been since Konami announced the development of Metal Gear Solid 4: Guns of the
Patriots. Every year following its unveiling, I anxiously waited for the day
when I could embark on what would be Solid Snake’s final mission. I, along
with the rest of the world, watched in awe with each trailer release – stunned
by their graphical beauty, awestruck by their plot revelations, immersed by
Harry Gregson-Williams’ third Metal Gear score, and dying to know if the
gameplay could ever match the sight Konami had created.
Three years, one month. That’s how long it took
for Solid Snake to proclaim that “war has changed.” You will see things on
these battlefields that only Hideo Kojima could think of – beasts and vicious
creatures that are haunting and intimidating. But as the fictional war changes
in-game, there is also a great change taking place in our world, and Metal
Gear Solid 4 is leading the charge.
Tactical Espionage Immersion
Creeping in between two walls, Snake inches
closer to his destination. With two enemies in sight, he pauses for a minute.
Something magical happens and, when the soldiers approach, they are unable to
detect Snake’s presence. After the clueless enemies leave, he whips out a
silenced weapon and shoots one in the neck. As the helpless fighter falls to
the ground, exclamation marks aren’t the only things being thrown on the
screen. The other enemy, currently still breathing, is now aware of your
presence. But where are you?
He quickly calls for backup, hoping that others
can save him. But it’s too late. Within a couple seconds of the first shot,
another is fired, putting an end to his life as well as his comrade’s. Snake
leaves his position and continues toward the goal.
This scenario is the true beauty of Metal Gear
Solid 4. Its graphics are unfathomably gorgeous. Your jaw will drop several
times before the credits roll – and likely a few more times on your second
play-through. But any battle can head in any direction. Every strategy has
weaknesses, thus making it impossible to get through the entire game by using
the exact same tactics every time. Every mission brings new challenges, and
each one forces you to think differently about the way Solid Snake is
controlled.
Two themes that stay consistent, however, are
action and sneaking. The latter has been the cornerstone of the series since
it began. And in Metal Gear Solid 4, this gameplay style is finally perfect.
Yes, perfect. Not everything is. But with impeccable controls (improved since
the E for All demo) and an innovative sneaking suit (see the next section,
“Real-World Inspiration,” for more), this portion is flawless.
Equally impressive – and at first, much more
stunning – is the newly designed and heavily refined action gameplay.
Snipering aside, most of the game is played from a third-person perspective.
To draw a weapon, hold L1; to fire, press R1. This simple adjustment is hardly
a new concept to gamers, nor is the aspect of pressing a button to lean up
against a wall (as opposed to using the left analog stick, as you did in the
first MGS) anything we haven’t seen before.
But while this may fall under the category of
familiarity, it’s Konami’s execution that is brand-new. For the first time,
Metal Gear Solid is a true action game. That doesn’t mean it has become Gears
of War or Call of Duty. Rather, it means that if you are spotted while
sneaking or boldly charge straight into battle, you’re going to be blown away.
Not by rockets or missiles – those belong to
Solid Snake. But by the immense level of excitement thrown onto the screen.
Explosions shake and tilt the camera in ways you’ve never seen before. Dust
and debris are shot everywhere and stick to the screen temporarily, almost as
if you were viewing the battle from behind a camera. Dozens of soldiers and
huge creatures may attack at any moment. And when they do, the gameplay (and
frame rate) are consistently quick.
During my first play-through, I only
experienced one moment of slowdown (during a very fast part of the game, which
came right after I had left it paused for 30 minute). On my second time
around, I didn’t experience any slowdown at all – just a brief pause at one
point. Other than that, the game never staggered, not even with the slightest
hint of a technical failure. And this, mind you, is with the game looking as
beautiful as it has in every trailer since it was first unveiled.
Real-World Inspiration
OctoCamo. Solid Eye. Mk. II. These are words
that often come up when Metal Gear Solid 4 is being talked about. But it’s not
until you experience them for yourself that their worth becomes significant.
