Tag Archives: Metal Gear Solid 2

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

escorting emma emmerich

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.

Solid Snake struggles with investigating the development of a new Metal Gear

Metal Gear Solid 2 initial thoughts

Well, with Suikoden done, I’m moving on to my next target for 2014, which is coincidentally another Konami title–replaying Metal Gear Solid 2: Sons of Liberty. You might’ve assumed I’d go right into Suikoden II, but there is a wee time-crunch hanging over my head. See, Dan Ryckert and Drew Scanlon are playing through the original Metal Gear Solid over at Giant Bomb, with hints that they’ll be tackling more tactical espionage action titles in the series afterwards. And they’re moving forward swiftly. Personally, I’d love to watch them replay Solid Snake’s first outing on the PlayStation 2 after I get to re-experience it myself. Call me selfish, but I don’t want my replay to be tainted by their actions or thoughts in any way whatsoever. Thus, I loaded up Metal Gear Solid 2 the other night via my disc copy of Metal Gear Solid: The Legacy Collection 1987 – 2012.

To open, it didn’t go well, and I’m going to call my first hour or so with the game a complete wash. I didn’t even bother saving it once, knowing I’d like to try again and not immediately goof up and get spotted every few steps. I’m not sure exactly where everything went wrong, but the controls are a huge change from the–well, what now seems rudimentary–controls from Metal Gear Solid. The biggest addition is a useful first-person POV, one where you can aim your gun in and strafe. Before, you merely used it to look around the environment, but this new angle becomes vital when using the M9 tranquilizer gun because guards will fall asleep faster based on where you hit them with darts (go for the heads, Snake, not the knees). However, every time I went to use it, I kept trying to hit the Triangle button instead of the now used R1 button, causing Snake to stand still out in the open a few seconds longer than I’d like. I also found it harder to stick to surfaces using the analog stick, with Snake often slipping off cover and getting spotted. Ugh.

Wait, wait, wait. I guess I should actually try to some up the story before getting into the trials and triumphs of my replay. Metal Gear Solid 2 opens with a flashback in 2007, two years after the Shadow Moses incident that went down in the original Metal Gear Solid. Solid Snake and Otacon, now members of the non-governmental organization Philanthropy, are investigating the development of a new Metal Gear by American marines. To do this, Snake sneaks on to the tanker transporting the weapon and must produce legitimate pictures of it.

Of course, as many fans of the series already knows, this was a bait and switch tactic by Konami, and the tanker section is only a prologue, with the main meat of the game starring FOXHOUND’s newest recruit Raiden two years later. His objectives are to infiltrate the Big Shell clean-up facility to rescue hostages, including the U.S. president, from the terrorist group Sons of Liberty. This terrorist group is purported to be lead by Solid Snake and backed up by Dead Cell, a rogue anti-terror training unit. They are also threatening to destroy the facility they have seized.

So, I had trouble on the tanker. I played for an hour, got spotted a lot, tried to fight my way out of alert mode, died, and so on. At one point, because I didn’t remember how hanging worked, I dropped Snake right into the cold, unrelenting mistress known as the ocean. Thinking back to my VR days, I decided to try a few training sessions out and see if they helped any. Once I felt ready, I went back in to Metal Gear Solid 2 with the following repeating loudly and clearly in my mind: getting caught is not the end. See, games like Deus Ex: Human Revolution and Mark of the Ninja really pushed for non-lethal playthroughs, the perfect kind, where you don’t even get spotted once. Well, that seems really hard and also not fun, so I’m not going to worry too much if things go awry rather fast because I darted by some guard’s vision cone too soon. Plus, I’ve found it is easier to simply let Raiden die than try to take out five or six guards or, even more impossible, hide from them; the game does a good job of auto-saving when you enter a new area.

Metal Gear Solid and its earlier brethren spoiled me by providing the radar from the get-go. Here, you have to first find a terminal and download a radar for each new area, which means when you first arrive somewhere, you can only see what you can see, and have to use the AP sensor as much as possible. This makes each new area tougher to initially run through, but also more exciting. There’s some strange new items, like pornographic magazines and coolant sprays, to use, and I am still horrible at holding up soldiers and getting them to shake dog tags free. Well, that’s only partially true; I can consistently sneak up behind a guard and get them to freeze, but then trying to reposition Raiden to take advantage of this always leads to mayhem.

