About this time last year, I decided to begin playing the Star Ocean series in anticipation of the release of Star Ocean: Integrity and Faithlessness. After completing the PlayStation Portable remakes of the first two games, I finally got around to playing Star Ocean: Till the End of Time on the PlayStation 2, the third entry (discounting the Japan only Game Boy Color release Blue Sphere). Developed by tri-Ace and published by Square Enix in the United States on August 31, 2004, it’s well-regarded among many RPG fans. Conceptually, the series has always been ambitious, but I feel it was with this release that the developers were able to execute their vision in an overwhelmingly successful manner. Continue reading Star Ocean: Till the End of Time [PlayStation 2] – Review
Tag Archives: metal gear solid 2: sons of liberty
The Top 10 Games I Played in 2015
It seems like every year I begin my best-of list by stating I didn’t play many new releases. This year is no different, and the rate of current releases to “older” games is very close to last year’s. Nonetheless, I do feel like I played more new releases this year, they just didn’t make the cut. Again, like last year I’ll order these alphabetically and provide links to any of the title’s that I actually wrote about.
Deadly Premonition: The Director’s Cut – This game was such a bore for the first handful of hours. I couldn’t quite figure out where the love for this game originated. Granted, it’s mostly ironic love, but it was still lost on me. Then everything clicked. One weekend in particular I had ample free time to devote to the game and I figured out the side missions and realized that’s where the addictive qualities lay. After forty hours, I had a platinum trophy in my possession and a new found appreciation for Swery65.
Her Story – This is one of the few games this year that I was able join in on the zeitgeist. The weekend it came out (or maybe one or two later), my friend and I devoted an entire gaming session to solving the mystery within the game. Interacting with the emulated vintage computer system and watching the four second to three minute clips of interviews was a gaming experience unlike any other I’ve had. We took notes and had fun speculating about the mystery every step of the way. Heck, after all was said and done we went back and watched the entire interviews spliced in chronological order on YouTube. Unforgettable. Unlike my intentions to come back and write more about the game as mentioned in my review…
Lost Odyssey – There’s always a few games that I fail to write reviews for but luckily, I did at least write something about this game (two articles in fact!). I’m bad about doing that, especially with the games I enjoy the most. That’s the case with this gem. This is by most measures, a very traditional JRPG; it is, though, an exemplary traditional JRPG. Like Deadly Premonition, it took a while for this game to click with me but once it did, I was irrevocably sucked in. I could lavish praise on the mature story, or the addictive character growth mechanics but I failed to do so after originally beating the game so why start now? Nonetheless, easily one of the best games I played this year.
Metal Gear Solid – With the release of Metal Gear Solid V: The Phantom Pain, I felt the urge to play through the entire MGS series (I tend to get these urges, especially with long-running series’ damn it!). Since that urge, my friend and I have played through this title and Metal Gear Solid 2: Sons of Liberty, and we’re currently working on Metal Gear Solid 3: Snake Eater (and I played VR Missions, solo). The second game had much more to analyze and is likely the more important video game to the industry (perhaps of all time?) but my friend and I had more fun playing the first one.
South Park: The Stick of Truth – Here’s one of those games that I didn’t write anything about. Without a doubt, it’s got the funniest writing in a game I’ve ever played. The vulgarity may offend some, but hey, it’s a South Park video game! It’s a brief riot that invoked the sensibilities of the Mario RPG games, ergo, turn-based combat with quick-time events. It was a well-crafted romp through the South Park universe and Jeff, if you’re reading this, play it already!
Super Mario Maker – I haven’t written about this game, yet. I’m still playing it all the time and it’s been a hub for the gaming sessions my friend and I have. I’m not usually attracted to games that have a user-designed focus but I’ve had a lot of fun designing stages in this game. It definitely helps that I’m designing Mario stages and can immediately understand how everything will work and how to design a stage. That being said, I’m learning so many new techniques and playing so many awesomely difficult stages that you’d never find in a Nintendo published 2D Mario game.
