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PREVIEW METAL GEAR SOLID 4 |
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It’s been a torrid, intense road for
Metal Gear fans. When millions of
gamers were taken aback by the
ending to Metal Gear Solid 2, some
questioned why the franchise had
veered off course, while the hardcore
remained faithful to Hideo Kojima
and the increasingly multi-layered
tale. Metal Gear Solid 3: Snake Eater,
though, was a complete turnaround
for all involved – from Eva in a Lycra
bra, to the younger, cocky Ocelot and
his arrogant speeches, it was a true
gaming masterpiece.
Metal Gear Solid 4: Guns Of
The Patriots is going to take the
masterpiece idea one step further,
if our recent hands-on with it is
anything to go by. After sampling
the long-delayed conclusion to the
stealth saga, we can reveal that it’s a
multi-routed trek through a war-torn
wonderland, and it’s a highly engaging
change for long-term Metal Gear
Solid fans. Every situation in Metal
Gear Solid 4 confronts the gamer
with choice – forget hiding in a box,
and sneaking past enemies via a
single method. Guns Of The Patriots
encourages exploration, and invokes
that feeling of having a mini-adventure
within the main game.
In fact, during the section that we
playtested, all eight of the people
that played MGS4 had a different
experience with the game, even
though they all tried the exact same
demo. When we encountered a
group of guards in one segment,
for example, one of us utilised
the Octocamo to assume the
appearance of a statue, while another
of us decided to crawl through an
underground tunnel. For another
player, it was a case of finding an
appropriate sniping spot, and picking
off the guards, one by one.
The passive rumble of faraway
explosions is convincingly immersive,
as well – the 5.1 surround sound
dedicates itself to creating the
apposite ambience for near-future
warfare. If it’s near-miss bullet rips
that you’d like to hear, or the subtle,
gruff mutterings of our mulleted hero,
then the uncompressed audio will
very much impress. It sounds a little
trite, but the Blu-ray really does give
developers the space they need to
be creative. With Kojima Productions’
incredible mastery of the audio,
we truly were blown away by the
hyperrealism of this scarred warzone,
and we highly recommend upgrading
your speaker system for Metal Gear
Solid 4’s eventual release.
The graphics will undoubtedly
deliver, as well. Since we’re lucky
enough to have a 46-inch Sony
Bravia TV in our office (with full
1080p output), we witnessed the
visual majesty of Metal Gear Solid 4
in its most triumphant form. Kojima
Productions has always been ahead
of the game with visuals, and even
though this is only its first game
with the PS3, it’s looking mighty. We
can’t fathom how amazing elements
like boss battles will look in the final
version – everything is realised in an
almost unbelievable, mythical way. The
graphics lend each vast environment
a movie-scale level of possibility. With
games like Ghost Recon Advanced
Warfighter 2 and Call Of Duty 4, it
was extremely easy to pick up on the
surroundings that would lead to big set
pieces, but every environment in Metal
Gear Solid 4 looks tailor-made for
epic, explosive events.
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Additionally, the artistic direction
is astounding. When you leave one
area and enter another, there’s
an immediate familiarity to the
surroundings. Imagine that feeling
you had when you entered Strut
B, in Metal Gear Solid 2, which was
made recognisable by the stream of
blood. Alternatively, remember the
first arena in which you faced senile
sniper, The End, back in Snake Eater
– even though the areas would look
identical to one another in real life, or
even in the hands of other developers,
there was a cleverly familiar look to
each of them. In Metal Gear Solid 4,
the same is applicable, only more so.
In what would previously have been
divided by screencards, Guns Of The
Patriots runs into each environment in
a structurally cogent way. There’s no
break in the AI, and there’s no quick
escape to be made by running through
a loading screen.
Right, so we’ve travelled lightly
through the boring stuff – Metal Gear
Solid 4 is, technically, a kiss to the
genitals, but it’s the actual gameplay
that will surprise fans the most. The
camera is clearly the child of Kojima’s
recent experiments. The MGS4
viewpoint is somewhere between the
Portable Ops setup, the Subsistence
revamp and something altogether new.
When you’re shoulder-deep in combat,
it’s a lot more helpful than it has ever
been in the past.
Gunfights feel less convoluted, as
a result. With the camera adjusting in
360-degree motion behind Snake, it
doesn’t feel obligatory to rely on the
old ‘hold R1 or fire foolishly’ option.
