Metal Gear Solid 4: Guns of the Patriots

By Melissa Velte

Metal Gear Solid 4: Guns of the Patriots, PS3, Konami, 2008

Finally, Metal Gear Solid 4 is here! Like many enthused fans, I’ve been waiting about six years, since I finished the complicated MGS2, for answers to the many questions left hanging. Anticipating that awesome would manifest. And it did.

The game itself is laced with a generally bleak atmosphere; much different than the other Metal Gear Solid titles in this respect. Snake doesn’t simply go kick ass (though he certainly does so) through a tricky plot. The “Yeah! Lets do this!” feel of previous titles has vanished, though this mood change does not detract from the game, but adds to it in a new and unique way.

Snake’s future hangs in the balance from the menu background on, the ramifications of which tie into the theme of not only MGS4, but previous titles as well.

Story

Plagued by advanced aging, Snake returns to the battlefield tired, but no less determined. The machinations of an obscure and, as yet, undefined organization called the Patriots have driven the world into a war economy. Liquid, the main antagonist and Snake’s nemesis, leads several PMCs (Private Military Companies) on a crusade to thwart the Patriots. Snake and his partner Otacon strive to stop Liquid’s takeover at all costs. Allies and enemies return from all three previous MGS titles, picking up some new faces along the way.

While Snake’s general view and manner has not changed, a new dimension to his persona is quickly made apparent. Snake’s friendship with Otacon shines; the scientist/computer guru gains screen time and importance. Raiden of MGS2 returns in a flourish of beautiful stylized fight scenes, and transitions into troubled thoughts.

The plot is extremely emotional, and for more than one character. It explores characters more deeply, and blends these moments seamlessly. I would love to discuss details more specifically, but the risk of spoilage is too great. Just know that MGS4 has it all: excellent twists, suspense, thrills, highs, and lows.

Sections of the game are heavily blanketed with nostalgia, for players and characters both. MGS4 weaves an intricate plot while focusing on individual characters. Each returning character’s history and future is explained, providing excellent closure, leaving nothing hanging.

As with previous MGS games, the story manifests largely in incredibly detailed cutscenes. Those new to the series will undoubtedly direct complaints at this portion of the game. However unusual for the shooter genre, series creator and director Hideo Kojima created and implemented an intricate and well developed plot and conclusion.

Gameplay

Realism sets more heavily into the series with this title. Enemies have much better senses than in previous games, and attack with more force, call for backup quicker, and generally make gameplay more realistic and challenging. Snake reacts more realistically to hits; unlike MGS2 and 3, he can’t take a constant barrage of machine gunfire.

Players can choose to engage either (or both) sides or stick to sneaking and avoid fighting as much as possible. Allying with the militias may make infiltration smoother, as they tend to draw enemy fire; however, Snake’s “allies” do not actively help him. The warzone adds a fantastic unpredictability to the classic gameplay, whether sneaking or taking the offensive.

Camouflage returns in a cleaner, much improved system with OctoCamo, a suit that changes color and texture to match the environment. Laying still or standing against a wall for a few seconds triggers the change. Though this may sound like a guaranteed way to slip past patrols with ease, rest assured; the camo index is more greatly affected by running, crouch-running, and even crawling. At times, matching the background becomes tricky, and a high camo-index does not guarantee safety from detection as much as it did in MGS3.

Along with the standard health bar is the Psyche Gauge, essentially Snake’s stress readout or stamina bar. Excessive fighting, harsh climate, and other stressors will decrease the gauge–Snake’s old age manifesting itself as a gameplay element. The less Psyche, the more Snake struggles in battle, especially his with his aim. Fortunately, special items exist to replenish this gauge, or when lacking, eliminate the stressor.

Players can acquire up to seventy types of weapons, including guns, incendiaries, and the unconventional. Not all are necessary, but necessity is not the point; their availability provides freedom. Players can be as stealthy or noisy as they wish; the game is designed to support both styles. Whatever your approach, the difficulty (and enjoyment) surpasses previous installments.

Snake will find tons of weapons, ammo, and items on the battlefield, and can sell them to the gun launderer Drebin for points. These points allow players to purchase new weapons, ammo, and customizable parts. The system works very well, both as a mechanic and in the actual story. Many new items are unlocked in Drebin’s shop periodically and after the game has been finished.

All boss fights are unique and innovative. They do not focus on a specific weapon, nor is there only one or two ways to successfully survive them. Snake’s main group of adversaries is the Beauty and the Beast Corps (B&B), comprised of beautiful women traumatized by war. Though their backstory is much more detailed than bosses in MGS3, and fits well with the game’s themes, B&B still feel slightly placed only so Snake has someone to fight. Even so, they are connected to the PMCs and possess a much different energy and motive than bosses in the rest of the series.

