Tag Archives: Big Shell

Metal Gear Solid 2, an unpredictable mix of gloss and dross

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I wish I could remember whether I knew about the big early twist in Metal Gear Solid 2: Sons of Liberty or not before I deep dove into it. At this stage, it just seems like one of those known certainties that everyone who games is aware of. I was certainly reading a lot of gaming magazines at the time, though the Internet was not yet the spoiler battlefield we have to crawl through today. Plus, at the time, I had other priorities to worry about: drawing, failing at drawing, crying in bathrooms, girls, making friends, losing friends, throwing up in bathrooms, and pondering the future. Hideo Kojima’s second cool action guy game in the Metal Gear Solid series came out in November 2001, my freshman year of college at Rowan University when I was still rocking my original PlayStation and using a dorm-mate’s PlayStation 2 to experience things like Grand Theft Auto III.

In fact, I remember exactly when I got my copy of Metal Gear Solid 2 and for how much; the receipt is still in the case, though now very faded after about twelve years. I snagged it on November 22, 2002 for $16.99 at the Deptford Mall’s GameStop (the receipt says the cashier’s name was Jay–hey Jay!) and then visited a girl at a candy store before heading home to immerse myself in nanomachine-driven mindfuckery and yellow-green gummi worms. That was also probably roughly the last time I played it, completing it over a few days or so while juggling school, dates, something of a social life, and the impending Thanksgiving break.

All right, imagine if I’m telling you this plot summary via Codec and you can use the analog sticks to be silly and zoom in on my face. You start out by reprising your role as Solid Snake, ex-FOXHOUND operative, who is now working with his Shadow Moses buddy Otacon to stop the production of Metal Gear machines by the military. Currently, Snake sneaks aboard a tanker supposedly housing Metal Gear RAY, an anti-Metal Gear machine. Spoiler alert, but after this section runs its course, the story begins somewhere else, starring someone else. Big Shell, a massive offshore clean-up facility, has been seized by a group of terrorists calling themselves the “Sons of Liberty” and demanding a large ransom in exchange for the life of the POTUS. You now play as Raiden, a greenhorn member of FOXHOUND fresh out of VR training and ready for his first real mission.

There are many things that stand out when you go right from Metal Gear Solid to Metal Gear Solid 2, and I’m not just talking about the graphical uptick that greatly allows characters to emote more voicelessly. The goal remains the same and always has since the beginning: sneak, scurry, crawl, cartwheel, and occasionally shoot your way past enemies until you’ve reached your destination. However, Metal Gear Solid 2 really ups the ante, giving both Snake and Raiden new tools, new ways of traversing, and new perspectives. My favorite was being able to hop over guard rails to a floor below or, if needed, just hang there until the enemy walks past. You can also dive into a roll, if you need to get under a desk real fast. Plus, there’s the first-person shooting perspective, which is vital for using the tranquilizer gun, as well as looking around corners. That said, the controls are still tough to master and do not work 100% of the time (I won’t even go into how many times I’d try to pick up an unconscious guard only to immediately drop them back down); in line with that, I’ll also never master holding up an enemy from behind and then walking in front of them, weapon still drawn, to make them nervous. I got less than five dog tags total during my replay.

I continue to find it easier to simply die or jump off into the water after being spotted in Metal Gear games, rather than try to hide and wait for the enemies to go back to their standard patrol routes. For one thing, in Metal Gear Solid 2, the enemy artificial intelligence got a serious boost, as they will hunt you down, call for reinforcements, double-check areas, and so forth. Their vision cones also extend a bit further than what the radar actually displays, which leads to me getting spotted more often than I wanted. Still, one of my favorite moments is when Snake leans against a wall and accidentally knocks over a fire extinguisher, alerting a nearby guard. In fact, I had more trouble dealing with guards and flying gun-toting drones than boss fights, which is probably the completely opposite with all the previous games in the series.

The action in Metal Gear Solid 2 is mostly solid (pun intended), but it’s the story that many remember (or continue to disbelieve). It goes to some zany places, and I truthfully don’t know how I swallowed it all the first time I completed it, doing naked cartwheels and reliving the past. That said, that’s one of my favorite thing about this series, the clash of super series tech talk and then the ghost of a dead twin brother in the arm of your enemy. Fighting a tentacle-wielding ex-U.S. President after taking down a bunch of Metal Gear RAYs. Learning about top-secret military weapon technology while hiding in a locker and masturbating to pin-up posters. I’m so looking forward to Giant Bomb‘s playthrough, especially given the moments in the original game that Drew scoffed at; he has no idea what’s in store.

