Tag Archives: PC

Computer Computer Games

This is hopefully the first of many articles in which I review hacking, programming, and other games that mostly involve in-game interaction with computers. There are a ton of these, from classics like Infocom’s Deadline and A Mind Forever Voyaging and Activision’s Hacker and Portal, all released in the early to mid 80s, SysOp and/or BBS hacking simulator door games I played on BBSes in the mid 90s, all the way to the crop of modern games meant to either leverage, or in many cases teach, coding and automation concepts in a “gamified” way. I hope to explore dozens of these games, but I’m starting off with a few that have been collecting dust in my backlog for ages.

Given my love for vintage computing, including the Commodore Amiga and the BBS scene, two topics both relevant to Digital: A Love Story, I’d been meaning to play this one since first hearing about it… which was like 15 years ago. 😒

So yeah, what I knew about DALS was that it was a narrative heavy game whose gameplay mostly involved calling various BBSes and reading and sending messages. What I didn’t know is that it is actually much more of a visual novel than any kind of simulation. In fact, it’s built on the well-known visual novel engine Ren’Py. Evidently a lot of cool trickery went into making this feel like more of an immersive, faux computing simulation though, as it’s reasonably effective at it. Of course, it’s far from perfect, but while a giant nerd like me could get all “ackchyually…” about dumb stuff like DTMF tone and modem handshake noise accuracy, there are bigger fish to fry.

Reading a message on a board in DALS. Gotta find that warez!
“Reading a message on a board in DALS. Gotta find that warez!”

First, the entire BBS experience is extremely dumbed down. You dial a BBS and are treated to a welcome screen that looks more like a BBS advertisement (though this isn’t totally inaccurate – such welcome screens weren’t uncommon.) You then need to logon, which requires only a password and not actually a username, oddly. From there, all you can really do is read and reply to public messages and send private message the users on the BBS. The whole experience is very simple, reminding me a lot of the BBSes in Interplay’s Neuromancer adaption (which I reviewed years ago here.) It absolutely gets the job done in terms of gameplay though, and I think some abstraction is probably necessary, but regardless, these BBSes only barely resemble the real thing.

It’s all a little anachronistic too. The game’s intro/title screen is based on the Commodore 64, yet the rest of the game’s interface is based on Amiga Workbench 1.x. The fonts, music, graphics; none of it quite adds up. It’s even mouse driven, though this is somewhat forgivable as even though BBSes weren’t generally mouse based, basing the game’s interface on a mouse driven OS made this seem much more plausible. Despite these nitpicks, it’s effective enough in my mind. I mean, if someone like me could get immersed in it, it’ll surely work on someone less familiar with the tech.

Calling the new board I was just recommended.
“Calling the new board I was just recommended.”

Disappointingly, despite how absolutely crucial communication via messages is to the gameplay, you don’t actually get to see the messages your character writes. While I didn’t expect you to be able to free-form write messages yourself, you don’t even get to see what your character wrote. Instead, it’s only hinted at by the subject lines of the messages people are replying to. Kind of weird, but it’s also sort of cool that it leaves the contents of the messages open to interpretation. Given that your character is also kind of a tabula rasa, that’s probably for the best. That said, as mentioned, this is actually a visual novel, not some kind of slick hacking simulator, so the fact that it’s even this functional is remarkable.

Unfortunately the gameplay starts to feel repetitive quite quickly, as it mostly just involves dialing a BBS, reading and replying to messages, logging off, and moving on to the next board. Sometimes it’s not clear where you need to call next, or how to get into a system, but overall it’s all fairly simple. With a time to beat of around 2 hours, I appreciate that it doesn’t quite overstay its welcome either. Still, I would have personally liked to see more tension here. What I mean by that is that a big part of BBSing back in the day was having to wait hours, maybe even days to get a response to a greatly anticipated message, or for your daily allowance of time, game turns, or download credits on a particular board to reset, but none of that is really represented here.

