Metal Gear Solid 3: Snake Eater

We've played it. We've played it a hell of a lot. We've written a hell of a lot about it. For some of us, this is the most important game of the show, and we have a feeling they'll appreciate it. There's a trailer for you to download, too!

A few minutes into Metal Gear Solid 3, sitting through an easily ten-minute-long codec conversation in which our hero, dubbed "Naked Snake" for the purposes of this adventure, is discussing the finer points of an oriental proverb, it's clear that Hideo Kojima and his team at Konami aren't gunning to convert non-believers, nor to rally disenfranchised fans of the original who couldn't get on with the sequel. Judging by the contents of the "Trial Version" - a one-hour-long section equivalent in a narrative and scene-setting sense to the Tanker demo released prior to Metal Gear Solid 2 - and the neighbouring big-screen trailer, which is exciting crowds at one-hour intervals, there's just as much of the self-indulgence that riled a fair few when Sons of Liberty first came to market.

'Metal Gear Solid 3: Snake Eater' Screenshot 1

But for those of us that enjoyed MGS and its sequel from start to stop, the demo and the trailer will almost certainly reaffirm our commitment. Narratively, the sense of isolation, self-flagellation and of wanting to understand is there, and in gameplay terms, the much-vaunted Camouflage Index, stamina system, stalking, close quarters combat and jungle setting blend in as effortlessly as a blonde FOXHOUND op in a stolen terrorist outfit. Yet far from being gimmicky threequel additions, or arguably marginal and obvious improvements ala MGS2, these are serious additions to the MGS world - and it's very creditable to see KCEJ reworking rather than simply refining its craft.

Furthermore, it seems that fears surrounding the radar's absence were thoroughly unnecessary - whether it was down to neon overload or jet lag or what, we genuinely forgot there was a radar until after we beat the Trial Version for the first time. We should see it re-emerge in some interior sections, but there were none in the demo, and we didn't miss it. Seriously. Perhaps because in a sense it's compensated for by an enhanced ability to look around using the right stick (which can be used to probe Snake's immediate surroundings in third-person mode - oiling the wheels of stalking death without fully alleviating the fear of being seen) And by the time we finished watching the trailer for the umpteenth time, witnessing many of the game's subtleties and later stages, and started to realise how, for example, Ocelot and Snake's histories and even idiosyncrasies are inextricably intertwined, there was no greater urge than to get hold of the final version and lock ourselves away with it.

"This could be hotter than Cuba"

It all begins as a military gunship cuts a path through the clouds over a mountainous jungle region of Soviet Russia. Inside, a lone United States operative with a familiar face sucks on a cigar and ignores an order to extinguish it. We know he won't. Moving through the plane, we encounter an authoritative looking and sounding military man with a pronounced chin, who works from a radio frequency of 140.85... Helping him direct a plainly covert action are two women called The Boss (identified as this-era-Snake's mentor, and guardian of combat technique advice) and Para-Medic (as in, cough, 'parachute medic', who offers medical and survival tutelage).

It's all directed in typically MGS style, with lots of cutting between close-up shots of each character as they expose the basic framework of the mission - to go in to the jungle and try and rescue a Russian scientist who wishes to defect - and cinematic licks like a slow motion shot of our ash-chomping hero flicking his cigar past the camera and then treading it into the deck as the wind catches it and sends it rolling back under his boot. To shed further light - we take the reins of an ancient Snake in the 1964, possibly even the template for the latter day progeny, who despite being identified as "Jack" briefly in an exchange with The Boss, is quickly rebranded "Naked Snake" by the man in charge, who opts for the call sign "Major Tom".

Snake is working for FOX unit, but the indication is that he's rather new to this and it's been a while since he's been out in the field. Typically he gets there with a bang, performing "the world's first HALO jump" (the high-altitude, low-opening jump - an obvious nod to Kojima's James Bond influences) into the jungle. His job, as we say, is to extract Dr Sokolov, a scientist who wishes to defect because he's become concerned about the nature of his work - seemingly revealed in the big-screen trailer as the inaugural Metal Gear, a tank that can deploy nuclear weapons on the go, and threatens to plunge the world into a nuclear conflict beyond the scope of the Cold War. Sokolov is being held in a rundown factory, but to get there Snake first has to traverse his way from the drop point, through jungle, swamp and factory and past alligators and various patrols. Along the way the game will teach us all its new tricks - and it's fair to say that after a few goes it has the same 'stealth-action sandbox' feel that many associated with the MGS2 Tanker demo after several hundred runthroughs...

