Posts Tagged ‘metal gear’

Game Overview: ABDN Reviews MGS4

Friday, August 29th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

(SPOILER NOTE: Tim’s review, my review, and some of this post have MGS spoilers. Read at your own risk)

I’ve taken a few excerpts from Tim Rogers’ brilliant review of Metal Gear Solid 4 and I’m going to talk about them a bit. He totally threw us for a loop, revealing the game that is NOT ABDN’s best game of all-time, but revealing a game he firmly believes not to be. Let’s get started:

“If it’s a fact that Metal Gear Solid 4 sucks on purpose, we can hardly blame Kojima for that, either. Given his previously well-documented disinterest in the series, its having been promoted as his “opus” must have turned his stomach. It’s clear that Kojima’s priority was the game’s plot, and making sure it “satisfied” fans: like the world’s fattest kid circa 1989 winning a Toys R Us shopping spree, Kojima struts zombie-like into the warehouse of his past work and proceeds to remove absolutely everything from the shelf, dropping one item at a time into his bottomless shopping cart. He eventually gets up to the cash register, leaves the cart unattended, pulls his smokes out of his jacket, and steps outside.”

In this point I can’t help but hope that Kojima was in fact making a disappointing game on purpose. Sure, MGS4 wasn’t terrible, but after all the hype, after Metal Gear fucking Solid 3, I found myself thinking “Really? After that, this is what you bring to the table?” MGS3 was so good that I suppose surpassing it was either impossible for Kojima or, as Rogers says, not even the point of what he was doing. He made MGS4 because he had to. He made MGS4 basically a checklist for unanswered plot points because he ultimately wanted to be DONE. May Hideo Kojima never have to have as much control over or make another MGS game. The man, despite what Rogers thinks, is brilliant. I like to think it’s just a question of him finding a project that truly interests him again.

“By act three, the game has abandoned its neat little idea in favor of a far neater one: we are now following a guy through a European city. Snake is wearing a trenchcoat, looking like Gillian Seed from Snatcher (the fans swoon), and it’s quaintly foggy. Ironically, this proved to be our Absolute Favorite Part of the Game. Since age nine, we have wanted to wander a European metropolis after curfew, letting a shady man obliviously lead us to his shady headquarters. This is the reason we studied Russian and Chinese in elementary school while everyone else was busy pretending they knew something about sex. We carried this dream in the palm of our hand until college, when it dawned upon us that we could Actually Die from doing Stuff Like This, so we started writing about videogames in the first-person plural instead. Metal Gear Solid 4 manages to get the mood and the pace of Euro-man-stalking just right. Our target is “Side A”, and the enemy troops enforcing the curfew are “Side B”. We are “Side C”. The level design in this part of the game is ferociously cute: both we and Side A are in violation of Side B’s rules; while avoiding Side A’s detection, we have to ensure that Side A avoids Side C’s detection. This ends up pretty fascinating, whether you have watched the opening cut scene or not. Eventually, you get to the goal, and suddenly you’re riding shotgun on a motorcycle in yet another ropey on-rails shooting sequence. It’s like waking up from a dream about the Bahamas to find out you’re actually in Bermuda. Instead of intimately sharing military secrets with a woman you picked up at a poker table, you’ve got your mother asking you to shoot a helicopter down.”

I feel the need to interject that, despite Europe being compelling to Rogers and the ABDN crew, it’s rather dull compared to the actual MGS gameplay that I wanted. The gameplay of MGS3 was not about following a dude, although it’s also not too far. The dynamic of hiding from two forces is decently interesting, but its perhaps marred by the game itself. You CAN just take off the trench coat and continue running around in your octo-camo. You can just stun all the guards instead of sneaking around. Hell, you can just kill all the guards, so long as your mark doesn’t see it happen. The gameplay isn’t quite as compelling as the other sections, to me, even if the locale IS. Wandering throughout a European city in actual MGS fashion would be quite fun and worth exploring in the inevitable, but hopefully not Kojima-directed, MGS5.