Sweet welcome screen, though that's not quite ANSI.
“Sweet welcome screen, though that’s not quite ANSI.”

Surprisingly, I think where the game really stumbles is the story itself. Before playing it I imagined a really involved, lengthy narrative as the main character starts to befriend various people on these BBSes, perhaps build a reputation of sorts, and the romantic relationship referenced by the title blossoms. Instead, it all feels fairly surface level, especially the relationship, which progresses incredibly quickly to the point that I barely felt much towards the character you have this relationship with. It all feels a little rushed and shallow as a result. Beyond that, it cribs from Gibson pretty hard, but then, what good cyberpunk story doesn’t?

Digital: A Love Story is available for free from the author’s website, so if any of this sounds interesting to you, I’d recommend giving it a shot. There are much worse ways to spend two hours.

Speaking of slick hacking simulators, Introversion’s Uplink is just that, and really, one of the progenitors of the entire modern genre. After playing Introversion’s WarGames inspired global thermonuclear war focused light strategy game Defcon, I briefly became quite intrigued by Introversion Software and their innovative, stylish, often somewhat toy-like games that remind me of highly evolved products of the same underground computer scene I came up in. This is when I bought Uplink and a few other games of theirs, though somehow, despite thinking it looked awesome, I never actually got around to trying it.

Killing my boy Dan in the original Uplink. Sorry, bud!
“Killing my boy Dan in the original Uplink. Sorry, bud!”

Uplink takes place in some presumably cyberpunky version of (then future) 2010 in which you sign up with the Uplink Corporation as a freelance hacker. Through them you take on jobs/missions, monitor relevant news articles, update your software tools, and upgrade your gateway computer – something of a “jumpbox” that you do all of your nefarious deeds through. Once you have one or more missions, you’re emailed a more detailed description of your objective including the name and IP address of the server you need to carry them out with. You’ll need to connect to the server, but oh no, not directly, as you’d be traced and caught in no time. Instead, you’ll need to bounce your connection through multiple intermediary servers to increase the time it takes to trace you. It also helps if at least one of them is a server you can easily gain admin access to so you can clear the logs of your connection being routed through it to break that chain, as it were.

From there, things only get more complex. Some missions have you deleting files, some have you downloading and emailing files, sometimes needing to decrypt them first. Sometimes you’ll need to hack an institution to view or change some records, or move some money around, and sometimes you’ll need to trace someone else’s bank transfers, or even track down a rival hacker. The more difficult missions require a complex series of subtasks, and some may even have time limits. The mechanisms you need to work around are more difficult too. At first, just using a cracker to brute force an admin password is good enough. Later on, you’ll need to break encryption keys, provide voice imprints, and maybe even route your connections through other company servers. Sometimes you’ll need to disable monitoring servers, proxy servers, and firewalls too.

Providing a voice sample to work my way into this Logic Systems server.
“Providing a voice sample to work my way into this Logic Systems server.”

The variety and complexity of these tasks ties smartly into the game’s progression system. Each level of mission gives you more and more cash, which lets you buy new software tools, update old ones, and upgrade your gateway’s hardware, allowing you to handle higher tier missions, which grant you even more money. Repeat! At least, that’s how the game is meant to be played. A cheeky strategy I found a lot of references to online is to hack a bank early on to give yourself a massive injection of funds and shortcut a lot of this progression. Of course, you’ll still need to gain experience to have higher level missions available to you, though having all of the best tools and the fastest hardware would certainly make that easier.

Regardless of how you get there, this all culminates as you reach the hardest missions, which often require gaining access to a corporate LAN and mapping out and hacking every server in the network to reach your target. Each hack may require bypassing multiple of the above mentioned roadblocks, and you’ll have an admin aggressively chasing you at every step too. Fun!

Providing a voice sample, but this time in the Uplink OS mod.
“Providing a voice sample, but this time in the Uplink OS mod.”

