Ok, so for some background history to my involvement in the MGS series:
I had no PS1, so I never really played MGS, the supposed 'system-seller-best-game-ever-made-ever-ever' game for this system, duking it out for GotY on release of Loz:Toot. I did, however, rent it out (along wiht Res Evil2) at one stage to experience it. Even then I thought it was high in production value (and even in experience value), but low in gameplay. Dialogue was good, but overthetop cheeseyness (which is fine by me, if it's the right game to do so). Only played a bit, thoguh - maybe the first third.
Fast forward, I buy MGS:2, based on the praise of the series, but also this title in particular - you know, to broaden my horizons. Once again, I get the same opinions - great production, presentation, gameplay elements, and even experience, but the game itself is too stop-start, too focused on trial-and-error (I know most gameas are in a way, but MGS seems to be in a bad way), and I seem to be fighting the control system far too often. And the fact you watch and listen more than you play (it seems) gets on my nerves.
I only play MGS2 halfway before I decide I've had enough.
Fast forward again, and Metal Gear Solid: Twin Snakes comes out, complete with deriding of the quality of the game compared to the original. I decide to give it another go, seeing as I may change my mind, and also because it gives me incentive to play through 2 properly, knowning the full story (or as full as you get in MGS).
I have fun, I don't see the problem with anything, and I finally 'get' the game - stealth, immersion, and the whole 'breaking down the fourth wall' parts of the game.
I replay MGS:2 - and I understand where the hate for MGS:TTS comes from - MGS:2 seems far superior technically (although I really like the cutscenes in MGS:TTS).
TODAY: After describing the game to a friend, he plays through the enitre Twin SNakes on very easy to experience the story, even though it's in a tensionless environment, so the 'spirit' of the game is lost.
And Dear God, what a feat. Just watching the game run-through I see again why I never fully liked it. The controls are solid enough, but never perfect - the way the cameraswitches, but the controls don't, went you flatten a gainst a wall is mind-boggling. Holding down 'Z' to target is weak (I don't mind the Z-button, but not for holding down). And the ridiculous nature of the game was simply too much to bear. The codec conversations are boring, and never serve to be immersive (who in their right mind talks in their head IN THE MIDDLE OF A PERILOUS SITUATION). I got annoyed at the Colonel talking about 'pressing the action button', and other such instances. And who's brilliant idea was it to allow you to skip the conversations by pressing a- only to never be able to hear them again, or at least read through them at your pace? Not to mention Snake's stupid always-responding-with-repeated-question ("You have to get the passcard. "Passcard?". "It's a nuclear weapon." "Nuclear weapon?". "Go to the communication tower." "Communication tower?").
Ok, so it was late, and we were trying to push through quickly, so maybe we were extra grumpy, but two incidents stick out in my mind as being extremely aggravating:
1) Whose genius idea was it to make the final card a three for one card, created for the SOLE purpose of making you backtrack two more times? You know the bit, the one with the cold-heat card. It seemed utterly pointless, and stands out as one of the WORST gaming moments in history. What exactly is the point of sendign you back through multple loading areas, backthrough a lift you can't even skip, where you have to stand and watch snake ride the lift...TWICE...to reach an area where you have to stand still for a few mintues...and repeat all again? I mean, sure many games have their share of backtracking, but at least you do things, or discover new paths or DO something when you get back. But standing around? I am utterly boggled by this so-called 'puzzle'.
2) the ending - yeah, it was 4am by the time we reached the final boss - and just after 5am when the credits were rolling. The ending sequence is far too long. Cutscene after cutscene of pseudo-philosophical drivel, written to make people who never ever read a decent book feel smart. It always felt like they were trying too hard. To it's credit, I suppose, though, that kind of person is me, but I still didn't appreciate it.
It all makes me wonder and think - is MGS 1 on PS1 (since most swear by that more) any different? How were cutscenes handled on that? Is the dialogue any different? I did finish MGS2, and that game had a pretty crazy storyline too, but I don't remember it being as stupid, but definitely more crazy and 'out there' - and I'm DEFINiITELY not playing it again to find out. These stories are so over-the-top, I simply forget them - didn't even remember half the ending of MGS1.
Lastly, should I get MGS3?