Survival

'Metal Gear Solid 3: Snake Eater' Screenshot 2

Snake's first mission is to retrieve his backpack, which sheared off in the vicious descent, from a nearby tree. This introduces you to tree climbing, which is done simply by walking up to trees with a distinct ivy pattern and pressing action (triangle). Snake then climbs the tree (non-interactively) and perches like a tightrope walker on the branch, slowly edging along it as you direct him. By pressing the action button again, he can hang from the branch - later this will allow him to swing along it as if it were a railing or some other ledge, or hang in an iconic pose by one hand and wave his pistol around holding square, using the first-person view for precision. Pushing away from the branch also allows him to pounce silently from it, which will be useful later on for employing the game's stealthiest takedowns...

In the meantime though, Snake grabs his backpack - and for the purposes of the demo it's loaded with every tool we could imagine, including many of the game's weapons and tools (M16s, shotguns, pistols - with suppressors that wear out - directional microphones, motion sensors and other toys). With the 'pack equipped and a lengthy and explanatory codec sequence out of the way, our trip through the jungle refocuses its attentions on other new features. The stamina bar, for example, located at the top left of the screen along with our health meter, which depletes whenever we exert ourselves (hanging from a tree or railing will certainly do that), and has to be replenished by eating whatever food we can muster.

As we make our way around the jungle, we encounter various flora and fauna, all of which can be shot, at which point they sink to the ground and generate a familiar spinning ration box item to pick up. These items - be they harvests of anaconda, alligator, mushroom or even beehive - should be thought of as varyingly effective rations, and can be accessed from the Start menu "Survival Viewer," which also acts as a window to the contents of your inventory and allows you to fiddle with the Camouflage Index.

Invisible War

The Camouflage Index, of course, has been heavily trailed in the run-up to this demonstration, and typically it's very simple to use. The percentage bar in the top right of the screen shows how concealed we are and it's a figure derived from posture (standing/crouching/crawling/stalking), surroundings (long grass, brick wall etc) and how effective the current camouflage is in such surroundings. Changing camouflage to better suit the scenario proves very easy. By means of practice, we crouch in some long grass as if a patrolling enemy were approaching, and decide to try and up our percentage - crouched in our default digs at just 60 per cent, we'll likely be seen when anybody gets close enough.

Nipping into the Camouflage page of the Survival Viewer, we scan the list of alternate outfits and each has a plus or minus percentage figure next to it, giving us an idea of the value of switching to each outfit. Switching to Leaf Green adds 15 per cent, and adding face paint ups the effectiveness by a further five. Exiting, we go into sprawling position, and the game flicks to an unavoidable first-person view from within the grass - enhancing the tension no end - but our percentage is now at 95 per cent. Short of trampling on our heads, or seeing us move, a guard isn't going to find us hidden like this. It should come in useful.

We stop tinkering. There are no guards yet, so we start working our way further into the jungle, ever vigilant, until we come to a swamp. The swamp is populated by alligators, but thankfully no enemy soldiers. Deciding to try and avoid their attentions completely, we crawl down into the muddy bog, sneaking towards the opposite bank until - gah! - we sink into the mud very quickly, and Snake disappears into a filthy demise, leaving just a hand protruding from the surface. Hearing the familiar cries of "Snake? Snaaake!!" and being told that "Snake is dead; time paradox", we hit Continue and respawn just seconds earlier. Wading into the swamp this time, we sink to about waist height by the time we hit the opposite bank, emerging caked with mud. Changing or seemingly crawling through the grass will sort this out, but in the meantime we whip out our pistol and blast the nearest alligator. It uses up way too many bullets. Whipping out the shotgun - possessor of a shoulder jerking recoil - we take the alligator out in one blast, and it forms three rations.