One of the best things about Uplink, and honestly, all the best entries in this genre, is that it is quite immersive. You’re interacting with a virtual computer system of some sort, and given that you’re actually interacting with a real computer system of some sort to play the game, it’s not a massive leap to feel like you’re actually really doing something. Couple this with the realistic sense of isolation you experience playing a single character in first person (narratively speaking) staring at a somewhat open-ended GUI and/or a blinking cursor at a CLI prompt, with your only contacts being an occasional email or chat message. If you’ve ever been there yourself, and I’d wager most of us have in one way or another, it’s extremely effective.

Uplink suffers some here in that it was developed and released in the early 2000s. It still has a lot of now anachronistic references to “dialing into” servers and its GUI, while looking like a slick Window Manager you might have used with X back in the day, is a little clunky by today’s standards. Text boxes need to have their default text manually cleared, and have other weird input limitations, for example. The game also doesn’t handle modern screen resolutions very well, either. Thankfully, there are mods for all of that, some of which I almost hesitate to call mods as they replace the entire executable becoming what is more or less a whole new client for the game. The most popular of these is probably Uplink OS. I would highly recommend anyone looking to play Uplink these days just go ahead and start with something like Uplink OS, though with the caveat that you know that some of these UI and seemingly minor gameplay enhancements actually heavily affect the gameplay itself. That, and in Uplink OS’s case, even the aesthetics are quite different. While I prefer some elements of the original Uplink, Uplink OS was clearly a labor of love and its benefits outweigh its negatives in my opinion.

Uplink OS replaces the world map with a boring hexagon, but I love the Randomize button!
“Uplink OS replaces the world map with a boring hexagon, but I love the Randomize button!”

I started off with the original Uplink and didn’t find it too annoying to work around the UI and technical imitations of it, but at some point, maybe 10 hours in, I found myself almost hard locked from proceeding any further: I needed money to purchase some tools to do the new mission types at my current level, but had exhausted all of the lower tier missions I could actually handle. This is, admittedly, totally my own fault for not managing my funds better, but hey, this seemed like a good time to check out Uplink OS. Making a new character and being much more methodical this time (thanks to understanding the game a lot better) paired with a much more responsive UI, meant progression was waaaaay faster. Unfortunately I made another silly mistake. I was learning the ins and outs of hacking LANs when I finally completed my mission and increased the game speed to wait for the news to report on my deeds. Instead, I received my first game over screen – busted! This wasn’t really game over, but I essentially would need to work my way up from zero. As much as that sucked, I was much more annoyed by not knowing how I could have been caught. Regardless, having put probably 25-30 hours into Uplink, I’d have probably thrown in the towel if I hadn’t sneakily backed up my local save file at some point before this.

With that, I decided to change focus. When you make it far enough into the game, you start being offered missions out-of-band, which lead to a more linear set of special missions. With my second playthrough going so fast, I never got to the calendar date in which the first of these missions would be offered to me, so determined to beat the game legitimately at least once, I restored my game, did a few more missions to get a little more cash, then put the game’s clock on fast forward. At a high level, the story consists of two corporations vying against each other: one that wants to destroy the Internet because they feel like it has become corrupted by government and corporate control from its once great position as a bastion of free speech, while the other would rather, you know, NOT destroy the entire Internet. Of course, you’re able to choose either side, or ignore the entire thing (although that may eventually turn out badly for you if things have already been set into motion.) Personally, I chose Arunmor because at first ARC’s motives seemed more anti-social, plus being a professional hacker, my character would be out of work if the Internet were to cease to exist. I’m nothing if not practical!

Deleting a system's logs via CLI to cover my tracks.
“Deleting a system’s logs via CLI to cover my tracks.”

