MGS1 will forever be one of my favourite games. Times were different back then (we didn't use the internet as much - and in the same ways as we do now - being the biggest change) but I felt a lot of things made MGS stand out from every game that had been released up until that point.
From the moment I laid eyes upon the game's case, I knew it was going to be a landmark event in the medium. It stood confidently on any shelf, surrounded by other games, begging you to pick it up and flip to the reverse and read the back of the box. Its cover art had the simplicity and minimalism that many of us now beg for; a simple white cover with the iconic MGS logo (with its very cool font) in reflective/foil red lettering.
Starting the game for the first time, I was terrified. I listened to two soldiers speak in very real-sounding military jargon about how your character was going to infiltrate this base and why. The dialogue was reserved in its use of the aforementioned jargon, which gave the dialogue a very grounded feeling. It gave me the feeling this would be a game about more mature (relative to the subject matter of the majority of the medium at the time) subjects. The music also spoke the same language; heavy droning basslines, littered with electronic chirps, shocks, and echoes. This was going to be a
heavy game, tonally.
The world building also layered on how different this game would be: you were quite literally torpedoed onto a small island near Alaska that didn't exist to the rest of the world. It was garrisoned by soldiers that had their genetics tampered with in order to enhance their combat effectiveness. Before Snake emerged on the surface of Shadow Moses island, I started to get a real sense of dread -- I was sneaking around, as one man, naked, in a veritable fortress. Once the more fantastical elements of Kojima's hard-edged militaristic science fiction started appearing (Raven, Psycho Mantis, etc.), it made me wonder what else was coming next as every new beat of the story unfolded.
The texture work, colour palette, mechanical and character design also lent MGS's visual identity to one of a more realistic flavour. There are cyborg ninjas, exoskeletons, giant bipedal tanks, and so forth, but it all felt realistic enough to me. I, as a teenager at the time, could see weapons like that existing in the future. An example of this is every thing about Rex's mechanical design felt justified; its large legs would anchor it on undulating terrain when preparing to fire a warhead, its shoulder-mounted radar dish for long-range targeting, and it even came stocked with a suite of short-range defense weaponry for anti-troop and anti-vehicle engagements. The fact that MGS used real weapons and equipment also did its part in making things seem more real. (Really cool was the fact you could get information on weapons and tech by speaking with Natasha.)
One of my other favourite things about MGS will be the UI design as well. Everything about the Codec's visual design, the character portraits, the design of the radar, the weapon/item portraits, and even the font used in-game, make MGS a stylistically timeless game from a graphic/UI design standpoint, I think. Everything from the way the CALL icon flashed, then the way the character portraits sprung out on the Codec console view, and the items/weapons moved at the corners of the screen (when making a selection) was graphic design heaven for me as a teenage. If these elements hadn't turned out as well as they did, I think they would've subtracted from the overall visual identity of MGS. The fantastic manual was also part of this since it came stocked with Yoji Shinkawa's striking character designs. It was like the first time I had seen something from Amano -- I was floored at how different his style was. There was so much personality in each of his designs even if there wasn't as much explicit, literal detail -- I found that because his lines were very thick and heavy, you, as the viewer, had to fill in details with your mind. This is hard to describe so I hope I'm articulating it properly.
Another really neat thing MGS1
kind of did was defy the narrative trope of
Chekhov's Gun: you don't see Decoy Octopus's true identity in the story
ever. He's a true master of disguise. You do meet him, but you don't even know it since he's disguised as another character. And at no point does Kojima ever show you what he looks like normally, unless its a short shot of Shinkawa's painted character design in certain cutscenes.
Nothing else that I had played up until MGS made me feel the way it did. It wasn't until I played MGS that I realised games could be a more mature medium, one that told meaninful (if somewhat fantastical) stories, had interesting (fully-voiced!) characters, and crafted believable worlds. I'm not sure I'd be into video games as much as I am now if it weren't for MGS.
I enjoyed MGS2 and 3, but I felt that they started to crumble a bit under the weight of growing expectations from us and the ambitions of its creators. MGS2/3 had the same growing pains I feel the Matrix trilogy underwent. While I hated the Matrix 2 and 3, I still think MGS2/3 are enjoyable entries in the franchise, if not as grounded in their fiction the way MGS1 was. Closing off the analogy, the first Matrix film will remain the most enjoyable of that trilogy, just as MGS1 will forever be my favourite MGS franchise entry.