Julkkariin aikaa enään pari viikkoa. Parit previkat puskettu ulos:
In a lot of ways, there's really a lot to Ground Zeroes. Its small scale is more than compensated for its robust depth, but its conclusion is anticlimactic, despite its bombastic and lengthy denouement cutscene being exciting in and of itself. Indeed the biggest issue with Ground Zeroes isn't its length: it's a lack of closure.
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So Ground Zeroes is hardly essential, but it accomplishes what it set out to do in giving players a taste of how a more open-ended Metal Gear adventure might feel. Its wealth of strategies and secrets unearth plenty of tactical treasure for those willing to dig - something the premium price deviously encourages. Those expecting a full game are going to be disappointed, however - Ground Zeroes does feel like a very expensive demo. But it's also a very, very good one.
http://www.eurogamer.net/articles/2014-03-05-metal-gear-solid-ground-zeroes-preview
Ground Zeroes has been framed as an introduction to the new mechanics of The Phantom Pain, and a prologue to its story. I’ve often said, mostly kidding, that my favorite game in the series is the Metal Gear Solid 2 demo disc that came packed in with Zone Of The Enders. Others have expressed similar sentiment towards the demo for the first Metal Gear Solid. I would say Ground Zeroes is very much comparable to those.
The layout of Camp Omega feels reminiscent of the first few areas of MGS1, and the new mechanics like driving and climbing are as novel as arranging the bodies of unconscious guards in lewd positions, or hiding in lockers in MGS2. While I feel like I’ve experienced a lot of what the game has to offer, that doesn’t stop me from wanting to play more of it, and if the goal here was to whet my appetite for The Phantom Pain, I’d say mission accomplished.
Still, it really sucks about that cardboard box.
http://www.destructoid.com/breaking-new-ground-metal-gear-solid-v-s-tactical-approach-to-open-world-271472.phtml