{"id":642,"date":"2008-06-15T11:04:56","date_gmt":"2008-06-15T11:04:56","guid":{"rendered":"http:\/\/danielprimed.com\/?p=642"},"modified":"2012-03-03T04:56:37","modified_gmt":"2012-03-03T04:56:37","slug":"metal-gear-solid-4-%e2%80%93-complete-impressions","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2008\/06\/metal-gear-solid-4-%e2%80%93-complete-impressions\/","title":{"rendered":"Metal Gear Solid 4 \u2013 Complete Impressions"},"content":{"rendered":"

\"metal<\/p>\n

Over the past few days Metal Gear Solid 4 has been a completely immersive and unreal experience for me personally, one that I never would have imagined possible, at least at this stage of life in video games. This title, is a landmark title; significant to the Playstation 3, more so to evolution of the industry. MGS4 concludes the long running franchise in the perfectly problematic way the series is known for yet in the process it represents the first foot into a new wave of interactive entertainment. Make no marks about it, Metal Gear Solid 4 is all of the photo realistic graphics, apt gameplay and mind sprawling story telling that the Playstation 3 was hyped to be. Looks like the console has finally found its feet, welcome home.<\/p>\n

There is just so much for me to say about this game so I am going to attempt to condense it down as much as possible. On this final edit I’m at roughly 4500 words, don’t let that scare you away (..no please come back!). Everything is under neat, little headings and is as well written as I can possible write. So please, read on. This is also a spoiler free zone so feel free to read all the way through without any worries.
\n<\/p>\n

Answering the Rumours<\/h3>\n

Just to get some of those pesky rumours out of the way, according to the manual the install is \u201cat least\u201d 4.6gb and these are portioned out over each act (getting progressively smaller) and there is no 90 minute cut scene.<\/p>\n

Game Frame Work<\/h3>\n

Metal Gear Solid 4 works a little differently but much the same to the other titles in the series. Unlike in the majority of the past games you don’t consistently traverse one large, linear area on a fixed route instead the game is broken up across multiple continents each one having its own act. Between each act is a rather extensive mission briefing to provide context on the changing situation.<\/p>\n

\"metalFrom the main menu there is a slew of neat features, including a VR testing area which acts as a muck around tutorial for you to practice in. I strongly recommend trying this out before you dive straight into combat as even for a veteran player like myself, it can be hard to come to grips with the new moves and button layout right away.<\/p>\n

Metal Gear Online is also accessible from the main menu and contrary to my original assumption it’s not its own disc. Overall for one standard play through Guns of the Patriots took me 23hrs to complete. As planned I was extremely thorough in my approach and explored each environment endlessly. I’m unsure if this includes cut scene time though although presumably it does making the game about 12hrs long. Then there are also plenty of goodies and easter eggs to sought out, multiple difficulties and Metal Gear Online. So suffice to say the length is more than adequate. In the grand scheme of things this makes MGS4 about a lengthy as the original MGS but considerably shorter than MGS2 and 3. Still some extras (eg. Downloadable extra podcast for your iPod) are unknown at this stage.<\/p>\n

Cut Scenes<\/h3>\n

On the topic of cut scenes, there are lots of them! I mean heaps! Half the game is inexcusably cut scene which is pretty ridiculous and why I want to talk about this before what is usually regarded as the more important features (ie. the gameplay).<\/p>\n

For the most part the cut scenes in MGS4 are all worthwhile and relevant to the story. If not then often they are simply there as a medium for Kojima Productions to flex their cinematic muscles. Unfortunately a few, old, nagging storyline grips still remain such as some downright melodramatic sequences and worthless banter. This isn’t as tiresome as MGS2 but you still wish that they’d cut the fat a little more.<\/p>\n

MGS4 has consistently high production values that just don’t let down for the whole game. The cut scenes highlight this incredibly well and are a real triumph for digital cinematography. The camera angles are extremely cinematic capturing the best shot almost every time.<\/p>\n

You can pause the cut scenes (as well as press start to prompt finished loading screens) which is a godsend. There are also a few but not too many quick time events. For those who are not interested in the cut scenes (why wouldn’t you be? You should only be playing these games after understanding the context anyways in which case you’ll be all over them!) you can play around in the mission briefing scenes (before each act) with the Mark II. to hunt out goodies on the plane.<\/p>\n

