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Message
re: No One Talking Playstation Classic?
Posted on 9/19/18 at 10:08 pm to The Quiet One
Posted on 9/19/18 at 10:08 pm to The Quiet One
It's true. I get the nostalgia for the original, but twin snakes looks and plays better in every way.
Posted on 9/19/18 at 10:29 pm to sicboy
quote:I've never understood the hate Twin Snakes gets from some Metal Gear fans. The 2 main complaints I hear are the redone voice acting, which isn't as good as the original but is still fine. And the cut scenes being too over the top compared to Kojima's vision, because a bullet-dodging vampire and an overweight rollerblading bomb expert is so grounded in reality.
twin snakes looks and plays better in every way.
Also, I don't really care about the PS1. That was about the time I was getting more into PC gaming, so maybe that's why? I would possibly be interested in a PS2 Classic, though...or maybe this:

Posted on 9/19/18 at 10:54 pm to The Quiet One
First person view in aiming any non-sniper weapon makes Twin Snakes MUCH easier to play than the original MGS.
The original is spray-and-pray because you can’t see what you’re aiming at even with laser sights.
The original is spray-and-pray because you can’t see what you’re aiming at even with laser sights.
Posted on 9/19/18 at 11:47 pm to DieDaily
quote:
I've never understood the hate Twin Snakes gets from some Metal Gear fans. The 2 main complaints I hear are the redone voice acting, which isn't as good as the original but is still fine. And the cut scenes being too over the top compared to Kojima's vision, because a bullet-dodging vampire and an overweight rollerblading bomb expert is so grounded in reality.
That was all in MGS2.
Twin Snakes was an actiony version of the OG MGS1. Weaker (and changed) voice acting, Matrix Reloaded cutscenes, generic electric rock music...all that just changed the atmosphere of the OG. Doesn’t help that the MGS2-style gameplay broke many of the gameplay sequences, either.
I don’t hate Twin Snakes. It’s OK. It’s just The Force Awakens to OG Star Wars.
Back on topic, PS1 Classic is a skip. Most of those games did not age well graphically or mechanically. Resident Evil tank controls? Nah.
Posted on 9/20/18 at 6:42 am to teke184
quote:
About the only game I can think of I’d want and don’t have is Metal Gear Solid 1 and the Twin Snakes version for GameCube is better anyway.

Posted on 9/20/18 at 7:52 am to The Quiet One
quote:
Weaker (and changed) voice acting
quote:
While almost all of the voice actors from the first game returned to reprise their roles, there has been some differences in their performances. Most notably, Naomi and Mei Ling lack their British and Chinese accents, respectively. This change appears to be canon, as their appearances in MGS4 and SSB:B lack these as well.
As well, the voice actor for the Ninja is performed by Rob Paulsen, rather than Greg Eagles as it was in the first game (under the pseudonym George Byrd), although Eagles returned to play Donald Anderson again. The Genome Soliders have different voice actors as well.
Posted on 9/20/18 at 7:53 am to sicboy
From the Metal Gear wiki:
Apart from the obvious upgrade in graphics, The Twin Snakes has a number of less apparent alterations compared to the PlayStation version.
* Minor dialog changes were made to some bits of dialog. These dialog changes were more closely related to the original Japanese text and then implemented in the reminiscing sequences of the Shadow Moses level in Metal Gear Solid 4;
* Many features from MGS2 were implemented, including First Person Aiming and the hanging feature;
* All cutscenes were re-rendered, most undergoing major reworking under guest director Kitamura, including controversial changes such as Solid Snake springboarding off a missile that Liquid fires from his Hind D, launching him into the air where he fires the coup de grace at Liquid;
* The ending text was rewritten to reflect the year 2003, as opposed to 1998 when the original was released;
* The disk change location is now at the bottom of Communications Tower A. The PlayStation version's disk swap occurred before entering the Blast Furnace;
* Like MGS2, dog tags can be collected from enemies. However, unlike MGS2, there is no reward for doing so.
