Metal Gear Solid HD, Part 2: “Commencing Operation Snake Eater.”

In Part 1, I talked about Metal Gear Solid 2.

Although players had infiltrated several enemy fortresses as Solid Snake since Metal Gear in 1987, Big Boss seems to be the center of its universe. Nearly every game uses Snake to drive its plot, but Big Boss is the focus of it, which became more prominent by Metal Gear Solid in 1998 when the PlayStation hardware successfully allowed for a more theatrical perspective in games. I revisit my favorite entry in this series in glorious high definition and an impressive 60 frames per second.

Metal Gear Solid 3: Snake Eater is the debut of Big Boss as a highly-trained CIA operative code-named Naked Snake, whose assignment is to rescue a defecting Russian scientist in 1964 Russia, which means the Cold War serves as a backdrop. When the game is booted up for the very first time, you see the menu feature Snake using a technique to bring an enemy soldier down, the screen surrounded in a color and camouflage pattern. What’s great is that the menu tells you just about everything you need to know about the game. The opening scene of Snake performing a HALO jump plays, describing the events that lead us to where we are in the present: the scientist Dr. Sokolov wants to defect, Washington, D.C. wants his talents, and altered Cold War history to fit the plot of the game with references to Yuri Gagarin, the Cuban Missile Crisis, and John Kennedy’s assassination. The first chapter of the game is known as the “Virtuous Mission,” which not only sets up the story but helps the player become familiar with the features of Snake Eater.

There are features in Snake Eater not seen in then previous installments of Metal Gear Solid, all of which are part of what helps the player stay drawn in to the mission. The first is camouflage. Most of the game takes place outdoors, and so Snake is given a set of patterns to help blend into the flora of the jungle and helps to sneak past patrolling enemies, depending on how well he blends in as marked by a percentage index of 0 to 100%. Second is close-quarters combat, or simply CQC, which allows the player to take down enemies in a variation of judo and stun them, or implement a chokehold and demand information that could aid the player, or simply slit the enemy’s throat with the knife. This is a bit more evolved from the previous games’ punch, punch, kick combination in order to deal with enemies.

The two features that help drive the theme of survival are the concepts of healing and stamina fulfillment. In Metal Gear Solid 2, if a character had taken enough hits, the player might see an orange bar in the health bar that indicated severe wounds that would prevent a full recovery (by consuming a ration). Applying a bandage “stopped” the bleeding and healing could resume as necessary. Snake Eater requires removing bullets with a knife, applying disinfectant, bandaging cuts and using splints on a broken bone if the player even found themselves in that situation. If stamina is lost as a result, Snake could eat a number of animals or mushrooms in the environment, where Snake’s tastes determine how much stamina is recovered, which allows for improved health.

Healing wounds, changing camouflage patterns, and recovering stamina all require pausing the game and navigating to their respective menus. This should absolutely sound like a chore and a turn-off, but it isn’t. I suppose it’s the idea of the player having an opportunity to change the situation as they see fit and still giving input to the circumstances of the mission. It is rather akin to customizing equipment, items, and spells in role-playing games, like managing inventory. The player can customize Snake as they see fit. We also tend to learn what exactly Snake is willing to consume (ramen noodles and most snakes) and what will make him puke (Russian MREs and any type of frog).

"Do you guys think The Boss will like this outfit?"

The Virtuous Mission does a fantastic job of serving as a tutorial and to understand overall what players are in for and also serves as an effective prologue that helps demonstrate what is at stake in the game. Here we meet its antagonists, the rather legendary Cobra Unit, a group of soldiers with superhuman abilities (at this point a Metal Gear staple) who have a plan in mind with a secret weapon, which requires kidnapping Dr. Sokolov, yet the bigger point at hand is the betrayal of Snake’s mentor, a ridiculously skilled soldier simply known as The Boss, who finds herself in collusion with these warriors-turned-terrorists. The wrench in these gears, we soon see, is the second-in-command Colonel Volgin firing an American made nuclear weapon over into Russian territory. This sparks an international incident between the U.S. and the Soviet Union… and then we get a theme song and opening credits as if a James Bond film had just begun.