There’s a lot of bonus stuff to experience on this copy of Metal Gear Sold 2 from the Legacy Collection. Not sure if it was included in the original or not. Sadly, there’s no skate-boarding mini-game from the Substance version, which I’ve always heard was silly fun. Included though are a bunch of VR missions, Snake Tales (five story-based missions featuring Solid Snake as the main character), and some kind of cutscene remix tool. I dabbled in each a wee bit, but think I’m sated for the time being.

Truthfully, this final summary blog post exists so I can continue sharing my end-game screen statistics with y’all:

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I also believe my code animal grade was…elephant? Which was what Drew got for his recent completion of Metal Gear Solid. I think elephants are pretty cool, but I feel like it’s a “bad” grade. Let’s compare rations across the series so far though:

  • Metal Gear – used 57 rations
  • Metal Gear 2: Solid Snake – used 27 rations
  • Metal Gear Solid – used 90 rations (the photo I took is a little blurry and hard to decipher)
  • Metal Gear Solid 2: Sons of Liberty – used 69 rations

I’m not exactly sure what those statistics say about my skills, but at least I didn’t need to heal as much as a I did in the previous game. Either way, rations are yummers. I look forward to eating more of them, as well as snakes, in the next cool action guy game in the series. When will that happen, I muse out loud as I glance at the calendar and see that 2014 is dangerously close to closing. I don’t really know. My goal of playing through all the Metal Gear games this year is, alas, teetering on the edge, and I didn’t bother upgrading my grip strength to level 3.

Escorting Emma Emmerich is not very enjoyable

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I remembered next to nothing about Emma Emmerich and her little side story involvement in Metal Gear Solid 2: Sons of Liberty. I wrote next to nothing because, for some reason, I did recall her cute, chatty parrot. Just not her. I suspect this has more to do with how she throws a wrench into the game’s stealth-heavy gameplay rather than her somber life story and damaged relationship with big bro Hal. Plus, she’s completely dismissible, which is a shame since the game forces you to protect, only to watch, via a cutscene, as she succumbs to her untouchable fate.

See, after taking down the Twilight-loving Vamp yet again, you rescue her from a part of Big Shell that is beginning to flood due to explosions. That’s not really a problem for Raiden, who can swim as good as any otter these days. However, Emma is terrified of water after a traumatic experience as a kid, and she’s also been injected with something that makes her legs extremely weak, meaning Raiden has to carry her on his back while underwater, as well as pull her along when on dry ground. Yup, you are now an officially unpaid babysitter, and you need to get Emma over to the computer room at the bottom of Shell 1’s core; it’s not a far walk, but it’s a troublesome one nonetheless.

The underwater parts were not as tricky as I initially feared. You just had to memorize the path and make sure you went up for air more frequently than before because Emma’s got teeny tiny lungs. I ran into frustration in the sections of Big Shell where enemies were on patrol. First, I tried to sneak her past everyone, but kept getting spotted; the moment the enemy is on us, Emma just sits down and gives up, letting the bullets mix with tears of defeat. That meant I had to get down and dirty and simply murder everyone and everything (sky-high cyphers) just so we could creep leisurely from one strut to another. Ideally, it’s not how I wanted to do things, but sometimes you got to snap necks to ensure the weak-kneed make it out alive.

Oh, and there’s one part where a bunch of bugs are covering the floor and walls near an elevator. Emma refuses to go any further until the bugs are gone. You have two options: clear away the bugs with the coolant spray or knock her out and drag her body along. I did the former, but when doing some light research for this post, I found many “gamers” touting proudly and triumphantly that they knocked her lights out. For shame.

All of that naturally got me thinking about other escort missions, and how I really do loathe being put into the somewhat awkward position of the sole protector of someone who is more fragile than an ancient vase teetering on the edge of a wobbly desk. Here are a few standout examples of escorting gone wrong from other games I’ve played:

In BioShock, towards the end of the story, you have to escort a Little Sister somewhere. Not a problem, you think, given that these ADAM-wielding tiny girls are invincible at every other point in the game where you’ve encountered them. Except no–this Little Sister is special and can take damage from enemies. Strangely, she pays little attention to the chaos of bullets, lightning bolts, and Splicers around her, content in just walking around and stabbing corpses with her needle.

Musashi: Samurai Legend made you feel the weight of the escort mission. No, really. Every time you saved a Mystic–a kidnapped maiden who would, upon saving, help strengthen Musashi’s legendary sword–you had to literally carry her to the level’s exit. And still fight off bad guys. Sometimes you could use her as a weapon to push goons back, but it was often easier to dump her on the ground, clear the area, and then pick her back up again. Rinse and repeat a few more times. Yeah, way too unnecessary.