Snake can call upon the Metal Gear Mk. II, a small and useful robot of Otacon’s design, to scout, collect items, and harass enemies. The Mk. II acts as both an gameplay and plot device, allowing Otacon to provide direct assistance. It’s a fun gadget, and useful for distractions, weapons procurement, or abuse (Otacon’s reactions are amusing).

MGS4 also includes online gameplay, which is fun and addictive. There are a few different faces and to choose from, none female; strangely, your soldier’s gear is more customizable than his appearance. Players can assign four skills to a character at a time, and freely swap them with others when necessary. Quite a few weapons are available, allowing any approach. Metal Gear Online includes seven different play modes on five different maps. Players can easily match up against those of their own level, and with a map and game type of their choosing.

A bit of extra information can be uncovered through optional communications via the Codec, from story elements, directions, and battle hints. Still a useful means of gaining information, the Codec has been quite reduced. The few characters available to talk do not cover nearly the same amount of topics as in previous titles. Still, what conversations do take place help players get details, nostalgia, information, and humor.

Graphics and Sound

Voice acting is much improved in this title and well delivered. Dialogue contains no awkward diction or pronunciation. As in the MGS remake Metal Gear Solid: The Twin Snakes on GameCube, Mei Ling and Naomi’s accents are not very pronounced. However, their performances are greatly improved over the wooden and boring dialogue in TTS. Snake also sounds older and more weary; Raiden more hardened; both an appropriate difference.

Ambient sounds and effects add to the atmosphere more noticeably than in previous titles. Footsteps, falling cans, explosions, and of course the exclamatory sound of being spotted, enhance the battlefield experience. Sounds in quieter acts meld just as well, aiding the mood.

Most impressive is the soundtrack; Harry Gregson-Williams rendered another fantastic and emphatic score, joined by Nobuko Toda (Metal Gear Acid 1 and 2) and Takahiro Izutani (Metal Gear Solid: Portable Ops). The score greatly enhances both cutscene and gameplay events, possibly on a level above previous installments.

MGS4‘s resolution goes all the way to 1080i, and looks fantastic. Shiny and dusty when appropriate, textures, light, dark, explosions, grass, clouds…everything uses what the PS3 has available. Players can also zoom in during cutscenes and see it for themselves. Characters movements, down to hair blowing and facial expressions, are unique and carefully animated. Ambient movement, such as wind and animals, is a testament to the MGS4‘s level of detail.

Female Presence

The number of female characters is refreshingly large, and in no way are any of them undermined, or turned into negative symbols.

The most skilled soldiers Snake will encounter, Haven Troopers, are all women. Previously, the series lacked female characters, especially soldiers. Though many shots of the B&B Corps are provocative (for largely a male audience), the addition of an all-female group, accompanied by the Troopers, is notable.

Other than Snake, most notably changed by time is Meryl (MGS1), moving from star-struck rookie to a confident and competent leader of a squad composed of three males. Her character is an excellent example of a respectable female role. I was thrilled to notice that her character model actually looks the part of a soldier, from clothing to muscle.

Naomi (MGS1) returns with a much larger and more pivotal role than her first appearance. Even Sunny, the newest and youngest addition, is given a unique knowledge of computer programming. EVA (MGS3) again provides information and battle assistance, tough and determined. Even Mei Ling returns in a new position of power, and though her screen-time is short, she exhibits military leadership and strength.

Replay

Players, especially those new to the series, most likely did not completely absorb the huge amount of history, plot twists, and interactions in the first play. With the knowledge gained at the game’s finale, a replay highlights little “ah ha!” moments and further understanding. Like good fiction, there’s more story to uncover with a second (third and fourth?) play through.

The environments and vast selection of weapons allows for many different approaches to the game. Stealth is certainly emphasized, but is not as clean cut as previous titles. Players can approach the battlefield and boss fights from many angles. Finding that perfect weapon for a B&B fight may take a couple different methods.

Unlockable and downloadable items and camouflage also make replays more interesting and even amusing. Players can acquire 40 emblems depending on their in game accomplishments, unlocking more weapons and items. Big Boss Hard and The Boss Extreme modes offer an excellent challenge.

Overall

Beyond epic. The list of questions I generated the night before release has been answered by a brilliant and artfully designed game. MGS4 draws on each of its predecessors for both plot and gameplay elements, enhancing and perfecting both. With the huge assortment of weapons, innovative battlefields, and five unique acts, MGS4 vastly expands gameplay.

All concepts from previous games are introduced and explained somewhere over the course of the story; those new to the ideas and events will probably not be able to connect everything the first time around, but the information is available if you listen closely (and don’t skip any scenes).

Spectacular visuals and excellent cinematography (especially at poignant moments, similar to the final battle in MGS3) drive the game beyond its predecessors without undermining them. MGS has always been a plot-heavy series, games worth watching just as much as playing.

With the storytelling elements of a novel and the visuals of a film assimilated with the interactivity of a video game, the experience of MGS4 is a pristine harbinger of the next generation.

Comments are closed.