Interestingly, cut scenes have been used to move away from the codec system which was used extensively (read: over used) in MGS2. This definitely makes new information feeds much more digestible. Also many of the less important tidbits of speech now stream during gameplay which allows the game to flow much more smoothly.<\/p>\n

I think that with MGS2 many players got frustrated with how frequently cut scenes interrupted gameplay and hence labeled them as a menace. Fortunately this has been addressed, cut scenes are now used sparingly during the main game and are more dense around the starts and ends of acts. This was a great design move but unfortunately creates its own issues of having long sessions with no play time.<\/p>\n

Presentation<\/h3>\n

Magnificent is the word you’re looking for here. At least thats how it seemed to me. Keeping in mind that this is the first (non-Wii) ‘next’ generation game that I have completed. Still this seems unanimous across the board.<\/p>\n

Let’s start with Photorealism, shall we? I want to use this word specifically because it falls in line with many of the claims made back in 2005 regarding the Playstation 3.<\/p>\n

What makes MGS4 so much more realistic than other next generation games is the attention to detail and the care taken in crafting human emotion through the animation of characters (particularly the face). Wrinkles, smile lines, fabrics, hair, tears are just some examples of graphical features often too difficult to digitally replicate, all of which MGS4 does and does beautifully. It’s a breath of fresh air to see them finally be put to good use. These features help make the MGS4 world so incredibly believable.<\/p>\n

\"metal<\/p>\n

Often when we play games, particularly newer games graphical blemishes often put us back in our place and out of the immersive world of the game. Fortunately there are rarely any blemishes presentation wise instead plenty of those aforementioned details which suck you in. This realism factor cannot be understated, it really does aid the game in many ways (in all fields such as narrative, gameplay and immersion).<\/p>\n

Beyond the visuals the soundtrack deserves a special mention (I have mine on order). I usually pay less attention to the music in games unless something really grabs me and there were numerous tracks in MGS4 which really overpowered the senses. Particularly the main theme which played in the E3 2005 trailer and the attack theme played in the TGS 2007 trailer. A few reworkings of some franchise favourite songs are included which are simply majestic. If these songs don’t tickle your nostalgic fancy then just equip the iPod and listen to the in game podcast.<\/p>\n

(Just going to venture off into the iPod and in game advertisements for a second)<\/em><\/p>\n

The iPod is just so Hideo and I suspect thanks to this game we will see more of this in games. You can collected hidden songs in the level and later on in a firmware update you will be able to play ripped music on the PS3’s HDD through the iPod. I love playing the old tracks, it creates a real change in pace and is a welcomed addition.<\/p>\n

The previously complained about in game advertisements<\/a> really are completely unnoticeable. The cel phones have about a minute of air time, the Japanese energy drink mean nothing to me, not really fussed that the girly mags are now PlayBoys and the featured music (iPod) and the posters of this Japanese chick Hideo likes..meh.<\/p>\n

(Back on Track)<\/em><\/p>\n

As you have likely noticed in the trailers, the user interface is very clean utilizing lots of legible symbols for actions and easy to read type. The navigation menu is slick and works well to the game’s advantage. A lot of design ingenuity has been shown off here and it works to the games favour.<\/p>\n

Core Gameplay<\/h3>\n

Gameplay Frame Work<\/h4>\n

Now that all of the safe bet material is finished (I mean c’mon the visuals and the Harry-Gregson Williams Soundtrack were a given) it is time to get down to the nity grity.<\/em><\/p>\n

That design ingenuity doesn’t just end there though, MGS4 raises the franchise’s often criticized gameplay mechanics above and beyond. Even as a fan of this franchise, I can honestly confess that the MGS series is polarizing it its nature, the perplexing story, stealth (and not action) gameplay and sometimes difficult to master controls definitely has the potential to turn a lot of people away from the series. This is without a doubt the series’s biggest strength and weakness. Each Metal Gear game has limited itself severely by only changing the gameplay mechanics enough to extend the shelf life of the overhanging, anarchic play system. If you were raised by these games or are tolerate of these issues then no dramas but MGS4 in many ways breaks free of this weight by reinventing the series staples in multiple ways.<\/p>\n

Namely choice, players of MGS4 have so, so, so much choice and I seriously mean bucket loads of choice. I originally wrote about 500 words documenting these changes only to find that I still had so much more to discuss. So to do a MGS4 for a second, I will streamline all of this into the following list of options:<\/p>\n