Metal Gear Mania 2025 – Metal Gear Solid (Bonus)

I’d actually been tossing around the idea of a Metal Gear Solid series playthrough for quite a few years now. I came to love other series in the genre, like Splinter Cell and Hitman, and suspected I’d really enjoy these games as well. It also felt a little odd to have zero experience with such a highly influential series, and one that a few friends of mine absolutely loved as well. Having picked up the HD collection for the Xbox 360 at release, something like 15 years ago now, my only problem was that it omitted the first Metal Gear Solid. As followers of this blog are no doubt well aware, I’ve been a long time Xbox devotee and until relatively recently, didn’t own a single PlayStation console. It might sound silly, but not having a good way to start such a narrative heavy series from the beginning felt like a real barrier to entry.

So, what options did I have? Well, I could obviously buy an original PlayStation or maybe even luck out and find a fat PlayStation 2 with its highly sought after backwards compatibility, but I’d been downsizing my vintage console collection and didn’t really want to buy another old console, especially for a single game. Another possibility was emulation, but way back when I first started seriously considering a series playthrough my PC was pretty old and I worried about being able to emulate the game smoothly, the accuracy of the PlayStation emulators available at the time, and my lack of an actual PlayStation controller to play with. Another option was the PC port of the game, but it always sounded just a little compromised to me, though opinions on it did eventually change and I decided that would be my path forward.

A little later, I learned of the existence of the PlayStation Classic which I’d somehow totally missed. A cheap dedicated emulation machine that I could plug into a modern TV, complete with a couple of apparently good quality recreations of the original controllers? It even included Metal Gear Solid in its selection of out-of-the-box games! For a fleeting moment this seemed like an even better solution, but sadly, the more I read about the PSC and its heap of emulation issues, the more I talked myself out of the idea. On the plus side, this did lead me to learn that the PlayStation 3’s backwards compatibility was actually one of the better ways to play the original MGS. A PS3 also meant I could play an even more exclusive Metal Gear game, Metal Gear Solid 4. Sold!

MGS on the PS3: Ready for action.
“MGS on the PS3: Ready for action.”

I acquired an almost brand new PlayStation 3 Super Slim along with the original PlayStation versions of Metal Gear Solid and Metal Gear Solid: VR Missions, and the PS3 versions of Metal Gear Solid: The Legacy Collection and Metal Gear Solid 4. This also led me to embark on a fun little journey to build a library of many of the other most interesting PS3 exclusives I missed out on during the era, though that’s another story. Of course, as luck would have it, the Metal Gear Solid: Master Collection Vol. 1, which includes Metal Gear Solid, was announced shortly after this, and now Metal Gear Solid: Master Collection Vol. 2, which includes Metal Gear Solid 4, is due to be released this year. Talk about winning…

Still, I thought it might be fun to give those two runner-up methods a shot to compare them to my time playing through the emulated game on my Xbox Series X via Master Collection Vol. 1.

Starting with the PlayStation 3, there are actually two distinct options. The digital PlayStation Store release (which is the version that came with the The Legacy Collection) was probably the most widely played of the two. Believe it or not, my used copy of the Legacy Collection actually came with an unused code which I was able to redeem for it. Yes, in 2026! The big advantage of this version is that, of course, it doesn’t need to load from disc which means much faster load times and none of the nostalgic noise of the disc spinning and the optical pickup unit moving around. Some claim it runs a bit better than the disc version, though whether this is simply due to the faster load times is unclear to me. I’ve also seen claims that it has some minor visual issues, but again, nothing I noticed. The disc version, on the other hand, is often claimed to be the more “authentic” experience of the two.

In the brief time I ran through the cargo dock and heliport areas, I didn’t notice any notable visual differences between these two versions. In fact, the only thing I noticed is that the disc version, by default, has no smoothing whatsoever, which makes the stereotypical PS1 jaggies and particularly the dithering look absolutely atrocious. While true to the image output back in the day, a CRT TV would have smoothed the entire picture over considerably. To remedy this, the PS3’s emulator does include a “Smoothing” filter you can turn on which really helps. The digital version, on the other hand, already seems to have some light smoothing effect enabled from the get go and enabling “Smoothing” ends up smoothing it even more than the disc version. This is especially noticeable when looking at the font whenever text is displayed – you almost can’t tell the font wasn’t originally so nice on the digital version.

In any case, I concluded that I would have been quite happy to have played through this way, only losing some of the relatively minor conveniences provided by the Master Collection Vol. 1 version. Plus, the added authenticity of playing with a DualShock pad isn’t insignificant.