Snake Eater is a game filled with conspiracy, Cold War tensions, and a number of great moments. Whether I have missed this discussion in 2004 or not, one reason it stands out as a noteworthy and great game is the character of The Boss. It is true that games have seen their share of women who exist with a far more crucial role than as something to ogle at for a few hours, but my instincts will tell me the ratio of, for example, Lara Crofts to The Bosses is rather high. The Boss has a somewhat plain design, not particularly exaggerated in terms of looks. More importantly, The Boss is one of three primary women that appear in Snake Eater, yet she undoubtedly demonstrates the largest presence of authority, dignity, and rationale even with a character as power-hungry, sociopathic and authoritative as Colonel Volgin, who fears and respects her. Everything that is The Boss is not particularly political, either. Although actual history may say otherwise, the world of Snake Eater treats a female highly-skilled warrior of the 1960s as something that just is, especially since she was a World War II veteran. The Boss is given perhaps the most characterization because of her relationship with Naked Snake, who she refers to as “Jack,” as a term of endearment. Her story has been seen as rather emotional in the face of typical Kojima style of plotting, and I agree.

Colonel Volgin himself features slightly progressive characterization. Much like The Boss’ gender not serving a political purpose, we come to discover at some point that Volgin is bisexual, with a fondness for a young major named Raikov. This relationship doesn’t seem to exist to send a message, and treats it as something that just is in 1964, however likely it was in our 1964 (minus Volgin’s ability to summon lightning and electricity). It does, interestingly enough, serve as a plot point to meet an objective. Treating this sexual identity as a normal thing in its setting perhaps sends a very strong and needed message, even if Volgin is portrayed as a psychopath.

Lethal, deadly, The Boss is legendary.

The game tends to feature humorous call-backs (or call-forwards?) to previous games, including one of the bigger roles of the game, a young and hotheaded major code-named Ocelot, who is eager to prove himself and impress the heck out of Snake. One of my favorite jokes involves the idea of Godzilla movies still in production 50 years after the events of MGS3, with 2004 having been Godzilla’s 50th anniversary. Major Zero, Snake’s primary handler, goes from being a rather stoic military man to an overexcited fanboy when Snake talks down on the “authenticity” of James Bond movies. “I wouldn’t be surprised if they made 20 more of those films!” The balance between humor and drama is well-done, particularly if the player decides to explore the humor by contacting several handlers during the mission.

Side trivia: In 1964, three James Bond films released: Dr. No (1962), From Russia with Love (1963), and Goldfinger (1964). As of this writing, there are 22 James Bond films with the 23rd, Skyfall, currently filming.

The game also boasts some memorable characters. It wouldn’t be a Metal Gear Solid game without The Pain, for example. The Pain has the ability to manipulate hornets and use them as bullets and grenades. He is the second major battle of Snake Eater, and the one that tests your willingness to take this game’s style at face value. The Fear moves superhuman-like, able to manipulate his joints and jump around from tree to tree at high speeds. The Fury is a rather angry full-time pyromaniac and part-time cosmonaut that provides one of the game’s biggest WTF moments.

I had complained that Metal Gear Solid 2 failed to hold my interests in terms of grand boss battles, and Snake Eater made up for that by simply giving us The End. The End is a 100-year-old sniper who, according to one character, can be described as “photosynthetic.” You enter into a sniper duel with him across three different areas, where you must stalk and blend in and try and beat him at his own game. While The End is an expert sniper, he also has his vices to take advantage of. This is a fight that tests the player’s familiarity with the game, as well as patience and skill. This is a boss fight that challenges. Over the past few years, it has been praised as one of the greatest battles in games, because it’s not meant to be a difficult battle, but it creates a mood and creates tension you might only find in films. There is no actual bitterness in the battle. Just as The End wants to test Snake, he is also looking to test us. The fight can last 20 minutes or three hours. In a sort of black comedy, The End is able to be killed long before the actual battle is supposed to take place.