* Guards can now call for backup and make regular reports on patrols;
* Boss Survival mode was added to the Special menu;
* Psycho Mantis' dialog regarding saved games was altered to mention GameCube games, specifically Super Smash Bros. Melee, Super Mario Sunshine, The Legend of Zelda: The Wind Waker, and Eternal Darkness: Sanity's Requiem;
* The entire musical score with the exception of The Best Is Yet To Come was rewritten;
* Like MGS2, the pause screen has a map of the base, the original version just had the name of the area Snake was in;
* The Game Over screen was replaced;
* The Very Easy difficulty setting was added;
* No VR Missions were included. In an interview, Dennis Dyack commented that VR training was to be included, but time ran out before the feature could be implemented;
* In the PlayStation version of MGS, the player's life and maximum ammunition are gradually increased as the game progresses. In TTS, both are at maximum from the beginning (as in MGS2). In addition the life bar is refilled after every boss battle, whereas in the PlayStation version it was only refilled partially after boss battles, and only completely after certain events;
* Codec call skipping was added in, again mirroring MGS2. Originally, pressing a button during a Codec call would result in the voice over stopping and the screens progressing manually. In the remake there are two choices for call skipping. Pressing the B button mirrors the original game's manual progression, while pressing the A button will fast forward the call straight to the end;
* Many environmental elements from MGS2 were introduced into the remake, such as lockers, fire extinguishers, and others. In addition, many objects in the background can now be destroyed or broken, such as mirrors;
* The M9 and PSG1-T were added, as well as boss Stamina bars, allowing for Stamina kills on some bosses;
* The books for distracting guards were introduced, featuring a picture of Alex Roivas, the main character of Eternal Darkness: Sanity's Requiem rather than a real-life cover model; * Sniper rifle controls were changed, making it possible to shoot while standing or kneeling. In the original, Snake automatically went into a prone position when the PSG1 was equipped while the scope automatically zoomed in;
* The effects of snow were added in, a feature first seen for the MGS saga. While outside, snow will fall on the camera, fogging it up or frosting it slightly. Snow will also stick to Snake when he stands still and will come off all at once when he moves;
* The thermal goggles were updated to show a more realistic representation of heat, as introduced in Metal Gear Solid 2: Substance. In the original, the thermal goggles tinted the screen red and significant objects such as enemies were a solid red, which was also shown in the first release of Metal Gear Solid 2: Sons of Liberty;
* Claymores placed by the player are visible. In the original game they disappeared after placement;
* The Nikita missiles must be controlled from First Person. Originally the player could guide them in either First or Third Person view;
* The AP Sensor was added for players who might play without the radar;
* The PAL key icon changes color according to what temperature it is, rather than the player having to check its information screen as in the original game;
* The radar mode "Caution" was added. Heavily armed attack squads also patrol the vicinity, as in MGS2;
* A "Game Over if Spotted" option was added to the Hard and Extreme difficulties; * The radar is replaced by an enemy's field of vision window if they spot footprints or something equally suspicious, as in MGS2;
* Bodies do not disappear unless they are discovered or after a certain amount of time has passed;
* The final section of the battle with Gray Fox, in which Fox generated an electromagnetic field for the player to avoid, was removed;
* Many small modifications were made to level layout and design. For example, figurines of Mario and Yoshi are now found in Otacon's office, along with a GameCube and a wireless Wavebird controller. Shooting Mario will also slightly restore life;
* The music is now different in every area, even during Alert and Caution phases;
* The footage of Policenauts that was shown during Otacon's explanation of anime in the original has been replaced with footage of Zone of the Enders: The 2nd Runner. An interesting note is that the cutscene is a seamless transition that bridges two cutscenes that were separate in the original;
* As with MGS2, TTS had a web site where players could submit Clear Codes that are displayed upon the completion of the game, and compare the results with other players. The website was open between March 9, 2004, and March 31, 2005, with a total of 20,405 codes submitted;
* Disposal hatches were added near the cliff of the Heliport;
* Sentries patrolling the Warhead Storage Facility are armed with shotguns fitted with knock-out rounds, which makes more sense from an in-universe point of view (Snake cannot use weapons in this area so as not to damage the warheads);
* When Snake has to escape from the Hind D at the top of Comm Tower A, the player may choose to hang-drop all the way down if they did not grab the rope item;
* An extra cutscene was added if Snake tripped one of the beam sensors in the Tank Hangar airlock;
* The Briefing Files segment was updated from 2D animations of Snake to a fully 3D demo with Snake and now-visible Campbell and Naomi. Both Campbell and Naomi are slightly fleshed out more as they can both be seen interacting with Snake;
* In the Psycho Mantis fight, Snake now has more time to look around in first-person before the view switches to Mantis' POV;
* To beat Psycho Mantis, the player must periodically go through all four controller ports as Mantis begins to recover the ability to read Snake's mind, as opposed to the original two.
* PAN Cards no longer have to be selected to get through a security door.
Apart from the obvious upgrade in graphics, The Twin Snakes has a number of less apparent alterations compared to the PlayStation version.
* Minor dialog changes were made to some bits of dialog. These dialog changes were more closely related to the original Japanese text and then implemented in the reminiscing sequences of the Shadow Moses level in Metal Gear Solid 4;
* Many features from MGS2 were implemented, including First Person Aiming and the hanging feature;
* All cutscenes were re-rendered, most undergoing major reworking under guest director Kitamura, including controversial changes such as Solid Snake springboarding off a missile that Liquid fires from his Hind D, launching him into the air where he fires the coup de grace at Liquid;
* The ending text was rewritten to reflect the year 2003, as opposed to 1998 when the original was released;
* The disk change location is now at the bottom of Communications Tower A. The PlayStation version's disk swap occurred before entering the Blast Furnace;
* Like MGS2, dog tags can be collected from enemies. However, unlike MGS2, there is no reward for doing so.