The PC version running in widescreen with no filtering. Mind the mess!
“The PC version running in widescreen with no filtering. Mind the mess!”

I also wanted to try out the PC port. Watching this excellent video by Retro Renew, I more or less followed their recommendations for setting up the GOG version and the excellent MGS Launcher. This allowed me to run the game in higher resolution, in real widescreen, with fixed sound and lots of other useful options exposed, and with great controller support. I’m not sure if running this version or running DuckStation or some other emulator with all of the bells and whistles cranked up will get you closer to a modern experience, but in any case, this was surprisingly nice. The game looks great running on my system at 1440p, and while it could be my imagination or just my fondness for the hall effect sticks on my lovely 8bitdo controller, I’d swear the modded analog controller support feels even better than playing the game on my Series X. This PC version also brings some interesting out-of-the-box features included in this unique take on the “Integral” version of the game such as the ability to play entirely in third person and the ability to save anywhere, and without going through Mei Ling to boot. Of course, there are some downsides; namely Psycho Mantis’s fourth wall breaking antics being nerfed.

As with playing the original version on the PlayStation 3 as above, I really only played around in the beginning few areas, but if that was anything to go on, I think I would have been quite satisfied with playing through the game this way. I actually liked it so much I decided to leave it installed for next time I fancy a jaunt around Shadow Moses Island.

The master collection version running in High Resolution mode.
“The master collection version running in High Resolution mode.”

As mentioned in my main Metal Gear Solid post, the emulated version that is included in the Master Collection Vol. 1 does include some tweaks and neat features of its own. You don’t get save-states, but you do get the ability to manage your virtual memory cards, including adding dummy saves for other games for Psycho Mantis to taunt you with. You can add in image smoothing, a CRT scanline filter, and going the opposite direction, the ability to run the game at HD or 4k resolutions, which looks quite nice, though it does appear to apply some sort of automatic smoothing/filtering, which I know some people will hate. There’s also no option for true widescreen or even a non-linearly stretched widescreen, which is a big bummer. Of course, there are mods and fixes to address some of these limitations on the PC version of the collection. Overall, given its availability, the other included contents, and Konami’s shockingly decent post-release support, I think the Master Collection is probably the best option for most players.

I could go much deeper into this topic by installing DuckStation and/or acquiring a PlayStation Classic, but alas, I’m really itching to move on to Metal Gear Solid 2.

Surviving Survival Part 4

I don’t recall how it ended up on our list, but the next game my little weekly co-op group dove into was Atlas. Atlas is closely related to Ark: Survival Evolved in numerous ways, from its studio being founded by Ark’s founders, to some shared tech and gameplay systems. Instead of dinosaurs, Atlas is pirate themed. Pirates! While I haven’t played a ton of pirate theme games, I’m certainly not immune to the allure of the idea. Sid Meier’s Pirates is a bonafide classic, I got sucked into the idea of (and quickly bounced off of) Pirates of the Burning Sea way back in the day, and I’ve almost caved and jumped into Sea of Thieves numerous times now, for example. Glossing over user reviews, there was actually very little negative criticism about the game itself, instead the harsher reviews usually focused on the controversial way the game had been abandoned. That really didn’t affect us as we were going to host our own server and treat it like any of the other cooperative survival games we’d been playing.

Easter Island, eat your heart out!
“Easter Island, eat your heart out!”

Except, it was pretty evident from our first few hours in the game that this was actually much more of an MMORPG-like experience than I realized. While the character creator was pretty neat, we were then dumped on a small island where we each had to do a bunch of tedious tutorial quests related to gathering x of y, running between NPCs, and killing groups of mobs; you know the drill. While progress seemed quite slow, it’s well documented that I’m a sucker for MMORPGs and the fact that we somehow accidentally got our co-op group into one was pretty exciting for what that could mean for future games if we actually enjoyed it. Eventually we managed to wrap things up on the starter island, get our first ship, and head into the high seas. Yaaaarrrrr!

Figuring out how to sail our ship was kind of fun, and the mysteries of the open sea, from storms and sea creatures to shipwrecks and floating loot, and at one point being chased by an incredibly intimidating undead pirate ship, was all pretty exciting. The first few islands we stopped at were literal copies of the starter island, which was… weird. Getting a little further away, we finally stopped at a legitimately new island and started to explore. This led to more gathering and crafting and some new stuff to fight, but honestly wasn’t much different than what we saw on the tutorial island. We then raised anchor and, maneuvering around more scary looking enemy ships marked on the map, set down onto yet another island. Exploring was kind of fun, but again, more of the same with not much in the way of new materials to gather, animals to hunt, or enemies to fight.

Braving a storm at sea in Atlas.
“Braving a storm at sea in Atlas.”