Then there is The Sorrow. Explaining The Sorrow spoils part of the story (and emotion), but fighting him is not so much a fight but a strange perspective in how the player has handled the game’s enemies. If you’ve killed enemies during your play, you’ll meet them again and watch their suffering as you dispensed it. A strange out-of-body experience if there ever was one.

The one character who probably should have made an impact for me but failed to do so was EVA, which is a bit disappointing. She is a double agent, and goes into what it is that causes a person to defect (her reasons are not very convincing), but it’s overshadowed by her role as Miss Fanservice. She is still somewhat interesting as EVA, if only because EVA is her actual competent if not aggressive personality versus her role as a damsel-in-distress type serving as Colonel Volgin’s mistress.

Metal Gear Solid 3 as a game has a lot to offer in terms of storytelling, hidden extras, inside jokes, different ways to meet an objective. It’s the emotion that makes it such a fan favorite, I think, as it features one of the most popular endings (and meme images) of the last generation into this one. Having played through it again, I find it to still be a fantastic experience. It combines wackiness with tension and emotion and does it well.

You thought I was going to paste the “salute” image, weren’t you?

Metal Gear Solid HD, Part 1: “And we will become the Sons of Liberty!”

One of the most popular franchises gets remastered.

Last Christmas, I was pleasantly surprised with a copy of the Metal Gear Solid HD Collection for PlayStation 3, a series I’d wanted to revisit for some time. It is both unfortunate and brilliant to not be able to play your PlayStation 2 games on the PS3, since it becomes incentive to purchase these packs and play your favorite games in high definition. Having owned Ico & Shadow of the Colossus Collection HD, I personally think these have value. Hopefully I feel the same way when I revisit two more favorite games of mine, Silent Hill 2 and Silent Hill 3, in HD next month. I also just realized Sony is releasing PS2 titles on the PlayStation Store for a $10 price, although not remastered, it means you can now play the 2006 cult hit God Hand without tracking a copy down!

The Metal Gear Solid package includes two PS2 games, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater, first released in 2001 and 2004 respectively, and then updated (respectively) as Substance (2003) and Subsistence (2005), which are the versions appearing in this HD set. Also included is the 2010 PlayStation Portable game Metal Gear Solid: Peace Walker, which continues the Snake Eater story, but I have not spent much time with it. Side note: the HD collection is also available on the Xbox 360.

Metal Gear Solid 2 HD is the first time I have completely played the game from start to finish since November 2001. As a teenager then, never had a game disappointed me more. What I wanted was the further adventures of the anti-hero Solid Snake. Snake has his ability and curse to be a soldier going for him. His military prowess, his stamina, his determination, and his cold, arguably pragmatic approach to life were noticed by players, which says a lot because the point of Metal Gear is to avoid the enemies, rather than fight them, on the screen and reach the objective. It was through creator Hideo Kojima’s not so secret love of storytelling and film did we watch the characters of Metal Gear Solid gab away about ideals and their roles on the world stage and almost start picking sides as to who might have a point and who is dreaming. The thought of experiencing this a second time, on a more powerful system no less, was too good to be true.

Instead, the sequel divided players as we excitedly snuck around in a tanker operated by the U.S. Marine Corps and then watched as Revolver Ocelot (and his grafted arm played by the deceased Liquid Snake…) destroyed it, leaving Snake as a scapegoat close to drowning in the Hudson River.

Do I shoot him in the leg? Or go for the headshot?

It was realized then that Snake aboard this tanker was the prologue. Then, we met him.