* Guards can now call for backup and make regular reports on patrols;
* Boss Survival mode was added to the Special menu;
* Psycho Mantis' dialog regarding saved games was altered to mention GameCube games, specifically Super Smash Bros. Melee, Super Mario Sunshine, The Legend of Zelda: The Wind Waker, and Eternal Darkness: Sanity's Requiem;
* The entire musical score with the exception of The Best Is Yet To Come was rewritten;
* Like MGS2, the pause screen has a map of the base, the original version just had the name of the area Snake was in;
* The Game Over screen was replaced;
* The Very Easy difficulty setting was added;
* No VR Missions were included. In an interview, Dennis Dyack commented that VR training was to be included, but time ran out before the feature could be implemented;
* In the PlayStation version of MGS, the player's life and maximum ammunition are gradually increased as the game progresses. In TTS, both are at maximum from the beginning (as in MGS2). In addition the life bar is refilled after every boss battle, whereas in the PlayStation version it was only refilled partially after boss battles, and only completely after certain events;
* Codec call skipping was added in, again mirroring MGS2. Originally, pressing a button during a Codec call would result in the voice over stopping and the screens progressing manually. In the remake there are two choices for call skipping. Pressing the B button mirrors the original game's manual progression, while pressing the A button will fast forward the call straight to the end;
* Many environmental elements from MGS2 were introduced into the remake, such as lockers, fire extinguishers, and others. In addition, many objects in the background can now be destroyed or broken, such as mirrors;
* The M9 and PSG1-T were added, as well as boss Stamina bars, allowing for Stamina kills on some bosses;
* The books for distracting guards were introduced, featuring a picture of Alex Roivas, the main character of Eternal Darkness: Sanity's Requiem rather than a real-life cover model; * Sniper rifle controls were changed, making it possible to shoot while standing or kneeling. In the original, Snake automatically went into a prone position when the PSG1 was equipped while the scope automatically zoomed in;
* The effects of snow were added in, a feature first seen for the MGS saga. While outside, snow will fall on the camera, fogging it up or frosting it slightly. Snow will also stick to Snake when he stands still and will come off all at once when he moves;
* The thermal goggles were updated to show a more realistic representation of heat, as introduced in Metal Gear Solid 2: Substance. In the original, the thermal goggles tinted the screen red and significant objects such as enemies were a solid red, which was also shown in the first release of Metal Gear Solid 2: Sons of Liberty;
* Claymores placed by the player are visible. In the original game they disappeared after placement;
* The Nikita missiles must be controlled from First Person. Originally the player could guide them in either First or Third Person view;
* The AP Sensor was added for players who might play without the radar;
* The PAL key icon changes color according to what temperature it is, rather than the player having to check its information screen as in the original game;
* The radar mode "Caution" was added. Heavily armed attack squads also patrol the vicinity, as in MGS2;
* A "Game Over if Spotted" option was added to the Hard and Extreme difficulties; * The radar is replaced by an enemy's field of vision window if they spot footprints or something equally suspicious, as in MGS2;
* Bodies do not disappear unless they are discovered or after a certain amount of time has passed;
* The final section of the battle with Gray Fox, in which Fox generated an electromagnetic field for the player to avoid, was removed;
* Many small modifications were made to level layout and design. For example, figurines of Mario and Yoshi are now found in Otacon's office, along with a GameCube and a wireless Wavebird controller. Shooting Mario will also slightly restore life;
* The music is now different in every area, even during Alert and Caution phases;
* The footage of Policenauts that was shown during Otacon's explanation of anime in the original has been replaced with footage of Zone of the Enders: The 2nd Runner. An interesting note is that the cutscene is a seamless transition that bridges two cutscenes that were separate in the original;
* As with MGS2, TTS had a web site where players could submit Clear Codes that are displayed upon the completion of the game, and compare the results with other players. The website was open between March 9, 2004, and March 31, 2005, with a total of 20,405 codes submitted;
* Disposal hatches were added near the cliff of the Heliport;
* Sentries patrolling the Warhead Storage Facility are armed with shotguns fitted with knock-out rounds, which makes more sense from an in-universe point of view (Snake cannot use weapons in this area so as not to damage the warheads);
* When Snake has to escape from the Hind D at the top of Comm Tower A, the player may choose to hang-drop all the way down if they did not grab the rope item;
* An extra cutscene was added if Snake tripped one of the beam sensors in the Tank Hangar airlock;
* The Briefing Files segment was updated from 2D animations of Snake to a fully 3D demo with Snake and now-visible Campbell and Naomi. Both Campbell and Naomi are slightly fleshed out more as they can both be seen interacting with Snake;
* In the Psycho Mantis fight, Snake now has more time to look around in first-person before the view switches to Mantis' POV;
* To beat Psycho Mantis, the player must periodically go through all four controller ports as Mantis begins to recover the ability to read Snake's mind, as opposed to the original two.
