A host of classic's that truly scratch that stealth itch.
The Metal Gear Solid series is vaunted by many as one of gaming's premier stealth franchises. This, I can say with gusto, assuredly is so. The solid stealth series is nothing short of compelling. While the writing and overall story maybe a bit hard to follow, the games--Including Metal Gear Solid 2, 3 and Peace Walker--are stellar exemplars of high production values, sublime art direction and genre defining stealth-puzzle action.
I have to say, I was not always a fan of the Metal Gear Solid series. But back in 2010--yes, I know, it took me a while--when I finally gave in and picked up MGS1, my dearth of fandom became a wealth of appreciation for a series I had, up to that point, overlooked. With that said, let's take a look at Metal Gear Solid 2. I'm sure that by now most fans of the series have either reconciled with Mr. Kojima (the director/lead designer of the series) or have chocked up his part in pulling the wool over fans eyes-- by performing a swictheroo with series protagonist, Solid Snake--as a major character flaw, represented by his need to troll. For the uninitiated in Metal Gear Solid 2 the player is introduced to Raiden as the new main protagonist and player character. The problem came with the pre-release promotions hinting at a continued experience with long time Metal Gear protagonist Solid Snake; then not delivering on said, unsaid, implied main character. I don't have an issue with this character change, at least not on any fundamental level--the game is still enjoyable. Raiden is a less rugged and more beau kind of guy, in comparison to Solid Snake (Snake), who is more the rough and tumble, heavily-experienced veteran. Raiden can at times grate ones nerves, as he can get a bit whiny.
MGS2 starts with the player, as Snake, infiltrating a tanker and unraveling the plot of a new metal gear. With metal gears being one of the main ties between the different titles in the series. Snake then gets a bit in over his head (or so it seems) with the arrival of Liquid Ocelot.The game then fast forwards to the plant chapter, in which we are presented with the switch to--then--new series protagonist Raiden. We must, as Raiden, infiltrate the plant and rescue a V.I.P and put a stop to a terrorist group that is at the root of the plant take-over and kidnapping. What ensues is a series of twists and turns, double-crossings and triple-crossings that wind into one of the most aware and socially conscious endings I have experienced in my gaming life. Besides being hard to follow, at times, the plot is telling and trys very hard not to unravel its hand too early, as some may need multiple playthroughs to find a level of coherence that reveals an ambitious plot willing to take on unbelievable risks.
The gameplay of Metal Gear Solid 2 is, lets just say, not flawless, but its action is more than serviceable. The top down--almost isometric--view is not what many people unfamiliar to the franchise would expect, but I would say in no time at all you can get used to the camera angle. This is because the camera angle, a tradition of the long running series, is supplemented by a radar at the top of the screen which allows the player to gauge the enemies range and direction of view. The actual level design of the main chapter, the plant chapter, of the game is easy to grasp, if a little bit tight quartered. Though I will attest to the tighter spaces equaling to a more guided experience; where there is less confusion about where to go next. The problem is that with the constricted environments of the plant struts and storage houses, there is less room to maneuver around enemies; and as this is a stealth title one would be expected to stay hidden and unheard, but with the restricted movement things either devolve into utilizing a tranquilizer gun or very, very slow movements. Making a concerted effort to move about the many connected rooms of the plant can be a chore, but it is rewarding, as completing the game with less alerts and even little to no kills results in achieving higher code name rankings at the end of the game. The boss battles in MGS2 are not the best in the series, but I do believe they are good. The Metal Gear Ray fight is one of the more lackluster moments, but the tango with Vamp--an extremely acrobatic, super-human guy, I guess-- in which you square of on a platform surrounded by instant kill pressurized water, dodging Vamp's knife toss attacks while returning fire with a test of ones ability to utilize the tricky first-person shooting mechanic. All and all the boss fights and subtle moments are highlighted with wonderfully directed cut-scenes that, while long, are quite enjoyably stylized and produced.