That said, the story feels a little rushed and could have perhaps used a bit more drama, even if just in the form of more emails, news articles, and other text, but I do appreciate how there are a lot of little clues about this whole plotline sprinkled throughout the game. More of this would have made the story that much better, though. As for the story missions themselves, beyond the new mechanics introduced by the Faith vs Revelation viruses, they utilize a little bit of everything you’ve learned up to this point. It’s a simple but smart design, and my final mission for Arunmor, which involved racing against the spread of the Revelation virus, was surprisingly tense.

Perhaps one day I’ll return to follow the ARC storyline, but for now I’m ready to move on to something else. In any case, Uplink is a bona fide classic. I’m looking forward to seeing how other games have attempted to evolve the formula, however.

I remember hearing a lot about Her Story when it was released back in 2015. It seemed like everyone was playing it, but I didn’t know much about it apart from it supposedly being one of the more impressive entries in a wave of FMV revival games. I knew it involved watching a lot of video clips, and that was about it. So what does it have to do with this theme?

Making my screen a little cluttered to show off the UI in Her Story.
“Making my screen a little cluttered to show off the UI in Her Story.”

Her Story puts you in the role of some kind of an investigator who is placed in front of an old PC with access to a curated archive of police interview footage. The interviews focus on a single person, Hannah Smith, the wife of a man found dead in their home, seemingly murdered. You’re not given much in the way of background on who you are, why you’re reviewing this data, or what your goal really is. One would assume you’re a detective, and you’re trying to determine the details of the murder, including whether or not Hannah is guilty or at least a legitimate suspect. Almost all of the interaction in Her Story involves typing simple search queries into this video database application and reviewing the results. Mostly this is in the form of keywords and phrases, but you can also add your own tags to individual clips, which is pretty neat. One interesting aspect of this is that each search will only let you see the first 5 results, which means narrowing down and refining your searches is practically a requirement, especially if you want to try turning over every last stone.

The simulation here is surprisingly competent for a game that, well, isn’t really about that. The machine you’re in front of is modeled after Windows 95 and you’re able to interact with it with a reasonable amount of fidelity – there are multiple programs you can open, including a little game that someone had apparently tried to delete, you can move windows around, etc. Probably the most interesting aspect of this is the “glare” effect which adds a not-at-all subtle CRT effect to the screen – scan lines, a slight curve to the picture, dust on the screen itself, and reflections in the form of the fluorescent lights behind you, occasional lights from passing police cars, and even your own character’s reflection at times. This is the type of feature that a lot of people might immediately turn off, but I’m personally really fond of Her Story’s implementation of it, and I feel that it does just as much to set the mood as the ambient soundtrack in the background.

Hannah tells us about her favorite video games.
“Hannah tells us about her favorite video games.”

What really intrigued me about Her Story was the mysterious nature of many of the details of the story, both those expected (the obvious “whodunit?” of it all) and perhaps surprising. I obviously need to tip-toe around potential spoilers here, but the biggest mystery is in regards to Hannah’s identity. Is she who she says she is? It’s blatantly clear that there is some kind of manipulation going on, but it seems as if the game goes to lengths to specifically throw you off the scent, tossing out hints to support and oppose both of the two main conclusions you’re likely to draw. Personally, I went with the… err, let’s say “same person” conclusion myself due to some phrasing that is used here and there and some of the overall manipulative behavior observed, though I later watched a video on YouTube that convinced me that the other option was probably correct. Regardless, the game purposely leaves a lot of this, a lot of everything, open to interpretation. In fact, before I was even 50% through the archive I thought I had a fairly good idea of what happened, but with no idea how I was supposed to “beat” the game. While that becomes more clear eventually, the game ends without answering many of these questions, and a detail given at the very end still managed to surprise me while re-framing a few things at the same time.

It’s short, despite clocking in at a few hours tops, and it’s minimally interactive for a “game” to boot, Her Story’s execution really worked for me, and its story is one that I won’t forget any time soon. Part of this is thanks to the performance of Viva Seifert, but I also want to seek out more of Sam Barlow’s games, including Telling Lies, which is something of a spiritual successor to Her Story and includes a similar style of gameplay, which means it might end up in a future installment of this series.

