Metal Gear Solid: Peace Walker
The Metal Gear series gets a lot of criticism for its labyrinthine story and ridiculous plot twists – AIs controlling the world by filtering the Internet, anyone? – and I’m no huge fan of it either, but my time with Peace Walker has convinced me of something.

Like how Anakin Skywalker/Darth Vader is the real main character in Star Wars, the key player in Metal Gear is not Solid Snake but his ‘father’ and frequent antagonist Big Boss. Considering Kojima’s love of pop culture the similarities in structure can’t be a coincidence – great warrior with good intentions is manipulated into evil, while his son defeats the super weapons of the true villain’s powerful organisation before reconciling with the father shortly before the father’s death – but unlike Star Wars, I actually far prefer the prequels in the Metal Gear Solid series.
Snake Eater is the first stop, which is by far my favourite game of the lot. In its Subsistence form with a competent camera, at least – it’s not a coincidence that every MGS game since then has used it – it offers some restraint in its story, a Cold War setting where the series’ brand of nuclear paranoia makes sense, features some of the best boss battles in the series, infinitely more interesting environments than the generic warehouses of Solid Snake’s adventures, and, in Naked Snake and The Boss, has the series’ two best characters. Not to mention my favourite ending in any game ever.
The previous PSP game, Portable Ops, didn’t really do it for me, but Peace Walker is built as a full-on entry in the series that would be as at home on a home console as it is on the PSP. It was originally going to be Metal Gear Solid 5, in fact, but don’t let its demotion from the main series line-up make you believe that it’s any less than those entries. It’s up there with MGS3 in my opinion, and everyone should play it. (more…)
Best of 2008 #3: Metal Gear Solid 4

It’s hard to believe that after so much hype, so many trailers, so many years in development, Metal Gear Solid 4 actually came out last summer. It always seemed destined to be one of those epochal games, assuming it could live up to that astronomical hype, and it really did.
I had my doubts that it could come anywhere close to tying up all those loose ends that the last two games in particular had left, and while it had to utilise some insanely long cut-scenes to do it, I put it back on the shelf at the end more satisfied than I had any right to be after finishing a game with such a labyrinthine story. Some didn’t like playing a game that you could spend up to an hour not actually playing, but if you came away from the game with that as a complaint you apparently hadn’t played a Metal Gear game before.
That’s not to say that MGS4 was more of the same, because it deserves credit for being a game that wasn’t afraid to change what had always been a highly successful formula. While so many Japanese developers are struggling to make the jump to the current generation – can we stop calling it ‘next-gen’ yet? – Kojima and his team modernised what had been a bit of a dinosaur in terms of controls and movement in 3D space. Where MGS3 required three hands to perform some of the more complex techniques, this one actually felt like a proper, modern game, able to work just as well as an action game as it was the standard stealth fare.
I did have issues with it, the main one being that aside from the endgame, it peaked with the phenomenal first two acts, but overall the fact that this game even met my expectations was an achievement. That it exceeded them is testament to how big an achievement that was.
What’s Happened to Japanese Gaming?
It really wasn’t that long ago that almost every classic game would come out of Japan. I’m looking at my PS2 collection now and I see Devil May Cry, Final Fantasy, Metal Gear Solid, Katamari Damacy, Okami, Ico, Shadow of the Colossus, Silent Hill, Street Fighter, Shin Megami Tensei, and so on. Look further back at the PS1 and it was the same, and the Dreamcast was arguably even more weighted towards Japan.
This generation couldn’t have been more different, though. Look at the big new IPs that have been hits, the big games for this Christmas, and even the successful games of generations past that have received next-gen makeovers: almost all Western games.
Lost Planet and Dead Rising hit early on and boded well, but where are their sequels, let alone the second volley from Japan? Devil May Cry 4 and Metal Gear Solid 4 have done well, but DMC4 was still a disappointment by many accounts – including mine – due to its recycled environments and conservative design, and who was it that helped in redesigning many elements of the Metal Gear formula, including its increasingly cumbersome controls? Ryan Payton, its American producer, who has spoken about the Western influence that he fought to bring into the new game. Even the mighty Ninja Gaiden disappointed me on its next-gen debut.
The RPG genre, which has traditionally been dominated by Japan, in very much in transition at the moment as well. Where are the big-budget next-gen JRPGs? With the exception of Lost Odyssey, I’ve found all of them so far to be extremely disappointing; Final Fantasy XIII is at least another year away and Dragon Quest IX is a DS game; the latest MegaTen game, Persona 4, is on the PS2. Meanwhile we have Western devs mixing RPG conventions with their favoured genres, bringing us stuff like Mass Effect. Hell, someone even spilt their RPG in my Call of Duty 4. (more…)
Mandatory Installs Must Die
Remember those halcyon days console gaming was the easy option? You plugged it into the TV and into the mains, popped the cart – or disc, latterly – into the top, and hit the power button. None of the hardware incompatibilities, patches, or faffing around that PC gaming required.
Now, though, you can add networking to the mix, which isn’t yet necessarily as simple as it perhaps ought to be, and, of course, the minefield that is connecting your new device to an HDTV. Still, those have given us benefits for those who can do a bit of research, and even the dreaded patching is done automatically and quickly (mostly), meaning that a bug is no longer either something to deal with or wait for the second pressing.
But unfortunately, the one thing that I always hated about PC gaming has made the jump:Â installs. What started as a worrying but quick (Resistance, with its 220MB install) or optional process, taken through the promised land of Uncharted, which managed lush graphics with barely a load and no install, has now almost become the standard, and I HATE IT. (more…)
The wait is over, then. What has been heralded as one of the truly genre-defining games of the generation is out, and now we have nothing left to look forward to or something.
I love Metal Gear Solid 4. Yes, it’s indulgent (I made it 75 minutes for the ending); yes, Kojima needs someone to rein him in occasionally. But I enjoyed the hell out of MGS3 despite the same flaws and the few annoyances I’ve had over the gameplay, which hasn’t aged particularly well in all honesty. MGS4 overhauls the controls rather than trying to retrofit yet more features onto the setup, and as a result it’s a lot more accessible than previous games, no longer requiring great feats of polydactylism to perform simple tasks.