How to kill a man

'Metal Gear Solid 3: Snake Eater' Screenshot 3

Exiting the swamp, Snake ducks down behind a tree and whips out his binoculars as the game shifts into a cut sequence, in which Major Tom and The Boss encourage him to avoid confrontation at all costs. Sorry guys; we've got other ideas. Holding R1 when prompted during the cut sequence gives us a view through the goggles, and it becomes clear that one patrol is moving between banks of earth towards our little clearing. We nip down the bank and flatten ourselves against a decaying tree trunk, charting the guard's approach by moving the right analogue stick upward. We glance down at the cards beneath our control pad in Konami's leafy MGS3 display and take note of the intricacies of the close quarters combat (CQC) system. Apparently the CQC system has been designed to allow us to combat multiple enemies quickly depending how close they are, and the controls are typical MGS fare. For the time being though, we're concerned with just one guard.

He moves into a wide circuit around our tree trunk, and by watching the turning of his head, we see our hiding spot slip out of his line of sight. It's at this point that we grasp the stalking system for the first time - general movement is MGS2-style with the left analogue stick, allowing us to creep by holding it to a certain degree and run by holding it the whole way. Cleverly though, the silent stalking move, which is slower but still slightly faster than the guard's patrol speed, is controlled using the D-pad, meaning that we never once run into the typical third-person game control problem of pushing the stick too far by accident.

With the guard arcing away, we move between trees at a quiet trot, then start to stalk him. We equip the knife. We close in, and as we move within a few feet, we hit the circle button. Our piteous subject doesn't know what hits him. What does hit him is a brutal combination of sleeper grab and handle smash to the skull, which spins him round and sends him tumbling into dirt that kicks up in sympathy as he topples and spinning stars indicate that he's well and truly knocked out. We could get used to this.

Factory records

Moving on, we race forward and tumble-roll (X) into some long grass, ducking down and quickly camouflaging ourselves using the intuitive Camo system. We wait. 95 per cent camouflaged. Then, just as our patrol is about to move past, our thumbs inexplicably betray us, jerking us forward and rustling the grass. "Huh?" Crap. We lie still, heart pounding. He watches closely, but we're barely even breathing on the end of the pad, let alone beneath the low-lying canopy of nature's finest. "Must be my imagination," he says dismissively, resuming his pattern. As the blood rushes back to our fingers, we stand up slowly and stalk towards him, before grabbing him as a shield, smashing him around the head with a pistol butt to send him tumbling to the dirt where we hold him up. He lies there with his hands on his head. It's all right. Have a tranquiliser dart in the head.

Working our way through the rest of the area, we use a combination of leaping and hanging from branches, hiding in long grass and within tree trunks to evade detection, and smack soldiers around with various weapons, even throwing them into trees to clobber them completely. We move on. Ahead of us is another patrolling guard, and a vast valley spanned by a rope bridge. Due to various guards on either side, we wind up playing this section multiple times, but it's worth it, as it exposes us to some of the subtler details - like the way the rope bridge loses some of its tethers in the face of automatic gunfire, and wobbles and sends us tumbling until we're hanging onto it from the side and having to haul ourselves back up.

With the bridge behind us, finally we're at the abandoned factory. This is a clever section. It's fenced in with barb wire meshes, has easily but satisfyingly navigable guard patrol routes, and a layout comprising barrels, natural camouflage elements and an open-topped and ruined building full of guards, crates, lockers and broken down bits of concrete to cover ourselves with. It's reminiscent of some of the most nerve-wracking and enjoyable areas of the previous Metal Gear Solid titles, and there are some impressive scripted options - hiding behind a barrel and rolling them down a bank to knock out a guard, for example.

Most wanted

'Metal Gear Solid 3: Snake Eater' Screenshot 4

Navigating this section is one of the most pleasurable aspects of the demo. The CQC gives us so many options, and the level of tension surrounded by so many guards is high. But unlike some sections of the previous titles, we are for once completely in control of our destiny. The right analogue stick can be moved around to give us a much wider view of our surroundings, the first-person view fills in the gaps, and the areas of long grass, red brick walls and other areas can be used in combination with our camouflage schemes to evade detection.

The system works a bit like lockers (and now logs) - if we duck into long grass and assume a 95 per cent camouflage rating, we won't be found unless someone treads on us, or if we're seen entering the grass. Of course, that won't stop enemies chucking grenades to probe our hiding spots. But, as long as we're well protected, we can generally sit out the quick 99-1 alert countdown, then the evasion counter, and longer (99 second) caution meter. Predictably, guards return to patrol points once the caution meter ticks down.

