|
|
|
|
|
REVIEW METAL GEAR SOLID 4 |
|
|
|
|
|
|
|
|
|
PUBLISHER
|
KONAMI
|
|
|
|
|
|
|
|
|
|
|
|
DEVELOPER
|
KOJIMA PRODUCTIONS
|
|
|
|
|
|
|
|
|
|
|
|
GENRE
|
STEALTH
|
|
|
|
|
|
|
|
|
|
|
|
PLAYERS
|
1 (2-16 ONLINE)
|
|
|
|
|
|
|
|
|
|
|
|
PRICE
|
£49.99
|
|
|
|
|
|
|
|
|
|
|
|
RELEASE DATE
|
OUT NOW
|
|
|
|
|
|
|
|
|
|
|
|
Despite its intrusive storyline, Metal
Gear Solid 4 is a varied, engaging
and entertaining epic. It may diminish
slightly towards the end of the game,
but there could
be no greater
reward for the fans’
patience than this. |
|
|
|
|
|
|
|
|
|
|
|
SCORE
12 JUN 08 |
92% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
If Metal Gear Solid 4 is the reason you
purchased a PS3, there’s a 50/50
chance that the game will disappoint.
For long-standing Metal Gear Solid
fans, it’s a creatively rich title that wraps
up this exciting, one-of-a-kind series, but
there’s a strong possibility that everyone
else will misunderstand it. Jumping into
the Metal Gear Solid saga, at this point,
would be quite daunting. Even though
the gameplay is progressive, varied and
constantly surprising, the story will baffle
the newcomer beyond belief.
Then again, we don’t sympathise with
the non-Metal Gear fan. If this is the first
time you’ve expressed an interest in the
franchise, where the hell have you been?
You’ve missed three of the best games in our
lifetimes (the merits of the second, though,
have inspired much debate among the Play
team), as well as the one franchise that
is truly synonymous with the PlayStation
brand. From the original Metal Gear Solid,
which showed how ambitious design could
become a reality, to the stunning depth
of survival in Snake Eater, this trailblazing
series has never been bettered by its
imitators. Splinter Cell? Not even close.
Metal Gear Solid 4 also breaks new
ground, despite its minuscule drawbacks.
Like every game in the series, it sees a
new instalment as an opportunity to start
afresh, rather than an excuse to wallow
in its conventions. As we’ve reported
before, the action now takes place in full
third-person, rather than the traditional
top-down view – if you’ve sampled the
Metal Gear Online beta, you’ll know what to
expect from Guns Of The Patriots.
This is tight, contemporary third-person
action. Clicking the right stick alternates
between shoulder positions, for aiming,
while the Sixaxis is mercifully reduced to
a mere cameo appearance near the end
of the game. Last issue, we described the
controls in such monotonous, relentless
detail that we really can’t be bothered to
do it all again. Take our word for it: Guns Of
The Patriots is far more playable than
the first three Metal Gear Solid games,
simply because the camera has been
sensibly reconfigured.
|
|
|
|
 |
|
 |
|
|
|
Admittedly, we were at a loss with the
controls in the opening moments of the
Middle East section. There just seemed to
be far too much to get used to, at any one
time, and it didn’t immediately strike us
as a recognisable Metal Gear Solid-esque
experience. Once we were through to
the second or third area, however, things
became much clearer.
We quickly adjusted to the OctoCamo,
which provided us with both an innovative
means of concealing Snake, as well as
a rather neat visual effect. In case you
haven’t already seen the videos on the
web, this camouflage copies the texture
of the surrounding environment, and
then projects it onto Snake’s clothing. We
didn’t think it was as effective or tactical
as the camouflage in Snake Eater, though.
Enemies tended to come across us, even
if we were concealed in the most unlikely
of dark corners.
This, though, is a pretty minor complaint,
considering how gung ho we were in the
Middle East. Sure, there are plenty of places
to hide, and each environment is far bigger
than anything seen in previous Metal Gear
Solid games, but we almost always ended
up with a ton of ammo. Why, then, would we
leave this aside and attempt to jab enemies
with a shock knife?
The real reason we were so reliant
on weapons, however, is down to the
game’s mechanics. Early on, Snake meets
a character called Drebin. He’s a gun
launderer, and his speciality is unlocking
enemy weapons in order for Snake to
use them in battle. Given the fairly sparse
presence of ammo in the other Metal
Gear Solid games, we initially found this
questionable, but we did warm to it. Using
Snake’s Solid Eye, ammo and guns can be
detected on the ground, picked up, and
then equipped for Snake to use – if it’s a
duplicate of a gun that Snake already owns,
it’s automatically sold to Drebin for points.