You can easily run at enemies in thirdperson,
and spray the PMC soldiers
with lead, action movie-style – the
revamped controls give you more of a
chance than ever before. In thirdperson,
it feels comfortable to engage
enemies in combat. With previous
Metal Gear games, it seemed like the
camera was an intentional flaw to
deter the player from blowing their
cover, but now there’s an Unchartedresembling
run-‘n’-gun dynamic to
heighten the pace.
In the heat of war, the idea of
stealth is adapted in a mostly unique
way. When a battle is underway
between two factions, you can make
a choice about who to assist while
the battle is going on. You can edge
towards the side that you wish to
favour, or even shuffle past and let
the battle play out, without your
input. If you choose to help one of
the sides, you’ll gain kudos with
that particular faction, and begin a
relationship that can hopefully be
sustained throughout the game.
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Aside from that, it was a familiar
MGS experience. There’s a revamp
of the Close Quarters Combat (CQC)
system from Snake Eater, adding
more complexity and depth to what
was a fairly solid system before. In
addition, there’s a number of frivolous
Sixaxis manifestations; climb in a bin,
and you can roll it with the tilt control,
or flip open the lid. They don’t sound
like the most essential features in
the world, but they function pretty
responsively. You can also control
the Otacon Mk II robot by using the
Sixaxis, and shaking it will rid yourself
of the Octocamo.
Like we said, the CQC system has
undergone a number of significant
changes. In Metal Gear Solid 3, there
was implied depth to the system,
but not enough malleability or ease
of control with the actions. Pressing
Circle to initiate the system really felt
like twitch gaming, but here it’s a
little steadier. Tapping R1 begins the
move, as Snake grabs the enemy.
From there, you can threaten the
enemy with a knife, slam them to
the ground, or sit on their backs
and choke them to death. We’re
sure there’s more untapped CQC
madness in the mix, but we didn’t
come across anything else. Maybe
Snake will put enemies over his knee
in the final version, and give them
a good, hard spanking – we just
couldn’t be sure during our hands-on.
Thoughtfully, the first-person
mode now encompasses movement,
as well as the ability to just stare
around. Although they’re not the
most comfortable FPS controls of
all time, they work a damned sight
better than the horribly slow method
in MGS 2 Substance – those controls
felt like they were developed by a
handless sloth, but Kojima has got
something right here. It’s clear that
the FPS mode is intended only for
minor use, due to some awkwardness
with the interface, but there’s the
option to play through the entirety of
Metal Gear Solid 4 with this enabled.
Give it a try, if you want, but Kojima
Productions has already Westernised
the control system for those that
prefer the FPS.
As a matter of fact, there are two
different choices for the controls.
Pick the outdated, fiddly Japanese
controls if you’d like to commit
suicide in the heat of battle, but
everybody’s banging on about the
‘Western’ controls, these days.
Fans of the Kojima Productions
Podcast would’ve picked up on the
studio’s love for Gears Of War, the
piss-ragged, overrated Xbox 360
exclusive, but that’s the tack that’s
been taken with the Western control
system. Everybody has a preference,
and everyone will be satisfied by the
choice in Metal Gear Solid 4.
The weapons and items are hugely
varied, this time – you wouldn’t have
thought this to be of any importance,
but it’s actually great to have multiple
types of rocket launcher. The dart gun
returns, as well, so there’s a definite
air of nostalgia to your weapon roster.
Expect technologically progressive
machine guns, sniper rifles and
pistols, but they won’t feel vastly
different to the M5, PSG-1 or the USP.
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Another neat reinterpretation
is the codec, which is now more
customisable than it used to be. In
Metal Gear Solid 3, the characters
were likeable enough to bear the
conversation, but not all would say
the same about Sons Of Liberty. The
constant whining from Rose required
skipping, but the strange, pseudophilosophical
banter from the Colonel
AI really deserved a repeat viewing.
In Metal Gear Solid 4: Guns Of The
Patriots, the codec will be more of
an aid to you than ever before. Now
it can be fast-forwarded, but also
rewound – considering how full-on
the Patriot origin and ideology is (see
the ‘Patriotic Puppeteers’ boxout),
this sounds like a facility we’ll be in
desperate need of.
Overall, we were pretty damned
impressed by the post-Tokyo Game
Show code that we saw. There are a
few things about Metal Gear Solid 4
that still bother us, such as sensitivelooking
controls on the right stick,
and slightly nail-biting controls, but
these are all problems that Kojima
Productions is fixing in the delay.
The team is ridiculously busy at the
moment (they couldn’t even answer
our questions), and all of their time is
now dedicated to ironing the creases
out of this ambitious, triple-A title.