The Walking Dead: A Telltale Game Series – I missed out on this originally, despite the pleas of a friend and the acclaim that was thrown this game’s way, but I was looking for just such an experience after getting my PS4 after Christmas last year. This game told an enthralling story that packed a punch and left me wanting to find two hours to devote to the next episode after completing the previous one. So glad I played this.
Wolfenstein: The New Order – Okay, apparently this is just the section of the list where I talk about games I never wrote about. Like many of the games I’ve included, I’ve selected this game based in part on its story. That’s something that is rarely said about an FPS, but it’s true. This was a narrative-driven shooter that had me interested in what was going to happen to the characters it revolved around. It didn’t hurt that the gameplay was fun as heck, too.
Xenoblade Chronicles X – Like Super Mario Maker, I haven’t written about this game as I’m still playing it. I’m about thirty hours in at the moment and can’t spend enough time in the world. I’ve been doing way too many monotonous side missions instead of the affinity and story missions, but I’ve been doing this to spend more time roaming the large environments and exploring every nook and cranny. The story is rubbish but who cares with a world like this one’s!
You Must Build a Boat – Mobile games for me serve mostly as time wasters, so it’s impressive when I play one when my time should be devoted elsewhere. The dungeon-crawling, character growth elements put a spin on the tile-matching gameplay. For a couple of bucks, don’t think about it, just buy this game.
Metal Gear Solid 2: Sons of Liberty [PlayStation 2] – Review
It’s been about a month since Jeff and I completed Metal Gear Solid 2: Sons of Liberty. Generally, I try and write about a game within a few days of completing it but this game wound up provoking so many mixed emotions for me. It’s left me awestricken in many ways, some good and some bad. This is a game that’s often touted as the first postmodern video game, and while I’m too much of a dullard to fully comprehend this statement, the way my own opinion has been split in so many ways is indicative of its provocative nature. It’s a game I admire and disdain at the same time, and I’ll try my best to detail some of the major reasons why.
Like our recent playthrough of Metal Gear Solid, this wasn’t my first experience with this game. I originally played it a couple of years after its release and recall thinking the world of it then. As a sequel, the narrative subverts most preconceived notions of what to expect, and I think high school John really got a kick out of that. As an adult, I still find that fascinating, perhaps more so now, especially having directly completed its predecessor. One of the most notable ways Kojima did this was through a bait-and-switch of the protagonist.
While the first hour or so of the game stars Solid Snake, as one would expect, the true star of the game is Raiden. As a character, he’s anything like Solid Snake, the gruff, self-assured action-movie hero one expects in a game like this. Instead, Raiden is supposed to represent the player, a novice whose preparations for the big time constituted training in virtual reality. These preparations leave him undoubtedly skilled, but not with a mindset capable of being successful in the ways Solid Snake has been previously. His lack of confidence was grating to witness, although his character arc climaxed with my impression of him notching up a little bit.
The story of Metal Gear Solid may have grown convoluted but it doesn’t hold a candle to anything on display here. At its most basic, this game centers on Snake and Otacon’s quest for Metal Gear nonproliferation and Raiden’s journey to discover himself. Then about a dozen layers are added on top of those and any further comprehension requires extensive notetaking and periods of downtime to digest the events of the lengthy and frequent cutscenes. The breakdown between actually playing the game and watching it was somewhat jarring, although I did enjoy watching more than playing. Maybe I feel that way because the time I had to develop my stealth and combat skills was squashed between lengthy conversations that took me out of the experience? Either way, I felt my performance was less impressive compared to the previous game.