Mazes, Mulligans, and Monsters

My little co-op group occasionally takes breaks from the open world survival crafting games we normally focus on to play other things. Sometimes this is due to finishing one game and not having the time to properly dive into the next one that session, and sometimes it’s as more of an palate cleanser. As with Cleaning, Climbing, and Crime, I’ve got 3 more such games that we played relatively recently to cover.

MIMESIS is another “friend slop” game looking to capitalize on becoming a flavor of the week hit. While I don’t know how successful they were, the game is definitely interesting. At the risk of being offensively reductive, I’d describe it of combing the simple controls and pleasantly stylized graphics of something like the previously discussed Peak (but let’s be honest, thousands of other games too) with the basic gameplay conceit of an older and briefly very popular friend slop classic we haven’t discussed here before, Lethal Company. In a sentence, you and your group are sent into a creepy abandoned facility to scavenge while being harassed by whatever supernatural or at least paranormal entities lurk in the dark.

Get used to this view.
“Get used to this view.”

What sets MIMESIS apart is the clever way these “entities” are implemented. There’s something similar to Left 4 Dead’s AI Director going on, attempting to adapt to player behavior to for a varied and dynamic feeling experience regarding when, how, and what new entities and other events are deployed. In MIMESIS’s case, this also almost always includes a (usually gradual) escalation from the scares coming exclusively from the tension of being in a dark, maze-like environment and knowing that shit is eventually going to pop off, to utter chaos as you and your teammates end up getting split up, being chased by all kinds of terrible shit, and not knowing who is friend or foe.

That last part is key here, as there’s also a system in which some of these entities assume the identities of players, alive or dead, including attempting to mimic their behaviors and even repeating voice lines they said (which means for the best experience you should definitely be using the in-game voice chat.) In our age of LLM based AI this could get pretty sophisticated, though I don’t think what MIMESIS is doing is really is all that technically interesting. Instead, it often felt like dumb luck when just the perfect voice line was repeated at just the right time. In any case, it is highly effective in making people paranoid and thoroughly creeped out, and when things did get chaotic, it was some of the funnest, most hilarious moments I’ve had online in quite a while. Surprisingly, some of my favorite moments were after being killed and spectating on the remaining players à la something like Counter-Strike, only it’s much more entertaining to watch your remaining teammates frantically run around bumping into one obstacle after another, especially when that leads to interacting with your doppelganger(s) without a clue that you’re actually dead.

Spectating another player as escape to outside.
“Spectating another player as escape to outside.”

Naturally, there is a little hub area where you and your group can return to deposit your loot in between runs, buy some equipment and make other upgrades that persist to some degree, but this is an aspect of the game I can’t really speak to as after just a handful of runs across a couple of sessions, we all felt like we’d experienced what the game was about, had some fun, and were ready to move on. While I could see some groups sticking it out for much longer, it takes just the right game for our group to commit to something longer term.

Speaking of which, the next game is another “friend slop” game, and one we played for even less time. Super Battle Golf, as its name might suggest, is perhaps hard to even call a cooperative game. That is, it’s essentially a basic cooperative golf game, except all players go at the same time instead of taking turns, and you’re essentially racing against each other to see who can complete the hole first. As if that wasn’t chaotic enough, there are all kinds of funky items including Mario Kart like power ups you can find scattered around to make things that much more insane. There’s nothing like lining up the perfect shot to be suddenly run down by a golf cart, or similarly disrupting someone else by nailing them with a homing missile just as they’re about to take their swing.

The exact moment a rocket slams into a couple of golf carts. FORE!
“The exact moment a rocket slams into a couple of golf carts. FORE!”

Super Battle Golf was definitely fun to screw around in, but had even less of a hook to keep us playing long term than games like MIMESIS or Peak, so screwing around for about 2 hours or so was all our time with the game amounted to. Still, it’s one I could see randomly going back to when we need to kill an hour or two. In fact, we choose this one due to having a fifth person join us that night and not wanting to toss them into the middle of a longer or more complex game. Objective achieved!