After only about 9 hours in the game, 2 of my group had decided they’d seen enough. Our time with Atlas wasn’t horrible, by any means, but the repetitive grind, occasional sharp spikes in difficulty, slightly janky feel, and lack of much a unique identity or any other hook to keep us playing soured the experience just a bit too much. Interestingly, since then Windrose, which looks a lot more like the type of game I thought Atlas was going to be, has hit early access with a lot of buzz. Maybe I can convince the crew to get back together and go a-plundering at some point in the future?

Next on the list is The Planet Crafter. The Planet Crafter was another game I wasn’t really familiar with, and with its simple conceit and cartoony graphics, honestly didn’t really sound all that interesting to me. You’re some sort of engineer who arrives on a planet’s surface and needs to manage oxygen, food, and water to survive, harvesting and crafting to build better and better technology along the way. Sound familiar? *yawn* In fact, that description makes it sound almost identical to Icarus which I talked about in Surviving Survival Tres. Except, as entertaining as it can be to be stupidly reductive, The Planet Crafter actually turned out to be one of the best survival games we’ve played together.

On the surface of Prime, not too long after landing.
“On the surface of Prime, not too long after landing.”

Upon closer examination, intriguing wrinkles in that simple conceit start to show. You’re not just some engineer, you’re actually a criminal who was sentenced to do this work. Interesting. What work? Terraforming the planet! Yep, unlike the aforementioned Icarus, the terraforming hasn’t already been completed – that’s your job, buddy! Not only that, but they didn’t send you down to the planet’s surface with no resources just because like the assholes in Icarus, but something went wrong and your decently equipped lander/habitat unit actually crashed, so your survival is at least somewhat out of necessity.

While all of this is pretty neat, where the game really shines is its systems. It manages to distill the basic “tree-puncher” formula down to the point where almost everything is done with a single mouse click. At first this feels kind of unintuitive, but soon you’ll be locked into the mindset and almost never have to wonder how to perform any action in the game. It’s fantastic! The whole terraforming thing is also a pretty interesting twist on your typical survival game. Much of the tech you’ll be building contributes to the pressure and heat you’re outputting, gradually transforming the barren planet to one with a blue sky and clouds, which leads to rain, which leads to the water level rising, which leads to moss and trees, which leads to insects, and then fish and eventually mammals. It’s super cool, and working towards that goal turns the game into feeling something more like a cross between Astroneer and Satisfactory. I rate both of those games highly, so this is no small praise.

Many hours later, the world is looking much more hospitable.
“Many hours later, the world is looking much more hospitable.”

There’s also a focus on exploring more of the map to find new resources, as well as finding more and new tech by exploring shipwrecks, abandoned habitats from previous terraforming attempts, and long buried alien temples. There’s even something of a story to go along with all of that. This is somewhat similar to exploring in those two games, but much more of a necessity, and well balanced between being risky and being fun and rewarding.

Just like in Satisfactory and a lot of these kinds of survival games, I spent a lot of my time exploring. Unlike those games, so did the rest of the group. I think that speaks volumes.

The crew and I about to enter an ancient temple.
“The crew and I about to enter an ancient temple.”

We completed terraforming the planet you start on (Prime) before taking off and heading over to the moon Selenea which started the cycle all over again, only with twists in what material was and wasn’t available from the get go, including some new things, and a limited ability to move items and resources between our original planet and the moon. While we didn’t finish terraforming it, the fact that we even played so much more of the game after “finishing” one playthrough says a lot about how much we enjoyed The Planet Crafter, and I could definitely see us coming back to it at some point in the future.

Next up was a game I’ve already mentioned in this series, Enshrouded. I’m happy to report that between a lot of patching since the last time we played it, adding more content and a lot of quality of life improvements, and playing with our full group this time, it finally hit more like I’d originally imagined it would.

Soloing an apparently evenly matched mini-boss.
“Soloing an apparently evenly matched mini-boss.”

One of the first things I noticed when jumping into the game this time was the graphical overhaul it received. I believe the models, textures, and animations are still mostly the same, but at some point it got a lighting rework which made the game look so much nicer. I think it might also run a little better to boot, but that could be my imagination.

There are so many more survivor NPCs to recruit to your base, making it feel much more lively, and necessitating a settlement approach to construction even more than before. Of course, most of these new NPCs bring new recipes to craft and new quests to complete. In fact, that relates to one of my few complaints about this playthrough – there are way too many quests, and they don’t chain together like in a well designed RPG, rather your quest log is just stuffed with random tasks to complete all over the map, and every time you cross one off it feels like 3 more pop up. I’m perhaps exaggerating a little, but it did feel kind of overwhelming and tempted us to simply not worry about them that much. That said, when things got slow and we started to feel a little bored, crossing one or two off of the list was an easy way to remedy that.