These points enable the player to upgrade
existing weapons with suppressors, larger
magazines and shotgun attachments, or to
merely purchase ammo for weapons that
Snake already owns.
|
|
|
|
 |
|
 |
|
|
|
And so, Metal Gear Solid 4 almost
forces the shooting aspect on you. With
the militia and PMCs waging war in the
streets, it’s hard to walk away from each
conflict with clean hands. Helicopters often
swoop overhead, for God’s sake: how could
we dissuade ourselves from launching a
Stinger missile at its cockpit? To be fair, it’s
quite possible to avoid every encounter,
and adopt the stealth approach, but this is
something we’d be happier to attempt on a
second playthrough. Besides, the hand-tohand
combat is too crappy to be precise
or useful; Snake clumsily punches enemies,
and the Close Quarters Combat seems
to be completely detached from the rest
of the game.
We can’t get over the fact that the melee
combat is so weak, especially when it’s
been vital to previous instalments. In
Metal Gear Solid 4, Snake accumulates an
absolute ton of ammo, and, through Drebin,
you can procure even more. There’s no
incentive to use Snake’s meek punch, or
his awkward little Stun Knife; the dart gun
is far more preferable. It’s a big shame, of
course, because we were massive fans of
the CQC stuff in Snake Eater, but the various
environments in Guns Of The Patriots
seem war-centric, and more appropriate
for firearms. This is almost upsetting, really:
there’s no greater feeling than instantly
slamming an enemy towards the ground in
MGS3, but this wasn’t even hinted at in Guns
Of The Patriots.
At this point, you’ve probably noticed
that we’re tiptoeing around the narrative of
Metal Gear Solid 4, rather than splashing
out on the details. For an aspect that’s been
prevalent and dominating in previous games,
it is, admittedly, one thing that we really
should talk about – unfortunately, revealing
any specific details about the story is…
impossible. First, we’re not legally allowed to
talk about it, but second, almost everything
in MGS4’s story will be of some importance
to the fans; revealing even the slightest
details will ruin something, so we’ll leave the
specifics of the plot alone.
We do, however, feel obligated to criticise
how nonsensical and frustrating the cutscenes
can be. At first, they break up the
action quite nicely. After around 15 minutes
of gameplay, you get a cut-scene. Fair
enough. As the game moves on, however, the
story escalates into familiarly prolonged and
distracting territory. Put it this way – if you
weren’t a big fan of the storytelling in Metal
Gear Solid 2, then Guns Of The Patriots will
more than likely alienate. In the first three
games, Kojima set up a lot of plot threads
that just had to pay off in the fourth title;
it’s only natural, then, that the story would
become obstructive.
|
|
|
|
 |
|
 |
|
|
|
In a way, Metal Gear Solid 4’s story feels
like the last hurrah of the ancient gaming
storyline. After this, it’s hard to see how other
developers could justify expositional, giant
slices of narrative that force the gameplay
aside. Guns Of The Patriots may deserve its
flurry of convoluted, unrelenting cut-scenes,
but we’re hoping that it’s the last we see
of them. In terms of production, however,
they’re hard to fault. Every cut-scene has
been crafted with realistic sound effects, an
outstanding score and impressive animation.
The music, in particular, is fantastic.
Harry Gregson-Williams, who
composed the previous two
Metal Gear soundtracks, taps
into the mournful tone of
Guns Of The Patriots with deft
precision. Compared to the
surreal, hyperactive tracks of
MGS2 or the deep, slow-burning
music of MGS3, it’s cuttingly atmospheric.
There aren’t any red herrings, like a Starsailor
ballad, so every composition is appropriately
matched to the context. In the later hours
of the game, there are some tracks that
will recall memories of older Metal Gear
games. Neat touches like this ensure that the
soundtrack is as well rounded as everything
else in the game.
The voice acting is equally as respectable.
David Hayter is now ludicrously gruff, to
the point where we actually question his
vocal wellbeing. He puts in a heavy, irritated
performance that perfectly matches the ‘Old’
Snake idea, and it’s a noticeably different
tack from the Naked Snake voice in MGS3.
The other characters, like Meryl, Otacon and
Naomi, are solidly performed, but we couldn’t
feel anything but contempt for these players
after we’d endured the monstrous storyline.
Anyway, we digress. Story and music
are vital aspects of the Metal Gear Solid 4
experience, but they’re nowhere near as vital
as the gameplay. More than anything, Metal
Gear Solid 4 is about variety – whether this
is in location, style of gameplay or objectives,
a major part of MGS4’s appeal is in its ability
to surprise. The game is divided into different
sections, and each has a completely different
environment and circumstance.
|
|
|
|
 |
|
 |
|
|
|
It’s been assumed, for the longest of times,
that Snake’s adventure only takes place in
the Middle East, but there’s far more to see
than this dusty warzone. Snake’s adventure
takes place in other environments, including
a European town and a South American
jungle. The latter is quite similar in feel to
Snake Eater, but the style of gameplay is
entirely different. Here, we were once again
presented with the choice of helping the local
rebels, or avoiding the fighting altogether.