Due to narrative reasons that are mind-blowing, the events of the game are purposefully similar to the Shadow Moses Incident and wind up serving as little more than a test to creating a solider equal to Solid Snake. Pulling the strings is a shadow organization known as the Patriots. Already in control of the United States (every election has been a sham and most major government officials are representatives of the organization) they’re seeking control of the flow of digital information now. A new Metal Gear was designed and the AI contained within, GW, is the construct to achieve their goal. There are about another dozen crucial characters and their allegiances and double crosses become confusing narrative fodder. Thankfully I did take detailed notes but even so, I remain unclear on many things and feel another playthrough is necessary to really comprehend everything. Nonetheless, the narrative was the freshest aspect of this game and it was unpredictable at every point.
Likewise, the depth found in the gameplay has also been drastically increased. The increased AI is no joke; no longer do guards make buffoonish decisions when catching a glimpse of Snake in a box. Rather, they call reinforcements more often than not and send in additional soldiers to “clear” an area, searching in most nooks and crannies. It felt like setting off an alert resulted in many more mission failed screens compared to the previous game. I want to say in addition to the more stringent AI, the alerts lasted longer too. Frequently, I would throw Raiden or Snake in the line of fire just to get a quick reset instead of hiding for the few minutes it would take for things to cool down. This resulted in a less enjoyable gameplay experience. It’s also one of the reasons I’d like to replay the game again, just to take my time and devote all my focus to remaining stealthy and see if my performance and enjoyment increase.
The gameplay improvements are not relegated solely to stealth actions. Gunplay received an overhaul in the form of first-person shooting. First-person shooting provided a greater level of accuracy when eliminating enemy threats, and provided some fun when taking them by surprise. Individual body parts could be targeted, including the ability to shoot the radios an enemy may call for reinforcements with. This viewpoint was only useful in specific cases though as the character would remain locked in position – the game couldn’t be entirely played like a first-person shooter. It was a smart addition nonetheless and added a further layer of complexity to approaching a situation.
Like its predecessor, there were many great set piece scenes with most of them revolving around the varied boss fights. Again, there was a rogues’ gallery of bad guys to defeat and each encounter was a unique experience. I can’t think of any being down-to-earth showdowns; for instance, Raiden battling a roller-skating mad bomber of sorts or his showdown with a small force of towering Metal Gears. The set pieces extended beyond cinematic fights though, including one particularly frustrating platforming section. One section in particular ate our lunch, seeing us retry twenty or so times. Raiden was forced to navigate a narrow strip of piping across a body of water and the various obstacles highlighted why such a section didn’t jive with the super responsive character movements.
What do I think of this game? The narrative is bold, but tough to follow. I want to replay and reread my notes to try and piece everything together. I didn’t much care for Raiden although I felt he was redeemed by the end; for a deeper analysis that I agree with (and reasoning why this game is postmodern), read this. The gameplay split my opinion the most. I like the improvements, even though the increased AI resulted in a tougher game with more frustrations. Again, it’s another reason I’d like to replay, in order to have a more enjoyable experience. As it stands, it was enjoyable seeing what happened in the game, less so to actually play. I still think the original is unsurpassed as a pure video game or piece of entertainment. I would agree that this game is incredibly bold and deserves most every ounce of praise; it just wasn’t as fun to play.
Metal Gear Solid: VR Missions [PlayStation] – Review
The desire needed to complete Metal Gear Solid: VR Missions must be strong in order to persist through the game’s 300 missions. As the name suggests, these missions are set in virtual reality and act as a simulation, presumably for Raiden – the “star” of Metal Gear Solid 2: Sons of Liberty. They put him in the shoes of Solid Snake in a variety of challenges that test his stealth skills, weapon proficiency, as well as some others that are just for fun. There is a great variety of missions and I became intimately acquainted with each weapon and the fundamentals of the stealth gameplay. However, there isn’t a great sense of diversity in the missions. Many repeat and there just aren’t enough unique or goofy missions to warrant the time required, especially as there’s little that adds to the lore. But, I did wind up with a 100% completion rate and eked plenty of enjoyment out of my time with the game.
