pad (which changes your stance) but is kind of awkward. I haven't played MGS Peace Walker on PSP but I can imagine the controls are basically the same as MGS3D, I just wish there was a fixed camera position option as well as the option to customize my controls.
Extras:
If you do buy the game here are some hints. You can press Y to zoom in on cut scenes :)! Hunt the Yoshi's! instead of rubber frogs that you shoot to get a new camo, you must shoot the yoshi's instead. You can move while standing, crouching AND while laying down (unlike MGSPW):)! There seems to only be two save files available :(. There is an achievement type page which allows you see the stats of all your play throughs :). And finally there is 3D! But the 3d isn't done nearly as well as some other games I've seen on the 3DS, but it's there :(.
The thermal in this game is also slightly different from the console. I wouldn't say it's necessarily worse or better. In MGS3D you can see items under water easier with thermal than you can on console version but the thermal also hurts the frame rate a bit. In MGS3 on console the thermal seems better in the jungle and can spot things a bit quicker. Also there seems to be some moments where grass literally pops on the screen, this is called draw distance and it's the distance your character needs to be to see an object. Grass seems to have a very close draw distance which means you can't see it very far away and I think this was to help with some of the frame rate issues. Also a frustrating thing I've found is that it's hard to move and change weapon/gear such as cycling through thermal/nothing. It also takes time getting used to switching back and forth between FPS, TPS and Auto-Aim which requires the touch screen but is important during boss fights or in alert status.
Recommendation:
It may seem like I rag on this game a bit but to be honest if you DON'T own MGS3 then I think this would be a great investment. Just having this game to play on the go so you can sneak around enemies and stomp their faces in with CQC is extremely fun and rewarding. However if you don't own MGS2, MGS3 OR MGSPW then get the MGS HD collection for PS3/360 because I own it and trust me when I say that these games are all must haves! Despite the controls being a little awkward and also a few options missing (like peaking and more control customization) there are some perks that make this game worthwhile such as the different aiming options and the ability to move around while crouched.
All in all, I give this game a 4/5 because it's MGS3 as a hand held and it's controls are changed to fit this style. Though I think the developers could have gotten away with more customization and allowing a few more key control features seen on the console version, it's still a good game. If you are looking for MGS3 to add to your collection then I DO recommend this game, BUT if you already own MGS3 but want an updated version with the ultimate MGS experience then I would get MGS HD collection as I would give that a 5/5 and then maybe consider getting this for when you are on the go like I did.
Top reviews from other countries
Probably the worst experience if this is your first outing with Snake Eater. But I can definitely recommend this now while the price is low for metal gear fans or people curious out weird, niche 3ds games. As this is still an interesting port of Snake Eater. it features a new control style ripped from peace walker and finally... a crouch walk. There's a custom camo option that allows you to take pictures and use them as snake's camouflage. Allowing you to turn snake into a walking dakimakura. Along with the touchscreen controls adding extra inventory convenience make Snake Eater 3d surprisingly good. The elephant in the room however (that's bigger than the framerate) is you really do need a circle pad pro or new 3ds to enjoy this game to the fullest experience. If you're coming from peace walker it isn't as bad since there's the option of turning your face buttons into a virtual stick but there's also an option to awkwardly control it with the touchscreen. Which doesn't feel very good.