And now for something completely different, For the King II. One of our group had played through the first For the King game with a different group of friends and was itching to try the sequel. I thought it looked pretty neat, and it was definitely a different type of game than our usual survival games OR the kind of quick friend slop experiences we just covered. Instead, to me, it feels very much like it is based on some of the popular cooperative board games which had been making waves in the last 10 or so years. In particular, having only really played a little bit of the Jaws of the Lion version, it reminds me quite a lot of Gloomhaven, though there have been tons of vaguely similar fantasy RPG inspired board games over the years, such as the venerable Dungeon! and classics like HeroQuest.

The world map as we kick off a new adventure.
“The world map as we kick off a new adventure.”

To describe that in a little more detail, the gameplay is something like this: Each player picks a character/class archetype and some starting traits and equipment and then get thrown onto a hex based world map where they take turns moving to trigger fights, visit towns, and investigate events and other points of interest. At the same time, each adventure (essentially a mini-campaign based on a single world map) has its own story with its own victory conditions, and because of the magic of video games, this can feel reasonably dynamic, with NPC dialogs and plot events triggering, etc. Oh, and I almost forgot to mention that in something of a rogue-lite twist, your characters do not persist between campaigns, but you’ll unlock new traits and equipment, points of interest, and even new classes which you can use in your next campaign.

As an aside, the class system is pretty interesting, as it mostly only dictates a few special abilities and your starting stats. The rest of your abilities are determined by the traits you pick during creation, and the weapons and other equipment you equip along the way. This means while it might be optimal to have a high intelligence, magic aligned character use a magic wand or staff, you can kind of do whatever you want.

Strikingly familiar turn based tactical combat.
“Strikingly familiar turn based tactical combat.”

The combat in For the King II resembles that more of a traditional turn-based JRPG in which your group and the enemies you’re fighting are placed on a grid and cycle throw and initiative based sequence. Like those JRPGs, it can feel a little tactical, with positioning and choosing when is the best time to deploy what attacks, abilities, and items, being a big part of the equation. There are also dice rolls governing a lot of the aspects of this, though they’re not presented as obviously as some games. In fact, in many ways I was surprised how little For the King II actually leans into its obvious board game inspiration; it almost seems like its trying to hide it.

Most of these fights take place on the world map and need to be purposely triggered unlike the infamous random encounter trope most often associated with JRPGs, though there are also scenarios in which you might need to defeat multiple waves of enemies. There are also dungeons, which are similar but much longer and involve moving from room to room. Most of these rooms are fights, though there are sometimes other events, choices on which path to take, and opportunities to heal and rest between rooms.

The stats screen that comes with the successful completion of an adventure.
“The stats screen that comes with the successful completion of an adventure.”

I didn’t mention the aesthetics of the game yet, and I really should. The first For the King had a “mid-poly” style that looked quite nice. For the King II drops the mid-poly style and goes much harder into the cartoony style that was hinted at in the first game, while also further refining the overall look with some nice effects and polish. Overall, while relatively simple and certainly stylized, I think it looks quite nice.

There was a little frustration from my group around For the King II, but once we understood the gameplay mechanics a bit more (another thing it borrows from board game adaptations is its fairly unintuitive gameplay systems and atypical UI choices) and had experimented a little with different characters/classes, we started to have a lot more fun. If I recall correctly, we failed the first adventure twice, and then sailed through it and two or three more of them, clocking in something like 30 hours of game time. Personally, I had a lot of fun with the game and wouldn’t mind coming back to it, even if just by myself, though I think as a group, repetition had started to set in and we were ready to move on to something different.

Interestingly, the next game we tried ended up being similar in a lot of ways, but we’re still playing that one, so more on that later!

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, though I’m personally teetering on the edge of preferring the PC version.

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.