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In The Essential Collection version of Metal Gear Solid, her Codec frequency is in the manual. The player is told that Meryl Silverburgh's CODEC frequency "should be on the back of the CD case," referring not to an in-game item, but the real-life case the game came in, which has a screenshot of Meryl being contacted via CODEC on the back.
Psycho Mantis troubling the player with a fake channel change. He will also advise the player not to drink too much soda while playing nor play the game immediately after eating in order to avoid loss of concentration.
Master Miller will tell the player not to envision the Game Over screen upon making a mistake while describing the power of positive thinking. Like the tap code, no such image is available in the original Subsistence manual, although it is included in the HD Edition. In the MSX2 version, he says that the frequency is on the rear side of the game's package, while in the Subsistence version, he says that the frequency is in a picture in the game's manual. After the player reaches the Tower Building, Colonel Campbell calls and tells Snake that he is changing his radio frequency.
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Campbell will try to give Snake advice on how to walk slowly across a noisy floor but then realizes that Snake can't do that.
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The North American manual for the PlayStation 2 version of Metal Gear Solid 3: Subsistence, contains no such information, although the digital manual for the HD Edition does.
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Campbell tells the player to use a tap code found in the game's manual in order to decipher radio frequencies. He also advises the player to fight only when one has to fight, which are "the rules on the battlefield, in a shooting game." Roy Campbell will tell the player to think like the game designer in order to see possibilities that are not immediately obvious. During Snake's fight with Big Boss, Jennifer tells Snake that using a cigarette will buy him more time to escape Outer Heaven, by slowing down the timer countdown of the self-destruct sequence. After reaching Building 3's 100th floor basement in Outer Heaven, Big Boss will call and order the player to abort the mission by turning off the game system. Gaming magazines featuring Metal Gear games can often be seen. Optional calls will often be triggered based on the player character's current equipment or actions, even if the in-game radio system has no way for the support team to see this. The main character's support team will describe in-game actions in terms of the controller buttons used to perform them, refer to elements of the in-game HUD such as the health and stamina meters, and discuss actions such as saving and turning off the game. Sometimes the fourth wall is broken on many occasions in a single game. #Phantom pain dualshock 3 pc series#
The Metal Gear series is renowned for breaking the fourth wall.
1.15.2 Metal Gear Solid V: The Phantom Painįourth wall references in the Metal Gear series. 1.15.1 Metal Gear Solid V: Ground Zeroes. 1.12 Metal Gear Solid 4: Guns of the Patriots. 1.6 Metal Gear Solid 2: Sons of Liberty. 1.4 Metal Gear Solid ( The Twin Snakes). 1 Fourth wall references in the Metal Gear series. Sometimes these references can be subtle, such as incorporating real-life reactions to a character as an in-game character's attitudes to a similar character. In the context of videogames, breaking the fourth wall usually refers to acknowledging the existence of the player, having characters acknowledge gameplay conceits such as control limitations or coming back to life after dying, or referring to events in the real world rather than the game's fiction (such as "in-jokes" about the series itself being delivered by characters within it). This comes again from stage plays: a character on stage acknowledging the audience directly shows there is no actual "fourth wall" to the set, "breaking" the convention. The term is used in the context of breaking the fourth wall, which is a meta-narrative convention where a work's status as fiction is overtly acknowledged or hinted at though puns or other wordplay. The term was first used in theater to describe the nature of a set on a stage, where the audience would see a set depicting the three walls of a room and be intended to understand that they were placed behind an invisible fourth one. Psycho Mantis frequently breaks the fourth wall.įourth wall is a term used to describe the boundary between a fictional narrative and the real world.