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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 |
Going back
to the environments, they’re really one of the main things
that make MGS2 as great as it is. Never before has a player been
able to interact with the environment with this degree of
realism, and mastering it will ultimately decide how successful
you’ll be in the game. Much like the first game, enemy line of
sights will be represented on your radar. Sneaking past the
numerous enemies in the game will require you to use the
environment to your advantage by hiding behind boxes, disposing
of incapacitated enemies so they aren’t discovered, and more.
You don’t just have to stay out of their sight however; you
also have to make sure there isn’t any evidence left behind
that you were there. You’ll leave footprints if your feet are
wet, a trail of blood if you’ve been injured, and even sneeze
if you’ve breathed in too much flour (or have the sniffles).
You can literally go throughout the entire game using the
environment to make your way through without killing a single
enemy (with a few exceptions when you have to kill them to move
the story forward), or you can blast your way through and take
each and every guard out one by one. Almost everything you do is
up to you, and it’s this level of freedom that really makes
MGS2 the ultimate adventure/stealth game. Konami has really
created one big playground here, in which every problem has
multiple ways of being solved, all of which are natural and
intuitive solutions and make good use of the surroundings.

The graphics
are easily the best the PS2 has seen yet, both in terms of
technical merits and presentation. Every environment is huge and
intricately detailed, with numerous items and objects crammed
everywhere. The best part however is that it’s all
ultra-realistic, completely immersing the gamer in the MGS2
world. It’s the type of world that would make Tom Clancy
proud, and yet despite all the realism it still manages to have
it’s own distinct look and feel. Additionally, the texture
work is some of the best ever. Every object and character is
mapped with stunning detail, right down to the tiny lettering on
the side of some Semtex and the words "US Army" on a
character’s coat. Instead of me babbling about it and failing
to put into words just how great the graphics are, I’ll just
stop talking about it and direct you to the screenshots included
with this review.
Really the
only complaint that could even be leveled at the graphics is
that they display a real "PS2-ness" in a lot of places
(primarily jaggies), and as a result don’t fair comparably to
some early GameCube and Xbox titles. In fact, it’s also
technically inferior to some recent PS2 games, although just
barely. This is no doubt due to the extremely long development
time (graphics techniques have come a long way in two years),
and the fact that so much stuff is crammed in here. Any
technical shortcomings the game may have ultimately do not
matter however, as the staggering amount of detail and amazing
graphics design throughout the game easily makes up for them.
When it’s all said and done, MGS2 is the best-looking game on
any platform.
Aurally,
MGS2 is about the best thing your ears will ever be treated to.
Harry Gregson-Williams, who worked on movies like Enemy of
the State and Armageddon, composed the music score.
As a result, it’s a very Hollywood-esque score that perfectly
conveys the feeling of sneaking around. For the most part, the
music is very low and calm, yet with an underlying sense of
tension that perfectly accompanies the tenseness of lying on
your stomach with guards all around you. Whenever the action
heats up however, the music will similarly ramp up to a truly
epic score that matches the chaos taking place.
The sound
effects all sound very realistic, right down to the proper
sounds for footsteps on each surface. Sound plays a very
integral role in the overall game as well, as much of the
gameplay relies on the proper usage of sound. If you make too
much sound, you’ll give yourself away and have a horde of
guards on you in an instant. Similarly, you can intentionally
make a lot of noise in one area to clear another area out that
you want to go in. Not only that, but by listening to the words
spoken by the guards in each area you can often figure out how
to make it past a particular situation. For example, in several
areas the guards will call in on a routine basis to report their
status. If you time your attack on one of these guards just
after they’ve done that, you can maximize the amount of time
they’ll be out cold before someone will notice. Sound plays an
important role such as this throughout the game, and adds
immensely to the overall tension and depth of the gameplay.
Likewise,
the voice acting is the best I’ve heard in any video game. All
of the character’s voices fit them perfectly, and almost every
single line is delivered with a quality of emotion and delivery
that you’ll only find in professional voice actors. Snake’s
voice is very tough and gruff, Otacon’s voice has a stern but
wimpy quality to it, and Olga (a female Russian soldier) has a
very tough yet gentle delivery. Really the only time the voice
acting falters is whenever the dialogue itself falters, as
occasionally some of the dialogue will seem forced and out of
place.
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