Man, Enshrouded is full of incredible views!
“Man, Enshrouded is full of incredible views!”

That was more of an issue later, but one thing that endangered our playthrough early on was the difficulty of the combat. I’ve previously described the game as more of an action-adventure game along the lines of a modern Legend of Zelda game, but its take on combat might be more inspired by the Dark Souls series and the like. Stamina management is important, as are blocking and rolling and dodging in and out of combat to avoid what otherwise can be fairly punishing attacks. Thankfully this is much more of an issue for the first few levels of the game, as between obtaining new and better gear and selecting new skills as you level up, combat gets considerably easier as you progress.

At this point the game is still in early access so I’m not sure it actually has anything resembling an “end” quite yet, though we did explore almost the entire map including maxing out our skill points and defeating what is, at least at the moment, its biggest and hardest boss, the Fell Dragon Youngling at the Howling Peak. This was easily the most poorly tuned and frustrating part of the entire game, and we hit our heads against that particular challenge for large portions of at least two different sessions, and probably would have quit over it if we weren’t hard-headedly determined to get beyond it, even if it wasn’t actually blocking any of our progress.

On the other hand, finally slaying this fucking thing felt great.
“On the other hand, finally slaying this fucking thing felt great.”

We finally quit the game when we felt like we’d more or less exhausted the more notable content, and between the three playthroughs I’ve done I have about 127 hours in game. My first two were probably in the single digits, so yeah, we definitely put our time in! While it was dicey at first, in the end I think Enshrouded has earned a spot amongst the best co-op survival games we’ve played thus far. It might not be my absolute favorite, as some more unique experiences edge it out, but it’s a great game, and I’ll be keeping an eye on it when it finally reaches 1.0 (projected to be quite soon) and beyond.

Finally, on a much less positive note, is Nightingale. This is another game that I’d heard nothing about but ended up on our radars somehow, and we all picked it up during a Steam sale. I was feeling a little down on the idea of jumping into yet another boiler plate tree-puncher, after all, we’ve played quite a few of them, often one after the other, but once we started playing the game and learning its systems, it was growing on me.

Puck is always around to creepily advise you on your next steps.
“Puck is always around to creepily advise you on your next steps.”

To back up for a second, Nightingale has kind of an interesting theme, mixing Victorian-eque gaslamp setting with fae mythology and magic, and more than a little interdimensional travel. It looks gorgeous much of the time, and its systems are fairly interesting, albeit it apparently pivoted from being an MMORPG to a more traditional open world survival game at some point in its development. I don’t know much about its history, but I get the distinct impression that, not unlike Atlas, some shit went down, and as a result, the game just didn’t quite hit as hoped. I don’t believe it’s been abandoned yet, but it definitely seems to have lost just about all of its early access momentum and hype, sadly enough.

So we jumped into the game and started trying to figure out what the hell we were doing. The fact that it took a little while to figure out some of the systems at hand was actually a positive, since it meant it wasn’t quite as cookie-cutter as I’d feared. We traveled all over the first realm completing quests and exploring points of interest before finally moving on to the next one. In the next one, we set up a new homestead to serve as our base of operations, and then spent quite a while gathering, crafting, and otherwise teching up before moving on to knocking out quests and otherwise clearing the map. Unfortunately, the latter task felt a lot like what we’d done in the previous realm, which gave me some concern about the gameplay getting too repetitive if we continued to play it so methodically.

Exploring the mysterious realms of Nightingale.
“Exploring the mysterious realms of Nightingale.”

At some point we got a quest to try out a new ability to more freely travel from realm to realm by opening our own portals, which brought us to yet another new, though much smaller realm. This one was quite different, and the promise of all of these unique realms was starting to be evident. Once we cleared it and went back to continue where we left off on the second realm, however, we made a startling discovery: our homestead and everything we’d had stored in it was totally gone; the map was back to its original state. While we still had our character progress, losing all of this work, including some special quest rewards, took the wind right out of our sails. While we found reports of similar issues evidently caused by bugs from years back, it still isn’t clear to me if we could have somehow screwed something up in the way we traveled back to this realm, or if it was indeed some kind of bug. In any case, after fruitlessly looking for some solution to restore our progress, we collectively gave Nightingale the middle finger and moved on. Major bummer!

