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[官方]MGS3销量+主题Scene的解释

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发表于 2007-6-3 11:55:42 | 显示全部楼层 |阅读模式
来源:MGS3: Sub官网


销量:
MGS3:Snake Eater 于2004.11.17开始销售,截止2005.9,全球销量累积370万套。

Metal Gear Solid 3: Snake Eater was released for the Playstation(R)2 at the end of 2004. By September 2005, the greatest installment of the Metal Gear Solid series had emotionally moved over 3.7 million players. An audience that crossed barriers of generation and nationality became fascinated with Snake Eater's deep gameplay, as well as a story steeped in historical context.


MGS3主题词Scene 的官方解释:

In the 1960s, the Soviet Union and the United States stood toe-to-toe in an international stalemate. Each nation represented the nuclear deployment capabilities of the East and the West. Neither nation openly took offensive action against the other, yet their tensions played out in proxy wars within third world countries. Spies executed the most confidential missions in the resulting intelligence war. These circumstances gave rise to the nuclear arms race, as well as the historical period known as the Cold War.

These times were the setting -- the Scene -- for Snake Eater.

MGS3's overarching theme is Scene. We see people fight for their countries in reaction to the political circumstances of the 1960s. National enemies changed according to political and historical contexts. These contexts determine whether a given person is our enemy or our friend. Since the times determine the identity of our enemies, we cannot look toward absolute laws to discover them. "Good" and "Evil" are only relative terms; they simply express our temporary relationships toward others. Our historical and political situations prove to be the only reliable oracles.

The story revolves around our hero (Snake) and his mentor (The Boss). Their relationship transcends the bonds commonly forged between student and teacher, man and woman. In their story, we see scientists and warriors bucked and tossed on the waves of circumstance, and the climax pulls the audience into an emotional undertow. You'll walk away from the experience with a fresh emotional perspective lodged in your heart.
发表于 2007-6-3 16:47:46 | 显示全部楼层
销量真是不佳啊~太核心玩家化了,NFS10这种水平的游戏还没卖一年都超过了
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发表于 2007-6-3 17:57:02 | 显示全部楼层
求中文翻译
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 楼主| 发表于 2007-6-3 19:35:02 | 显示全部楼层
[quote=阿萨斯;416981]销量真是不佳啊~太核心玩家化了,NFS10这种水平的游戏还没卖一年都超过了[/quote]

mgs3问世时,赶上了光环2、gta:sa等怪兽级游戏群发行的高峰

大半年内能达到这样的成绩,我觉得已经相当不错了

nfs水平不济不影响牌子啊,也不会影响销量
就像是最近几作的无双,有突破么?销量会受影响么?
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发表于 2007-6-3 20:14:39 | 显示全部楼层
别拿EA的游戏说事,没说服力
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发表于 2007-6-4 01:09:21 | 显示全部楼层
其实我一直对MGS3很不满意
特别是那些预告里很令人期待的场面最后正式版里都没有
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 楼主| 发表于 2007-6-4 16:58:19 | 显示全部楼层
[quote=WeiZ;417076]其实我一直对MGS3很不满意
特别是那些预告里很令人期待的场面最后正式版里都没有[/quote]

哪些?除了敌方4人一队?
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发表于 2007-6-30 11:53:21 | 显示全部楼层
6楼指的可能是从瀑步上跳下来而不是从水库上跳下来,以及最终被删掉的嗅觉系统吧。
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 楼主| 发表于 2007-6-30 12:10:59 | 显示全部楼层
[quote=鳄鱼级snake;421618]6楼指的可能是从瀑步上跳下来而不是从水库上跳下来,以及最终被删掉的嗅觉系统吧。[/quote]

哪个预告说有嗅觉系统了?
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发表于 2008-7-25 22:34:49 | 显示全部楼层
HALO2真是怪兽级的.....而至于GTA:SA.....那是"禽兽"级别的......
(GTA:SA在美国三个大城市的风土人情,建筑风景方面做的真的是无可比拟!!~)
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发表于 2008-7-28 18:13:07 | 显示全部楼层
不说素质,但是从销量来说,MGS是必不上HALO的,即使假如MGS4和HALO3 pk,更何况 是GTA系列
但是我更喜欢MGS啊~~
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 楼主| 发表于 2008-7-28 19:28:10 | 显示全部楼层
“即使假如MGS4和HALO3 pk”

什么叫即使?代数越多卖的越多么...
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发表于 2008-7-29 02:16:51 | 显示全部楼层
这东西见仁见智了,销量不能说明全部问题,更不能完全代表游戏本身的素质。

我最记得的就是《大神》和《旺达与巨像》,素质没的说,PS2上我认为最美的两个游戏,销量也都很惨淡,关键还是看自己是否喜欢外加对游戏的态度吧,如果只是抱着玩玩就可以的态度,那EA的游戏还是很合适的,如果是想欣赏游戏,注重游戏本身所要表达的深层含义,重视游戏过程中的体验感受,那MGS系列这样的游戏还是非常合适的。销量说明了抱前者态度的人比后者要多不少,也印证了WII能够席卷全球游戏机市场的根本原因。

是为顾客做游戏,让游戏适应顾客,还是为自己的理念做游戏,让顾客来适应游戏,我觉得小岛在这方面对MGS系列做的平衡调整已经算是不错的了。
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发表于 2008-7-31 10:20:54 | 显示全部楼层
HALO和GTA能和MGS相提并论吗?
美国人的欣赏水平还是算了吧。。。
从EA的垃圾游戏都能卖到几百万就可以看出来。。。
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