Metal Gear Solid 4: A retrospective look Review (ARTICLES)

Metal Gear Solid 4: A retrospective look

The Metal Gear Solid series has always been considered a highbrow pleasure: many point to its weaving plotlines, and deep stealth play as proof that not all console games are aimed at the FPS/platform demographics. However, there is a quiet but large undercurrent of players who never “got” MGS, too embarrassed to admit to it for fear of derision as stupid. This is a shame, as it seems to be based on a public opinion which rarely seems prevalent in gaming circles, except perhaps in console flame wars (MGS4 being the one true exclusive for some time).

Each game has gone bigger and better than previous: the first was in full 3D, and set the stage for ingenious puzzles (who can forget the “back of the case”?); the second ramped up the story, graphics and the scale. The third improved the stealth aspects, added back story, and tweaked large sections of the formula. Then we come to part 4, considered by many to be the jewel of the PS3: a true “next-Gen” game, with fabulous graphics, and a full story tying up every loose end. By touching every character, and finally closing the tale of Les Enfants Terribles – Solid and Liquid, the core of the Solid series – we finally get our expectations fulfilled.

But it seems to be that Master Kojima (director and writer for the whole series) was given too much free reign. MGS4 runs at around the 18 hour mark, but approximately half of this is devoted to cut scenes and story exposition. The actual plot is seriously overblown, and incoherent to anyone except serious fans of the first three games, touching plot points that many won�t have played since the first game ten years ago. This, worryingly, creates an unbelievably vague experience, and because all the fantastic gameplay sections are so very short, they get swallowed up by bewilderment and a lack of proper focus. The game cries out for an unattached and unemotional director, cutting out the unnecessary, tightening the script and developing the player interaction.

Let�s clarify here: when you actually control Snake, the game is great. Some fantastic ideas were introduced (tracking, the OctoCamo, action sequences), and each section played and handled beautifully. However, too often, a new idea was introduced only to be discarded for the rest of the game. As an example (spoilers!): You have just learned how to track, and have followed various trails across a mountain in a great mix of stealth and puzzling. Next, you are asked to follow a guy across town, but instead of applying all your new skills to the chase you now jump from doorway to doorway in the shadows? A shame, as this approach happens all too often, and in a game with so little playtime already, it is a rare example of some gameplay mechanic recycling actually being beneficial.

And the further problem is, just as you are developing your new skills, up pops another 20 minute cut scene, doing two things: firstly ending any momentum you had just built, and secondly drawing you out of the game completely. It also does too little to tie the individual chapters together: hardened series veterans will always do a stellar job of explaining what�s going on, but if you need to refer to an outside source, how good a job is the scene actually doing?

One major point to rectify all of this is the multiplayer: although it takes time to get into, all of the best elements of the snippets of gameplay from the single player play out excellently online. Stealth comes back into play, the camo, tracking and weapon skills all really shine, and the story is no longer an obstacle to cohesive gaming. In fact, the lack of many ties to the overall story arc of MGS as a series really allows the core elements to come through, and as a gamer, you are reminded of the things that made the series so great.

MGS was, is and will always remain highbrow, but the ending of the Solid saga will allow the franchise to grow properly. I retain the highest of hopes for Rising, in the desperate hope that not only will the overuse of cutscenes bring back the gameplay, but perhaps the shift from Snake (admittedly only to Raiden) may possibly evolve the franchise in a fresher direction – Peace Walker certainly pointed the developers in the right direction. And surely from a gamers point of view, that can only be a good thing?

The Good: Read the article, dude
The Bad: Again, see pros!

2.5 2.5 / 5

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