“We will disclaim, right here, that we have, for the past decade of jacked-into-the-netness, chuckled and rolled our eyes whenever anyone complained about the length of the cut-scenes in a Metal Gear Solid game. Some people said they just wanted to enjoy the “gameplay” (like that’s a real word); some people said they just wanted to enjoy the “atmosphere”. It puzzled us, to the point of rubbing our bellies in amusement, that someone would dare to want to play Metal Gear Solid with absolutely no invested interest in the characters. It’s not that the story and the characters are necessarily great literature so much as they’re insperable from the game’s progression and atmosphere. If you only like the game mechanics, you’d be better off playing Pac-Man — it’s basically the same thing. Conversely, if you only like the story, you’d be better off reading a book. (Crucial: notice how we recommended Pac-Man for players who only like Metal Gear Solid as a game, whereas we recommended any book in existence for those who enjoy it as a story.) If nothing else, the original Metal Gear Solid had a dignified flow to it: the characters were all rough sketches, all vaguely likable. Conceptual Bullshit was kept to a minimum, and by minimum, we mean “Maximum, in Hindsight”. There was a fucking “boss” who you didn’t fight, who you instead met and talked to, and he died six hours before you even knew he was a boss. The game shows you this level of virtuosity for a while without once flexing its muscles in the mirror; at a certain point, it starts delivering soliloquies about love blooming on the battlefield; by this time, we are so into it that we can’t give up now. The game has worked its spell on us.”

Rogers brings up a vital point about the REASON people play a Metal Gear Solid game. It makes sense that a blockbuster like the MGS series is not only attract people who firmly agree with the gameplay environment, but I too marvel at the people who complain about cutscene length, but claim to be fans. The game IS about long cutscenes. The game certainly has a specific aesthetic created by its controls and actually interactive portions (ie: the parts where there aren’t cutscenes), but without the context, I would think it’s quite boring. Then again, I’d say I’m a person who is mostly motivated by story. I’ve played abysmal games just to see their endings in the past and I continue to play mediocre and great games, like MGS4, just to see what happens at the end. It’s absolutely true that divorcing MGS from its cinematics is divorcing the entire reason for playing from the game. It just makes no sense otherwise.

“Hindsight will tell us that, in concept and execution and everything in between, Metal Gear Solid is better than Metal Gear Solid 4, though this hardly matters. What matters is that we have grown up, and Metal Gear Solid has grown down.”

This is absolutely true. I would have to take a second to very firmly point out that MGS4 is, by no means, a bad game, it does suffer from something no other Metal Gear game does: sequelitis. It tries too hard to be what is iconic Metal Gear for its fans as a conclusion to such a degree that it is less Metal Gear for doing so. Think of the Solid games starting with MGS. Sure, that wasn’t much more than a rehash of the elements of MG2 (in fact, elements of the MG games continually repeat, but that’s actually a major theme of the game (how brilliant is Kojima to make “laziness” translate into “artistic purpose”?)), but getting serious, it’s plain that MGS2 is radically different from MGS. You have a totally new protagonist running around through an environment that is fundamentally different from Shadow Moses. The game felt different enough to warrant significant fan backlash causing low sales of the third, also fundamentally different Metal Gear Solid 3, where you, the player, are now in the past, the tech is old and different, changing the game from Pac-Man to something slightly different. Snake is not the same Snake (although he arguably/genetically) is, you now have a camouflage system, you have to eat to maintain stamina, and you have to treat your injuries.

Meanwhile, here comes MGS4. There are some slight gameplay tweaks here and there with octo-camo and the Drebin weapon system, but you’re not doing anything fundamentally different from the past games. You even have a stage where you revisit an old locale. MGS4 suffers because it is too much like the MGS games of the past. Kojima should have continued to grow as he did with MGS3 instead of regressing to the asinine and stupid with monkeys in diapers and god-awful stupid cutscenes. See Rogers’ treatment of the fried egg dilemma in the same review for more on that.

