Daily Archives: March 31, 2014

This is truly Hideo Kojima’s legendary Metal Gear

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Last year, I put myself to the task of completing five games that I’ve always wanted to see through to the end, but never did for a variety of reasons. I was able to beat three out of the five, and I still plan on at least giving Final Fantasy IX a solid go this summer, as that type of JRPG feels like the kind one plays piecemeal-like across some warm, sockless nights. I thought about doing another list like that again this year, but secretly I’ve had another idea in mind ever since I bought Metal Gear Solid: The Legacy Collection 1987 – 2012 last fall and then never cracked its case.

The idea is simple, but lengthy. Possibly even maddening. Basically, I’m going to play through every game in the collection in the order of release. That means like this:

  1. Metal Gear
  2. Metal Gear 2: Solid Snake
  3. Metal Gear Solid
  4. Metal Gear Solid: VR Missions
  5. Metal Gear Solid 2: Sons of Liberty HD Edition
  6. Metal Gear Solid 3: Snake Eater HD Edition
  7. Metal Gear Solid 4: Guns of the Patriots
  8. Metal Gear Solid: Peace Walker HD Edition

Woah. Talk about a plunge. Some quick history is that I’ve played Metal Gear Solid, Metal Gear Solid 2, and Metal Gear Solid 3, all of them at least once. I know for sure I’ve mucked around on several occasions with MGS2‘s opening tanker level, just to try things a few different ways. Other than that, everything else above has never been experienced. And it’s been many moons since I did play those previously checked titles, meaning I remember very little of the story, the gameplay, the secrets, and the surprises. I’m looking forward to revisiting and seeing these games for the first time, all of which is, I guess, fine preparation for Metal Gear Solid V: Ground Zeroes and Metal Gear Solid V: The Phantom Pain.

Anyways, I spent most of Sunday playing the original Metal Gear. I was confused, I was pleased, I was determined, and I befuddled from time to time. First off, to play Metal Gear in this collection, you have to load up MGS3‘s main menu and select it from there. Took me a bit to figure that out. Then, right from the get-go, I realized this was some different version, seeing at it starts you directly with Solid Snake swimming up to Building 1 instead of in the jungle. I know about the jungle level because of the Internet, and so I immediately went investigating. Evidently, there’s an NES version (jungle) and an MSX version (Building 1), and the NES release was produced without any involvement from series creator Hideo Kojima. In fact, Kojima has been quoted as calling the NES version “complete garbage” so I guess it’s better that the collection comes with the MSX edition instead.

Set in 1995, Metal Gear stars the newest FOXHOUND member, a rookie soldier codenamed Solid Snake. His mission is to infiltrate Outer Heaven, which is militaristic state founded by some “legendary mercenary,” and destroy Metal Gear, a mysterious weapon capable of mass nuclear destruction. That’s kind of it for story beats, and you’ll occasionally get some more info through Snake’s transceiver and meeting other people in the buildings, but it doesn’t add much detail to the overall plot. I do like that you eventually learn that Metal Gear is being built 100 floors below Building 3, but when you take an elevator to go fight it, you only descend like nine or ten floors. Close enough, I guess.

Right. Metal Gear. It’s a top-down action-adventure game that puts an emphasis on stealth–but not a requirement. Solid Snake can shoot guns as well as punch soldiers in the noggin, and these are his two offensive tactics through the whole game. He can also sneak past unalerted guards, which works too, until you get spotted, and then you have to fight or flee. You’ll explore buildings and floors, looking for clues and hostages to rescue; once you rescue enough hostages, your class star will increase, which allows Snake to have more health and hold more ammo. You’re always being steered in a specific direction, whether it is to find a certain level key card or an item to help you move to the next area, but I will admit I used a walkthrough in a few spots where I missed a certain item, like the enemy’s uniform.

Even here, in its earliest form, it is still quite rewarding to slip past guards or make it through an entire room unnoticed while still taking out every enemy soldier. This is only lessened by the fact that enemies respawn immediately after leaving and re-entering a room. All that work for naught. Or, if you really enjoyed it, well…do it again. Sometimes it was not worth the effort, and I found myself either running for the exit or punching every guard in the face with little care to alarms. The boss battles always appear intimidating, but there’s a pattern to look for, and they come with some killer chiptune tracks.

Alas, not all is amazing in Metal Gear, even in Kojima’s preferred version. Here’s the stuff I hated in list form:

  • For some reason, Solid Snake has to take his gas mask off in gas-filled rooms to use a key card because there’s only one accessory spot to use, and you lose a decent sliver of health in this process.
  • The portable transceiver is steamy trash. No one ever answers Snake when he calls, and if they do, they speak batshit or just repeat text even though I already found the item they told me to go find. What was the point of Diane?
  • The checkpoint system is bonkers. Basically, it checkpoints every time you enter an elevator, but that’s it. You can “save” your data at any time through the pause menu, but if you die, you can’t reload to this save spot. Only the checkpoint. Thus, I don’t understand what the point of “saving” is. Thankfully, I played the game in a single sitting, so no worries there.
  • I wouldn’t say I hated this as it helped me more often than not, but you can basically grind for ammo and rations by entering and exiting rooms over and over. Seemed like a silly oversight.
  • Not enough reasons to use many of the items outside of their required spots. Like the bomb-blast suit or the cardboard box.
  • There’s no way to know what key works on what door. You just have to keep switching between them until the door slides open. Not a problem early on, but later, after you have cards 1-7, it can be a nuisance.

Lastly, for all you data nerds, my end game stats:

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As they say, it’s not a stealth game unless you kill 319 humans. Probably a dozen dogs, too, though that data wasn’t tracked. Okay, that’s it. On to Metal Gear 2: Solid Snake next!