Making it from the entry point of the factory to the room in the north of the facility, penetrating the tight nest of guards and retrieving Sokolov using our various new tools to their fullest, what's most impressive is the sense that despite the change of setting this is an MGS game, with a large number of new ideas integrated in such a way that they feel like they belong. It's great to see it and play it, and although it's probably because we were such huge fans of both previous games, this one has crept to near the top of our most wanted list on the basis of what we've played.

Shaping things to come

And having seen Konami's lengthy trailer, we're now doubly wracked with impatience. Because it's clear from the trailer that as you attempt to escape from the factory and jungle with Sokolov, a young and familiar blonde-haired Russian from the "Ocelot" unit of Spezsnaz turns up, spinning an automatic pistol on his finger... In a brutal display of accuracy and efficiency, he takes down the guards surrounding Sokolov's prison - is he stealing Sokolov from his own army? Who is he working for? Before he can complete his mission though, Snake takes him down in vicious fashion, eliminating his backup one by one in a demonstration of finely honed martial arts easily comparable to any decent budget movie, and Snake gives him a little advice on his choice of weapon. Fans will want to watch the trailer to see it unfold.

The trailer is a bit harder to pick apart in terms of game structure from here on out though - Snake and Sokolov seem to escape, but they also seem to discover that Metal Gear is being transported, or perhaps miss their rendezvous (the plan had been to use a special balloon to extract them to the gunship, which would scoop them up and fly them out of Soviet airspace to safety - depending on your view, either another example of the script's attention to satisfyingly pointless detail, or its biggest flaw).

However the trailer does show us that a nuclear weapon explodes, introduces us to various characters including the Colonel, our ultimate adversary, who appears to have electricity pulsing through him and sports some fetching, Borg-implant style scars on his face and eyes; and a woman who seems to be the love interest - in fact, this mission appears to be when Snake's genetic make-up takes on its "love is only acceptable if it's part of the mission" mantra. It also sports plenty of rhetoric about how the mission is driven by "the times" rather than the people in temporary power, and there's a section at the end of the trailer that Raiden's many detractors (and particularly those who whinged that he looked like a girl) will adore...

From hide to seek

'Metal Gear Solid 3: Snake Eater' Screenshot 5

In gameplay terms though, the most interesting sections clue us in to alternative approaches to the factory section, and sections from later on in the game when Snake encounters enemies on what appear to be hovering riot shield units, stationary gun emplacements and helicopter battles, has to stalk a raised wooden cabin, terrorising the guards and splattering their brains with his sniper rifle, even... no, we won't say. Watch the trailer. One thing we can't hold our tongues about though is the flamethrower-wielding enemies that stalk Snake in the trenches, and the gorgeous fire effects that genuinely project heat visually through a blend of oranges, haze effects, and the liquid-like way the fire crawls along walls and flares up in the face of the camera. These flamethrower troops even shoot fire into a bunker, forcing Snake to leap out ablaze as if doused in burning alcohol, spraying bullets through gritted teeth into the bodies of his pursuers.

Snake is also seen stalking through what seems to be a beautifully realised mangrove swamp, the trees creeping up out of the water with some beautiful reflections as our riot shield flyer friends probe the swamp with searchlights - finding only his trusty alligator head mask concealing him beneath the surface.

Of all the impressive elements of the demo and trailer, this one reminds us of just one more - the sumptuous visuals. Within the trial version, the vision of a jungle is awesome. The meshes of colours and strewn items and general ambience is delightful, and the way Snake and other characters aren't so much shadowed as constantly flecked with patches of light peeking through the trees above is a subtle but important effect. And while the level of detail in the animations has always been inspiring, watching some of the takedowns and in-engine cut sequences unfold in MGS3 reminds you that it's not always the power of the hardware that dictates success; it's the artistic ability of the designers.