Of the four modes the game is divided into, I had the most fun with the final one: special. To unlock it and its various subtypes, I had to work my way through the other three modes: sneaking, weapon, and advanced. Sneaking mode tasked me with just that: being stealthy. To promote this, half of the missions supplied me with no weapons while the other half limited me to Solid Snake’s trusty SOCOM firearm. This forced me away from just mowing down enemy resistance, although this isn’t a tenable strategy most of the times anyway. I was also required to complete these missions a second time in time attack versions. They were identical, only now I was racing against the clock. I got my fill, but wasn’t burned out.
The subsequent two modes played out a little differently. The first, weapon mode, equipped me with a single weapon for a series of increasingly tougher missions. Time attack versions were also present meaning I repeated each mission twice. All in all, these weren’t very challenging even at their toughest, perhaps explaining the need for the advanced mode. The setup was the same: a few missions with only a single weapon type equipped putting Solid Snake in a more precarious scenario. Again, time attack versions meant I had to repeat these stages twice. At this point, the struggle to continue playing got real.
Stripped of a grandiose narrative, VR Missions is solely gameplay driven. In the presentation, it’s practically a puzzle game. It’s loaded to the brim with mostly succinct missions that hone in on one or two facets of the gameplay. For the most part, they’re enjoyable and enlightening – I know I can return to Metal Gear Solid with a more confident understanding of Solid Snake’s arsenal and the stealth options at his disposal, if I wanted to, which I don’t. I came to this title not knowing what to expect necessarily and it really comes off as what it’s portraying – a training tool. Just as much of training is based around repetition, so too is this game and that’s where it became a struggle to persevere. Many of the mission types were very similar, but then having to repeat the bulk of them in a time attack version? That was a real buzzkill.
When I made it through the majority of the game and unlocked the various mission subtypes within the special mode, I was a little disappointed. There were still plenty of rote simulation style missions among the scant goofy mystery and puzzle style missions. Granted, I got to solve murder mysteries, fight off UFOs and skyscraper-sized enemies, and play as Cyborg Ninja, but this off kilter style of mission was less abundant than I had hoped for. Even with these goofy scenarios, the highlight of this mode was perhaps the final mission I tackled: the VR mission. To clear it, I had to make my way through a truly challenging ten stage gauntlet within a fifteen minute time span, which was always tallying time, even factoring in restarts and deaths. It took me a few attempts before I could do it but when I conquered it, excelsior! It honestly forced me to use much of what I’d learned up to this point to succeed.
Afterwards I got a schematic for Metal Gear Ray, to be featured in the then-unreleased sequel. Again, I was a little disappointed after a dozen hours and a 100% rating for that to be the reward. That’s not to say I didn’t have fun, the game simply grew tiring. There were loads of exciting missions and a lot of variety in the scenarios I was put in and what the missions tasked me with. Unfortunately, many of these had to be repeated which stripped the time spent of diversity as I was repeating much of the game twice. It comes off as a hard game to recommend to anyone but the most diehard fans of the series, and even then I’d caution against playing the time attack versions until all unplayed missions have been exhausted. That should extend the enjoyment and reduce the sense of repetition that I encountered in my time with the game.
Metal Gear Solid [PlayStation] – Review
The hype and critical acclaim surrounding Metal Gear Solid V: The Phantom Pain got to me (it started last year with this). With my tendencies though, I’ve opted to ignore that title for now and jump in at the beginning: Metal Gear Solid. Technically Metal Gear would be the beginning, but whatever. My usual cohort is following suit and he’s postponing his time with MGSV until we make it through the core series. If there were any gaming series that would benefit from this way of playing, this would be the one. These games are dense with dialogue and exposition and understanding or linking them together coherently may come easier after freshly experiencing them. To assist, I’m going to be doing intense note-taking in the hopes that I’ll understand the narrative and characters even better.