Ok, end rant.
I had no PS1, so I never really played MGS, the supposed 'system-seller-best-game-ever-made-ever-ever' game for this system, duking it out for GotY on release of Loz:Toot. I did, however, rent it out (along wiht Res Evil2) at one stage to experience it. Even then I thought it was high in production value (and even in experience value), but low in gameplay. Dialogue was good, but overthetop cheeseyness (which is fine by me, if it's the right game to do so). Only played a bit, thoguh - maybe the first third.
Fast forward, I buy MGS:2, based on the praise of the series, but also this title in particular - you know, to broaden my horizons. Once again, I get the same opinions - great production, presentation, gameplay elements, and even experience, but the game itself is too stop-start, too focused on trial-and-error (I know most gameas are in a way, but MGS seems to be in a bad way), and I seem to be fighting the control system far too often. And the fact you watch and listen more than you play (it seems) gets on my nerves.
I only play MGS2 halfway before I decide I've had enough.
Fast forward again, and Metal Gear Solid: Twin Snakes comes out, complete with deriding of the quality of the game compared to the original. I decide to give it another go, seeing as I may change my mind, and also because it gives me incentive to play through 2 properly, knowning the full story (or as full as you get in MGS).
I have fun, I don't see the problem with anything, and I finally 'get' the game - stealth, immersion, and the whole 'breaking down the fourth wall' parts of the game.
I replay MGS:2 - and I understand where the hate for MGS:TTS comes from - MGS:2 seems far superior technically (although I really like the cutscenes in MGS:TTS).
TODAY: After describing the game to a friend, he plays through the enitre Twin SNakes on very easy to experience the story, even though it's in a tensionless environment, so the 'spirit' of the game is lost.
And Dear God, what a feat. Just watching the game run-through I see again why I never fully liked it. The controls are solid enough, but never perfect - the way the cameraswitches, but the controls don't, went you flatten a gainst a wall is mind-boggling. Holding down 'Z' to target is weak (I don't mind the Z-button, but not for holding down). And the ridiculous nature of the game was simply too much to bear. The codec conversations are boring, and never serve to be immersive (who in their right mind talks in their head IN THE MIDDLE OF A PERILOUS SITUATION). I got annoyed at the Colonel talking about 'pressing the action button', and other such instances. And who's brilliant idea was it to allow you to skip the conversations by pressing a- only to never be able to hear them again, or at least read through them at your pace? Not to mention Snake's stupid always-responding-with-repeated-question ("You have to get the passcard. "Passcard?". "It's a nuclear weapon." "Nuclear weapon?". "Go to the communication tower." "Communication tower?").
Ok, so it was late, and we were trying to push through quickly, so maybe we were extra grumpy, but two incidents stick out in my mind as being extremely aggravating:
1) Whose genius idea was it to make the final card a three for one card, created for the SOLE purpose of making you backtrack two more times? You know the bit, the one with the cold-heat card. It seemed utterly pointless, and stands out as one of the WORST gaming moments in history. What exactly is the point of sendign you back through multple loading areas, backthrough a lift you can't even skip, where you have to stand and watch snake ride the lift...TWICE...to reach an area where you have to stand still for a few mintues...and repeat all again? I mean, sure many games have their share of backtracking, but at least you do things, or discover new paths or DO something when you get back. But standing around? I am utterly boggled by this so-called 'puzzle'.
2) the ending - yeah, it was 4am by the time we reached the final boss - and just after 5am when the credits were rolling. The ending sequence is far too long. Cutscene after cutscene of pseudo-philosophical drivel, written to make people who never ever read a decent book feel smart. It always felt like they were trying too hard. To it's credit, I suppose, though, that kind of person is me, but I still didn't appreciate it.
It all makes me wonder and think - is MGS 1 on PS1 (since most swear by that more) any different? How were cutscenes handled on that? Is the dialogue any different? I did finish MGS2, and that game had a pretty crazy storyline too, but I don't remember it being as stupid, but definitely more crazy and 'out there' - and I'm DEFINiITELY not playing it again to find out. These stories are so over-the-top, I simply forget them - didn't even remember half the ending of MGS1.
Lastly, should I get MGS3?
Ok, end rant.