Now, lets move on to Metal Gear Solid 3. MGS3: Snake Eater, tends to be sited as a defining moment in the series and a synthesis of all its positives. The story follows Naked Snake and is a prequel to the entire series. Naked Snake has large ties to the other series protagonist Solid Snake, but is not the same character. Naked Snake must attempt two missions; the virtuous mission, of which comprises the prologue/ tutorial mission and operation snake eater, where Snake must assassinate a former ally, recover assets for the U.S. and destroy a precursor to the metal gears of series fame. The games plot is much easier to follow than that of MGS2, and it's seemingly--because it's a prequel--more accessible to new comers of the series. The setting shifts to the 60's and once again the art direction sells the environments and their authenticity. The tight corridors of Metal Gear Solid 2 are long gone, in favor of more open and spacious environments. The varying arenas of stealth, range the gamut of lush jungles (as lush as the technology in 2004 could produce), deep valleys and gorges, to dusty trails and warped dry plains. The color palette of some of the areas, particularly in the forests/jungles, can make it difficult to judge the shape of the enemies and their whereabouts. This is not aided by the lack of a detailed radar, most likely removed because of the time-period of the game. The original Snake Eater (MGS3) had a fixed top-down camera which was then replaced by a fully controllable one in both this HD collection and the reprinted subsistence version on PS2. The ability to manipulate the camera freely helps to diminish the frustration due to the lack of contrasting color palette and the new-found awareness of the enemies in the game.
The enemies in MGS3 are, to an extent, more complex than those of MGS3; They have better visual range and are very attuned to the sounds that the player may make. This results in a differing pace to the game, where one must be careful to utilize the camouflage system, which is necessary to remain undetected, and slink about without an all-seeing radar, scouting out each area as you go. The cut-scenes in Metal Gear Solid 3 are some of the best directed cut-scenes in gaming, period. The camera work keeps the player gripped to the screen, coming across as carefully throughout and planned. While the plot doesn't include the contortions of the second solid game, it does have enough of a deep and emotionally satisfying climax that rewards those who see it through to the end. The voice work of this title does not disappoint. The familiar gravel and rasp of Naked Snake's voice(performed by David Hayter) lends an unrivaled level of authenticity to the series continuity, which, possibly, could only be matched by Nolan North and the Uncharted series. The controls, again, are not flaw-less but with a slight learning curve are more than serviceable. Boss Battles in MGS3 are( with the exception of Metal Gear Solid 1--which isn't included in the HD collection) the best in-class, with their creativity they spark a new discussion about the "how-to" implementation of boss-battles in games. From what could potentially be a drawn out battle of attrition, between snake and the End, to the unrestrained player experiencing accountability for their actions in equal measure of their lust for polygonal blood.
Overall I will say that the boss battles, cut-scenes, art direction, and plot are indicative of something special.
The camouflage system introduced in MGS3 is not as revolutionary a feature for the series, but it adds a slick new layer of depth to the stealth action. The tightly packed areas of MGS2 can be both a blessing and a curse, at one juncture they become easy to navigate--if a bit samey in their general appearance--the pacing keeps moving well, though at another juncture, if you struggle to put together the pieces of the stealth puzzle at the heart of the plant and tank chapters of MGS2, you might just find yourself committing to either a much slower, methodical, MGS3 approach or going it guns blazing, at the cost of a lower code-name ranking. MGS3 includes larger environments, but more aware enemies. The environments are well crafted and provide a small opportunity--with an included stamina system--to do limited hunting and scavenging for resources and sustenance. Overall both games have impressive visual acuity for their times, and with the HD overhaul of the in-engine-cut-scenes, general menu and game graphics, the graphics can rival some current generation PS3 and Xbox 360 titles. I can resolutely recommend the Metal Gear Solid HD collection, of which I have reviewed Metal Gear Solid 2 and 3, but the collection also includes Metal Gear Solid: Peace Walker, Metal Gear and Metal Gear 2 (both of which are included in the MGS3 menu).
I give the Metal Gear Solid HD Collection (MGS2 and MGS3): 9/10
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