Showing posts with label Metal Gear. Show all posts
Showing posts with label Metal Gear. Show all posts

Friday, July 13, 2018

Review Hub - Metal Gear


In 1987, Konami released Metal Gear on MSX2, a release which would not only spotlight the Stealth genre of video games, but also put Hideo Kojima on the map. Since then, Kojima would continue to develop new games within the franchise, whether he wanted to or not, and continue to expand on not only the possibilities of Stealth games, but also weave an increasingly elaborate and complex tale about the soldier Big Boss and his clone, Solid Snake. Though Kojima has since moved on to bigger and better things with the new Kojima Productions and the development of Death Stranding, the Metal Gear series continues to impress gamers to this day with its engaging mechanics and ability to tell a deep story about the horrors of nuclear warfare.

Below is a list of links to every Metal Gear review on this blog, presented in order of release.

Games

 
 
  
  


Compilations



Motion Comics

 

Sunday, December 18, 2016

Metal Gear Solid V: The Phantom Pain - A Hideo Kojima Game

I played the PS3 Day One Edition.

Note: The following review contains spoilers related to Metal Gear Solid V: Ground Zeroes.

For one reason or another, I never really got around to reviewing Metal Gear Solid V: The Phantom Pain when it first came out. Looking back, however, it’s probably a good thing that I didn’t considering the controversy surrounding the dissolving relationship between Konami and Hideo Kojima at the time, which led to less than friendly discussion about the game and its shortcomings, both real and imagined, as a result of the fallout. Since it’s been over a year since the game released, and to celebrate the sixth anniversary of this blog, I figured it was now about time to share my thoughts on this game. I will say now, however, that this review is based mostly on memory and retrospection, since it took me nearly a month to beat it before and I won’t have that same pocket of time to play it for that long again. In addition, I will not be talking about the Kojima/Konami fallout apart from this paragraph, nor will I talk about what may or may not have been cut from the game. I will discuss it for what it is, not what it isn’t.

In the year 1984, nine years after the events of fall of Mother Base at the end of Ground Zeroes, Snake wakes up from a coma and, with the aid of the mysterious Ishmael, escapes a hospital as it is overrun by soldiers looking to capture him. After his successful escape from the hospital, and an ambulance he rode off in that got overturned, he receives aid from Revolver Ocelot in getting to safety. Ocelot helps Snake recover enough to rescue Kazuhira Miller, who has forced new armed force named Diamond Dogs. Together, the three of them work to both rebuild Mother Base and take revenge on the mysterious organization known as Cipher by defeating their leader, Skull Face.

The Prologue also introduces the mysterious Man on Fire.

The rest of the story which follows is actually very compelling and impactful, as it tackles the main themes of Race and Revenge (as explained by Kojima) rather well, though ultimately it feels somewhat unfulfilling thanks to some lingering loose ends. After the prologue chapter, Awakening, a good bulk of the story is contained within the first chapter, Revenge, and the second chapter, Race, has a fairly uneven pace. The length of time it takes to complete Revenge makes it feel like a whole game on its own, and while Race does answer some lingering questions, it is much shorter and requires some interesting conditions to unlock the ending, where you replay the Prologue mission, but with some additional scenes and dialogue added to fill in some of the story gaps and reach a rather controversial twist ending.

In the interest of avoiding spoilers, since it’s the kind of game that’s difficult to talk about otherwise, I will end up having to forgo specifying which questions remain unanswered, but I will address the twist ending, or at least my own reaction to it. Initially, I wasn’t sure how to feel about it and I can understand why some people would be put off by it, especially since it can feel reminiscent of another game in the franchise. However, now that I have had time to reflect on it, it actually makes a lot of sense to the overall story of the franchise, since I’ve come to realize that the entire game basically exists solely to fill in a plot hole from all the way back in Metal Gear 2: Solid Snake.

During the story, the characters all go through some interesting development, in that players get to see them reveal some of the darker aspects of their personality and how they react to what’s been thrown at them in the past. Kazuhira Miller in particular is much more revenge-driven to where Ocelot acts as a foil for his actions and would much rather be diplomatic about their decisions, though Ocelot does have a sadistic side. Snake, as well, displays a more pacifist approach in his treatment of the Diamond Dogs members, but is also capable of displaying a darker part of himself. These personalities and how they conflict with each other and other characters they encounter help drive the story forward toward their final encounter with Skull Face and with the ultimate decision regarding their conflicting levels of trust with Huey Emmerich.

Skull Face, as a villain, has a plan that’s over-the-top enough for Metal Gear, even revealing the development of the deadly Metal Gear Sahelanthropus, but he’s not as intriguing as previous villains in the series overall. He’ll certainly be talked about within Metal Gear discussions, but despite his importance to some of the later events in the series, he does not capture the imagination in the same way as Big Boss, Liquid Snake, Revolver Ocelot, the Cobra Unit, The Patriots (mainly their involvement in MGS2) or the Winds of Destruction.

Skull Face as he appears in The Phantom Pain.