Solid

Overall, it's an overwhelming spectacle. Between the demo and the trailer, we know the game will turn away just as many as it did before with its vast codec sequences, but we have to admire Kojima's obsession with the detail, and those of you who share our passion for it have a lot to be thankful for. As its own adventure it has the potential to be a little bit impenetrable - despite taking place before the other titles, the biggest thrills are nostalgic and demand foreknowledge of certain events - but it's hard to argue with the team's design choices. The Camouflage Index, stamina system and CQC may have been heavily trailed in Konami's well-orchestrated PR campaign, but they're integral parts of this adventure rather than incongruous gimmicks. Aand it's an admirable example of how a sequel can sacrifice seemingly integral functions and benefit from the grafting of a host of new features rather than a mere couple - it's a level of progression that probably frightens a lot of publishers and perhaps even developers when it comes to revisiting popular franchises.

Ours is no mere technical admiration though - for fans of the series, Metal Gear Solid 3 is simply going to be the most exciting game at E3 this year, and when the PS2 magazines roll around in a month's time proclaiming that it "stole the show", they'll still be wrong, but we'll be tempted to let them get away with it this year. KCEJ deserves the acclaim.

Comments (38) Latest comment 8 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • WoodenSpoon #1 8 years ago

    I hope they don't fuck it with a stupid storyline.

    I don't mind the codec.
  • Dizzy #2 8 years ago

    I am confused? Are you guys saying the game is good or bad?
  • dadrester #3 8 years ago

    yay! thanks mugwum! just one thing. does the game stream each section or is the black loading screen back in there?
    if it is doesn't it make the sprawling jungle seem a little containing? anyway i know i'm going to love this
  • Freek #4 8 years ago

    Snake Eater? Naked Snake?

    Come on Konami, you REALY need to come u pwith some better code names. :D
  • Randy Eastman #5 8 years ago

    How about Snake and Pigmy pie?
  • Fozzie_bear #6 8 years ago

    "But for those of us that enjoyed MGS and its sequel from start to stop..."

    For me "stop" came about the point that i realised that the codec scenes took up more time than the game. About 2 hours into the experience or about three minutes of actual game time...
  • Scimarad #7 8 years ago

    Or, alternatively, you COULD just play Splinter Cell and leave the Metal Gear series for me and the other three people who still like it...(apart from that last plot twist in MGS2 *shudder*)
  • Dizzy #8 8 years ago


    "play" being the keyword here.
  • Killerbee #9 8 years ago

    Great article Tom. :)

    Really got my enthusiasm levels back up for this game, but then I did enjoy most of MGS2 as well. I really must pick up The Twin Snakes some time soon and play through that.
  • renzo #10 8 years ago

    The MGS series certainly does have a larger than usual bunch of naysayers than most games, and they all focus on the same points over and over again. Long codecs. That's about the only thing they can find wrong with the games, and they dwell on it till the cows come home, and then some. It's shaping up to be a great game, and what Konami have achieved on the PS2 technically is something that even the naysayers will have to admit is quite stunning. "rather read a good book". Heh. I'll be sure to keep that in mind.
  • Blerk #11 8 years ago

    It's trendy to bash MGS, that's why people do it. You'll often find that many people who go on about the codecs being 'boring' haven't actually played the game, or are the kind of people who always skip cut-scenes and story segments altogether. Actually... That's not a bad idea for a forum thread.

    /nips off
  • eviltobz  #12 8 years ago

    never really played a mgs game, but the more i hear about this, the more i find myself wanting it.
  • Dizzy #13 8 years ago

    >story segments

    You can hardly call it a "story" can you?

    Let's put it like this: Great tech, Ok gameplay, Crap ideas, Shite story

    SC has easily overshadowed this game and I am sure stealth games in the future will build on the SC experience and not on the convulted MGS "gameplay".

    Still at the time is probably was the best that the PS2 had to offer and it started a trend and inspired games like SC, so it is not without credit. It is just not a very good "game" sadly.
  • Shinji #14 8 years ago

    Be fair - the first MGS was stunning. My feeling about MGS2 was that it was superb in a lot of ways but fell down badly because of the self-indulgent and poorly concieved handling of the story.

    MGS3 looks, to me, like a return to a lot of the things that were great about the first game - and it's got some new ideas which I'm REALLY keen to try out.