“…the (seemingly) hour-long sequence in which Ninja Raiden Riverdance-Duels a gay vampire in order to buy Snake, Otacon, and their pet robot enough time to escape from the hell of South America via helicopter is a chief offender: look at those moves! The moment we, as a “player”, behold a scene in a “videogame” and think “Man, someone should make a videogame out of that”, the ghost is essentially given up.”

Also (mostly) a first for MGS4 is the sequence where we cannot control Snake’s (or Raiden’s) bad-assery. The only notably awesome action sequences outside of MGS4 I can think of that we did not, in fact, get to control happen in Twin Snakes (this was widely hated) and in MGS3 in one scene. There is ONE scene in MGS3 where Snake beats up on the Ocelots with CQC. Every other time Snake tries to be fancy with CQC in a cutscene, The Boss, Volgin, whomever, seriously kicks his ass and makes him look like a moron. EVERY OTHER TIME. The player should not ever wish to control a cutscene in a game. Games are created to allow us to control the cutscenes. This is the failure of Quick Time Events too, in my opinion. Too much abstraction involved with making the protagonist look amazing.

“Eventually, the game turned us off to the concept of entertainment in general. Eventually, the game makes us start drinking.”

While MGS4 was, by and large, a disappointment to me as I became a victim to hype and high expectations resulting from playing MGS3, it is not this bad. It’s got its rough edges and, as Rogers loves to state in his review, the cutscenes are a train wreck of awkward acting and dialogue that would make almost anyone embarrassed to be seen playing the game (I’m looking at you Johnny…while I’m at it, you too stupid monkey in diapers), but I still stand by my review stating that you should play it. I’m pretty sure that my review was full of disappointment over finishing a great series off with less of a bang, but more than a whimper, it’s definitely worth a play.

(Just when you thought they were over, welcome to another MGS-full post)

Embedded Reporter: Metal Gear Retrospective

Monday, May 19th, 2008

Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.

You may or may not realize that Metal Gear Solid 4 is a mere month away, but Gametrailers has and they’ve started one of their amazing Retrospective series last week about Metal Gear. Episodes one and two are up, so check them out below already!

Sony: Metal Gear Solid 3: Snake Eater

Sunday, May 4th, 2008

SPOILER ALERT: This review may cover plot points that will spoil MGS3.

Whoever wins, the battle does not end. The loser is set free from the battlefield, while the winner must remain there. And the survivor will live out his life as the warrior until the day he dies.

-Big Boss to Solid Snake

The Story

Metal Gear’s story completely revolves around the subjects of loyalty and betrayal. From the absolute first game for the MGX all the way to Metal Gear Solid 3 Snake is always manipulated and even betrayed by the very people he has put his trust in. MGS 3 explores what is probably not the first betrayal in the MG canon, but the first important one. Kojima hops into his way-back machine to take us to 1964, the height of the Cold War. Our protagonist, the man who started it all, the man who will become Big Boss, the man who is the genetic father to Solid, Liquid, and Solidus, and the man who first takes the codename (Naked) Snake. It turns out that the Cuban Missile Crisis was not really averted at all by removing missiles from Turkey. No, it was a direct result of the US returning a valuable weapon’s scientist to the USSR. Well guess what, the US wants Sokolov back and so begins the Virtuous Mission.

Naked Snake is air dropped into the heart of the Soviet jungle and instructed to keep a low profile as he recovers Sokolov. On his support squad are Major Zero, the movie-loving Para-Medic, and last, we have Snake’s mentor, The Boss. If you’ve been reading this review at all, you can probably guess what happens to Snake as he begins his escape from Russia with Sokolov. The Boss betrays Snake, her team, the Cobra Unit, abducts Sokolov, and Snake is hurled off a bridge with a broken arm by The Boss where he is eventually recovered by US forces and taken home.