Two other major characters introduced are Code Talker, an elderly Diné (Navajo) scientist, and Quiet, a scantily-clad mute sniper. Code Talker is important to the story and is an effective character when he is necessary, but in retrospect I only remember him for his optional cassette tape recordings, in which he discusses his past as well as the faults he sees in the ethics and politics of America. I also remember the cassette tapes where despite being critical of America, he unironically, and hypocritically, wants to eat a hamburger. As for Quiet, she came off as the most interesting of the new characters, as she is written in a way that comes off as mysterious, but not in a way that the mystery is tiring. The more the game reveals aspects of her past, the more intriguing she becomes, including the reason why she wears what she does in the first place.

One highlight of the game is the voice acting. Even though Venom Snake doesn’t say very much in the game compared to previous Snakes, Kiefer Sutherland gave an amazing performance by not only conveying the proper emotion in his voice, but also his rather subtle facial expressions. As a result, I couldn’t really imagine anyone else doing Venom Snake, as I had gotten used to Kiefer Sutherland’s fitting delivery. Troy Baker is also good in his role as Revolver Ocelot, serving as a good voice for the character at that chronological point in time and displaying a good range as Ocelot displays a number of emotions. Rounding off the main trio, Robin Atkin Downes provides a memorable performance for Kazuhira Miller. Although he’s prone to hamming up the anger every once in a while, he also shows a good capacity for humor during a particular set of cassette tapes where he interacts with Code Talker in relation to hamburger recipes. As for Skull Face, despite the shortcomings of the character, James Horan delivers a spectacular vocal performance that helps him stand out when he is relevant.

Kiefer Sutherland delivers in the role of Venom Snake.

Now that I’ve mentioned it a couple times, this is probably a good time to mention that The Phantom Pain has a large volume of cassette tapes to collect, be they automatically gathered from story progression or manually gathered out in the field. While it can be fun to collect some of the tapes, particularly ones which increase the selection of music you can listen to, a good majority of them are relevant to the story in some form or another. In retrospect, I have some mixed feelings about this. On one hand, this reduces the amount of time spent the player has to spend viewing cutscenes at various points across the story, an aspect of the franchise which garnered mixed feelings over time and came to a head with MGS4’s nine hours of cutscenes. On the other hand, this means that most of the development, both major and minor, for the story and characters is instead placed within the cassette tapes, meaning that players may have to sit through up to six hours of optional tapes just to learn everything. This is somewhat mitigated by only a certain number being required for story progression, but it can be a damper on things depending on how attached you are to the traditionally lengthy cutscenes of the Metal Gear franchise.

While the execution of the story is uneven, the actual gameplay is simply phenomenal and easily the best in the entire Metal Gear series. For one thing, the shift to Open World gameplay was handled better than expected, with a map that easily dwarfs Ground Zeroes, as well as all of the other Metal Gear games put together. There are a lot of touches of realism which help to sell the open world, including the presence of a day-and-night cycle and dynamic weather, with both systems actually affecting various aspects of the gameplay. For example, nighttime operations will more involve the use of enemy searchlights and the occasional sandstorm can decrease visibility for both enemies and the player. Rain can also help disguise your footsteps and daytime makes it easier to spot enemies, but also for enemies to spot you. There’s a lot to take into consideration as players are encouraged to find the style and approach that works for them. In this sense, it is truly an open world with great freedom of choice.

Of course, there is a downside to the open world. There are two maps the player can explore, one based on Northern Kabul, Afghanistan and one based on the Angola-Zaire Border Region in Africa. The latter is more densely populated by foliage and has a lot of places to hide while the former is vast and more sparsely populated. When not doing any missions, it is possible to freely explore either of these two areas, but due to the placement of everything, it is possible to go for quite a while and not really find anything worthwhile unless you had an exact idea of where to find a particular resource or you wanted to get to side missions the hard way. The only other reason to explore outside of missions, then, is to see the incredible amount of detail put into the world.

Outside of exploration, there are two other ways to interact with the two regions: Main Ops and Side Ops. Main Ops are the ones which propel the story forward and Side Ops are optional, but can help get some extra GMP (Gross Military Product; the currency of the game) or rescue useful soldiers to boost Mother Base’s forces. The Side Ops can feel repetitive at times, but the gains are still mostly worth the effort in the long run. There are even a few Side Ops that are required to continue the story. The Main Ops are generally very good, although Chapter 2 has been, perhaps fairly, criticized for featuring duplicates of Main Ops from Chapter 1, but with different difficulty setting or modifiers placed on them, making these missions feel like filler meant to artificially lengthen the game. Fortunately, none of these duplicate missions are required to advance the story and can be skipped entirely.

However, there is a sort of unevenness to the overall difficulty. By this, I mean that there is a sort of baseline difficulty the game runs on which is fairly manageable, but then there are times when the game feels next to impossible. One standout moment in particular for me was the end of Mission 12, “Hellbound,” in which you have to outrun and sneak away from the new Metal Gear, Metal Gear Sahelanthropus, and escape on a helicopter. Sahelanthropus’ abilities made it feel unnecessarily difficult to escape detection and I was unable to finish the mission until I managed to find a perfect window of opportunity to board the chopper, and even then Sahelanthropus was less than a second away from blowing everything. The inevitable fight against Sahelanthropus was also difficult, but somehow felt more satisfying to outsmart it and achieve victory.