    It's hardly fair to dismiss the entire series because the second game made some mistakes.
  • Dizzy #15 8 years ago

    Ok yes.. sorry. I was talking about MGS2. The games before that were indeed much much better.
  • gamesb*tch #16 8 years ago

    "The most important game of the show for MGS fans"

    LOL! No way.... I guess that's what you get for crafting website texts at 4 a.m. after Viper Rooms parties...
  • dadrester #17 8 years ago

    mgs1 - absolutely ace, almost flawless. excellent story, great graphics, very fun game, definitely in my top 10

    mgs2 - beautiful graphics, great gameplay, however the sheer amount of hype hurt the game, as did the fact that for the most part you were in control of a character you didn't really like. also the ending seemed a little rushed/ changed/. convoluted. maybe it had something to do with september 11th, but if you look at the e3 tgs vids there are some scenes that look completely different (harrier battle on the brooklyn bridge) also on the document of mgs you can look at some of the unused bits of artwork.

    as for those of you that keep telling us to go watch a film... why bother when i can watch a film whilst playing a game. there is nothing stopping me from putting a dvd in my ps2 afterwards or rez in before. it's a different type of game. if you don't like it then don't play it.

    as for splinter cell. without the likes of mgs and sypon filter it wouldn't exist. imho it does stealth way better than mgs but does action worse. it also feels more linear (even though it isn't). don't get me wrong i like it alot. especially online, but i reckon mgs3 will have the edge. snake's cammo index is basically the same as sam's light meter and snake seems to have inherited some more of his moves...

    anyway looking forward to this
  • Cubfan #18 8 years ago

    This 'preview' was just as long-winded and self-indulgent as the Metal Gear games themselves. Was that intentional?
  • Lemon Project #19 8 years ago

    I think a significant amount of MGS2 hate is PS2 hate with MGS2 being one of PS2's biggest titles relatively early on. MGS1 contained as much, maybe more codec, cutscenes and story as MGS2 and it's lauded as a masterpiece by those who bag MGS2 for being an interactive movie.
  • dadrester #20 8 years ago

    mgs1 was a better movie than mgs2
  • Scientist #21 8 years ago

    I have to agree with Cubfan. Over 3,000 words for a preview. Did the editor approve such long-windedness? Are you after a job with Kojima's scenario team?
  • ruttyboy #22 8 years ago

    I don't mind the length, anything to pass the time on a Friday arvo!
  • dadrester #23 8 years ago

    tom !!!
    do the sections stream or are there transition screens between each section? if there are any of those screens how do they affect gameplay in terms of pace and the jungle feeling?
  • bungalooBunny #24 8 years ago

    Lemon Project, I for one bought MGS2 as soon as it came out and have no 'hate' for the PS2, but it's obvious to me MGS2 is just a tarted-up version of the first one. The game itself is worse, less gameplay elements, less ingenious bosses, worse plot.

    MGS2 was big because of the hype and MGS1 success, but did little or nothing to evolve in terms of 'tactical spionage'.

    I was bored with it half the way through, which quite surprised me taking into account how much I loved the first one.

    I'm hoping MGS3 doesn't stink to vampires and idiotic super heros of the sort.
    Edited by 1 at 14/05/04 @ 19:27
  • Salato #25 8 years ago

    You cannot say that there were less gameplay elements in MGS2 compared to MGS1 because that is simply not true. There were many additional gamplay features in MGS2 compared to MGS1.

    While I was slightly disappointed with MGS2 given the huge amount of hype there was that surrounded it, I still enjoyed the game a lot.

    And I also want to know if the game streams each section or if there is a black loading screen in MGS3.
  • bungalooBunny #26 8 years ago

    Well to me you did less throughout the game. Disarming the bomb, swiming and dragging the girl around, all too long and boring. In MGS1 you would do something comepletely different all the time. Also most items were put to use in a much better way in MGS1, like the night vision, sniper, etc.

    To me MGS1 was a much richer experience and the further I got the more I liked it.
  • thesnowman #27 8 years ago

    Well I cant wait for this, loved the first one, loved the second one (even the fact that u played as raiden, I thought it worked well).

    Good to see it taking place outside rather than on military installations.

    Any news on a euro release date.
  • WoodenSpoon #28 8 years ago

    "To me MGS1 was a much richer experience and the further I got the more I liked it."

    Agreed.

    MGS 1 seemed like it had had more thought put in to it's flow.

    The torture scene, climbing up (and down) the communications (?) tower, the Ninja, Psycho Mantis, the Sniper Wolf bits, the fist fight at the end, followed by the car chase, also at the end. (I could go on for a while) Just seemed like they had been considered very thoroughly.

