Tag Archives: Shadow Moses

Metal Gear Solid 4 is not about changing the world

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My goal for the Metal Gear Solid series of videogames has generally been pretty clear: play them all in the order they were released and stay ahead of Dan and Drew over at Giant Bomb, especially once they got to the Big Bosses in the series that I’ve not touched at all, that way I can enjoy all of Hideo Kojima’s mind-wank first for myself and then witness those goofballs grenade-toss and gun their way through all the meticulously heavy sneaking parts. I know I can be a slow gamer at times, but figured I wouldn’t have any problems with this.

Unfortunately, it did not work out. I started playing Metal Gear Solid 4: Guns of the Patriots right before I left for a Disney World vacation in July, mostly inspired to play because I saw that those Giant Bomb duders were readying themselves for more nanomachine-driven madness. I figured there might have been a longer break between this and Metal Gear Solid 3: Snake Eater, but nope, I was wrong. So I played a little, and by the time I got back, they were nearly done with the game. Other things were happening in my life, and I just figured I’d wait the whole thing out for a bit. Then Metal Gear Solid V: The Phantom Pain dropped, and it’s all everyone is chatting about, and I desperately want to play it, but still have a few more games to get through first. This is what basically lead to me sitting down over two nights and pounding MGS4 into dust, which, when you realize it is more or less a visual novel, isn’t terribly challenging.

I think I covered the story stuff in my last post on MGS4, or what little story stuff I felt like spilling. It goes places, but mostly to the past. In a lot of ways, this felt like Metal Gear Solid: Callback Edition, what with you pounding X in every cutscene to get flashbacks and every character coming out of the woodwork to at least participate in some manner. Drebin’s long-winded stories of tragedy and woe about all four B&B Corps members really killed the game’s pace, and a lot of characters continued to speak in grandiose cliches, to the point that I felt like Old Snake all the time, constantly repeating back what people said, but as a question. GW? Microwaves? Suicide mission? Truthfully, I’ve never been able to 100% follow along with Kojima’s plot across all the Metal Gears, but this is the one where they tried to hit some nails into coffins and close a lot of loops, and even then I didn’t understand the bulk of it.

In terms of difficulty, I only hit a few snags, and if you’d rather not read about specific encounters–skip to the next paragraph. Now. Okay, here we go. The first big hiccup appeared while trying to track Naomi’s footprints in South America; I knew what the game wanted me to do, and I did it, really, and still, it took forever to find the cave she went into. The next problem arose in the boss fight against Vamp back at Shadow Moses, where you are supposed to remember you have a nanomachine-specific item in your inventory, given to you several acts back, and that’s the only way to defeat him. I used the Codec a bunch, but still Otacon never clued me in on this; I had to resort to the Internet’s guidance. Lastly, the final level has you landing on a massive battleship and trying to make it all the way down to the other side, where there’s a door. The ship is crawling with enemies, and after multiple attempts to shoot my way through–first with tranquilizer bullets and stun grenades, then with live ammunition–I resorted to wearing a full suit of OctoCamo and inch-worming my way down the left side, at the slowest pace in the world. Other than that, every else sort of handles itself.

It’s not my favorite Metal Gear, though I still don’t think I’m prepared to pick one. There’s not much to play here, especially early on when you are sided with the rebels and sort of shadowing them as they take out all the baddies and you sneak through without a scratch to your tired, leathery face. Even when you do decide to stand up and fight, the game gives you so many weapons and health items that surviving is fairly reasonable (save for that last section on the boat). Sure, my stats below show 23 continues, but the majority of those are from that final stretch.

Speaking of statistics, as always, Konami provides you a bunch at the end of the credits. Read ’em and weep:

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Seems like this time around you earn different emblems for how you play. I got the title of “Eagle,” which is brought about from accumulating 150 or more headshots. Go me and my headshotting skills. Other wearable emblems require specific ways of playing, such as not getting spotted at all or spending more than an hour inside the cardboard box/drum can. Hmm no thanks. That certainly helps with MGS4‘s replayability, though I have no interest right now in returning to it. Like an eagle, I’ll soar away, high in the sky, the world below zooming out, as if it doesn’t matter.

Up next…Metal Gear Solid: Peace Walker! Y’know, that game no one seems to like or feel is part of the series at all, but is most likely important to the early story stuff of Big Boss and necessary to know before moving on to the most current adventure. Oh yeah. Bring on the excitement.

Sixteen years later, Metal Gear Solid is still big budget stealth and action

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Before I start, let me just own up to the fact that this blog post’s picture is taken from Metal Gear Solid: The Twin Snakes, the 2004 remake for the GameCube. I tried finding decent screencaps from the original PlayStation 1 version, but none of them were good enough to fill the slot, all too muddy or pixelated or extremely low res; I have some standards to uphold, y’know.