Metal Gear Sahelanthropus

That said, this game still has an unprecedented amount of freedom for a stealth game. During missions, players are capable of approaching the situation with either non-lethal stealth or lethal run-and-gun options based on the loadout they choose to go into the field with. Both approaches alter the skills required from the player and greatly change how they deal with enemy forces. The weapons and tools the player uses also change how they can disrupt enemy technology, one example being a radar; you can short circuit it with water, shoot it with guns or plant an explosive and remotely detonate it. While these choices are present for most of the game, there are times when you will be forced to go on the full offensive in order to survive, including the fight against Metal Gear Sahelanthropus.

As an example of this freedom, my personal loadout worked with my playstyle, emphasizing non-lethal stealth. Just looking at weapons, I used a RENOV-ICKX TP tranquilizing sniper rifle (Grade 3) customized with a suppressor, a UN-ARC-NL non-lethal assault rifle (Grade 3), a Water Pistol (Grade 4) and the Stun Arm (Grade 4); I would also equip Venom Snake with the Sneaking Suit for the health recovery bonus. With this loadout, I could tranquilize enemies from long-range, fire non-lethal rounds at a rapid pace at close range and channel electricity or summon lightning to stun enemies at close range to conserve ammo. The Water Pistol is actually far more versatile than it sounds, especially since it has infinite ammo, as it can put out campfires, temporarily blind enemies with a shot to the face or short out sensitive equipment. This weapons loadout is just one way of approaching the game and you may find something else which works well for you.

Another factor which can alter your approach is the addition of enemies who adapt to your playstyle. What this means is that if you do a lot of headshots, then enemies will start wearing more helmets, or if you attack at night a lot, enemies will start wearing night vision goggles. These are just two examples, but the results really force the player to consider how they may need to change tactics or if they should start mixing up the time of day in which they go after enemies. You can disrupt these tactics by sending your own soldiers out on missions to destroy supplies, a measure which may only be temporary, but is nevertheless effective. Similarly, if you destroy certain equipment within the environment, the game will remember it and when you return to the same area later, the equipment will still be destroyed. After about 72 in-game hours the destruction will be reverted, but this is still something to keep in mind.

Yet another wrinkle is the introduction of the Buddy System. Before going on a mission, you can select from one of four buddies to take with you into the field: D-Horse, D-Dog (aka DD), Quiet or D-Walker. Each has their own strengths that they can carry onto the battlefield, so it depends largely on personal playstyle. D-Horse can traverse long distances, serve as a mobile hiding spot for Venom Snake, distract enemy vehicles or even poop onto the road to cause vehicles to slip up. DD can scout the area via scent to discover items of interest, including enemy and weapon placements, and can even stun or kill enemies depending on what he is equipped with. Quiet can take advantage of various vantage points to scout for enemies by placing a marker on those she sees or she can be ordered to lethally or non-lethally snipe targets from afar. Lastly, D-Walker is a small bipedal robot Venom Snake can pilot, its exact usage being entirely dependent on how the player customizes its equipment.

Venom Snake with DD in the helicopter.

From my experience, D-Horse is useful in the beginning, as he is your only option at first, but as soon as I acquired DD and Quiet as buddies, I quickly shifted my focus to figuring out which of those two would be best suited for a particular mission, sometimes switching between them during a mission should the situation call for it, though more often than not I would choose DD, equipped with the Sneaking Suit (Stun version), for his versatility (plus I actually grew an emotional attachment to him). When I did use Quiet, I would always equip her with the Guilty Butterfly to fit in with my playstyle. I did use D-Walker occasionally, but found it to be more situational due to my playstyle prioritizing non-lethal stealth. I’m sure other players will feel differently about which one is their favorite to use, but I figured I would share my own experience to demonstrate how subjective this feature is.

Two additional gameplay aspects which are fully implemented in this game are the return of the Fulton Recovery System and the inclusion of a Supply Drop system. The Fulton balloons are once again used to extract enemy combatants for recruitment into the Diamond Dogs, but can also extract various wildlife and can also now be upgraded to extract weapon placements, vehicles and large resource containers. Should the player go through the effort to obtain the Wormhole Fulton option, they can even use this system indoors. This improvement to the system makes it more worthwhile to use and is a big step up from its use in Peace Walker.

As for the Supply Drop system, it makes it possible to request certain items, weapons or ammunition to be dropped onto the battlefield for easier access. However, you can also select where the item box will drop, which means you can also use it to knock out anyone unfortunate enough to be standing within the landing zone. This system is rather effective and I found myself using it every so often to change up my tactics and make sure I had plenty of ammo in a tense situation.

It should also be mentioned that this game has a huge wealth of customization options. To name a few, you can customize Mother Base with different colors or a customized Diamond Dogs emblem, customize D-Walker to your liking, alter your Buddy’s equipment, change up the helicopter’s weapons and effectiveness or create customized guns with various abilities based on the parts used. It can be fun to play around with the options from time to time, since this is a feature which allows you to change up the game to your liking, at least to an extent.

