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Metal Gear Solid 3:

Snake Eater

            A prequel to the two previous Metal Gear stories we’ve seen in 3D, Metal Gear Solid 3: Snake Eater comes with high expectation. Hideo Kojima has promised a revolution in the series, attracting old hands and newbies alike – but has Snake got what it takes to keep up with the times?

            The title appears to be a very tidy package. The Title Screen seems to dance and the loading times are, for the PlayStation2, quite remarkable. Konami have stated on many occasions that one of the main ideas in the game is that of the relationship built with your character, in this case, Snake, and have created many new elements – such as the much talked about hunting aspect – centred around this bridging the gap between player and on screen avatar. The cut-scenes are very well presented as much of the story, in the usual Metal Gear Solid tradition, is told by these pre-recorded pieces. In fact, it’s these spates of story telling that are one of the games loosest connections to the new Metal Gear ideal, allowing a distancing between yourself and Snake as, to begin with, your are presented with a 30 minute long introduction. In addition to this the beginning two to three hours are so fragmented by Comm. Talk and cut-scenes that many less hardcore fans of the series may turn away before understanding the principle of Metal Gear.

            The gameplay follows many of the usual traditions of the series; the Alert/Evasion System, Shoulder Button Item Menus and a heavy influence to crawl are all present and, shockingly, remain entirely as in previous titles. The new additions are also rather lack lustre. The “hunting” consists of slashing wildly with your knife at any random creature you find in order to fill your Stamina Meter, which in turn slowly recharges your Health Meter. While Hideo Kojima claims he wishes “to abolish the Health Pack”, this new feature seems to be little more than a distraction from the common used replenisher as cycling through the menus often become tiring. As with the Cure technique, which involves you selecting several items to remedy any major injuries – becoming more common later in the game. Although the occasional cut-scene of Snake impersonating Rambo; removing shells and eating rats is a nice touch, it’s little reward for all the fiddling with lists and remembering Snake’s tastes and inevitably adds to the distance between the player and their on-screen avatar. It almost feels as if the addition of these features just hasn’t been though through. The last of the major new features is the Camouflage Index. While it may be nice to spend time hiding from guards and dropping from trees onto them, during play of the actual mission it’s often ignorable, setting to the most grass-like kit and progressing without thinking twice.

            One of the biggest complaints of the first two Metal Gear titles was their brevity. Kojima has obviously made note of this but, unfortunately, taken it a little too literally. The added length of the title does not seem to come from action, but instead a reliance on Comm. Talk, cut-scenes and extended empty “corridors” between areas of interest. Many of the set-pieces in the game demonstrate much freedom, allowing you to carve a way through the title with your own sense of style, but are obviously limited by the previously mentioned outdated traditions of the series.

            The titles graphics are impressive for the PlayStation2. While falling far short of recent competitors on the GameCube and Xbox; it seems that Sony’s system is beginning to show signs of age - the title remains one of the most well conceived visual delights on the console. The extensive Comm. Talk is very stylised and a lot prettier and fogging has been kept to a minimum. The sound is superb; the reeds and grass rustle in the wind and a footstep is as distinctive as a frog song. A true spectacle in what can be done with the PlayStation2.

            While there is little reason for fans of the series to be upset by the new features and oppressive story, I feel that both these features have been detrimental to Konami’s original idea for this instalment and will be a turn off point for those now besotted with Sam Fisher. With what has been presented here I cannot say that there is anything I could recommend to stealth enthusiast that’s 2004’s remake of the original Metal Gear Solid on the GameCube does not present. The gameplay isn’t bad, it’s just getting tired and, as Capcom have found with the Resident Evil franchise, is in serious need of an overhaul, as opposed to an update.

 

 

Kev J.                                                                                                                  Reviews Score Table Interpretation.

09/03/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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