A rather effeminate man in a tight sneaking suit with a teenager’s voice is swimming to the docking area of a facility called Big Shell. A familiar voice, belonging to Colonel Roy Campbell, the Codec handler of MGS, referred to this person as “Snake,” but no way did this “Snake” sound like voice actor David Hayter. This was apparently his first time on the field, and so his codename would have to change. We came to know him as “Raiden.” You may suspect that this is where I trash the character and argue that he is a stain to this series, yet time itself and I would tell you that this is not necessarily the case.

This will make a bit more sense later... maybe.

As I played through MGS2 in 2012, some of why I wasn’t too pleased with the game had begun to familiarize itself. It is lazy in design, for starters. The Big Shell plant does not stand out in any way and is representative of the common “corridor” complaint often seen in first-person shooters. Each Strut was a rearranged version of the last one and is not particularly interesting to explore. Despite its bland look, the areas fit the then new mechanics of Metal Gear well enough. The second is the dialogue and the cutscenes. It is rather tiring by now to make any sort of comment on the length of every scene in these games, but it isn’t how long they go on as much as how well they’re paced, which is not very well. The smallest action by the player leads to a long cutscene where nothing particularly exciting is happening and does not advance its plot while we listen to a speech about the ideals of life and death in the name of being a warrior. This leads into the biggest offender of Metal Gear Solid 2 for me: Its cast of characters aren’t at all interesting, compelling, or engaging.

Raiden works because he serves as a surrogate for the player, who is constantly fed ideals and schemes to interpret and what it means to play a role in this modern world. Its villains spew them out, each with a personal stake in the overall objective, which is then given up in the name of a shadowy organization called the Patriots. As far as I realize, the Patriots act as puppeteers for American events and history, all of which sound nutty but plays a crucial role in Metal Gear Solid 4: Guns of the Patriots. Raiden communicates with Colonel Campbell, and Raiden’s girlfriend Rosemary who pesters him about April 30th and its significance and why Raiden is the way that he is. The “Sons of Liberty” themselves provide no memorable fights at all, except perhaps for Vamp, who incorporates flamenco as part of his combat training. Fatman is a man who enjoys explosives, cocktails and roller-skates and his only interesting attribute is being named after the bomb detonated over Nagasaki. Fortune, daughter of the commander who drowned on the tanker Snake infiltrated, seeks to take revenge on Snake. She lives a life wondering why she can’t die, delivering hammed up speeches about wanting to be relieved from this world. Her voice actor’s performance is monotonous and empty, which makes it incredibly hard to feel for Fortune’s misfortune. Worse off is that you never even get to fight her, instead forced to survive her blasts from her giant energy rifle.

The most interesting plot comes from Revolver Ocelot, who is cursed with the spirit of Liquid Snake (which expands in MGS4) by living in his new arm. He serves as the wrench in the gears to this Patriots plot, turning the Sons of Liberty on its head and. Ocelot (and Liquid Snake) is the twist in this soap opera players expect in this series, successfully leaving us desiring more explanation (again, covered in MGS4). His cohort Solidus Snake is also fleshed out well as the game’s primary antagonist. He represents the series at its most political, an ex-President of the United States looking to set Manhattan free in perhaps the same way Tyler Durden intended to set people free at the end of Fight Club. The unfortunate part of this is I had to research these stories again, which is a testament to how complex these twists get for better or worse.

The third act of the game is the most memorable, above all. Campbell and Rosemary grow insane (“I need scissors! 61!”), Raiden runs around in the nude, we fight dozens of Metal Gear Ray robots, and have a one-on-one duel with the main antagonist Solidus Snake, and we learn the lesson that we must believe and think freely and combat censorship (I think). This is why the ending that did not completely work for me in 2001 worked for me in 2012 in an age of combating internet censorship and the change in societal norms with the advent of social media and linking. Raiden throwing away his dog tags communicates this well. It’s not that they all have a direct relationship with Metal Gear, it just impressively feels more relevant ten years later.

I am glad to have played Metal Gear Solid 2 this time.