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Review By: Jared Black |
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| Developer: |
Konami |
| Publisher: |
Konami |
| # of
Players: |
1 |
| Genre: |
Adventure/Stealth |
| ESRB: |
Mature |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
12-06-01 |
The original
Metal
Gear Solid for PlayStation was something of a landmark
title. Not only was it one of the first games to truly feel like
a summer blockbuster movie, but it also, perhaps for the first
time ever, totally immersed the player in the role of an
infiltrater. Some critics had a variety of complaints with it
("it’s too short", "it’s too much of a movie
and not enough of a game", etc.), but it was usually
acclaimed as the PSX’s best game ever. Obviously the
inevitable sequel to this game (VR Missions aside) had a
lot to live up to, and thus it started out development already
high on most wanted lists. Factor in domination of the E3 show
for two years straight and a massive amount of hype generated
via teaser trailers and screenshots, and you’ve got perhaps
the most-anticipated game ever. Thus it’s even more amazing that
Metal Gear Solid 2: Sons of Liberty (MGS2) is one of a rare
breed: a game that actually lives up to the massive amount of
hype that precedes it. MGS2 is nothing short of a masterpiece.

I don’t
want to talk about the storyline too much, as spoiling any part
of it would be a great injustice to everyone who reads this. So
instead, I’ll simply give you what’s on the back of the box:
"Top-secret weapons technology is being mysteriously
transported under cover of an oil tanker to an unknown
destination. Armed with an arsenal of new weapons, supplies and
stealth maneuvers, it’s up to Solid Snake to infiltrate the
transport and keep this deadly weapon of mass destruction from
falling into the wrong hands."
Naturally,
there’s much more to the story than that. As you make your way
through the game, you’ll encounter deception, backstabbing and
plenty of situations that aren’t what they seem. It’s a
story that any Hollywood writer would be proud to pen. Herein
lies my only real complaint about MGS2, but I’ll get to that
later when I wrap things up. For now however, let’s just talk
about everything that’s brilliant about this game.
The control
setup is both intuitive and complex at the same time. While it
will take some time to get used to, it won’t be long before it
becomes second nature. The control setup is primarily dependent
on the environment around you, and will change accordingly. If
you’ve flattened yourself against a wall, the R2 and L2
buttons will allow you to peek around corners and creep along
the wall. If you’re just standing in the open, then they
control which items and weapons you equip. Actions are generally
assigned to the face buttons, with the triangle button being the
general "Action" button (open doors, hang from
railings, etc…again varying with the environment), the circle
button controlling throwing a punch, and the square button
attacking with weapons. There’s a lot more depth to it than I
can convey here, but rest assured that it controls like a dream.
The enemy AI
really hasn’t been improved a whole lot from the original MGS,
although there are several improvements here and there. Most
disappointing to me personally is the fact that an area can
easily be "reset" after the enemy has spotted you and
goes on Alert. Simply step outside to another part of the
building and return, and they’ll act as if you were never even
there. It’s simply not realistic (although it is a staple of
the series dating back to the NES), and it’s one of the things
I had expected to be fixed in MGS2. I can understand why it’s
still in place (for one thing, the game would be much harder if
they chased you from area to area), but it does detract from the
realism. And any break in realism is a jarring event in light of
how realistic the rest of the game is. Boss AI is much better
however, as each requires it’s own unique tactics to
successfully defeat.
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