    MGS 2 didn't have that, there were some good ideas, but they just weren't implemented as well as they were in the first one.
  • DaveTheHutt #29 8 years ago

    I'm relatively new to the whole world of Metal Gear - although I've read and heard loads about them over the years, I only ever played the demo of MGS1 on PC (in other words, not enough to have a valid opinion).

    However, I recently got MGS:TTS for 'Cube and was looking forward to finding out why so many men like a bit of Solid Snake...

    ...But for the life of me, I can't see why. The game bits only occasionally rise above the level 'mildly entertaining' (though they're a damn sight better than Splinter Cell's tedious gameplay), the boss sections are fun but too easy and those interminable bleedin' cut-scenes (I know everyone goes on about them, but come on - they're excruciating!).

    I wouldn't mind if the movie bits were well written and plotted, but they're shockingly bad - if Kojima wants to make movies then fine, but you can't help feeling they'd be the sort of 'Three for a tenner' movies you find in dump bins by the newsagent's counter.

    For that reason, the thought of MGS3 leaves me cold.

    Dave The Hutt
  • jamesco #30 8 years ago

    Well expect to be able to play the demo shortly as I did spy the 'ooligans who managed to nab the disc from under PS's flimsy plastic PS2 covers... Youth of today etc etc.

    Anybody else here go to E3? The 'Party at Hugh's' definitely has to be one for Gaming's Hall Of Infamy...
  • Kami #31 8 years ago

    (apart from that last plot twist in MGS2 *shudder*)

    I shudder with you... MGS2 was going OK until Naked Raiden... ugh. And then the plot just became a mess of circumstance and confusion and to be honest... it's mainly that which is stopping me just short of looking forwards to this game.

    Ughj... I remembered MGS2... I need a shower...
  • dadrester #32 8 years ago

    Dave The Hutt... in the 5 or so years since mgs' original release, so many games have adopted kojima style cutscenes. i think we all take them for granted now but when i first played mgs i sat in awe of the cinematics, it did them better than anyone and they still stand out as better than most now. as for the bosses, i'd have to agree they are a piece off piss on gc with the whole first person shooting thing but on playstation there were definite patterns and tricks you had to work out.
    anyway. to be honest i was a little disappointed with the gc conversion. it doesn't really stand out graphically (it's far inferior to mgs2) and the reworked cutscenes don't always work as well with the dialogue as they should. there just doesn't seem to be that level of prefectionism that you see in kojima's work. you can definitely tell he had little to do with it.
  • Kami #33 8 years ago

    I've never been a MGS fan... so what you as fans see in it is beyond me.

    I don't mind the cut-scenes... I don't MIND a heavy plot. To me, MGS doesn't make sense! Thats what drives me away...

    That said, being up for most challenges, I'll still get and play MGS3. I'm just that kinda person...


    As for the 'Cube version being unpolished... graphically, it was really good. But the game itself still left me cold...
  • Kami #34 8 years ago

    It's not that I HATE MGS. It has it's fans and its place.

    Just it's not a game I can get into... simple as that.
  • Mugwum Verified Operations Director, Eurogamer Network #35 8 years ago

    "do the sections stream or are there transition screens between each section? if there are any of those screens how do they affect gameplay in terms of pace and the jungle feeling?"

    There are transition screens, but they kind of alert you to them by adding black borders when you're getting closed to one so you can turn back if you're not done in a particular section.

    They don't really mess with the pacing and jungle feel in the demo - in fact they make sense because they give you a bit of a breather. They weren't particularly long either from what I remember.
  • dadrester #36 8 years ago

    what are the chances of it playing with real time weather and day/ night? i thought the ects/ tgs trailer implied that. i know you can't tell too much from a demo but do you reckon the game is likely to be a little more freeform (vice city joke in first e3 trailer) or follow the same sort of structure as the previous titles?
  • Salato #37 8 years ago

    Well I quite liked the story of MGS2 , and I like Ghost in the Shell, so your theory works for me arttq.
    Good to hear that the transition screens don't spoil the jungle feel to much, and that they help in a way.
  • ilkerovic #38 8 years ago

    Umarým ilk iki oyun gibi zevklidir, hatta daha zevklidir de verdiđimiz para deđsin.