Naturally, the sea-based Mother Base makes a return from Peace Walker, although this time located by the Seychelles Archipelago off the coast of Africa. One notable difference from the Peace Walker version of Mother Base is that players can now explore Mother Base on foot and see everything for themselves, as opposed to mainly viewing Mother Base from a menu. This iteration of Mother Base is much larger than one can imagine, although exploring each strut entirely on the ground can take quite a while, as it would take a few minutes to drive across the bridges to each strut. The length of time it takes to travel can be mitigated by taking a helicopter to another strut’s landing zone in less time, though it still takes a while, or by crouching in a cardboard box on a delivery zone to warp to another delivery zone you have already discovered (this form of fast travel also works in the open world Afghanistan and Africa regions).

The game's Fast Travel system.

Each strut of Mother Base covers a different specialization of the Diamond Dogs, with plenty of secrets to be discovered as a reward for exploration. These secrets include hidden diamonds and posters, both of which automatically raise GMP, secret interactions and various challenges to test your skills. There is even a zoo you can visit which houses all of the animals you Fulton out of the battlefield. You are occasionally required to revisit Mother Base every so often, although frequent visits do have their benefits, such as boosting overall morale by passing fellow Diamond Dogs staff. One benefit in particular is returning to shower every so often, which helps Venom Snake feel physically and mentally refreshed. This makes it so Snake can’t be as easily detected by how bad he smells from the stench of blood, since blood can’t be removed unless you shower, and helps his reaction time in Reflex Mode. Visiting Mother Base under special conditions will also allow the player to view special cutscenes, which is its own reward.

But Mother Base is not the only place Venom Snake can be. You may spend a majority of your time away from the battlefield within the Aerial Command Center (ACC), where Snake can take a break in between missions. It also serves as a quieter place where you can listen to cassette tapes and manipulate various aspects of the Diamond Dogs through the iDroid, as well as the only place where you can decide what Ops you will tackle next and how you will go about them. Having this in-between zone is actually very useful and helps to establish a gameplay rhythm for yourself.

Venom Snake in the Aerial Command Center.

One iDroid feature you will use a lot, apart from sorting staff members and sending the Combat Unit on missions, is dealing with the R&D Unit to develop and upgrade various tools. While it is worth it to get that next item, upgrade or Mother Base expansion, the one thing a long-term player will need is commitment, a quality which many players may not be prepared for at first. You need to make sure you have all the requirements fulfilled before you can go through with development, but this may require you to do some grinding in a sense for GMP and resources. You may also need to do some shuffling around with staff members to make sure you have a high enough Staff Level, as well as making sure you Fultoned specific soldiers with specific skills or occasionally upgrade Mother Base strut sizes to make sure you can have the right Staff Level in the first place. Eventually you will need to care about and focus on Fultoning soldiers whose ratings in different areas match or exceed a high threshold, which may require quite a time commitment. In other words, R&D is very useful and a requirement to survival, but prepare for a large time commitment if you want the very best equipment you can get.

What easily deserves praise, however, is the Fox Engine, developed by Kojima Productions. This engine is capable of so much environmental and organic detail that it looks and feels close to real life, even when playing on seventh generation hardware (I played on the PS3 version). There is a lot to praise the engine for, including how it handles weather and lighting, but it would also be enough to say that it is a technical marvel that’s hard to beat.

Apart from the original score, which I found to be good at setting the mood, there are also 16 licensed songs you can listen to in the game by finding their cassette tapes. Since the game takes place in 1984, these are naturally mostly 1980s songs you can listen to through the iDroid. However, you can also use the cassettes to set what music you will hear when the helicopter arrives to assist or transport you. I found this to be a fun feature, since I set it so the helicopter played “The Final Countdown” by Europe (a selection which I personally found pretty fitting during a firefight). While I had played the PS3 version, as I had mentioned previously, I am aware that the PC version allows you to set the helicopter music using any song you happen to have on your computer.

There are a couple other complaints I remember having with the game which I couldn’t fit anywhere else in here. One is the fact that after a certain mission, the game forces you to create a Forward Operating Base, even if you never wanted to. The only way to avoid doing so is to play offline by never accepting the online terms and conditions that pop up whenever you start up the game (playing offline also speeds up the game anyway). The other is that despite making a big deal out of it and even allowing you to advance its progress by checking in on it, the Battle Gear is unusable, becoming more of a tease of something you’ll never be able to use. As a result, it feels like your time is otherwise wasted.

The Battle Gear ultimately goes nowhere.

One final thing to consider about The Phantom Pain is the length. As it is a very large game, it will take quite a while to complete the main story, let alone reach 100% completion (for those who are into that). At the time of this writing, my current playtime is 100:47:10 (aka 100 hours, 47 minutes and 10 seconds) and my completion percentage is 52%. Needless to say, there’s a lot to see and do.

Looking back on Metal Gear Solid V: The Phantom Pain, it definitely could have used a little more time to develop the story. It felt a little uneven and with a conclusion which leaves some plot threads open to speculation, although I have come to appreciate the twist ending a little more due to its role in filling in a plot hole from Metal Gear 2: Solid Snake. The gameplay, however, is simply the best I’ve ever played in any stealth game and its large amount of depth creates a very immersive and engaging experience. The game may be flawed, but I had a lot of fun and found it very hard to put the controller down. In the end, I think that’s what matters the most.

Friday, May 30, 2014

Metal Gear Rising: Revengeance DLC Story 02 - Blade Wolf



Spoiler Warning: Due to the nature of this DLC, there will be unmarked spoilers regarding the events of Metal Gear Rising: Revengeance. You have been warned.