Released in 1998, some eight years after Metal Gear 2: Solid Snake, Metal Gear Solid is much more of the same stealth and shoot gameplay found in the previous game, but now in glorious 3D. Well, for the time, it was pretty glorious. Either it hasn’t aged well or I had a phenomenal imagination as a teenager, able to make faces appear where flat texture washes were, able to see actual footprints in the snow instead of grayish-black globs that faded fast, and, though I’m reluctant to admit this, able to see Meryl as a stunning, do-anything-for-her kind of woman instead of the feisty, yet lifeless character she actually turned out to be. Thankfully, looks aren’t everything, and where Metal Gear Solid shone was in the gameplay–which I now know was a nearly identical rehash of what went down in Metal Gear 2: Solid Snake–but it was fun, is still a decent amount of fun these days, and helped balance the wordy storytelling with interesting set pieces and things to do in them.

The story, as simply as can be said, goes a little something like this: Six years after Solid Snake, a war-hardened infiltrator of the U.S. special forces unit FOXHOUND, snuck into the military nation of Zanzibar Land and destroyed the armored bi-pedal tank Metal Gear D and its leader, the rogue FOXHOUND commander Big Boss, he’s called back to action. On a remote Alaskan island, Liquid Snake is operating a secret nuclear weapon disposal facility codenamed Shadow Moses with nefarious intentions. Also, he has some hostages. And so in goes the snake with nothing but his smokes and a loose plan of action to his name.

And this story goes from perfunctory to insane pretty quickly, but thanks to the power of voice acting, lengthier Codec chats, and movie-framed cutscenes, everything is told well and at a good pace. In fact, this is a fairly short, straightforward action adventure game in the seven to ten hour range. There really is no filler; everything is pushing Snake forward to the eventual showdown with Liquid Snake and whatever new incarnation of Metal Gear is around. David Hayter’s performance unequivocally defines that character, and he even shows some emotional range by the end of things, depending on whether or not you gave into Revolver Ocelot’s torture (I did). Some of the other voice actors lay the accents on pretty thick, like Mei Ling and Nastasha Romanenko, and it’s beyond clear from the first word that Master Miller says what’s going on there. But yeah, I found myself losing my mind again over the twists and turns, and I’m a sucker for the real footage of warheads exploding and storage buildings mixed in with the in-game cutscenes.

A lot of Metal Gear Solid‘s “unique” gameplay elements were lifted almost verbatim out of Metal Gear 2: Solid Snake, and I never realized that until recently, since I got to play both of them back to back. Oh well, no biggie. Just learn your game history, that’s all. Mainly, I’m highlighting having to recover a Codec frequency from the game’s packaging, figuring out how to identify a woman disguised as a soldier, and changing the shape of a key based on hot/cold temperatures. There’s plenty of smaller nods too, but those are the big boys. Being a digital copy, I was happily surprised that I could still look up Meryl’s Codec frequency by accessing the manual through the pause menu. Maybe not as cool as it once was, flipping over the jewel case we all probably just tossed aside once the game’s CD was in our hungry PlayStation, but still pleasing.

Here’s a thing: I do remember the game being larger, with more areas to explore, but it’s actually quite contained. Maybe that was them new 3D graphics playing tricks on my still evolving mind. For instance, outside in the snow with Sniper Wolf, there’s really only a couple of screens to explore, whereas a teenage kid I felt I was lost in some snowy wilderness, far from the comfort of card key-activated doors and guard-alarming cameras. The buildings themselves are compact, and you’ll eventually come back to every locked door for one reason or another. Again, there’s a good amount of back and forthing, but it’s not as frustrating as in the previous games, mostly because it is much easier to stay alive this time around. Most of Snake’s deaths were a result of boss fights, which leads into the next paragraph nicely.

I’ve never had much luck with boss fights, especially Metal Gear ones. Those early NES games all followed followable patterns, but you could only make two or three mistakes before it was all over. Well, the same applies here, except I handled 75% of the bosses with ease. No, really. Sniper Wolf, Psycho Mantis, Revolver Ocelot–easy peasy. It was really the final three sequences–fighting Metal Gear Rex, hand-to-hand combat with your genetically identical bro Liquid Snake, and then that drive-and-gun escape sequence–that nearly proved too much for me. Thankfully, I soldiered on and watched that sun rise anew over that beautifully cold Alaskan horizon.

So yeah, I’m glad I got to revisit Metal Gear Solid in this self-assigned journey of mine. It was pretty enjoyable, even if I remembered it a little differently, but I don’t suspect I’ll touch it again for many years to come, if ever again at all. If you’ve never played it, however, and are just entering the franchise with, say, Metal Gear Solid: Ground Zeroes, then I highly recommend it. You’ll probably even see some connection with how Kojima wrote Meryl in relation to some of the more controversial topics in his newest game.

Lastly, we’ll end as we have the previous two Metal Gear posts with my stats screen:

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Sorry for the blurry text. I think that says I saved 25 times and used a lot of rations. Anyone know if Leopard is a good rank to get?

Up next…Metal Gear Solid: VR Missions!