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MGS2德国站桌面主题

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发表于 2008-10-21 14:53:08 | 显示全部楼层 |阅读模式
http://www.metalgearsolid2.de/site/main_e/frames_specials.php

MGS2德国站上的官方下载

壁纸、桌面主题、更多壁纸打包下载
发表于 2008-10-21 18:34:06 | 显示全部楼层
兴冲冲跑进来发现这些东西我都有了.....
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发表于 2008-10-22 13:45:46 | 显示全部楼层
好象就是官网上那些吧
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发表于 2008-10-23 00:35:59 | 显示全部楼层
好像有一些我还没有呢……谢谢04!
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发表于 2008-10-25 19:29:12 | 显示全部楼层
这些不是屏保么?
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发表于 2008-10-30 12:27:32 | 显示全部楼层
= =b记得以前有过的
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发表于 2008-11-5 20:34:50 | 显示全部楼层
下载过了,谢谢!
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 楼主| 发表于 2009-9-4 09:52:36 | 显示全部楼层
站点地址
http://www.metalgearsolid2.de/site/main_e/index.php

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"Transcending        consoles, transcending centuries, transcending prequels" - and transcending        expectations.

    
       When Hideo          Kojima travelled to Europe in March 1999 for the European release of Metal          Gear Solid for PSone, a game magazine journalist asked him the question          "What are you working on next?" Hideo Kojima answered, "I          will create what consumers desire for the console that consumers desire."
      

Fast forward          to May 2000. The answer to the question - Metal Gear Solid 2 Sons of Liberty          for PlayStation 2 -- was unveiled at E3 in Los Angeles. The basic thought          behind MGS2 was "transcend consoles from PSone to PS2, transcend          centuries from the 20th to the 21st, and transcending its prequel, MGS1."          To this end, a trailer was unveiled at E3 that shocked visitors with a          quality surpassing that of the PSone game, as stated in the development          theme. From this video alone, MGS2 was elected "Best of Show"          along with two other awards in the E3 awards. The hype among the visitors          spread throughout the world instantaneously via Internet, magazines, television,          and the Tokyo Game Show held in the following fall.

       

      At E3 2001,          a playable version of the demo was exhibited along with a new trailer.          The reception it received was even more enthusiastic than that of the          previous year. People's expectations were getting greater and greater.          Straight after E3 2001, however, Hideo Kojima shunned all publicity, leaving          the following enigmatic message: "MGS2 SUBMERGES.".

      
      “A          space you are able to touch…”

      The transition          from PSone to PS2 resulted in the astonishingly improved means of expression.          However, Hideo Kojima's aim was not simply to increase the number of polygons          of the models and stages. His aim was to create a space in which the player          can indulge himself/herself freely and in real time - "a space that          you are able to touch," he explained - a space that you can feel          the temperature, humidity, smells, and even the air.


      What are          we to leave to future generations?
       

      

Not only          is the Metal Gear series enjoyable as pure action games, but also they          must convey a professionally produced storyline with a strong central          theme. The theme of the previous MGS was "the escape from the restraints          (DNA)". "How do things that are not part of our genetic information          get passed on?" Asked Kojima when explaining his intentions for the          PlayStation 2 game. "Does this change in any way in a highly-digitized          world? The conceptual theme of MGS2 is about passing on the soul (memories)          and way of life to future generations."


      "Life          connects the chain of its species to the future generations. What plays          that role is not simply genes. Only with ƈ' can Metal Gear Solid come          to an end," he explained.


~~~~
2001年的游戏 多么深刻而超前的主题


"How do things that are not part of our genetic information          get passed on?" Asked Kojima when explaining his intentions for the          PlayStation 2 game. "Does this change in any way in a highly-digitized          world?
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