On their way out, the main antagonist, Colonel Volgin, nukes the former research facility that Sokolov was working at using missiles The Boss gave him as goodwill gifts, steals the Shagohad super weapon, and flees with Sokolov, the Cobra Unit, and Ocelot. Snake is debriefed by Major Zero a week later. Both Snake and the Major are in danger of being executed for treason. Khrushchev is not happy about the nuke going off and the US government does not believe that Snake was not involved with the defection of The Boss, his former mentor. Major Zero, Snake, and Para-Medic have one last chance: Snake must infiltrate Soviet Russia yet again, rescue Sokolov, destroy the Shagohad, kill Colonel Volgin, and, to prove his loyalty, kill The Boss. Because The Boss leads the elite Cobra Unit, the mission is given the name Snake Eater and the main game begins.

In many ways, this story is truly the masterpiece of MGS to date. Big Boss was a character born out of the 8-bit days, so his personality and his motivations seem very one-dimensional to anyone who remembers Metal Gear. Naked Snake’s (the future Big Boss) betrayal at the hands of The Boss is absolutely meant to parallel Solid Snakes betrayal at the hands of Big Boss and shows the unfortunate and inevitable chain of events that plagues every protagonist of Metal Gear games. Naked, Solid, even Raiden have all had to murder their mentors and masters as a final test to prove their worth. The final battle between Snake and The Boss gave me chills, I could not believe how well-acted and well-put together it was. MGS3’s ending is also amazing. You honestly have no soul if the end of this game, from at least the fight with The Boss onwards does not touch you in some way.

I raised you. I loved you. I’ve given you weapons, taught you techniques, endowed you with knowledge. There is nothing more for me to give you. All that’s left for you to take is my life, by your own hand. One must die and one must live. No victory, no defeat. The survivor will carry on the fight. It is our destiny… The one who survives will inherit the title of Boss. And the one who inherits the title of Boss will face an existence of endless battle.

-The Boss to Naked Snake

Gameplay

If you thought MGS2 had its gameplay down to a science, wait until you boot up Metal Gear Solid 3. The camera, I think, should be the first things we talk about. MGS and MGS2 featured fixed cameras that restricted your view to preset, dynamic camera angles (less dymanic, more static in MGS) that oftentimes concealed guards, but was assisted by the super-accurate radar, complete with vision cones. Well Metal Gear Solid 3 takes place in 1964. There are no nanomachines or soliton radars to show you where all the enemies are. You have sonar and a motion detector. One makes an audible beep, the other is only useful when enemies are moving. Both can also pick up wildlife. If you haven’t yet figured this out, MGS3 takes out a large degree of the guard stupidity where you would be able to tell exactly how far a guard could see based on his vision cone. It’s another added bit of realism that is quite difficult to get used to at first, but eventually really adds to the game as it starts to feel like less of a game.

On the topic of realism…Snake now has a stamina bar that determines how well he can aim, how long he can hang, and will, I believe, begin to drain his life bar if fully depleted. Stamina is recovered by eating the food scattered throughout the jungle, from snakes to frogs to mushrooms to flying squirrels and more. These animals can be shot dead (or knifed dead, exploded dead, punched dead, etc.) and stored in that way or tranquilized and stored in cages to keep fresh or even use as weapons (ie: throwing a poisonous snake at a guard to freak him out and/or poison him) Food can spoil and actually give Snake indigestion, which brings us to our next point. Snake’s health bar can be artificially depleted through injury. Bullet wounds, cuts and gashes, broken bones, poisonous animals, leeches, and indigestion can all afflict Snake and he must either repair his maladies in the CURE menu or you can also just save and quit and let time do the healing for you.

Even more controversial than the stamina meter is the camouflage system. At any given moment in time, Snake has a percentage bar in the top right corner telling the player how well Snake is blending in with his surroundings. High camo ratings means the enemy cannot see you, even if you are on the floor right in front of him. Of course, if he runs right up next to you and you’re not 100% camo-ed (which is impossible with included camo) you will be spotted. It doesn’t sound all that bad at first pass, but since camo options are handled in the pause menu, it amounts to a whole lot of pausing and unpausing just to swap face paints or camo suits. The new system does help add to the realism and make for smarter guards, but your willingness to suspend disbelief can be tested when, like I said, a guard is standing right next to you, but your forest colored pants are preventing him from seeing you.