Metal Gear Mania 2025 – Metal Gear Solid

At long last we make it to the first game of the modern series, 1998’s highly influential Metal Gear Solid. From everything I’ve seen on the subject, Hideo Kojima’s plans for the game seemed to mostly revolve around adapting the series’ existing gameplay to a 3D engine. Given that few outside of Japan had ever played the game MGS shares most of its DNA with, Metal Gear 2: Solid Snake, and that the results of this technical overhaul were quite impressive for the time, there’s little wonder why it’s an absolute classic to this day.

Metal Gear Solid - Tactical Espionage Action!
“Metal Gear Solid – Tactical Espionage Action!”

As for me, I sided with Nintendo in the 5th gen console war and the only exposure I had to PlayStation games was what I played at friends’ houses. Word about Metal Gear Solid must have caught up to me though, as I distinctly remember almost buying a copy to play with “Bleemcast!” on my Dreamcast a little later. It wasn’t until the release of the Metal Gear Solid: Master Collection Vol. 1 in 2023 that I had a legitimate way to go back and play the first Metal Gear Solid on a console I actually owned. Yes, I’m sure a lot of people will be reading this thinking of all the other ways I could have played it before then, and I’ll be addressing all of that in a separate bonus post. In any case, for this playthrough I played that version, which is actually the original PlayStation version running in some kind of proprietary emulator, on my Xbox Series X. It’s fairly no-frills compared to what you can do with emulation on a PC, but alas, it’s definitely sufficient… plus, achievements! I’m running the game in the original 4:3 aspect ratio with both smoothing and the CRT screen filter enabled, which is an okay approximation of what the game looked like back in the day, and also why my screenshots look a little dark. Unbeknownst to me they added the ability to run the game upscaled in its final 3.0 patch, released after I started this playthrough. It looks quite good, though definitely a departure from the 1990s experience.

While comparing Metal Gear Solid to its predecessor will be a running theme here, from a presentation standpoint, it’s such a massive upgrade that it’s almost beyond comparison. Starting the game launches into a slick, fully voiced introductory cutscene depicting series protagonist Solid Snake being launched from a submarine while being briefed on the mission. It’s all very cinematic and absolutely brimming with flavor pulled straight from the best political espionage thrillers. If you want to get extra nerdy, you can launch a separate briefing menu from the title screen that goes much deeper into the context. Watching that, I found myself being a bit surprised by how impressed I was with the voice acting. Once I got into the game proper, I continued to be impressed with how fluid the animation, camera, and controls all felt. The music was also great, and a perfect moody fit for the cold lighting and even colder Alaskan setting. A great first impression for a game that is almost 30 years old. It stays consistently excellent as it goes along too – I found myself particularly sucked into the snowy outside areas. it’s definitely a vibe and quite immersive.

Virtually hiding around a virtual corner from a virtual guard.
“Virtually hiding around a virtual corner from a virtual guard.”

The user interface and control scheme are both very familiar, with gear selection associated with the left trigger and weapons being accessed and equipped using the right, for example, though I realize a large part of that is due to the console ports of the first two games being retroactively influenced by the later MGS games. Regardless, I found it to be pretty easy to pick up. Despite being 3D, the game largely confines you to fixed overhead camera angles. While similar to its predecessors, this feels oddly restrictive since the camera is otherwise quite dynamic. It’s also a bit more zoomed in, sometimes annoyingly hindering your ability to see the items, enemies, and other obstacles around you. Two new features help with this, though: the ability to back up to and look around corners, which besides looking pretty damn cool, moves the camera down to a more typical third person perspective, and the addition of a dedicated button to look around in first person. You can’t really move or shoot in either mode, but in terms of getting your bearings, they work.

The stealth gameplay mechanics are all quite iterative of what we got in Metal Gear 2. Guards are a bit more intelligent, responding to more varied conditions, even bodies on the ground. On the other hand, recalling the first Metal Gear, their patrol paths and sight lines feel more predictable so it’s quite easy to sneak around or up behind them. I find that to be more fun, personally, though a less positive step back is the lack of the sometimes hilarious overabundance of hiding places to crawl into that most areas of MG2 had, making it a bit more challenging to run and hide or to quietly wait for guards to pass. Another mechanic that was nerfed a bit was that of my beloved cardboard box; guards are now much more likely to be suspicious of it, especially if it’s too close to their patrol route. Because of the much greater risk involved, I barely used it. Conversely, MGS’s mini-map has been upgraded to the “Soliton Radar” which shows the enemy cones of vision in addition to movement, making it vastly more useful for avoiding detection and planning your routes. The alert system is almost identical to MG2’s, but addressing one of the major gripes I had with that game, guards are way less annoying when triggered, appearing in smaller numbers and less often, and once you lose them, it feels like the alert phase ends and things get back to normal much more quickly.