Since I’ve reviewed the first DLC story for Metal Gear Rising: Revengeance, Jetstream, it’s only natural that I look at the second one, Blade Wolf. Like the previous story, the idea behind Blade Wolf is that we get to know more about its title character, in this case what life was like for Blade Wolf, aka LQ-84i, before Raiden came along and freed him from Desperado. Once again, the reason I’m going over this now is because recently I discovered that it was made free (I slip up every so often when it comes to news about stuff). Blade Wolf runs into some of the same problems as Jetstream, in that a lot of it is recycled, however, it actually makes more of an effort to stand out from the main game.

Before the events of Metal Gear Rising: Revengeance, Blade Wolf was a robotic canine with the name LQ-84i, suggesting that he had advanced AI compared to the other LQ-84 robots in the PMC. At the point in time the DLC takes place, he is to go on a mission with Khamsin (the desert storm, which continues Desprado’s wind-based naming convention), but Mistral wants to give LQ-84i VR training to not only prove that he is capable of the mission, but also to try and make him more subservient. As he goes through each training exercise however, LQ-84i wants to obtain something that he’s never had: freedom; he learns just how far he is willing to go to experience it for the first time.

He is also very capable of kicking ass.

The events of this DLC turned out to be better written than Jetstream, which is a huge step up in fleshing out a rather unique character. Blade Wolf’s backstory is easier to empathize with, since he is a thinking machine yet unable to know what certain concepts are like to his rather limited world. Mistral’s treatment of him is somewhat standard villain stuff, but when you see LQ-84i take control of his own life for the first time, and fight for it, it makes him a character worth rooting for, making you wonder if he’ll finally feel freedom and get to keep it. However, the main problem with the story is that Khamsin, the final boss, feels underdeveloped (although the Metal Gear Wiki seems to state otherwise). I hardly knew anything about him before, during or after the fight with him, but then again he’s not really the highlight of this DLC; he’s simply someone from Desperado forced to try and kill you. There’s indication that the story goes into the Abkhazian Coup from the beginning of the parent game, creating a much better transition than Jetstream, which simply ended with Sam suddenly in Abkhazia.

Once again, a lot of the Blade Wolf DLC is recycled from Raiden’s campaign. However there is a surprising amount of work put in an attempt to feel different. About half of the story is LQ-84i going through VR training, which allows for the opportunity to do more than just fuse a few levels together and shove as many enemies in it as possible. Indeed, the levels flow much like how a series of missions would and there is actually a very interesting 3D platforming segment at the end of the training that requires some different skills than slaughtering everyone in sight, although there is a lot of that. Blade Wolf has more of a stealth approach, granting bonuses for Hunt Kills, meaning you sneak up behind the enemy and dispatch them with a quick thrust of his chainsaw. It’s still very likely that you’ll get into combat, but the fact that you can approach a situation more than one way is a sign that they were sticking truer to how the main game worked. When you do get in a skirmish, it’s actually a bit fun. Controlling LQ-84i is more varied from Raiden due to the difference in body type and the sorts of attacks he was designed for. In times when the chainsaw isn’t in use, you can use heat knives as a sub-weapon, the only one in the DLC actually, which shows effort in staying true to the depiction of the character in the parent game. In general it was just very interesting to watch the animation and see just how much more unique of a character LQ-84i is from Raiden in every way.

During the final act of the campaign, you end up having to dispatch quite a few enemies via stealth or head-to-head combat, but unlike Jetstream there aren’t any recycled bosses. In fact, it’s a little refreshing that the final boss, Khamsin, is a very original sequence that takes skill and cunning to successfully get through in one piece. The fight is very well constructed and the only real shame is that you have to play through the entire DLC just to fight him again (also you can only fight him as LQ-84i).

Khamsin (right) is one of the most original things in the DLC.

Other high marks would be the voice acting and music. Mistral and Blade Wolf/LQ-84i show off how fitting the voice actors are for them and Khamsin has a pretty good performance behind him. I’ve always liked the music of Metal Gear Rising: Revengeance and continued to do so throughout Blade Wolf, including the DLC-exclusive tracks and remixes.

Blade Wolf is a bit of DLC definitely worth playing through. The way the story ties into the main game is interesting and Blade Wolf is an interesting character (especially one to base an entire campaign off of). Some things are the same from the parent game, but there is a lot more effort put into making the campaign feel very different, even if one section is just a mirror of what Raiden goes through, and overall it’s a very fun experience. Those who already have Metal Gear Rising: Revengeance are encouraged to try this out, especially if they felt burned by Jetstream, as this will almost certainly wash away the feeling of sameness from that campaign, In general, after playing through something that felt very much the same as its source, it felt really good to play something completely different.

Thursday, May 22, 2014

Metal Gear Rising: Revengeance DLC Story 01 – Jetstream


Spoiler Warning: Due to the nature of this DLC, there will be unmarked spoilers regarding the events of Metal Gear Rising: Revengeance. You have been warned.