Associate producer Ryan Payton
put it best, “there’s this tendency (to
think) that you wanna hold it back,
or bring it back, and just, like finish
the game… but that’s not Hideo
Kojima’s style.” It shows, with Guns
Of The Patriots. Massively.
What’s interesting about this
Metal Gear, is that we can see
it appealing to a wider range of
gamers than ever before. Obviously,
the story will overwhelm the
novice, but the gameplay won’t. It’s
accessible, ahead-of-its-time stuff,
and the stealth in the battlefield
is a commendably implemented
idea. Metal Gear Solid 4 is chock-full
of flourishing, successful design
choices, and there’s nothing
to suggest that it’ll fall short of
expectations. To be quite honest,
Metal Gear Solid is a franchise that
divides the Play team and, in a wider
sense, the greater PlayStation user
base. It’s never been for everyone.
Common complaints have cited the
camera as an issue, or identified
the stealth as being clunky; both
of these issues have been fully
addressed. This is the perfect Metal
Gear Solid game, or is at least as
close to perfection as the franchise
will ever get.
As for the ever-burgeoning
narrative, however, we can only
speculate about what’s to come.
First, we believe there’s a lot more
of the game’s heritage that is yet
to show itself. We’ve seen Eva from
Snake Eater re-emerge as Mama,
an elderly version of the doublecrossing
Big Boss-baiter, but there’s
certain to be more connections
to previous titles. Big Boss, for
example, must have a presence in
MGS4, and there has to be another
story component regarding the Les
Enfants Terribles experiment.
Something we’re still unsure
about is the Snake at the end of the
E3 2007 trailer – who was that man,
exactly? Another clone of Big Boss?
We would hazard a guess at who it
is, but we’re just not certain enough
about his identity. Something we’re
optimistic about seeing is a Metal
Gear RAY and REX duel, which is
implied by the trailer from the Tokyo
Game Show. We sense that this will
either be a really entertaining boss
fight, or a deliciously cinematic cutscene;
we’d prefer the former, but
the latter is more likely. Hideo Kojima
is really gunning for this conclusion
with everything he has, and no other
developer has ever had this much
breathing space with the creative
process of making a game.
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In many ways, this is Hideo
Kojima’s last great project. Never
again will one man have isolated so
much money, hype and importance
on a third-party exclusive. Metal
Gear Solid 4: Guns Of The Patriots
has emerged as the PS3’s raison
d’etre, and its enhanced gameplay
will impress fans of the series, both
long and short-term. By combining
the iconography that the game is
renowned for, along with a wise
selection of new ideas, Metal Gear
Solid 4 gets almost everything right
with the very genre that it invented.
The wait for Metal Gear Solid
4: Guns Of the Patriots has gone
beyond tiresome, but we still
maintain that it’s worth waiting
for. This is going to be the greatest
stealth game of modern times, and
it’ll blow ever-mundane shitbags like
Splinter Cell out of the water, while
still delivering the expertly plotted
closure that its fans demand. Well,
it’ll be either that, or a barren farrago
of nonsense – when we’re privy
to something that proves either
possibility to be true, you’ll be the
first to find out. Until then, continue
to regard Metal Gear Solid 4 with the
usual anticipation.
Metal Gear Solid 4: Guns
Of The Patriots has
received massive amounts
of unfounded criticism since its
announcement, but we want you
to know that we don’t care any
more. We just don’t. Kojima-san has
more than proved his worth over
his massive career (all three MGS
titles rock, as does Z.O.E and Lunar
Knights), and we’d like to reaffirm
our undefiled excitement for Snake’s
final mission. The E3 trailer didn’t so
much whet our appetite as make us
giddy, despite the lack of playable
code being a letdown.
Still, we were gifted another
cinematic joyride, with further
plot details unveiling themselves
throughout. The trailer was in
English too, which gave us a brief
opportunity to listen out for David
Hayter’s ‘old’ Snake rendition.
Unsurprisingly, it’s just a gruffer
Snake than usual, but the ancient
growl of the old dog just brought
us right back to the series. It’s like
hearing the voice of an old friend,
only our normal friends have a little
less backstory than a cloned copy of
an ancient super-soldier.
We began remembering things
from past Metal Gears: Liquid
Snake’s theft of Metal Gear Ray,
Naomi’s revelation that she injected
Foxdie into Snake, Eva’s betrayal… so
many more memories raced through
our minds as we watched. This final
Metal Gear really is that beautiful
resolution and homage that you
always hoped Star Wars: Episode III
would be. So much
about the events of past Metal
Gears leave us in confusion (or, on
occasion, wonder), but the thought
of that elusive concluding chapter
is massively satisfying. Remember
that philosophical ditch of a
revelation in MGS2, the one that
proclaimed the Patriots died 100
years ago? It should come to a head
in Guns Of The Patriots
(see ‘The Sequel To MGS2’).