The same basic weapons and accessories/items are included, but with a 1960s twist. There are no laser sights and there is no C4, but you get dynamite instead. Included is a new “Backpack” system, where Snake can only hold eight items and eight weapons accessible from the in-game menu, each with individual weights. The more weight he’s carrying at a given moment, the faster his stamina depletes. Items and weapons are swapped using an option in the pause menu.

Snake also still has the option to go through the entire game without specifically killing one human being through his own actions (mostly). As you all know, this is one of my favorite features of the Metal Gear series and it actually made me start GTA IV this week wondering if I could get by without killing anyone (you can’t).

One last word on the setting. MGS has typically had Snake infiltrating modern facilities and bases, not traipsing through the jungle, which I feel is a bit weaker of a locale. Hiding in the grass is cool and all, but I just love sneaking through futuristic settings instead of through the jungle, where I get bit by leeches and have to burn them off with a cigar. MGS4 should include a nice mix of both the more open jungle environments and the typical closed MGS locations, which should be a nice change of pace.

Liquid and Solid hunted down Big Boss, trying to sever the tie that bound them to him. Unless you kill me and face your past, Jack, you will never escape. You’ll stay in the endless loop — your own double helix.

-Solidus Snake to Raiden

Graphics

As mentioned before, MGS3 instead deals with a jungle setting, which means that we get a nice green, damp, jungle-y look. The color is a bit washed out on my PS3, but I’m wiling to forget that. The character models all look superb and only showed their last-gen limitations sparingly. This is one of the best looking games on the PS2 though, it’s not to be missed.

You’re a soldier! Finish your mission! Prove your loyalty!

-The Boss to Naked Snake

Sound

Jungle sounds! Birds, frogs, snakes, etc. They all sound about right. The strength of MGS3 lies in its superb soundtrack. If you ever go to my last.fm page, you may have noticed that I very recently received about six CDs worth of Metal Gear Solid soundtracks, which I am loving to death. The music in this game continually wows me as I listen to it.

The voice acting in this game continues to hold up to the high levels of quality one would expect. Snake, still voiced by David Hayter, is still the man and his team is still funny, if not just a wee bit less interesting this time around. There are still funny moments though:

“Sigint: Uh, Snake… What are you doing?

Snake: I’m in a box.

Sigint: A cardboard box? Why are you…?

Snake: I dunno. I was just looking at it and I suddenly got this urge to get inside. No, not just an urge - more than that. It was my destiny to be here; in the box.

Sigint: Destiny…?

Snake: Yeah. And then when I put it on, I suddenly got this feeling of inner peace. I can’t put it into words. I feel… safe. Like this is where I was meant to be. Like I’d found the key to true happiness.

Sigint: …

Snake: Does any of that make sense?

Sigint: Not even a little.

Snake: You should come inside the box… Then you’ll know what I mean.

Sigint: Man, I don’t wanna know what you mean! Between you and Para-Medic, is everyone but me that is hooked up with the Major strange!?

Snake: …

Sigint: Yeah, well, anyway, I suppose even that dumbass box might make a decent disguise if you wear it inside a building.”

Overall

I’m still absolutely in love with the Metal Gear Solid series, even after three games. The characteristic humor is still there (when you die you get a message that fades into “Time Paradox.” this message can also be prompted by killing Ocelot, a character in the later (chronologically) MGS games), the gameplay is still 100% superb, and the stories all get better with each game. I’m starting to approach a bit of a bittersweet point with MGS4, since I’ve heard it’s the pinnacle of the series, but I don’t want it all to end. Should you play Metal Gear Solid 3? Absolutely.

There’s only room for one Boss… and one Snake…

-The Boss to Naked Snake