While we wait for the eventual release of Metal Gear Solid V: The Phantom Pain, there’s an opportunity to look at more things Metal Gear. In this case, we will be looking at the DLC stories released for Metal Gear Rising: Revengance, more specifically the first one, which revolves around Jetstream Sam. Sam was a very interesting character in the main game, and an important one, as he is the one who drives Raiden to become stronger before taking down all of Desperado Enforcment, LLC. PMC and posthumously assists Raiden during the climactic battle with Senator Armstrong. With this DLC (which I finally got around to playing because I noticed it was free instead of “free in exchange for money” like before), the idea is that we finally learn how Sam became involved with Desperado and becomes one of MGR:R’s greatest antagonists. Unfortunately, there’s not a whole lot to say about that here.

As I explained, the idea is that we see what Samuel Rodrigues was like before he became affiliated with Desperado and what exactly he was doing before his fight with Raiden in the main game. Well, the answer is somewhat of a contrivance. Armstrong and Monsoon are in the main building of Desperado waiting for Sam, or Minuano as Monsoon first calls him, to show up since he is a prime candidate to join their PMC. Sam arrives on his motorcycle and, after a run-in with the cops, enters the sewers and makes his way through the building from the bottom up. And…that’s kind of it. Aside from the Codec calls Sam receives during the mission, that’s all we ever know about that. We don’t really even know that much more about him apart from a confirmation that he is Brazillian (Minuano refers to the cool Brazillian wind, thus continuing the wind theme naming of Desperado members). Sam is characterized as someone who travels all over the world dispensing justice like a vigilante, which actually sets up some parallels with Raiden, strengthened by him having certain tendencies mirroring Raiden during the story. I really wish there was more we could see or learn in this one to two hour adventure, but sadly I’m left hanging and wanting more.

Jetstream Sam has a few parallels with Raiden.

One thing that’s been noted, that I have to agree with here, is that every asset for Sam’s story is recycled from the main game. Levels, setpieces, enemies and bosses are all taken directly from Raiden’s campaign, the only really noticeable difference being the Depserado logo plastered on Metal Gear RAY; the other bosses Sam fights are a more aggressive Bladewolf and a similarly structured Senator Armstrong. They do manage to seamlessly connect the sewer, building and rooftop levels together into an interesting string of environments, but it doesn’t do much to reduce the feeling of déjà vu from playing. If there were one or two original sections thrown in then it would be more forgivable, but as it stands it feels more like playing through parts of Raiden’s story again.

Where Jetstream Sam and Raiden begin to differ a bit is the combat. Sam’s moveset is very similar to his rival’s in a lot of ways, but he does have a couple attacks that stand out. These are his famous quickdraw ability as well as a charge move that is surprisingly effective (Protip: Spam it against Bladewolf and Armstrong). His animations are also similar in some ways, but there are a lot of subtle differences that give the feeling you are actually playing as a different character, such as how Sam draws and retracts his sword or the way he runs. Also notable is that his overall style is like Raiden’s total offense, but Sam is focused a little more on the air and less on flash. Also, instead of having Augment Mode to see more deeply into the environment, Sam has the ability to taunt enemies to temporarily enrage them; taunting increases your score. This change suits his personality, but trying to find certain things was made a little harder as a result. Speaking of which, you can still find a lot of things in the environment, though items like the cardboard box and oil drum feel a little less useful thanks to the more action-oriented approach of Sam’s levels. You also have to find your upgrades manually, so you really have to look around if you want Sam to be strong enough to take down the enemies (Protip: You start with no upgrades every single time you play).

This actually sort of ties into a problem I have with the DLC: you must do everything in one shot. There’s no ability to pick a segment that you want to play, which means that if all you want to do is fight Armstrong, you have to start from the beginning every time. It’s not exactly easy either, since no matter what difficulty you pick, you’ll be faced with a good degree of challenge. Because of this, it’s also annoying to play the VR missions, which surprisingly will allow you to use any items (including Repair Nanopaste) that you’ve collected during normal play. Unfortunately, if you use any items, you don’t get them back, so you have to play at your own risk. However, the VR missions can only be accessed while you play through the entirety of Sam’s campaign, so if you want to try again, you have to suffer through the long grind to get to it and hope that you’re not too weak in the end. It may not be worth the trouble though, since four of the five missions are of the “kill every enemy in the room” variety and the last one is a platformer. While the last one is unique in its presentation, the lengths you have to go through to access it in the first place are just nuts.

Despite the differences, Jetstream Sam is kind of the same.

On the upside, the (recycled) music is great, including a DLC remix of one of the themes from the game. I also liked the voice acting, though Armstrong’s voice and Jetstream Sam’s delivery sounded a little off to me. I know they’re the same people behind the scenes, but still. The only one who didn’t sound off was Monsoon, who has a pretty good presence in the events.

As free DLC, Jetstream has some pretty cool ideas, but squanders them a bit through the mass recycling of scenery and gameplay. There are some small touches that show dramatic bursts of creativity, but, at least on consoles, there isn’t much incentive to keep playing the campaign, not even for the VR missions. There are some missed opportunities, especially in terms of story and the idea of being able to play as Sam during Raiden’s levels, so that bogs it down. In the end though, if you want to get more out of Metal Gear Rising: Revengeance on consoles, this is a good way of doing it, if only to get a glimpse of what playing as Sam would be like.

Friday, March 21, 2014

Metal Gear Solid V: Ground Zeroes - Kept You Waiting, Huh?

