Tag Archives: Metal Gear

2014 Game Completed Comics, #32 – Metal Gear

2014 games completed 32 metal gear resized

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Metal Gear 2: Solid Snake, where stealthy men are made

metal-gear-2-solid-snake-4

So, this plan of mine to play through all of these Metal Gear games in order of release…hmm. I knew going in that the first two games–Metal Gear and Metal Gear 2: Solid Snake–were going to prove the most difficult of the bunch, and that’s mostly because they are…well, old. That’s not to say that all older games are more difficult by default (and design), but it does seem to be the case with me, as I can barely get through a level unscathed in any Mega Man game (circa 1987 to now), let alone reach a boss with enough health left to give me a fighting chance. The Legend of Zelda…I love it oh so very much, but I also absolutely suck at it, with Link making it to a dungeon one out of every ten chances I try, and that alarm sound that plays when he’s down to half a heart a constant companion in his journey across Hyrule.

That said, to make this process easier and not force me to give up from the word “go,” I’ve used some online walkthroughs for both Metal Gear and Metal Gear 2: Solid Snake. Not ideal, but had to be done. Still, even knowing what to do next does not mean you’ll succeed 100% of the time, especially when it comes to boss battles, which can quickly go topsy-turvy if you’re not using the right weapon and equipment. But more on that stuff soon. Gotta first summarize what’s happening this time around. Oh, and did you know that Metal Gear 2: Solid Snake did not have an official English version until it was included as a bonus game in Metal Gear Solid 3: Subsistence for the PlayStation 2 in 2006? Well, now you do. Evidently, there was a non-canonical installment produced without Kojima’s involvement for the NES called Snake’s Revenge, but non-canonical means a whole bunch of fart noises to me.

Right. Well, it’s Christmas Eve, December 1999. FOXHOUND’s new commander, Roy Campbell, brings Solid Snake out of retirement and sends him to Zanzibar Land, a heavily defended territory located in Central Asia, in hopes of rescuing Dr. Kio Marv, a Czech scientist capable of bio-engineering a new species of algae. Also, Snake has to destroy the revised Metal Gear D. Y’know, typical secret “save the world” mission stuff. Along the way, Snake will team up with a colorful band of others, like Holly White, a CIA operative posing as a journalist, Gustava Heffner, an StB agent and bodyguard, and Dr. Drago Pettrovich Madnar, the Metal Gear inventor from Outer Heaven. Understood? Over and out.

Let’s get to the good stuff first. Metal Gear 2 improves upon just about every complaint I had with the original Metal Gear. Gone is an inventory of card keys, now replaced with colorized keys that work on multiple doors (i.e., the red card can open any door requiring cards 1 to 3). There’s still some guess-work to do on doors, but much less than before. Codec conversations are both more meaningful and interesting, with plenty of people to call and get responses from. Snake has a new move, crawling, and this is where the stealth mechanic becomes a Real Thing, as the previous game was more about occasionally hiding. Being unseen is extremely vital to staying alive, since guards can see better and will work harder to find you after going into alert mode, and grinding for ten-plus rations no longer works. The story is better told, with some fantastic moments, and I’m mostly thinking about Snake’s conversation with Heffner, though the game itself tries to end on a knee-slapper, playing Snake off as just another clown with his head in the clouds.

The parts I’m continuing to not dig are the checkpoint system, the heavy emphasis on backtracking, how difficult it can be to drop back into the shadows, and…honestly, that’s it this time. And those first two elements are heavily related to one another, which is why I ended up playing this, just like the original Metal Gear, in one sitting. Well, two actually. The newest season of Game of Thrones interrupted Snake’s mission for the night, but only that. Naturally, I thought I was near the end of the game when up against the Metal Gear D, but in true franchise form, there were a couple more sections to get through after that.

I think the most grueling part of Metal Gear 2besides the invisible swamp path and inane puzzle involving an owl, a snake, and your stockpile of rations–is just how much it relies on back-tracking, going from one building to another, crossing a desert full of mines each time. For all of time. Eventually, you get really good at it, but early on, without a walkthrough telling me specifically where to go, I wandered aimlessly and ended up just getting caught and killed for no good reason. Because guards are relentless in searching for you, following you across screens and into elevators and jamming your radar, and you basically have a millisecond to find a hiding spot when they go into caution mode, though you’re unlikely to, leading to scenarios where it’s better to just gun everyone down than crawl under a cardboard box. Hence, my 198 alerts in the stats at the bottom of this post.

Oh, one more thing. You know how the Metal Gear series loves to force you to look outside the game for answers, like codec frequencies and such? Well, that’s here too, but alas, since the game comes bundled in Metal Gear Solid 3: Snake Eater, there wasn’t an actual game manual for me to access, and so I missed out on figuring these nifty tie-ins myself. One involved deciphering some kind of code. Instead, the walkthroughs just put it all out there. Boo to that.

And just like before, I have stats for y’all. Mmm, numbers and details:

WP_20140407_001

Last time I was a deer, and this time a zebra. Not sure which is a better rating, though I’m glad to see I killed six fewer humans for this operation. We’ll call that “improving.”

Well, with Metal Gear 2: Solid Snake completed, it’s time for me to move on to…Metal Gear Solid. Dun dun dunnn. Which I’ve not played since its release date of September 1998. Really looking forward to seeing how it–and if it does at all–holds up. The Internet tells me that Metal Gear Solid is basically a 3D version of Metal Gear 2, and playing them back to back should hopefully show whether that’s true or not. Onwards, to Alaska!

This is truly Hideo Kojima’s legendary Metal Gear

119771-metal-gear-msx-screenshot-starting-location-different-from copy

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:

WP_20140330_004

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!