REVIEW - Metal Gear Solid 4
http://patricknguyen.wordpress.com/2008/06/14/review-metal-gear-solid-4-guns-of-the-patriots/
Metal Gear. Two words that make hearts jump. Two words that have become synonymous with ’stealth action’ and ‘cinematic storytelling.’ With its latest installment, it has set a precedent for the latter, no doubt. But what about gameplay? Does it support the weight of one of the grandest narratives in gaming history?
First things first, and I feel the need to say this: MGS4 closes every loose end the series has ever let loose. Everyone who has played previous Metal Gear games will find the utmost satisfaction from every explanation Kojima has to give. When he said that this will be the very last in Snake’s saga, he does not lie. With the help of cutscenes, Kojima tells one of the best stories ever conceived. The series has shown the rise and fall of a hero, and no doubt will it be an emotional journey for anyone playing. The game shows so much character, meaning and emotion that it’s hard not to get attached to Snake and his never ending will to save the world. This time, though, it’s different.
After playing this game, I did not first think about how they could expand on the story in MGS5. I did not even think about a sequel. This is because the story is tied up so nicely it leaves nothing more to be desired. One thing is for certain: Snake’s journey is over.
On the gameplay mechanics side of it all, things are still hanging in great. Most of the elements which have bogged down the too-traditional gameplay in the past games have been refined. The camera, which was greatly modified in MGS3: Subsistence, is perfected in MGS4. The camouflage mechanic again makes its return from MGS3, but instead of having to change it manually each time you reach a different terrain type, it is fully automatic. The OctoCamo, as the game calls it, transforms its camo pattern to whatever Snake is touching while he is either pressed up against a wall or laying on the floor. This not only leaves the player without having to fiddle with the camo frequently, but it is also a cool effect. The gunplay has also been tweaked (read: Westernized/modernized) to provide better aim and an overall better feel.
Not only does the game refine all these gameplay elements, it adds a few new and interesting ones. For instance, MGS4 marks the introduction of the Threat Ring, which indicates the direction of enemies nearby with the use of a semi-transparent ring around Snake when he is crouching or lying down. This provides for easier recognition of enemy whereabouts and helps to prevent Snake getting seen by enemies he himself cannot see. Also introduced is the Solid Eye, which is a combination of binoculars, night vision goggles and an motion detector, which provides a general map of the enemies in the area. This lets the player find the enemies easier, and other uses as the game goes on. Also, after progressing through a bit of the story, you unlock the ability to buy weapons, ammo, and upgrades directly from your start menu. The upgrades range from silencers to laser sights to grips. While this may be too easy for some people, because generally you should be rich all the time, I would argue that it can mean more stealth play, as you can buy silencers whenever your current one breaks. While these new mechanics do add to the game, others do not, such as the Stress and Psyche meters. These meters usually never impact your play, unless you’re in the odd situation where you run out of Psyche and cannot aim (happened to me once). Basically, it seems Psyche is only there for comedic effects during the narrative sequences.
Metal Gear Solid 4 features superb levels and environments. Each act, the environment changes significantly. This can be interpreted as disorienting or refreshing. The first three acts are arguably the best in terms of gameplay. They do feature the “tackle the situation in multiple ways” approach Konami has been boasting about the game, and it’s a very enjoyable experience. The last 2 acts, however, are very linear and feature mostly cutscenes. They’re more story-centric, and the actual game takes a back seat. The cutscenes, though, are amazingly well done and arguably have the highest production values of any game. Kojima is the king of video game cutscene direction. There are things in the game, camera shots and whatnot, that cannot be reproduced in a movie. One such example is the chase scene in the game. The scene is the most well directed chase scene ever made, period.
Also, the game has superb boss battles. The Beauty and the Beasts are a group of beautiful women who have been transformed by war, and are suffering from post-traumatic stress disorder. This provides for some very interesting and innovative battles. These boss battles make the player think in different ways, and the back story for these women also provide for good little side stories.
This game is fantastic, to say the least. Any Metal Gear fan should buy it. It will be an amazing experience, especially if you own a decent surround sound system, as audio design is excellent in this game. Even if you didn’t like this game, you should give it a try, especially if what threw you off was its controls, which are greatly improved in this latest installment. If what threw you off was the convoluted story and length of cutscenes, this will just make you dislike the game even more. Sure, the game features top-notch gameplay, but it’s also cutscenes around a third of the time. If you enjoy the story though, this game will be a dream come true, and you’ll be happy to put down the controller to watch the epic narrative unfold in front of you. This game is a work of years of hard work and love, and it culminates the two-decade long story of Solid Snake. This was his final mission. And it was amazing.
Rest in peace, Snake. Here lies a true patriot.