![]() |
![]() |
![]() |
||||||||||||||||||
|
|
||||||||||||||||||||
Metal GearBy: Static_A_Matic
|
||||||||||||||||||||
|
Metal Gear. Where do I start? This is the U.S. version of the game that began the series that would spawn, in my opinion, the best Playstation game, and one of the best games of all time: Metal Gear Solid. It shows, too. All the elements are there, most notably the emphasis of stealth over gunplay. However, this was my toughest review yet, because I had a bias tugging me in two opposite directions. On one hand, I love the series, so I'm tempted to give Metal Gear a high score that it can put on its mom's fridge. On the other hand, I had to be objective. And it appears our beloved Hideo Kojima might have bitten off a bit more than his late eighties technology could chew.
Plot sound familiar? It should if you've even heard of any of the other games, because the EXACT same thing happens in each of them, right down to the various obstacles you must overcome, the order of the boss fights, and the dramatic surprise ending. Only a few critical details change in each installment, making any given episode of the Metal Gear series a kind of Mad-Libs videogame: "Solid Snake lands weaponless outside the foreboding complex known only as [ADJECTIVE NOUN]. [SHADOWY, YET TRUSTED MILITARY LEADER] has sent him to rescue [FORMER AGENT] from the clutches of [SOUTH AMERICAN COUNTRY] dictator, General [GOOFY NAME] and his elite fighting force consisting of [STRING OF VAGUELY THREATENING ANIMAL NAMES]. Little does he know, their insidious plot revolves around the construction of [ANOTHER DAMN METAL GEAR]. This frightening model is equipped with [ALWAYS NUCLEAR WARHEADS CAPABLE OF FIRING FROM ANYWHERE, YET WE'RE STILL SHOCKED]. Snake will need the help of [DR./PROFESSOR SOMEBODY], Metal Gear's creator, to stop the terrifying machine, but he also must keep an eye out for [SOMEBODY'S DAUGHTER/NIECE/GIRLFRIEND] and deal with the possible betrayal of [FORMER AGENT] in the process." I honestly don't mean to sound cynical. Companies produce hundreds of games a year with plots swiped from their previous games, and twice that many with no plots at all. Sure, we know that a Metal Gear game is always going to be a jumble of paternity, politics, and cautionary messages regarding nuclear disarmament, but we stick with the series. Why? Because the plot, while always intriguing, is secondary to the unprecedented quality of the gameplay. From the outset of each game, Kojima sets it up so you can rely on your wits rather than your brawn. By using stealth and strategy, you can avoid enemies that you'd be forced to shoot in a less complex game. If we players are afforded the opportunity to sneak around a bit, and feel as though we've outsmarted our Nintendo, we're glad to call it a Metal Gear and toss more money Konami's way. So does the first Metal Gear live up to this standard? It should, it introduced it. The problem is, while this is the game that gave us the formula, it isn't the one that perfected it. That honor goes to Metal Gear Solid.
Another issue is the double-bladed sword of regeneration. And, no, that's not a weapon in the game. Almost all items and characters regenerate as soon as you leave a screen. So if you're low on health, no problem. Just find one ration, and keep exiting and reentering the room to collect it as many times as you need. Same goes for ammo. Conversely, that guard you killed in the last screen will be hale and hearty when you return. This means that all the work you did to cleverly sneak up on and subdue your prey will have been for naught, again making the stealth option less attractive. This also means that if you killed a guard near a door, then when you come back out through that door, you're going to run right into him. In several cases, you find yourself unable to avoid taking damage. Even puzzles like destroying a control panel to turn off an electric floor will be waiting there for you to complete all over again as soon as you leave the room. This wouldn't be a problem in a more linear game. However, in the free-roaming Metal Gear, where backtracking is so important, it is a major annoyance. Another annoyance is the pass card system. You've got to collect pass cards to open various doors in the Outer Heaven complex, but you must have the right card equipped or you're out in the cold. So while a string of enemies chases you, you're forced to keep going through your menu and equipping different cards to see which, if any, will facilitate your escape. Couldn't the door just open if you have the right card in your inventory? It becomes an especially bothersome issue when you must equip a gas mask to stay alive in a gas filled room, but then must quickly un-equip it and equip a pass card when you need to use a door. In the time it takes to take off the mask and use the card, you're guaranteed to lose some life to the noxious fumes. This is a gripe of mine with all the Metal Gear games and hasn't yet been fixed even in the most recent installments. At least in later games, the door numbers are labeled. Not so here.
Add to this the fact that the only way to travel long distance is by hopping on the back of trucks. Not a bad idea, but certainly one implemented better in later Metal Gears. In this game, innocently checking a truck for items can result in your being transported to an entirely different area, sometimes with no immediate way to return. And don't even bother trying to find the original NES manual to help you out with any of these issues. The English version's not only useless, but it takes great liberties in embellishing Kojima's story, further confusing the gameplay. Speaking of different versions, it should be noted that while Metal Gear for NES introduced us stateside folks to Solid Snake and his kooky adventures, the Japanese had the pleasure a year earlier on the MSX system. Apparently the differences between the two versions weren't major, but whoever Konami hired to translate their game into English had no right to accept the fee. "Uh-oh! The truck have started to move!" and "I forget to tell you something!" are just the tip of the iceberg. It occasionally gets to the point where you have no idea what to do next because you've just been given a clue that sounds like it should have arrived on stationary with "From The Desk of Yoda" stamped on it. In a game that's so easy to get lost in, this may turn off some players.
Oh, I guess should throw in the required technical stuff, too. The graphics are fine, but not outstanding. Snake has a few colors on his uniform, but guards are generally solid tan. The standard NES green and brown jungle backgrounds can get a bit tedious, but are sufficient. Sound-wise, though, the game really shines. The tunes are surprisingly rich and appropriately intense while still being catchy enough to hum. If you play Metal Gear and then play Metal Gear Solid, it's fairly easy to tell that MGS was the game Hideo Kojima meant to make all along. He just had to wait for the technology to catch up with him. All the concepts are there in Metal Gear, and they're passable, but you'll have to play Metal Gear Solid to really see those concepts executed in a fashion worthy of their brilliance. The bottom line is this was a test run for a later, better game, and at that it was successful. Maybe Metal Gear Solid spoiled me, but if it did, it did so deservedly. -reviewed 7/21/03 - game copyright 1987 Konami
"I feel asleep!!" -- 'B.A. Dozer', elite Outer Heaven guard |
||||||||||||||||||||