It all starts off with an overly pretentious monologue, with the titular Solid Snake in the back of a truck, trundling along on a battlefield somewhere in the Middle East. Then all hell breaks loose, mini metal gears start to attack and they…moo. That’s right, like a cow. Snake manages to scramble to safety, cue a series of cut scenes and then you meet up with Otacon; or rather, MK-II, a small metal gear-esque machine which you can control and use to electrocute foes. All this ingenuity and wackiness, yet the game has barely even begun. This is pure Kojima, in fact, it is pure Metal Gear Solid, with everything dialled up to eleven.
In fact, the Kojima-ness of the game has only just begun. Twenty plus years of him working on the series, of being an auteur really show. A campaign this deep in game mechanics, innovations and story is rare, to be able to add to it at every stage is rarer still. A bit of star dust then. You see, each stage or location in the game pushes different gameplay elements. The opening Middle East setting is the ultimate in combination of stealth and action, the South American setting requires a bit more stealth with clever use of the environment and then pure stealth in a rainy, foggy European city, followed by a manic, uneven, poorly orchestrated motorbike chase.
I haven’t even begun to mention the final act and its incessant but thrilling cut scenes, the jumping between game styles, perspectives and split screen. In fact, the entire game is a smorgasbord of ideas, gameplay mechanics, characters, plot and environments. Heck, we even get to go back to Shadow Moses, beautiful rendered in the still stunning engine used for the PS3. Never before has a AAA title, with so much money resting on it, been so inventive, so weird, so playable and unplayable. It is an experiment, one made with big bucks and big ideas. Kojima hits every note, ties up loose ends, gives us back our favourite characters and creates the best indie game ever…only it wasn’t independent. Kojima just pulled the heist of the century against Konami.
So what exactly made this game so great? And why is it still held in such high regard? To be honest, as a long-time fan of the series, it is difficult to put my finger on a single point. So let’s break it down. First off, graphically it was a showcase of what the PS3 was capable of, a tech demo done good. As a tactical stealth game, it borrowed elements from previous games, updated the control scheme so that it could be playable for a modern audience and gave us the “does he see you wheel?!”…well that’s what I called it anyway. An innovation that adds an organic element to the stealth. No boring side bar, no light or dark meter ala the early Splinter Cells and no blackening of the screen ala the latter Splinter Cells. A system yet to be bettered.
Even with all this innovation and a truck load of ideas thrown together, many of them do not stick. The environments are too static and the South American section still feels too much like MGS3, a collection of leafy corridors. It’s a bit of a let-down considering the power Kojimo and co were playing with but the boss battle, as all the others, is tense and exciting. In fact, MGS4 may feature some of the best boss battles of the series. Just thinking about it now makes me want to revisit those grand, silly, sadly pathetic creatures. I think it’s in the boss battles and the characters they throw up that we see the beauty of what Kojima was trying to accomplish. This is a game about war and in war, the victims often go unnoticed, hidden, persecuted, driven to madness and mad acts of violent. In an age of war, this may be one of the best commentaries on its violence we have had.
So, the greatness of this game lies not in one or two mechanics and successes but the combination of good and bad, of the playable and unplayable, of the exciting and the excruciating (anyone want to crawl through an irradiated tunnel?). It is the game that is most Kojima; that is most genius and most Metal Gear. It’s why I have disliked MGS V so much. With everything that was at Konami and Kojima’s disposal, they turned out a game that would play better as a military shooter, one lacking in wacky genius, lacking in that signature MGS touch. Why? Who knows, allegations go back and forth. What I do know, is that MGS 4 is the thrilling, infuriating and beautiful end to the series that fans wanted and needed. It is, in fact, the last of its kind. A big, brash, experimental AAA title, the likes of which we may never see again.
Oh, wait, I forgot about the immensely playable and addictive Metal Gear Online…maybe next time.
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