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The trailer started with Snake
moving in on Revolver Ocelot (or is
that Liquid Snake?) for the kill, only
to find him ready for such a situation.
It was set in a military compound.
Also present was Meryl, and what
we assume is the new Foxhound
(hopefully less dysfunctional
than ever). Ocelot then activated
something that affected all of the
soldiers with nano implants, and
they began to twitch and collapse.
The narration clarified what this
means, with Colonel Campbell
revealing that Liquid has, “taken
command of this immense army”,
and is, “now preparing to unleash
an insurrection”. Liquid, the old
bastard, is using nanotechnology
to overthrow the remaining world
powers – who, oddly, are still
around in this era of “war economy”.
Notably, the remaining powers are
too afraid of losing money to do
anything about the war (cough…
Iraq… oil… cough), or indeed, Liquid
Snake. Only a dedicated Metal
Gear fan would understand an
ounce of what was just described,
but that is sort of the point with
this last instalment.
Although apprehensive about
the lack of gameplay, we were
thrilled by the E3 trailer. We
still can’t believe the detail of
the character models, or the
incredible animation: how are they
doing that with the PS3? How
are we this close to reality? The
first half of the trailer concluded
with a collapsed Snake, on the
dirt, raising a gun at the escaping
Ocelot. It was skilfully dramatic,
we’ll agree, as Naomi concluded
with the line, “go… fulfil your
destiny”. The Harry Gregson-
Williams music added to the
impact admirably, and we did lose
ourselves in it for a small time.
The battle between Vamp and
Raiden occupied the rest of the
six-minute trailer, and it was a
visual treat. It’s interesting to see
the two fighters battling away,
as Raiden once again donned
his cyber ninja outfit to take on
the supposedly ‘immortal’ Vamp.
Some of the new Metal Gears
were initially in the battle, but
Raiden made short work of
them with some wellchoreographed
swordplay.
The usual hi-jinx occurred after
that, with Raiden proceeding
to stamp on Vamp with some
hidden blades in his feet. After
another insane round of sword
throwing, the now transsexual-resembling
Vamp rounded on
Raiden. A second later, Raiden
plunged his own sword through
his cybernetic chest and then
through Vamp. Raiden is no longer
all-human, then? Anyway, Vamp
pulled out the sword and stabbed
Raiden, before concluding with the
question: “Will you finally be the
one who finishes me?
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It was truly astounding stuff,
and it surely featured the best
combat of an MGS trailer yet. The
first half of the trailer perplexed
most of the Play team, but we all
resumed our brainless state of
mind for the violent bits, and were
suitably impressed.
Interesting, then. We didn’t
really learn anything new from
this trailer, but we’re not too
unhappy. All of these MGS4
trailers are designed as tech
demos of what the game (and the
PS3) will achieve in the future. In
a general sense, though, they’re
doing a good job of setting the
tone for the game, and as long
as the gameplay isn’t completely
outpaced by the cut-scenes, we’ll
be happy bunnies. To be perfectly
honest, we’re sure that Kojima
Productions hasn’t spent all of
the last three years just making
pretty cut-scenes. The gameplay
in Metal Gear has always been,
for want of a better word, solid.
Subsistence didn’t earn 94% for
nothing back in Play 145, which
is very reassuring for MGS4’s
eventual arrival. Kojima has always
managed to infuse his games with
a breath of fresh air, leaving deadin-
the-water stealth franchises
like Splinter Cell stuffed in a locker
somewhere, with bullet wounds
in their intestines. Hideo is an
accomplished games designer, so
the lack of gameplay is nowhere
near a worry; it was just a bit
disappointing for an E3 showing.
As Kojima declared that this
would remain a PS3 exclusive
(something has to, after all), we
felt very enthusiastic about the
game’s global March release.
Simply put, we would’ve imported
it if it didn’t come out at the same
time as the US and Japan, but
it’s a nice thought all the same. In
spite of the hype and the spiralling
expectations, we’re still excited
about MGS4. We’re not going to
pretend it’s a title that’ll appeal
to all, but for those fans that have
followed the franchise without any
real complaints, you’ll likely regard
this as the PS3’s holy grail. If only
March weren’t so far away.
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