Take the CQC system, for example. A good idea introduced in MGS3, which turned Snake – who, until then, was supposed to be a martial arts expert despite only being able to throw and do a punch-punch-kick combo – into a suitably versatile fighter. It was clunky, though, and far too easy when halfway through a non-lethal playthrough to grab an enemy and slit his throat. Here, with CQC moved from circle to R1 and fatal attacks requiring an entirely separate button press, it’s much more manageable.
The gunplay has received a similar reboot. Kojima has been taking notes when he played the recent over-the-shoulder shooters like Resident Evil 4 and Gears of War, because it’s just about possible to play the game’s battlefield scenarios entirely from this perspective. Even if you don’t want to run around like that, which you don’t, mapping this function to L1 and separating the draw and fire functions – admit it: having both holstering and firing the weapon on the same button was the worst idea ever – has turned the shooting into far less of a crapshoot.
That’s two of my biggest problems with Metal Gear down in one fell swoop. (more…)
Feature-Length Cut-Scenes?
OK, so the Metal Gear Solid series is hardly known for its subtlety and brevity in storytelling, what with several 20-minute scenes in MGS3 and… well… the whole of MGS2, but the reviews of MGS4 are blowing my mind. Some of the reviews, notably Edge, are claiming that the game has two extremely long cut-scenes.
That’s a bit like saying that Metal Gear has a big robot in it, of course, but word is that these sequences are pushing the 90-minute mark. And Konami doesn’t want reviewers to mention it.
In the interest of fairness, GamePro is saying that it’s an exaggeration. We’ll find out for ourselves in less than a fortnight anyway, but I’ve always had respect for Edge and can’t imagine that such a prestigious magazine – possibly the only gaming publication that I’d use that word to describe – would make a claim like this about such an important game without there being some truth to it. And would Konami really care if reviews mentioned that the cinemas were no different to the other multimillion-selling games in the series?
True or not, it brings up an interesting question about storytelling in games. Would having 90-minute cut-scenes actually help games as a storytelling medium, or does it undermine it and defer the job to the conventions of film? Half-Life tells a story within a game and BioShock does it even better, and the irony is that the part of BioShock’s story that attracted the most criticism was the least game-like part: the ending. (more…)