Huh? It's just a box...
“Huh? It’s just a box…”

One of the biggest departures from the first two games is that combat feels way less viable. While Snake’s repertoire of hand-to-hand moves is larger – you can now grab, throw, and choke enemies – I never developed anything resembling “accuracy” when lining up attacks. This is even more pronounced with shooting; I could always take out my targets, sure, but whether I could do so without setting off an alert was a total crapshoot. I’d rather avoid guards entirely than try to take one out given the high chance of failure. If I had been able to line up a perfect head shot and/or consistently knock out guards, this game would have played very differently. This is fine, and perhaps even intentional, but from playing more modern stealth action games, I couldn’t help but feel like I had a lack of tools at my disposal for handling the more routine encounters in a reasonably stealthy way.

Structurally, MGS is a lot more linear than the first two, more Metrovania styled games, with “gates” typically tied to plot progression. You still have a ton of cool items to collect but they’re not really used as overt “keys” into new areas. Instead, new gear usually provides you with more options for handling different scenarios, but aren’t necessarily required. There are still actual key cards, of course, but placement of areas that require them seems much more intentional. That’s not at all to say there is no backtracking in MGS; even if playing the critical path, you’ll be revisiting the armory multiple times, and there are at least two sections where backtracking was added as what feels like a blatant attempt to pad out the playtime. At one point Snake even complains about it, much to my amusement. Thankfully, Shadow Moses is a lot smaller than it feels so these sections aren’t as painful as they sound. As an aside, there has been a notable “quality of life” improvement with key cards in that you only keep one in your inventory now. I still wish it didn’t need to be manually equipped, but I’ll take what I can get!

Trust me, Mei Ling, that doesn't make you special.
“Trust me, Mei Ling, that doesn’t make you special.”

Gone are the characters you could talk to in-game for hints and background details, being almost entirely replaced by codec calls and cutscenes. Codec calls are a perfect evolution of MG2’s radio conversations; they’re lengthy and detailed, two-way, often involving multiple people, and most importantly, fully voiced. Just about every one of your contacts has something relevant to say at any time, and they are even context sensitive to some degree. The interface isn’t too different either, though I really love the character portraits by Yoji Shinkawa. MGS’s use of cutscenes actually feels pretty modern, existing mostly to set up a scene or show events outside of player control. Between being rendered seamlessly in-engine and their often creative camera work, they’re a key component to the cinematic quality I mentioned, which itself is definitely an important ingredient in MGS’s special sauce. They’re also mostly relatively quick; the series certainly hadn’t reached total insanity when it comes to long cutscenes yet, and with the exception of Nastasha’s preachy diatribes on nuclear weapons, even the longer codec calls feel pretty quick the first time around.

With that, let’s jump into our story re-cap. Expand the box below for a short but spoiler-filled synopsis of the game’s plot. When I say “short” this is by far the longest one of these I’ve ever written, and I left so much out too!