Now, I’ve only played Dead Rising 2: Case Zero and Dead Rising 2 across the whole franchise, but both of those games have survivors to rescue and bring back safely to your headquarters. Some of them are on a time limit, which is not a big deal, given that everything in these games is timed. However, these trapped bags of fresh flesh feature some of the worst artificial intelligence I’ve come across, and if you don’t babysit every single step they take they’ll most likely run themselves right into the middle of a horde and get themselves eaten to death. Similar to Mushashi: Samurai Legend, you can pick them up and carry them, but that leaves you with few options for clearing a walkable path. I think I ended up rescuing only 12 in Dead Rising 2 in the end. Not surprisingly, these problems also pop up in Dead Island.

G-Police is a game I don’t think I’ve ever gotten to write about yet on Grinding Down, but it is overdue for a GAMES I REGRET PARTING WITH feature soon enough. Let’s just say that piloting a slow-moving aircraft while protecting a slow-moving car on the ground as it obliviously drives to its destination while people shoot guns at it is not my favorite part of Psygnosis’ Blade Runner-inspired shooter.

Fable III, besides being a bad game, had a bunch of fetch quests in the form of escort missions. Basically, you’d be wooing someone, and they’d then want you to take them to a particular part of the world. Thankfully, once accepting to do this, you can fast travel to wherever is closest to this spot, and the person will also travel with you. However, you must now actually take their hand into yours and lead them down the path; when enemies show up, you must ensure that they don’t get hurt. It’s not terribly difficult, but it is terribly cumbersome, and the hand holding aspect is so glitchy that you’ll often break contact just going over a small bump.

Lastly, there’s a tiny section in VVVVVV wherein you have to escort a fellow comrade back to the teleporter. He’ll follow you when you walk on the ground, but comes to a halt when you flip up to the ceiling. This forces you to figure out how to move him along the path, without killing either of you. It’s a brief, but difficult–and extremely memorable–moment in a game all about moving swiftly from one platform to another.

Well, this post got long fast.

Do you like escort missions, and, if so, are you clinically insane? Tell me about your least favorite escorting scenario in the comments section below.

30 Days of Gaming, #22 – A game sequel which disappointed you

I remember it well, tearing apart the floor of my bedroom closet in search of the original case for PlayStation’s Metal Gear Solid; unfortunately, as a younger fleshling, I was not as good as I am now about being organized and keeping good care of my videogame purchases, and I desperately needed this case. Without it, I could no longer progress. See, on the back of the jewel CD case was a screenshot of Solid Snake communicating with Meryl, giving her codec frequency the limelight. In-game, ArmsTech President Kenneth Baker mentions all of this, and it’s up to you, the gamer, to put it all together. I do believe the Internet was happening back then, but it was much slower to look things up on, and so, without the case to find that special codec signal, all future stealthiness was lost.

Visual proof for y’all:

It was magical, for sure; a wall-breaker, a mind-twist, a clever punch to make the moment truly have a lasting effect, a foreshadowing of what was to come. There’s plenty of other great things in Metal Gear Solid to talk about–Psycho Mantis was impressed by how long I’d been playing Suikoden–but alas, we’ll have to save it for a GAMES I REGRET PARTING WITH posting as I did, for some unknown reason, trade it in. Boo. Anyways, this 30 Days of Gaming topic is about sequels…

There was no such magical moment in Metal Gear Solid 2: Sons of Liberty. Yup, there were twists and turns and surprises, but nothing really hit the mark as well as the former title did. MGS 2‘s biggest letdown was, naturally, removing the character we all loved playing as and replacing him with…Raiden. Snake handled missions with force and raw determination; Raiden, with his effeminate looks and high-pitched voice, handled them less-enthused with the occasional argument between his girlfriend Rose. Cruelty burns bright knowing that Snake is still around, disguised as a marine and offering advice during the mission. And then, of course, there’s nude Raiden, a sequence that was bewildering and baffling, that more or less summed up the entire MGS 2 experience in that, yes, we’d all been had.

Now, there’s a lot I do like about MGS 2. Namely the first chunk of the game where you get to play as Snake, the boss battle against Vamp, and shooting bad guys with tranquilizer darts and then stuffing them into lockers for non-lethal kills. But overall, it just did not live up to the same thrilling, dramatic experience as in Metal Gear Solid. If anything, it got more zany, and while a little insane humor has always been peppered into the franchise, it was usually deftly balanced with a great story and characters to care about. I never grew to care about Raiden, and I did attempt to throw himself from Big Shell numerous times; it’s unfortunate to see that he’s still an important character in the franchise years later. Doesn’t Rose know anything about smothering lovers in their sleep with pillows?

Other nominees for disappointing sequels include: Jak II, Colony Wars: Vengeance, and Dragon Age II (saying this without haven’t even played more than the demo yet). What game sequel disappointed you, dear Grinding Down readers, the most?