The Japanese box art also features Kazuhira Miller.

I’ve only been a Metal Gear fan for a little over a year, but in that time I have become very familiar with the deep story and characters to the point that I am now eagerly anticipating the eventual release of Metal Gear Solid V: The Phantom Pain (side note: I got into Metal Gear after the stealth announcement of Metal Gear Solid V at the 2012 Spike VGAs). Before getting there, however, I knew that I would need to play Metal Gear Solid V: Ground Zeroes. I somewhat followed news of its release and knew about all of the controversial elements that Ground Zeroes would introduce to the franchise, but nevertheless I pre-ordered my copy of the game and waited for it to arrive in the mail on release day. Since I’ve finally had the opportunity to play Ground Zeroes, after heavily anticipating its release for a long time, I think that it’s a very good game with a great taste of what’s to come, but it could have used a little more meat on its bones.

In the year 1975, sometime after the events of Metal Gear Solid: Peace Walker, Big Boss works with the Militaires Sans Frontières (MSF) to infiltrate an American black site on Cuban soil called Camp Omega. His mission is to locate and extract two prisoners in the camp, Chico and Paz, who were both involved in the Peace Walker incident. Inside the camp, the leader of an organization called XOF, named Skull Face, informs Chico that Paz is dead and hands him a tape recorder before leaving the camp with the rest of his forces, who all discard their XOF patches while onboard the helicopter. At this point, Big Boss arrives on the scene to begin his mission while Kaz and Huey prepare for a UN inspection on Mother Base, which was scheduled in response to suspicions of the base housing a nuclear weapon obtained during the Peace Walker incident. Unfortunately, no one has any idea of what’s really going on behind the scenes.

Skull Face, leader of the mysterious XOF.

The story for the game is very short, clocking in at less than 90 minutes on my first playthrough, but also very powerful. Camp Omega is presented as a rather unsubtle metaphor for Guantanamo Bay and though it doesn’t really discuss anything relating to it apart from references in a post-credits timeline, it does present the conditions as deplorable and can incite conversation in real life about the prison. After the extraction of Chico however, things easily take a turn for the worse in one of the most climactic and shocking endings in the entire franchise. Really, I was in total awe with my jaw dropped and I couldn’t really react until the credits rolled. I’m still not sure how I feel about the ending, but in any case it will be very interesting to see how The Phantom Pain expands on the idea of Big Boss falling into a nine-year coma after Ground Zeroes.

The gameplay is largely the same as other Metal Gear games, but with some big changes. First off, this is the first open world Metal Gear title, meaning that within the space of Camp Omega you are free to approach the missions however you please, be it running and gunning, total stealth, or somewhere in between. Ground Zeroes does not feature the ability to Fulton Recover enemies, though Kojima himself did explain it away by stating that it wouldn’t make sense for a chopper to keep circling Camp Omega if there was risk of it being shot down. For the most part though, there’s more of a DIY approach to certain things. For instance, you have to manually pinpoint where you want/need to go and manually take prisoners or enemies to a helicopter for extraction. Whereas in previous games you could not pick up an enemy gun and use it, you now can, as well as automatically collect ammo for guns you already have equipped. On that note, the number of weapons you can have on you is restricted even further, with only one or two big or small weapons, plus a few throwables, on you at a time. I have no idea if this change only applies to Ground Zeroes or if it will be carried over to The Phantom Pain, but in some ways I’m not entirely sure I like it; I suppose it just takes some getting used to though. Instead of a combat roll, Big Boss now does a dive move, which actually works pretty effectively in getting away from or even knocking over enemies.

The most notable change though would be the iDroid interface. By pressing the Start button, with Select now serving as the pause button, you can bring up the iDroid, which can supply you with information regarding your mission, a map of Camp Omega and the ability to summon a helicopter to any pre-designated landing point. This interface takes some getting used to, partly because usage of the iDroid is performed in real time, so you have to make sure you won’t be killed if you need to do something with it. Other changes include the ability to Sprint as well as increased CQC commands and regenerating health. That last one is a bit controversial, though it should be noted that you can still be shredded by gunfire if you’re too reckless.

This shot may be from an Xbox version, but it still shows off the iDroid.

Enemy AI is also a bit smarter this time around. The guards at Camp Omega will respond to both sight and sound, now with more objects that generate sound, and can easily catch you if you’re not careful. When you are spotted, you go into reflex mode, which is essentially the fight-or-flight response turned into a game mechanic; you can either shoot the enemy to neutralize them before they alert others to your presence or you can run/dive out of sight. No matter what you do, don’t think that you’re entirely safe. If you incapacitate a guard, you’ll need to hide the body and if you run you’ll need to find a safe hiding spot; in either case, the guards are pretty good at sweeping the area where they last saw you, though it’s possible for you to be far, far away from everyone if you’re good enough. It probably sounds like I’m reiterating what was already important in previous games, but I feel like I need to explain how this applies to the open world setting. Also, when alert mode is triggered, you will be alerted in the bottom right corner by the iDroid, which feels like a natural extension of Peace Walker’s status system.

