Metal Gear Rising: Revengeance
Código B002I0J8FI | Disponibilidad En Stock

1,730 calificaciones en Amazon.com

Metal Gear Rising: Revengeance

  • $1499

  • Tiempo estimado de entrega en nuestro almacen el jueves, 16 de mayo

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Reseña del editor Descripción general del producto METAL GEAR RISING: REVENGEANCE lleva a la renombrada franquicia METAL GEAR a un nuevo y emocionante territorio centrándose en ofrecer una experiencia de acción completamente nueva como nada anterior. Combinando equipos de desarrollo de clase mundial en Kojima Productions y PlatinumGames, METAL GEAR RISING: REVENGEANCE reúne a dos de los equipos más respetados del mundo con el objetivo común de proporcionar a los jugadores una experiencia sinérgica fresca que combine los mejores elementos de acción pura y narración épica, todo dentro del universo expansivo de MG. El juego presenta a Raiden como el personaje central; un niño soldado transformado en un medio hombre, mitad máquina cyborg ninja, equipado con una hoja de katana de alta frecuencia y un alma alimentada por la venganza. En un futuro cercano, la tecnología cyborg se ha convertido en algo común en toda la sociedad. Han pasado tres años desde el colapso del sistema Patriotas que había estado controlando en secreto el equilibrio de poder global desde las sombras. Sin embargo, la paz sigue siendo difícil de alcanzar. La difusión de la tecnología cibernética ha desencadenado inestabilidad y conflicto a medida que quienes controlan el comercio ganan un poder cada vez mayor. Además, las grandes "Compañías Militares Privadas", o PMC, que habían sido apoyadas y controladas por los Patriotas se han derrumbado, generando innumerables entidades deshonestas con orígenes de organizaciones criminales más grandes. Estos PMCs renegados que emplean tecnología cyborg se han vuelto cada vez más disruptivos cambiando la política y el poder a voluntad. Como miembro del PMC de mantenimiento de la paz 'Maverick Security', Raiden vive bajo el mantra de proteger y salvar vidas. Pero a medida que el mundo se sumerge aún más en una guerra asimétrica, el único camino que lo lleva hacia adelante está enraizado en resolver su pasado y tallar cualquier cosa que se interponga en su camino. Características La última experiencia de consola METAL GEAR con un estilo totalmente nuevo de juego de acción frenética y personaje central, Raiden, un ninja cyborg que usa su hoja de katana de alta frecuencia para cortar cualquier cosa que se interponga en su camino vengativo. Nuevo diseño de juego, el nacimiento de un nuevo tipo de experiencia MG: Combinando las potencias de desarrollo Kojima Productions y PlatinumGames juntos, METAL GEAR RISING: REVENGEANCE ofrecerá un estilo de juego rápido y fluido centrado en el combate basado en katanas dentro del universo METAL GEAR. Tecnología avanzada: Producida por un equipo híbrido de desarrolladores de renombre, la tecnología del juego promete superar los límites de los gráficos, el estilo y la jugabilidad de acción a la velocidad del rayo. Mecánica de corte 'ZanDatsu': Dentro del mundo del juego, los jugadores podrán aprovechar lo que se ha creado: "un plano de corte que abarca todo en tiempo real". Corta cualquier cosa, en cualquier momento y en cualquier lugar. Historia épica en la línea de lo que MG es conocido y amado: El juego tiene lugar después de los eventos de METAL GEAR SOLID 4, donde el mundo ha caído en el caos con los crímenes ciborg y el terrorismo corriendo desenfrenado en la sociedad. Profundiza en la historia continua de Raiden, un niño soldado convertido en cyborg ninja cuyos orígenes están conectados tanto a METAL GEAR SOLID 2 como a METAL GEAR SOLID 2 y METAL GEAR SOLID 4. From the Manufacturer #interview { font-family: Arial, Helvetica, sans-serif; } #interview li { margin-top: 15px; margin-bottom: 15px; list-style-type: none; font-family: Arial, Helvetica, sans-serif; } Get inside the mind of legendary Game Designer, Hideo Kojima, creator of the Metal Gear Series. Exclusive Q&A from PAX 2012 as he reflects on the 25th anniversary of the series.If you could do an HD remake of any one of your titles, which one would it be, and why?It would be METAL GEAR SOLID. If it was to be arranged in a contemporary way using the latest technology, I think it could result in something quite impressive. However, I don't want to be the one to recreate it.Aside from releasing HD remakes of Metal Gear, what else do you have up your sleeve to help celebrate the 25th Anniversary of Metal Gear Solid?We have trophy support for MGS4, a music CD, an anniversary book, a novel, figurines and toys, apparel items, and a variety of products related to METAL GEAR.If Snake didn't become as popular of a character in the Metal Gear Solid series, do you think you have gone another route, story-wise? Perhaps, using "The Boss", or even making the game where it had multiple character scenarios, perhaps, playing through the story of the Cobra Unit during World War II?That may have well been a possibility. Instead of a saga centered on Snake, I may have written a story focused on the "FOXHOUND" members, similar as what was done in "X-Men."You took a game, Metal Gear Solid, that wasn't originally supposed to even be an entire series, and you turned it into one of the most memorable stories ever seen in gaming. When WAS the "Solid" storyline originally supposed to end, and what would have been