SKU: 71823051616
metal gear ground

metal gear ground Metal Gear Solid V: Ground Zeroes

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Description

metal gear ground Metal Gear Solid V: Ground ZeroesMetal Gear Solid V: Ground Zeroes is a third person action game with a focus on stealth. Part of the long running Metal Gear franchise, it is a prologue to Metal Gear Solid V: The Phantom Pain and it takes place after Metal Gear Solid: Peace Walker as a part of a sub series or prequels in the main franchise set long before Metal Gear Solid 4: Guns of the Patriots. The most important change for this title is the shift to an open world design with a

Metal Gear Solid V: Ground Zeroes is a third-person action game with a focus on stealth. Part of the long-running Metal Gear franchise, it is a prologue to Metal Gear Solid V: The Phantom Pain and it takes place after Metal Gear Solid: Peace Walker as a part of a sub-series or prequels in the main franchise set long before Metal Gear Solid 4: Guns of the Patriots.

The most important change for this title is the shift to an open world design with a real-time day and night cycle doing away with the linear mission approach of previous games. The protagonist is Big Boss (Snake) and the game is set in 1975 after the events of Peace Walker. Snake works with Militaires Sans Frontières and needs to infiltrate an American black site Camp Omega on Cuba where Cipher agent Paz and child soldier Chico, two returning characters from Peace Walker, are held. This is the only location in the game and it consists of a large base with different sections, courtyards, outhouses and concrete tunnels, surrounded by rocks and foliage offering many entry points. The game offers the single objective to free them and the player determines the approach. To add to this freedom, helpful tools from previous titles, such as the Soliton radar map with the waypoints, have been removed. Snake can however mark enemies through his binoculars to keep track of movement. The mini-map has been replaced with a map accessed through a handheld iDroid device, but using it does not pause the game. The iDroid functions can also be accessed through an Adroid or iOS companion app on a real mobile device in conjunction with the game. It can be used to set waypoints, check mission information and listen to audio files. There is no longer a camouflage system. Instead, cues need to be taken from the opportunities in the surroundings and the time of day, with light and shadow, also play a role. Although the focus is on stealth, the sandbox design also offers a more direct approach with guns and explosives. A flare can be used to call in a helicopter, for support or extraction, and different types of vehicles such as tanks, jeeps and trucks can be stolen and driven.

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      SKU: 71823051616

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      4.3 ★★★★★
      Based on 23 reviews
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      Thomas J. Shandorf
      Houston, US
      ★★★★★ 5
      Comprehensive, clear and coherent!
      Format: Paperback
      The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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      Reviewed in the United States on July 23, 2019
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      Verified Purchase
      Sarah Sofía Ortiz Campos
      Lake Worth, US
      ★★★★★ 1
      No recomiendo
      Format: Paperback
      Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on December 30, 2025
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      Verified Purchase
      NS
      Omaha, US
      ★★★★★ 1
      price
      Format: Paperback
      Price is high
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on April 15, 2026
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      Verified Purchase
      Tinkerer
      Houston, US
      ★★★★★ 5
      There's nothing else out there that's this comprehensive
      Format: Hardcover
      Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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      Reviewed in the United States on August 18, 2019
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      Verified Purchase
      robert thompson
      Grantham, US
      ★★★★★ 5
      Don't peek at the next page.
      Format: Hardcover
      Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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      Reviewed in the United States on February 6, 2022

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