* PAN Cards no longer have to be selected to get through a security door.
Posted on 9/20/18 at 7:55 am to sicboy
I guess the critique of the voice acting and cut scenese is a preference thing (I found all of them to be really good, especially with the upgraded graphics), but honestly none of these changes seems to make TS a worse version. I always liked the first person aiming they introduced in MGS2, so I loved having it in this remake.
Posted on 9/20/18 at 8:10 am to The Quiet One
quote:I was simply showing the trajectory of where the series was headed in the very next game. Not to mention the fact that Twin Snakes was released 2 years after MGS2. Still, you can replace my statement with BDSM psychic and invisible, robot ninja if you like.
That was all in MGS2.
I enjoy the MG series for the absurd. TS's cutscenes don't really feel that out of place to me, and I enjoy the gameplay changes. MGS is not a difficult game to begin with and it's very short. These days, especially, I'd rather play it with the MGS2 gameplay changes.
Posted on 9/20/18 at 8:32 am to oVo
I should add in Legend of Dragoon and Bust-a-Groove, too.
My PS3 is almost exclusively for the exact reason they're bringing the PSClassic to market.
My PS3 is almost exclusively for the exact reason they're bringing the PSClassic to market.
This post was edited on 9/20/18 at 8:33 am
Posted on 9/20/18 at 8:33 am to VoxDawg
I think 1 or 2 of the Tomb Raiders and the first Silent Hill should make it.
Posted on 9/20/18 at 8:50 am to VoxDawg
The PS1 just doesn't hold up at all.
PS2 is a different story though. That would potentially be an instabuy with the right games available.
PS2 is a different story though. That would potentially be an instabuy with the right games available.
Posted on 9/20/18 at 8:54 am to Freauxzen
quote:
PS2 is a different story though. That would potentially be an instabuy with the right games available.
I'd pay $200 for that.
Posted on 9/20/18 at 9:41 am to volod
quote:
I have a hard time getting back into all of the RPGs in the PS1 era for this exact reason.
I don't agree completely. While some of the rougher 3D heavy games are tough to look at, they usually have some redeeming features. Several of the more artistic ones hold up very well. Playing Vagrant Story, Final Fantasy Tactics, Final Fantasy IX, Tales of Destiny, Valkyrie Profile, Breath of Fire, etc are all still very playable.
quote:
Meh. You can get a PSP with custom firmware or a modded PS1 for less than that.
Or build a raspberry pi for cheaper than all of the classic mini consoles. I'm not going to get any of them as they're just half steps.
This post was edited on 9/20/18 at 9:43 am
Posted on 9/20/18 at 11:04 am to oauron
quote:
I don't agree completely. While some of the rougher 3D heavy games are tough to look at, they usually have some redeeming features. Several of the more artistic ones hold up very well. Playing Vagrant Story, Final Fantasy Tactics, Final Fantasy IX, Tales of Destiny, Valkyrie Profile, Breath of Fire, etc are all still very playable.
Lunar.
quote:
Or build a raspberry pi for cheaper than all of the classic mini consoles. I'm not going to get any of them as they're just half steps.
For sure, but nothing beats a PSP when it comes to PS1 emulation accuracy. Plus you can use it as a system too since it has video out and you can sync up with a Dual Shock 3 controller.
Posted on 9/20/18 at 11:12 am to Korin
quote:
For sure, but nothing beats a PSP when it comes to PS1 emulation accuracy. Plus you can use it as a system too since it has video out and you can sync up with a Dual Shock 3 controller.
Even better is a Vita TV. Complete PS1 classic support with an HDMI out. I paid $30 for mine.
Posted on 9/20/18 at 12:13 pm to oauron
quote:
Or build a raspberry pi for cheaper than all of the classic mini consoles.
I reallt want to do this, but it takes too much research.
Posted on 9/20/18 at 12:23 pm to oauron
quote:
Even better is a Vita TV. Complete PS1 classic support with an HDMI out. I paid $30 for mine.
No way. PS1 emulation is dogshit on PSTV.
Posted on 9/20/18 at 6:13 pm to beerJeep
quote:
GOAT system startup theme
Have you tried Mednafen (AKA as Beetle PSX on Retroarch)? It's the most accurate PS1 emulator on PC and it has the startup theme and everything.
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