Graphically, this is easily the best looking Metal Gear game, or just plain game for that matter, that I have seen in years. The Fox Engine is a real technical marvel, showing off a lot of dynamic lighting and hair and cloth physics even on seventh generation hardware (I played the PS3 version). Both night and daytime are something incredible to look at and it’s easy to want to replay a mission just to look at how the Fox Engine enhances the feel of the game. The character models also look very realistic to the point that they blur the line between fiction and reality, all without dipping into the uncanny valley; this seems to show off just how good Yoji Shinkawa’s art style is. The fact that we’ve even reached this point in graphics capability is impressive at all, but it’s even more impressive to know that it’s coupled with good and responsive gameplay. As an interesting touch, the entirety of the Ground Zeroes mission in Camp Omega is also one continuous unbroken shot.

The Fox Engine at work.

Of course, I’ll now need to address the most controversial aspect of the game (before a supposed internet leak of stuff from the finished product): Kiefer Sutherland, best known as Jack Bauer in the series 24, replacing longtime voice actor David Hayter as the English voice of Big Boss. I wasn’t entirely sure what to think of this at first, since I never really paid attention to Kiefer Sutherland, but after seeing and hearing his performance in this game (Sutherland also performed facial capture for Big Boss), I think they made the right choice. It still takes some getting used to Hayter not voicing a Snake protagonist, but Sutherland’s delivery captures the emotional journey Big Boss has gone through after Peace Walker and all through his experiences at Camp Omega and the cinematic ending. I’m now looking forward to seeing how he will perform during The Phantom Pain.

James Horan, known to Transformers fans as Wheeljack in Transformers: Prime and to others as the cowboy in those 5-hour Energy commercials, is also a new voice actor to the series, voicing the villain and XOF leader Skull Face. At first people weren’t sure what to think after the extended Ground Zeroes trailer was released, showing off the first cinematic in the game. However, like with Sutherland after the leak, people began to warm up to him. Personally, I think Horan did an impressive job as Skull Face. At times he sounds genuinely terrifying and his lines are delivered with such conviction that you can’t help but be in awe by his performance. It will certainly be interesting to see how he continues the role in The Phantom Pain.

Returning voice actors from Peace Walker also have some good delivery despite not having as many lines, for the most part, compared to Sutherland; we have Robin Atkin Downes as Kazuhira Miller, Christopher Randolph as Huey Emmerich, Antony Del Rio as Chico and Tara Strong as Paz. They, for the most part, have the same delivery as in Peace Walker, but the range of emotions brought on by the dark events at Camp Omega, as well as the ending, cement just how good everyone is at voicing these characters. As I’ve said with Sutherland and Horan, I want to see how they do in The Phantom Pain.

Like in previous titles, the music is composed very well, this time by returning composer Harry Gregson-Williams. I’ve always been impressed by his Metal Gear work and this is no exception, especially during the console-exclusive Déjà Vu mission where he remixes classic music from Metal Gear Solid. Also noteworthy is the use of the song “Here’s To You” by Joan Baez and Ennio Morricone from the film Sacco e Vanzetti. The significance of its usage is actually brought up at one point and every single time it’s used the tone of Ground Zeroes manages to put the whole song in a much darker context. The song by itself is actually pretty good, but it’s interesting how its usage here is all too appropriate.

Before I end my review, I feel I should address the most polarizing aspect of the game, that being the amount of content. For $30, the game comes with one Main Op (Ground Zeroes), four Side Ops and one console-exclusive Extra Op unlockable by collecting all nine XOF patches during the Main Op; on PS3 and PS4 you get Déjà Vu and on 360 and Xbox One you get Jamais Vu. Since I bought the PS3 version, I got the Déjà Vu mission, which has Big Boss going around Camp Omega and recreating specific scenes from Metal Gear Solid. It’s a fun mission and definitely one worth repeating, though be aware that you don’t get any tranquilizers (because MGS1 didn’t have them) and dialogue repeated from MGS1 is also re-enacted by Kaz and Big Boss. Apart from that mission, the content shared across all versions admittedly doesn’t amount to very much. It’s true that completing Ground Zeroes only gets you a 10% completion ratio, you can unlock a Hard Mode for each mission you beat and there are a lot of incentives to replay every mission, especially since whatever you get will transfer to The Phantom Pain, but I still wish there could have been more content to satisfy my Metal Gear itch. I still like what I got to play, but being able to play more would be the biggest improvement of all; that said, I’ll probably return to each mission a few more times in the future so I can transfer more stuff down the line.

When you see this, the investment suddenly feels entirely worth it.

Metal Gear Solid V: Ground Zeroes is an interesting game. Is there enough content? Not entirely. Are there improvements all around? Yes, for the most part. Is Kiefer Sutherland capable of taking on the mantle of Big Boss? He most certainly is. There may not be enough to satisfy everyone, but I felt that the investment was worth it overall. With tons of replay value and a great taste of what’s to come next, I think existing Metal Gear fans will enjoy it, although those who are more hesitant can wait for a price drop. Newcomers should not begin here, unless they listen to every cassette tape available before playing and have a friend with them who is willing to explain everything as it comes up. Instead, I would encourage them to begin with Metal Gear Solid: The Legacy Collection and Metal Gear Rising: Revengeance. Now I really can’t wait to see what Kojima has planned for the future.

To Be Continued in Metal Gear Solid V: The Phantom Pain.