As you’ve likely heard by now, OctoCamo is
Snake’s new sneaking suit. Inspired by an octopus, which can change the color
and texture of its body to match its surroundings and evade danger, OctoCamo
allows Snake to blend in with the battlefield. This is essential in the first
mission where you’re dropped in the middle of a war zone – the same one from
the E3 2006 trailer. Two powerful groups are battling, and neither is on your
side. Fortunately, they’re not your enemy either…so long as Snake stays out of
sight.
OctoCamo is brilliant in the way it conforms to
every surface: grass, cement, rock, metal, dirt, snow, fences (Snake’s body
takes on the look and shape of the fence pattern), and many others. The
classic hide-in-a-box technique is back, and Snake can now grab a barrel for
additional sneaking capabilities (and roll around the environment, a la
Katamari Damacy minus the sticky ball). Great for nostalgia and good for a
laugh, but they’re useless compared to OctoCamo’s modern technology.
Though not as brilliant, the Solid Eye – an
electronic eye patch – is just as necessary to your success. When equipped it
functions as Snake’s radar, night vision, binoculars, and provides on-screen
intel with item and enemy notifications. If an item or enemy is nearby, a
clear digital window will appear over it, providing vital details (health and
mental status for enemies; name and type for items). It’s very similar to the
menu-heavy effects in the movie Stranger Than Fiction.
If you’re playing with the Big Boss difficulty
setting (technically the “hard” setting), the Mk. II is sure to come in handy.
Based on the design of the Metal Gear weapons, this small device is managed by
remote control. Though it appears frequently in the story, its gameplay
purpose is to examine areas safely before Snake enters. Its ability to become
invisible – just like the cloaking device shown during the intro of Metal Gear
Solid 2 – makes it hard for enemies to detect.
What could this mean gamers?
Whatever could this mean?
Creature Feature
You’ve seen some of them in the trailers –
soldiers that can climb on walls; giant Gekko (the half-organic, half-robotic
two-legged walkers) wreaking havoc in the city; and Screaming Mantis, the
woman who can turn anyone into a contortionist, usually against their will.
Snake has many adversaries, each with a unique trait and some with elements
that draw from the series’ past.
During some of the movie sequences, one of two
button icons will appear: X or L1. If X appears, press it for a flash of
Snake’s past. If L1 appears, hold it to view the scene from Snake’s point of
view. These elements are subtle, but the quick flashbacks were clearly handled
by a man that has spent his life loving and thinking about American movies.
There are also moments that were almost definitely inspired by the TV series
24. This is extremely ironic to me because, upon seeing the first season of
24, all I could think of was Metal Gear Solid. Both have a lot in common – 24
brought frequent and unexpected deaths to television. Metal Gear Solid did the
same for gaming three years prior.
Moviegoers will notice hints of The Bourne
Identity in Harry Gregson-Williams’ score, a surprising addition given his
previous compositions. In MGS2, the music was written to enhance the stealthy
feeling of the game. But now that you have “no place to hide,” as the game’s
first trailer stated, the music has changed to reflect this direction. It’s
beautiful and original.
Of all the elements not related to gameplay,
the art direction, movie direction and cinematography are by far the most
impressive. Kojima has created an entirely believable, wholly immersive world
that, at one pivotal moment, made me forget I was playing a video game. The
camera work is amazing, mirroring techniques used in 24 and The Bourne
Identity. The story is all Kojima, with several layers of detail applied to
each character.
The facial expressions, dialogue and voice work
are out of this world – and out of this industry. Let’s pause for a moment and
give credit to Mass Effect, BioShock, the Final Fantasy series, Parasite Eve,
and a couple others. We all have our favorites. Now let’s look at the reality
of what most other video game stories consist of: crap. We have been accepting
it for too long because no one has shown us a better way.
When I said that a great change was taking
place, it wasn’t just the incredible gameplay I was referring to. I was also
referring to the story, whose presentation is nothing short of groundbreaking.
From this point on, the stiff, emotionless faces that make up most games are
no longer acceptable. From this point on, every game that claims to deliver an
“entertaining story” will be judged by the game that defined the very meaning
of those words.