The difference, though, was in the design of
it. Instead of walking into various skirmishes,
as we had done in the Middle East, it was
structured like a proper level.
At first, we were presented with the choice
of letting the rebels die, or freeing them and
moving forward through the jungle. After
that, the same band of soldiers reappears
in new areas as Snake progresses, but
it’s more of a tactical assault, with the
encounters being reduced to short bursts.
Besides, there was actually more to South
America than just the conflict. At various
points, Snake is tracking footprints,
searching buildings and also engaging in
boss fights, making for a more enjoyable
experience than the Middle East, overall.
We won’t go into too much detail on how
each boss fight actually pans out, but they
mostly entail duels with the Beauty and
the Beast Unit. As revealed in past Metal
Gear Solid trailers, they’re war machines
that were once beautiful women, but they
now run around wreaking havoc. With the
absence of Dead Cell, FOXHOUND and the
Cobra Unit, this insane half-machine team
takes their place as Metal Gear Solid 4’s
primary boss roster.
The design of them is typically sublime.
Visually, they’re even more iconic than the
various Metal Gear incarnations, while a
double voice effect lends a chilling quality
to their overall being. In terms of gameplay,
the quality of each boss fight fluctuates
dramatically. Our personal favourite was
Laughing Octopus, but Raging Raven is
equally as impressive. Admittedly, we
weren’t too enchanted by the other two,
but we’re still
keeping details of
them close to our
chests. Metal Gear
Solid 4 is like a box
of random secrets:
imagine if somebody ruined the boss battle
with The End, in Metal Gear Solid 3. This is
the kind of information that we don’t want to
divulge, because we know how mesmerised
fans will be by the majority of the boss
battles (some suck).
|
|
|
|
 |
|
 |
|
|
|
Still, it’s not just the boss battles that
impressed us. There are some on-rails
shooting sequences in Metal Gear Solid 4
that are the best we’ve seen done in recent
years. Compared to the face-off with Volgin’s
soldiers, on the back of Eva’s bike in Metal
Gear Solid 3, they’re utterly inventive and
constantly thrilling. There’s an abundance
of ‘oh, shit!’ moments during these, as one
battle with the PMCs would often be ruined
by the awful "MOOO!" noise of an angry
Gekko horde. These on-rails sections have
been constructed with a total recognition of
how the gamer should react, in an actionpacked
sequence. With that kind of design
ingenuity, it’s hard to see flaws like the
melee combat in a bad light.
More than anything, Metal Gear Solid 4
is a game of important details. Whenever
an old character’s name is mentioned
to Snake, during a cut-scene, memories
of that individual can be triggered with
the X button. This also applies to place
names and situations, but there’s nothing
like hearing the name ‘Naomi Hunter’, and
pushing X to see antiquated images and
art of that character. It really enriches the
context of this saga, and reminds us of how
much we appreciated the older games.
Metal Gear Solid 4 is swarmed with brilliant
touches like this, which means that it’s
easily as replayable as its predecessors.
Aside from the different difficulty settings,
there was still a heap of weapon upgrades
that we never bothered with, or battles in
the Middle East that we never finished.
Already, as we write this review, we’re
trembling at the thought of playing it again.
Metal Gear Solid 4 is just a thrilling game,
in spite of its flaws.
Graphically, Guns Of The Patriots is
strong, but we’re not convinced that it’s
the PS3 at its strongest. Snake, although
improved from early trailers, looks a little
too artificial for our liking. He hasn’t got
a naturally aged quality about him, but
rather a waxy, polished veneer that is more
Richard Gere, than Sean Connery. The
other characters are similarly polished in
style. Meryl, for example, is essentially a
Barbie doll with ginger hair (and attractive
shoulders), while Naomi is prettified to
the point of lunacy. Even Otacon looks
handsome, and he’s a total nerd: he should
look like the kind of guy we can beat up,
but he may actually be able to slap us
about, in his Metal Gear Solid 4 guise. The
lack of detail gives the characters a sterile
appearance, despite the subtle nuances
of the animation.
Like every flaw we’ve levelled at Metal
Gear Solid 4: Guns Of The Patriots,
however, it’s hard to let it dampen the
brilliance of everything that it achieves.
The cut-scenes, admittedly, are almost
game breaking, but even they contain
the occasional flash of brilliance. It’s a
tough game to rate, in all honesty. We’ve
no doubt that Metal Gear Solid will carry
on, in one form or another – this franchise
is too powerful to die. What’s clear after
completing Metal Gear Solid 4, however, is
that the series has canonically reached its
end. We may have found constant anguish
in its stupid, erratic storytelling, but we saw
greatness in its ability to surprise, entertain
and diversify. Don’t expect Metal Gear Solid
4 to change the face of gaming, but see its
flash-in-the-pan brilliance as a reason to
celebrate the PlayStation 3. It’s everything
that it promised to be.
Samuel Roberts
|
|
|
|
|
|
|
|