Story Synopsis - Spoilers!2005. FOXHOUND takes over a secret nuclear weapons facility on Shadow Moses island, Alaska, demanding the US government give them $1 billion dollars and the remains of Big Boss or face a nuclear strike. Solid Snake is forced out of retirement to infiltrate the island and rescue two of the hostages being held there, DARPA Chief Donald Anderson and ArmsTech President Kenneth Baker, as well as assess the threat. Colonel Roy Campbell returns to lead the operation, revealing that he has a personal stake in that his niece Meryl Silverburgh is on-site. Once inside Solid Snake quickly locates the DARPA Chief who reports that FOXHOUND has seized a new model of the nuclear armed Metal Gear, codenamed REX, being covertly tested there, then suddenly dies of a heart attack. Moving deeper into the facility, Snake locates the ArmsTech President being held by FOXHOUND’s Revolver Ocelot. During a tense shootout in which Ocelot seems to have the advantage, a mysterious cyborg ninja appears, slicing off Ocelot’s hand, forcing him to withdrawl. Snake interrogates Baker who tells him to contact Meryl, as she has the PAL cards needed to disarm REX’s warheads, along with Dr. Hal “Otacon” Emmerich, REX’s designer. Baker then too suddenly dies. On his way to meet Otacon, Snake is ambushed by the cyborg ninja, leading to an intense close quarters fight. As the ninja retreats, Snake realizes that it is none other than his old FOXHOUND colleague Gray Fox, who he believed he had killed at Zanzibar Land. With Otacon providing directions to REX’s hanger, Snake and Meryl team up, but the pair soon find themselves under fire from FOXHOUND’s Sniper Wolf. Wolf hits Meryl multiple times, incapacitating her. Snake moves in only to be surrounded and knocked out. He awakens to find himself strapped to a table, face to face with Revolver Ocelot and the leader of FOXHOUND, Liquid Snake. Liquid confirms suspicions that he and Solid Snake are brothers and that they are the sons of Big Boss. Ocelot then brutally tortures Snake. Somehow holding out, Snake is taken to a cell where Octacon is able to help him escape. Upon reaching Metal Gear REX’s hanger, Snake overhears Ocelot and Liquid discussing their final preparation for their nuclear strike and Liquid’s plans to turn Shadow Moses into a new version of Outer Heaven. After the two depart, Snake attempts to deactivate REX’s weapons but is shocked to discover that FOXHOUND never had the means to activate REX’s warheads, and he has inadvertently done it for them. Snake runs to confront Liquid, who reveals that Snake’s handlers have been lying to him, and that he was actually sent to Shadow Moses to serve as a vector to spread a genetically engineered virus called FOXDIE, designed to kill specific people based on their DNA. The US government wanted to eliminate FOXHOUND and hide all evidence of their attempted takeover, while also acquiring Metal Gear REX for themselves. Liquid jumps into REX and targets Snake. Gray Fox appears, blocking the attack and disabling REX’s radar. Fox reveals that he is there for a final showdown with Snake, but Liquid catches Gray Fox off guard, killing him. Liquid then challenges Snake to a final fistfight atop the hulking Metal Gear, baiting him with Meryl, who he has tied up nearby. During the melee, Liquid tells Snake about “Les Enfants Terrible”, the cold war era project that birthed them in an attempt to create the ultimate super soldier from the legendary Big Boss’s DNA. Snake throws Liquid off of REX and frees Meryl. Racing out of the facility, the two are confronted by Liquid Snake yet again, though he suddenly dies from the effects of FOXDIE. Colonel Campbell vows to keep Snake’s survival secret, though it’s unclear how long it will be before he, like his brother, succumbs to the virus. In an epilogue, Revolver Ocelot calls the President of the United States, who is revealed to be a secret third clone of Big Boss, Solidus Snake.


Whew!

You must be a real threat in the Muk-Tuk eating contest.
“Yeah, I know it. You must be a real threat in the Muk-Tuk eating contest.”

Compared to the previous games, the writing in Metal Gear Solid is on another level. Much more of a soap opera, there are so many twists and turns, double-crosses, surprise reveals, and weird references that I’d be surprised if most kids playing this in the 90s came anywhere close to fully understanding it. There is so much of this stuff that I’ve been hearing spoilers for this game for almost 30 years and was still surprised by some of the plot twists. There are the occasional clumsy exposition dumps and needless overexplanations, though they’re kind of endearing in a way. Likewise, the frequent insertion of references to real-world military technology, science, and politics comes across a little more like a geeky obsession than anything close to realistic, and yet, this is a fun video game about a dude who is practically a martini and an English accent away from being James Bond, so hey, it works for me. Speaking of, Snake’s penchant for hitting on every female he comes across is even worse than in MG2. There are some other slightly pervy moments too, like Meryl’s ass being a significant part of the plot, but I think it mostly keeps it together. The first Metal Gear had some hints of the quirky humor often associated with the series, but MG2 was quite a bit more buttoned up. With MGS, it’s out in full-force. Personally, I think this is all pretty amusing, somehow managing to strike the balance of injecting moments of silliness into an otherwise very serious story without throwing off the tone. Unsurprisingly, there is some stuff that just comes across as more cheesy than quirky, though. A lot of the dialog around the whole “love blooming on the battlefield” theme, for example, just didn’t land with me. It’s sometimes hard to tell if it’s knowingly a little dumb or legitimately a bit hamfisted in its execution, but really, I’m not sure it matters.

When it comes to a lack of realism, the game’s numerous bosses, which are now a much bigger part of the plot, are where we go from a semi-plausible espionage story with some questionable stuff about genetics and a bit of deep state conspiracy theory to complete nutso fantasy. I don’t remember FOXHOUND being some kind of rogues gallery of super-villains when Snake was a member of the unit, but then again, I guess we were never shown too much about them. Among our bosses we have a cyborg ninja, a mustache twirling Russian gunslinger, a telepathic psychokinetic flying fetishist, a hulking Inuit shaman who wields a massive Vulcan cannon and has some kind of a magical connection to ravens, a master sniper femme fatale who rocks the cleavage even when laying prone in snow, and of course, the series namesake, a badass mech “like one of my Japanese animes!” A huge positive for having this weird cast of characters is the varied mechanics around each one. Everyone has heard of Psycho Mantis and his fourth wall shattering attempts to mess with the player, but practically every boss fight in the game is unique and memorable. Even the Hind D fight (yes, another one…) was really cool, blowing away those in earlier games. Speaking of fourth wall breaks, yeah, MGS has those in full-force too. They’re everywhere, not just with Psycho Mantis; you’ll have some of your crew telling you what buttons to hit on your controller, friends and enemies alike discussing your saving habits, weird rumble shenanigans, etc. It’s fun!