The Half-hour Hitbox: March 2014

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Officially, March is the month that sees an end to winter…so why am I still so cold? Fact: I’m literally typing this intro text in front of a tiny space heater. Well, let’s not start deep-diving into things like polar vortexes and the death of the planet, but I’m really looking forward to spring becoming spring. For one, it means I’ll be able to play more console videogames since I won’t immediately crawl under the heated blanket every night after work just to stay warm. Two, well…um, I don’t know. I guess it just ultimately means I’ll have more time to play all them vidyagamez I have in my backlog.

Actually, there’s not too many games for this edition of Half-hour Hitbox. I’ve mostly written about the big games occupying my time this month–like Tomb Raider, Professor Layton and the Azran Legacy, and Wallace & Gromit’s Grand Adventures–and I’ve only dipped my toes into a few other games over the last thirty-one days. This is me attempting to remain focused and dedicated to the task at hand, of beating more games than starting new ones.

Enough babbling, on with the list…

Hitman: Absolution

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Remember all the trouble I had with Hitman: Blood Money? Of course you do. Well, thankfully, Hitman: Absolution plays much more smoothly than its older brother, but I’ve only gotten through the tutorial level so far. Again, there’s a lot of systems to play with here: you can be sneaky, you can be aggressive, you can be both, and you can be creative in all your approaches. I like that; I’ve always liked that. So long as thinking of an idea and implementing it via action buttons is, more of less, easy to do. That’s the ticket. The next stage up is the Chinatown one from all them demo trailers, and I’m eager to see what trouble I can get Agent 47 into next.

Dungeon Defenders

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Well, it finally happened. I played Dungeon Defenders. See, I’ve had a copy on both Steam and PlayStation 3 for a long, long time now. Just sitting there, waiting. Making puppy eyes now and then as I’d skip past it to play something else. And then, this month on the Xbox 360, Gold users get a free copy of the game, meaning I now have three versions of it across all my current platforms. Alas, the game never looked too appealing to me, both visually and from a gameplay perspective, so I never made it a priority, but I figured enough was enough. I needed to know for sure.

Unfortunately, my gut instincts were right–this isn’t a game for me. It’s boring solo, consisting of just you setting up turrets and defenses, clicking start, and running around like a madman to keep on top of every situation. You do this for several waves until you win, and then you move on to a new area that, from what I can tell, while aesthetically different, plays just like everything else. Maybe I’ll try to see if I can join someone’s online game, but if not, I’ll probably end up deleting Dungeon Defenders. FROM ALL MY GAMING DEVICES.

Celestial Mechanica

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In this collaboration from Roger Hicks and Paul Veer (animator of Super Crate Box), Earth was saved by celestial beings known as mechanians from complete destruction. However, since then, these beings haven’t been seen in like a hundred years. Naturally, in Celestial Mechanica, you play as one of these beings, exiled and now booted all the way down to Earth. Your mission is to get back…as well as try to sell some indie game soundtracks.

Basically, we have a Metroidvania action-platformer here, that starts pretty slow. I mean, you can’t even jump at the very beginning. Gameplay involves exploring and solving large environmental puzzles, with checkpoints for deaths almost non-existent, making for frustrating rooms when spikes and lasers are the main adversary. I played for a little bit and got a few powers, but eventually closed the window to do something else. Perhaps I’ll return to this Earth some other time in the future…

Polar Escape

A very short “escape the room” adventure game, wherein you’re stuck somewhere cold–maybe Alaska given I saw a poster for The Thing above the bed–trapped inside a four-walled room. The puzzles are all extremely logical, like using a hose on a tank of gasoline to extract the gas to power the generator, and the only hiccup I ran into was figuring out the secret code that unlocked one of the lockers. Once I got through that, the rest of the items get used one after the other in the most obvious of ways. Wasn’t really expecting much here, but Polar Escape didn’t impress me at all in the end. Also: could use some editing.

2048

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Over the last few days, I’ve read a decent amount about the popular puzzle game Threes. As well as 2048, a clone that is also experiencing popularity. Alas, given my Windows 8 phone, I can’t play Threes, but I was able to download 2048 and see what all the fuss is about. You basically slide tiles around to combine numbers in hopes of reaching a big score and creating a tile with the number 2,048 in it. I’ve not done it yet, but it’s surprisingly addictive and easy to get into. I can only image what Threes is like then, being the original idea. We’ll just call this another good killer of five to ten minutes, something to play while waiting for the teapot water to boil.

Hexic

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When I first got my Xbox 360, I only had two retail games for the longest while–Fable II and The Elder Scrolls IV: Oblivion. I’d come home for lunch a lot and want to play, but didn’t have the allotted time for either of those two titles. Then I discovered that the Xbox 360 came with some arcade games pre-installed on it, with one of them being Hexic HD, a title-turning puzzle game that, despite its appearance, was deceptively difficult to master. And now you can play Hexic on your Windows 8 phone…for free. Uh oh. These last few months have shown us the truly nasty side of free-to-play games.

That said, I’m not even through the tutorial yet, so I have no idea if this game gets free-to-pay gross. It might, it might not at all. At this point, it’s just teaching me the basics that I already know while introducing special power-ups and moves to help clear the board faster. This reminds me greatly of what Tetris Blitz did, wherein you have Tetris, but also a handful of probably unnecessary and overpowering special items that, naturally, can be purchased with real money. I do like that there’s a tile with a single eye talking to you, calling you “a human”, and the presentation is quite nice, though some text can be a little small at times.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.