done differently?I originally intended to end it with "METAL GEAR SOLID." That is the very reason why I introduced his ultimate enemy, "Liquid Snake (clone)," who possessed the same abilities as "Solid Snake." Had that not been the case, I wouldn't have utilized the stereotypical and difficult-to-manipulate character setting of a clone for a main character.How did you conceive such a magnificent storyline for this series of games? Where did you gather your inspiration from?I believe that this is derived from the game design, story, and setting being handled by the same person. In comparison to movies or novels, there may be some elements that may fall short, however, I strove to build a world and story that worked well with the game.To Mr. Kojima, have you ever based any of the Metal Gear characters off of yourself and do you see yourself in any of the characters?Not conciously, but "Snake" and I have come a long way together and so to some extent, a little bit of me is reflected in him. Like aging, for example.Is there any chance of making a side story with Gray Fox playable ? He is the most memorable and dominant ninja ever to be seen on mgs series,Mgs community can't deny that.Gray Fox's younger years is a theme that I'd like to work on someday.Have you ever thought of doing something related to Snatcher or Policenauts? Which Metal Gear game are you the most sastified with, and which are you the least sastified with?I poured my all into the development of each title at the time and so I am satisfied. However, I can also say that at the same time, there is a part of me that will never be satisfied and that is the reason why I still make games to this day. Which Metal Gear game are you the most sastified with and why? Could you share one of your favorite Metal Gear moments?I would say "METAL GEAR SOLID." This was developed before the game made a name for itself and so I was able to freely create the game as I desired without pressure and being concerned about whether it would sell or not.We all got to Ocelot grow as a character throughout the MGS series, he definitely made the series. What character in the MGS franchise do you think potentially got overlooked?That would be Colonel Campbell. It's easy to misinterpret him as a stereotypical military man, however he is actually a much more complex character. However, if I were to further flesh out Campbell, it would have been difficult to maintain the balance with the other characters and so I chose not to delve into that.Whats your advice for someone who is trying to be a videogame designer for first steps ?Future designers will be working with powerful hardware that possess varied means of expression. That is why more than anything else, direction and presentation skills for video, graphics, music, storytelling, etcetera, will be crucial. If one does not possess talent in that aspect, I believe it will be an uphill battle.If you could design a Metal Gear title with a female-lead protagonist, what would she be like and what would separate her from other heroes/characters in other action titles with other titles that have a female lead?A combat game featuring a frail female-lead would be difficult to deal with. However, a stong woman, such as The Boss, who exemplifies the unique maternal strengths that only a woman can possess, would make an interesting lead in a game.How much time has taken to make the current Fox Engine and is it closed to being completed?It's come together and has made a certain degree of progress. Right now, we aren’t making tech demos but are making a game that can actually be played as we polish up the engine’s processing, displays, as well as the usability of the tools. I think we may have finally caught up to the rest of the world. From now, we plan on moving upwards to new heights. Which is your favorite character from the Metal Gear saga, and why?The number one spot would probably go to Snake, who has both matured and aged together with me. He started out as a 2D character that could not speak and then evolved into a fleshed out, 3D polygon character capable of speech and expressions, and he even developed wrinkles. Overall, he has beccome a more three-dimensional character in all respects. Los elementos sigilosos de Rising enfatizarán la considerable velocidad y agilidad de Raiden a través de lo que Matsuyama describe como "sigilo de caza" El juego se centrará en dos elementos clave: la lucha con espadas y un estilo de sigilo que es más rápido y orientado a la acción. "Cortar" implica un sofisticado juego de espadas que permite a los jugadores participar en combate cuerpo a cuerpo en tercera persona, así como cortar con precisión enemigos y objetos "a voluntad" a lo largo de un plano geométrico utilizando un modo de "corte libre". Fecha de publicación febrero 19, 2013 Plataforma de computación PlayStation 3 ASIN B002I0J8FI Fecha de lanzamiento febrero 19, 2013 Opinión media de los clientes 4.8 4.8 de 5 estrellas 1,730 calificaciones 4.8 de 5 estrellas Clasificación en los más vendidos de Amazon nº2,958 en Videojuegos (Ver el Top 100 en Videojuegos) nº6 en Juegos de PlayStation 3 Dimensiones del producto 5,3 x 0,57 x 6,74 pulgadas; 0,01 Onzas Tipo de producto Videojuegos Clasificado Mature Número de modelo del producto 083717202066 Descatalogado por el fabricante No Fabricante Konami Producto en amazon.com desde julio 15, 2009

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