“Another Metal Gear game, another Hind D fight…”

I played the game on “easy” difficulty after learning that it was the normal difficulty in the original Japanese release, and I definitely think it was a bit easier than the earlier games. I didn’t use a map at for this playthrough and only glanced at a walkthrough from time to time to get my bearings when it had been a long time between play sessions. That said, you’ll need to do a lot of exploring if you want to find every item and have a good amount of supplies, and as mentioned, anything besides a strategy of avoiding guards is going to be challenging. One tip I’ll impart to anyone planning on playing is to not be an idiot like me and use your damn grenades! Stun and especially chaff grenades are kind of an easy button in many situations. Despite the variety of mechanics, none of the boss fights are that obtuse either, and a quick codec call during a fight will often tell you exactly what you need to know. That doesn’t mean there aren’t still some really frustrating moments. For example, my first attempt or two at counter-sniping Sniper Wolf was aggravating as she kept hitting me, interrupting my aim before I could get a bead on her, and I absolutely hated the final jeep sequence where it seemed almost impossible to hit Liquid. Also, my checkpoint before the Ocelot fight had me low on both rations and ammo, which made it incredibly challenging. Speaking of, saving in MGS is another case of a positive iteration over what MG2 did. This time we have modern checkpoints which you can usually resume from any time you die. However, you need to use your codec to actually save your game between sessions, though its pretty quick if you can resist chatting with Mei Ling. As an added bonus, there’s also a cool “mission logs” feature that dynamically describes the previous events from your playthrough every time you load a save game from the main menu. I love this kind of thing, though as I heavily leaned on my Xbox’s “Quick Resume”’ feature, loading a save was a rarity for me.

Tap for your life! Err, well, Meryl's life...
“Tap for your life! Err, well, Meryl’s life…”

There’s so much more I could go into about the game, though the most important thing I haven’t mentioned yet is the unusual level of detail here. MGS is full of little one-off mechanics that don’t really feel necessary, seemingly just because Kojima thought they were cool. There’s also a ton of easily missed codec conversations, weird interactions, and secrets sprinkled throughout. Toss that in with reasonably open gameplay in which almost every scenario has multiple solutions and this leads to some unique emergent, or at the very least highly memorable, moments. This all goes to make the game feel deeper, letting players’ minds run wild imagining the possibilities, which is surely an important factor in why MGS resonated with so many people.

Wrapping up, I think if I hadn’t just played Metal Gear 2: Solid Snake I’d have a lot more to say about the gameplay and systems of Metal Gear Solid, as frankly I’m a bit surprised by how similar the games are in so many respects. Yet, I’m glad I did given how much MGS references it, and I definitely think MGS is the better game, having improved just about everything, and upping the ante on the presentation to the point that it’s easily one of the standout games of its generation. I’m absolutely positive that if I’d owned a PlayStation and played the game back in the day, I would have loved it, and I’m quite happy to have finally experienced it. It’s a damn good thing too, as I still have a lot of Metal Gear games to get through… 😅

I suspect this isn't the last time we'll hear about that place.
“I suspect this isn’t the last time we’ll hear about that place.”

I should quickly mention a couple of other related releases. Metal Gear Solid: VR Missions is something of a standalone expansion that greatly expands on the VR training missions that served as an optional tutorial in the main game. While I’m sure I would have tried to complete all 300 of these back in the day, a handful of more interesting missions aside, they’re mostly a test of the player’s mastery of the mechanics, and the mechanics, particularly the combat, weren’t really my favorite part of MGS. Once I got to some slightly more challenging missions, I found them more frustrating than fun and made the hard call to bail. I’m still tempted to go back and finish them, honestly. The other would be Metal Gear Solid: The Twin Snakes, which is the 2004 remake of MGS for the GameCube. That game will be getting its own article when we get to it.

By release date, Metal Gear Solid for the Game Boy Color (AKA Metal Gear: Ghost Babel) should be next, but considering it is going to be included in the upcoming Metal Gear Solid: Master Collection Vol. 2, I’ve decided to wait and play that version. Barring any delays, it should be released by the time I make it through my next game, Metal Gear Solid 2: Sons of Liberty.