If there is one thing I forgot about Metal Gear Solid 2, it’s that its color scheme, specifically once you get to Big Shell, is phenomenal. I know teal and orange is a bit overdone, but maybe it is used over and over for a reason–it works. I love traveling from one strut to another and being outside on the bridges with the sea gulls and blue sky. The music is intense and stirring, and while there is the occasional bit of still awkward and robotic dialogue (ironically from the Colonel), the voice acting still draws you in despite the ridiculous characters and situations. I particularly like the Rosemary and Jack stuff, which I somehow forgot entirely since I last played this back in college.

Right now, I’ve infiltrated Raiden’s way into Shell 1’s core by wearing an enemy’s disguise and carrying an assault rifle. Now I need to figure out how to work around a retinal scan in hopes of learning the location of the captured U.S. president from a man or woman named Ames, who apparently has a pacemaker. I’m really looking forward to seeing how the rest of this zany plot unravels as I really only remember the most zany moments–naked cartwheels–and not the quiet stuff, like Fortune’s affection for Vamp and the silly detail of Fatman drinking a fruity drink before starting the boss fight.

Games Completed in 2011, #28 – L.A. Noire

I don’t think I’ll ever forget my L.A. Noire experience. It’s up there with Limbo and the featureless boy’s early jaunt through the forest, with Fallout 3 and leaving Vault 101 for the first time, with finishing a level in Super Mario Bros. by clinging to a flag pole and drifting down, fireworks praising your accomplishments. This crazy creation from Rockstar and Team Bondi is a mix of genres and games and most definitely not another skin for Grand Theft Auto IV fanatics to wear. It’s also unlike anything I’ve ever played, and it’s “motion scan” facial animation work has ruined everything that’s come before it–and possibly everything else after it. Deus Ex: Human Revolution may be all shiny and futurized, but it’s impossible not to cringe during cutscenes where characters are talking to each other.

You play as Cole Phelps, a detective trying to do what’s right, as well as avoiding the horrors of his past, namely his time spent at the battle of Okinawa during World War II. It’s the late 1940s, and Los Angeles is yours for the scouring; as the city begins to thrive with post-war opportunities and jazz and all things that encompass film noire, so does crime. Scoundrels and scum really earn their nicknames in L.A. Noire, committing horrific crimes, most of them against women, and it’s up to Detective Phelps to piece together what happened from clues, inspecting the crime scene, and interviewing key witnesses or suspects.

It’s a point-and-click adventure with astounding production values. As you search a crime scene, a deep, whomping bassline plays, letting you know you’ve not yet found everything. As you drive around the city–or let your partner take the wheel–you’ll go over the case’s details while listening to remixed versions of tunes by the likes of Ella Fitzgerald and Louis Jordan, Lionel Hampton & His Orchestra, Dinah Washington, Louis Jordan, Gene Krupa, and Billie Holiday. By far, the music is the strongest factor for immersing one’s self in a period lost to time and technology. Nobody writes songs like these anymore.

It’s a game that demands you pay attention. To play detective. Sure, the musical sound clues make it a little easy for finding actual clues at a crime scene, but it’s up to you, you playing Cole, to determine what’s actually important, where to go to first, what questions to ask witnesses, when to get tough and accusatory, when to lock up the guilty. There’s even one mission during the Homicide desk where you’ll be traversing all across L.A. based on cryptic poetry, having to use your eyes and knowledge of the city to get you where you need to go. Genuinely rewarding, by the completion of it.

Unfortunately, L.A. Noire is quite disappointing come the end. The developers pull a Metal Gear Solid 2, and you’re suddenly no longer playing as Cole Phelps. Sure, there’s a story reason for it, but it felt a bit like a betrayal, as well as clearly foreshadowed what was to unfold. And what unfolded was trite, a death not needed, not justified. Cole bites it saving Elsa, the woman he cheated on his wife with, which didn’t make him a terrible man, only all the more human. Then there’s a funeral scene with some cryptic accusations tossed at minor characters. After that and credits, strangely, you can hop back into the game to look for newspapers, golden film reels, cars, locations, and missed unassigned street missions–as Cole. Yeah, it’s a videogame all right.

That said, it’s a fantastic one, and I encourage all to experience, even if, like me, you really hate the Grand Theft Auto franchise. Most of the time you can’t even take your gun out of its holster, and L.A. citizens are pros at hopping out of the way of reckless drivers. And you can skip all the action sequences if they are too tough or not your thing; it’s a story game, where the story overshadows the game, and the game exists only to strengthen the story. There really is nothing quite like it.

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?