Before ever controlling Solid Snake we went through about twenty or thirty minutes of backstory. Most of which was done through (optional) barely animated briefings and through these, the inspiration of Escape from New York was apparent. The characterizing aspects of Solid Snake and his initial mission mimicked Snake Plissken’s so closely I’m surprised there wasn’t legal action! We were also treated to a few Codec conversations and cinematic cutscenes illustrating Snake’s infiltration of Shadow Moses Island. The latter highlighted why it was, and still remains, so highly regarded. Hideo Kojima and Konami revived a classic series in the guise of a big-budget action movie and defined the modern era of storytelling in video games.
The story that unfolded over the next dozen hours centered on Snake’s stealth mission to recover two kidnapped figureheads associated with the U.S. Dept. of Defense and prevent the terrorist group responsible from using a bipedal nuclear equipped robot: Metal Gear Rex. The group responsible is actually the black ops Army unit that Snake once belonged to: FOX-HOUND. The current members have gone rogue, calling themselves the Sons of Big Boss, and are requesting the remains of Big Boss (the unit’s founder). They want access to his genes, which in the wake of the Human Genome Project the U.S. has been secretly isolating “soldier genes” and injecting them into soldiers, creating a “genome army” with skills more proficient than the average warrior. Big Boss was “The Greatest Warrior of the 20th Century” after all.
The story gets way more convoluted from there and at times, it felt like a break was needed to understand the events or conversations that just happened. I did strive to take comprehensive notes and playing with another person also helped to soak in the data and translate it into information. Once we’re done with the series, I’m going to try and understand everything as best I can and that’ll probably involve writing a synopsis of each game. The series, and this game in particular, doesn’t require in-depth note-taking to find enjoyment or some understanding but the lore is so rich that I feel like it’ll be rewarding and enlightening in the end.
For the most part, the events that take place seem plausible and with a little imagination, realistic. Maybe the thought that a bipedal nuclear equipped tank of sorts would be the ultimate weapon is a little farfetched, but this is a game whose inspirations also include mecha anime. The characters that make up the cast on the other hand, specifically FOX-HOUND, well, they’re less believable. They are, however, a rogues’ gallery of fascinating villains. The standout is of course Psycho Mantis, whose psychic abilities included reading the files on the memory card, predicting the player’s actions (forcing the player to plug the controller into the second controller port), and a few other “breaks” in the fourth wall.
The battle with him will remain one of the most memorable video game boss fights for a long time to come, but they all weren’t as great. The majority of them are very memorable, if only for the fact that the fights themselves were generally bookended with much conversation and featured the distinctly unique members of FOX-HOUND. Others will remain memorable to us specifically because of their difficulty. Whether it was the uphill battle we were in for because of Solid Snake’s limited health or the challenging situations we’d just gone through beforehand, I’d say a quarter of the fights took a half-dozen attempts each. One thing’s for sure, like the members of FOX-HOUND, each boss fight was unique and required different weaponry or tactics.
While the battles could be frustrating depending on the circumstances, the typical sneaking gameplay wasn’t so hard. Honestly, it didn’t make up a lot of the game in retrospect. The memories of my original playthrough ten years ago are filled with the feeling of helplessness after getting caught and just giving in to the enemy’s weapon fire in order to quickly restart. That didn’t occur to us often on this playthrough. We did get caught every now and then, but we were able to successfully evade capture or quickly eliminate a soldier or two before it escalated to total despair. I imagine we’re just playing smarter than high school me.
It’s been seventeen years since this game was originally released and I think playing it is still as vital to one’s gaming résumé as it was then. This is a cinematic game that was unlike any other at the time of its release and one that still stands out today. With a complex narrative, feature film presentation, and audio/visual qualities that were remarkable for their time (and still respectable today), Metal Gear Solid is a must-play game. I didn’t find playing it as enjoyable as watching it and trying to follow along with the intricacies of the plot could be difficult, but there were some brilliant sections and set pieces nonetheless. The stealth aspects remain a challenging and enduring appeal for me, but the negative experiences we had with a few of the boss fights outweighed the positives. It’s a landmark video game, all in all. On to Metal Gear Solid 2: Sons of Liberty!