Tag Archives: codec

The supreme art of war in Metal Gear Solid IV is to subdue the enemy without fighting

mgs iv act one gd early thoughts

Well, the timing of me playing Metal Gear Solid 4: Guns of the Patriots could not be any poorer. Giant Bomb is gearing up (pun totally intended) for their next neck-stab at Metal Gear Scanlon, and, as with previous playthroughs, I like to experience it all first and then enjoy watching Dan and Drew figure things out on their own. Unfortunately, from this point on in the series, I’ve not touched any of the subsequent games, and so it is extra imperative that I see how Old Snake fairs before anyone else. Alas, I’m about to head out of town, and I only just finished the first Act, with many more hours to go, which means I’ll have to barrel through it all as soon as possible upon my return to New Jersey.

My biggest gripe so far with Old Snake’s revenge-driven plight against Liquid/Revolver Ocelot has to do with items, specifically the number of them you pick up in Act 1 alone. It is staggering and overwhelming, and all I found myself doing was ignoring the majority of guns and non-weapon items and sticking to the tried and true arsenal of Snake’s previous adventures. Like the tranquilizer gun and cardboard box, or, in the case of the Middle East, a deadly drum can. I’m also not completely sold on the item of earning points for picking up duplicate weapons, which you can spend through Drebin 893, a black market arms dealer. So far, I bought a sniper rifle, used it once, and haven’t looked back.

Amazingly, despite the epic scope and constant what-the-eff moments in the series, I can summarize the plot of Metal Gear Solid 4: Guns of the Patriots in a single sentence. Here we go. Shortly after learning that he only has a year-long lifespan because of Werner’s Syndrome, Snake is given a mission by Colonel Roy Campbell to assassinate Liquid in the Middle East. Naturally, from there, things get crazy. I’ve run into some familiar characters, like Otacon and Meryl, as well as met some new, fairly untrustworthy sorts. Namely–Drebin and his monkey.

Gameplay picks up and remains constant from Metal Gear Solid 3: Snake Eater, with players now assuming the role of an aged Solid Snake. Lovingly called Old Snake. He still uses stealth, close quarters combat, and traditional gun mechanics. Most aiming with a gun is via an over-the-shoulder angle, but thankfully there’s an optional first-person view via the toggle of a button, which I found extremely handy when aiming with the tranquilizer gun. Basically, it’s the same ol’ Metal Gear I’ve been playing this last year and change, with one big change–old bones.

Welcome to the Psyche Meter. Basically, psyche is decreased by non-lethal attacks and influenced by battlefield psychology. Stressors, such as temperature extremes, foul smells, taking damage, and being stalked by the enemy, increase Snake’s stress gauge, eventually depleting his psyche. This then affects Old Snake’s ability to aim, more frequent back pain, and a higher possibility of him passing out upon receiving damage. There are a few methods for restoring psyche–eating, drinking, smoking, reading an adult magazine, or making a Codec call to a certain someone I will not name to keep this spoiler-free. All that said, I’ve found everything pretty manageable, but please also note I’m playing on the standard difficulty, only dying a few times due to not paying attention to the health meter and equipping a ration in time.

As I expected, I have a lot of questions about Metal Gear Solid 4: Guns of the Patriots. Like, what’s up with Meryl and her team? In my playthrough of Metal Gear Solid 1, I was unable to endure the torture sequence and save her, but I guess the canon outcome is that she lived. Hmm. Also, um, at the start of Act II, one of the Beauty and Beasts Corps, a team of female PMC operatives in mechanized suits, took on the visage of Old Snake in a way that did not sit well with me. Lastly, how come Rat Patrol’s “Akiba” was unaffected by Liquid’s mind-controlled gas? I’m sure the answer is “because he shits his pants,” but part of me hopes there’s more to the man than that. Guess I’ll find out…in a few weeks. Until then, Old Snake and friends.

Healing radio frequencies are Naked Snake’s escape

metal gear solid 3 cure radio thoughts

I’m actively not looking up every secret or Easter egg for Metal Gear Solid 3: Snake Eater, but a scan through its Trophy list revealed something I never even knew existed back when I played the game in 2004 slash 2005, on the good ol’ PlayStation 2 in my bedroom at my parents’ house while home from college. I’m specifically talking about healing radio frequencies, seeing as I already knew how to make Snake throw up after spinning him in circles via the surgery screen.

In short, there are special frequencies you can tap into to hear a song play and get your health healed at the same time. Music really is magical. There are eight in total, and once you dial in to them, they stay in your menu of codec options for future use, such as when you run out of life medicine, so long as you don’t mind kicking back and digesting a tune or two. Trust me–I don’t mind, not when the songs are this good.

For those that wanna try ’em out yourselves, drop to one knee and switch to any of these following frequencies, though they might be different for other difficulty settings than Normal:

  • 141.85 – “Don’t Be Afraid” by Rika Muranaka
  • 142.09 – “Sea Breeze” by Sergei Mantis
  • 143.32 – “Sailor” by Starry K.
  • 144.86 – “Jumpin’ Johnny” by Chunk Raspberry
  • 145.83 – “Salty Catfish” by 66 Boys
  • 146.65 – “Rock Me Baby” by 66 Boys
  • 148.39 – “Surfing Guitar” by 66 Boys
  • 148.96 – “Pillow Talk” by Starry K.

Before I go and confirm anything, I have to wonder if any of these groups are real. I’m no Matt Pinfield from 120 Minutes, but I’m pretty up and up on music, especially fascinating with stuff from the 1940s through the 1960s. Clearly, Chunk Raspberry is a punny play on Chuck Berry, but that still could be someone imitating the legendary pioneer of rock and roll music.  Is the name Sergei Mantis a nod at Psycho Mantis from Metal Gear Solid? Was he originally a lead guitar player in a sultry jazz band before becoming the kind of man that reads your memory card data and tells everyone how much you love the Suikoden series? Not that I mind that, of course.

Okay, I did a little digging. As it turns out, all of the healing radio tracks were actually written by Norihiko Hibino, who selected song titles and artist names as a parody of music in the 1960s. I’m not sure if Hibino played all the instruments as well, but regardless of that…yowza. Pretty cool. I’m a big fan of Starry K already and would totally buy a t-shirt after one of their fictitious concerts. Since discovering these frequencies, I listened to all eight of them in a row to get a Trophy, but have popped one or two, not while injured, but when just chilling in some heavy brush or atop a cliff, enjoying the view. No one tells Big Boss how to his music; I know the years don’t match up, but it would’ve been great to have a Bruce Springsteen track in there as well.

I’m not 100% thorough when it comes to calling everyone on the codec, in every new situation or desperate moment, but I can’t recall these radio frequencies ever being brought up. By Major Zero, by Para-Medic, by Sigint, by EVA. I imagine people just stumbled on to them by accident at first. Either way, I think they are one of my favorite Easter eggs ever; it would’ve been one thing to just include a Chuck Berry song in there, but to go to the effort to write a song to mimick Chuck Berry and the times…that’s some Hideo Kojima-esque level of dedication.

Also: one of the healing radio frequencies should’ve played Snake Eater‘s main theme, which fully recovered Naked Snake’s health and stamina, as well as made him invincible for a short period of time. You know it’s a good idea.

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?