Metal Gear Solid 3 Subsistence Tactical Espionage Evolution


How to improve one of the best games of 2004? For Hideo Kojima, this is an easy question to answer. Telling the origins of Big Boss, Metal Gear Solid 3 effectively connects a number of bits to the series and remains one of the best games released on the PlayStation 2, and, like its predecessors, represents a measure of quality and storytelling that to this day is rarely seen in the industry. While that may be enough to satisfy some producers, it apparently wasn’t enough for Kojima. With Metal Gear Solid 3: sustenance, Kojima returned to the drawing board and, to the cheers of many fans and critics, has a brand new, fully functional camera system, tons of additional features, a really satisfying online experience and MSX versions of the original Metal Gear and Metal Gear 2. Subsistence is brilliant, appealing, visually stunning and really one of the best titles for consoles in years.

In the meantime, I can only hope that everyone reading this review is familiar with the original Snake-Eater. For this reason, I will spare you from reading a dozen pages of text about what you already know. If you haven’t played the game yet, you can read our original review here. Instead, I’m focusing on the new features that subsistence brings to the table.

If you are a Metal Gear fan, you undoubtedly know the characteristic camera system of the series. With a top-down perspective, most of the action unfolded from above, and although this perspective may have been functional in the first two games mainly due to its location, in MGS3 players have to meander through considerable outdoor environments, and as a result, many objects and enemies appear off-screen. With perseverance, Kojima revised the camera system to allow 360-degree camera control. As with Splinter Cell, the camera can now be flipped and tilted to give players a better overview of the action, especially outdoors. For the average gamer, dying may seem like an insignificant change, but for Metal Gear fans, it’s a big change and completely changes the way the game is played.

The subsistence minimum is also the first time a Metal Gear game goes online. The online mode, aptly named MGSO, allows eight players to transform it into three game types-duke of capture, rescue and sneak – on 12 unique maps. As you can imagine, each type of mission offers a different online experience, and the best thing is that each mission has a lot of DIY options and a lot of statistics that track its performance.

Rescue missions, which seem to be the least popular of the three modes, have two teams vying for control of a hostage – this hostage is one of the duck-shaped GA-KO creatures you might remember appearing on one of the snake uniforms in the main game. Here the task of the red team is to hold the delinquent until the end of time, while the sapphire team must take possession of the GA-KO and return it to the team’s destination. Stealth missions, my favorites, against the mine snake, well, everyone else. The goal here is to sneak past your opponents with your optical camouflage (the same camouflage that you got by watching the game), steal the same microfilm that you come across in the story part of the game, and take it back to the target. After all, on conquest missions, players will have to split into two teams in order to steal the kerotan frog from the other team and own it for a while in order to win the game.

While the juicy, lag-free online mode is enough to wet the whistle of a Metal Gear fan, the perfectly worn MSX versions of Metal Gear and Metal Gear 2: Solid Snake (not the American disaster known as Snake’s Revenge) are the icing on the cake of Konami. Despite their visibly outdated graphics, both games still hold up and give newcomers to the series the opportunity to see how it all started, while at the same time treating veterans with two classic games that, even after all these years, still play as well as they did when they hit the shelves almost two decades ago.

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