The identity of this young woman was
cleverly revealed in a trailer last year.
The Final Battle
This next section covers the pace of the game
and unavoidably some specifics about the story’s presentation. If you’re the
kind of gamer that wants to be surprised at every turn, skip to the scoring
details below. If possible, I would have stopped my review with the last
paragraph. But unfortunately, as noted before, not everything in Metal Gear
Solid 4 is perfect, thus warranting further discussion.
On your first time through, you will be all the
things I said before: amazed, awestruck, and completely blown away. You will
feel like this is the best game and movie combo you have ever experienced, and
will be eager to play through it once more.
But on your second time through, you won’t be
eager to see every movie sequence – not right away, at least. You’ll want to
get right down to business. And to do that, you must manually skip through
several movie sequences. In the beginning alone, you’ll watch a couple of
movies, walk a few steps, watch another sequence, walk a few more steps, and
watch another sequence.
On your first time, it fits perfectly. The game
is balanced to flow like a movie, and judging by the completion time of other
gamers I’ve spoken to, it seems that most everyone is finishing it in around
18 – 20 hours. That time includes every movie sequence.
Once you know where to go and how to complete
each mission, the game is even shorter than it seemed the first time around.
This shouldn’t come as a surprise to anyone – all of Kojima’s games fall under
the “short but sweet” category. However, considering the three-year wait
gamers have had to endure, this isn’t an easy thing to swallow.
Unless you’ve kept your eyes and ears shut,
have avoided our preview coverage and will not look at the game’s box, you
already know that Konami is hyping Metal Gear Solid 4 as Snake’s final
mission. The trailer’s indication was that he’d kill himself – the reasons for
which are revealed in the game.
Though I’m not about to give away the ending, I
can tell you that this is a very solid conclusion to a series that loves to
leave things open. There are hints, even jokes about the future of Metal Gear.
But if it continues, its face is going to change. Not just the lead character
but everything about the series will have to evolve. The ending has a few
cheesy moments – it is, perhaps, too much like some of the movies playing in
American theaters. It’s also very long, so get comfortable and keep the
controller close. You might need it.
Regardless of these flaws, the final scenes are
memorable (though not as much as the rest of the game) and are a rarity for
our industry. Every character’s story comes to an end. You could theorize that
they’ll send them back into the battlefield, but I don’t think that’s where
the series is headed. Kojima wanted to bring some peace to the world he
created. And though he may not have been able to do it as flawlessly as his
battle sequences, he must still be commended for going above and beyond the
stories of his competitors – and even those he previously wrote himself.
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Gameplay: 9.5
Diverse missions, impeccable controls, amazing camera tricks (even though
you can control the camera yourself), stunning mechanics (OctoCamo is
wonderful), jaw-dropping surprises, and an overall level of excitement that few
games can match. Metal Gear Solid 4 is the must-own game for PlayStation
3, and is an essential reason to buy the console if you don’t already own it.
Graphics: 9.9
Is it a game? Or a movie? It looks better than all other games currently
available, and its movie sequences are more exciting than anything you’ll see in
a theater this summer. Bravo, Kojima. Bravo.
Sound: 9.8
An immaculate mix of breathtaking music, professional (and believable) voice
acting, and some of the most intense sound effects ever created for a game.
Difficulty: Medium
Challenging without being cheap – balanced without being easy.
Concept: 9.9
It has been said that before becoming a game developer, Hideo Kojima wanted
to make movies. The first Metal Gear Solid was the result of that dream. Metal
Gear Solid 4 is the culmination.
Multiplayer: 9.5
If you were fearful of how Metal Gear Solid would translate to the online
world, it’s time to stop being afraid. This isn’t Quake or Call of Duty, so
don’t expect a lightning-quick shooter-fest. It’s Metal Gear Solid – the same
sneak-heavy experience, now with multiple players.
Overall: 9.5
Game of the Year? Who knows. Experience of the Year? Almost
certainly.