Old argument but:
The light gem is not remotely the same, because it doesn't tell you anything about the enemies. It only informs you about Garrett's status, much like a health bar or ammo indicator.
Not true. The light gem informs you whether or not enemies will see you, should you be in their line of sight. True if it's not completely dark it can leave some uncertainty (for the inexperienced player), but ultimately it isn't some crutch thrown in just 'cause and didn't give more information than was neccessary, and the same is true for classic MGS radar.
Snake's radar on the hand functions exactly like all those intrusive HUD elements from modern games that completely remove the need to watch and listen to your environment by supplying you with information only an omniscient god would know. Well, I say 'exactly', but the MGS radar gives you even more information than any modern game I can think of.
WTF dude? Enemy positions and view cones, that's it. Well, beyond other information that nobody should have any issue with (e.g it doubles as a very basic map of the immediate area, and nobody hates maps). How many modern games have you played? And again, the range of the radar is short. And once more, it's a necessity because of the camera perspective. It's not some crutch. It serves a core, meaningful purpose like the light gem, or like the Ki meter (Ki meter obviously exists because Tenchu 1's draw distance was very limited).
Just for your information, since you don't know much about the game here's some more specifics regarding the radar, and why you have the wrong impression of it: the radar is sometimes jammed in particular areas. The radar can be dynamically jammed with chaff grenades. The radar is disabled while enemies are in alert status. The radar is not viewable while in first person perspective. And most importantly, its range is VERY limited.
You are right that the radar is necessitated by the claustrophobic view, but that betrays another flaw. In terms of game design, the first few MGS games are essentially 2D top-down games clumsily inserted into a 3D engine. As a result, they barely utilize 3D space in any meaningful way. On a subsconscious level this is probably why I bounced off the games so hard, but I wasn't able to articulate why until now.
Not entirely true. MGS3 for instance has some levels with moderate variation on the z-axis, and every level usually has at least at little. Overall though, it's definitely not Thief and Tenchu extent of use of the third dimension but it's not entirely devoid either. And of course there's no jump button. There is however the leaping roll, which is sometimes used for plaforming/z-axis purposes. Again mostly in MGS3.
The more I think about these games, the more awful they seem to be. But I'm sure I'm completely wrong and these games turn out to be amazing after the first few hours that I played.
You've simply got the wrong idea about them. I am a gameplayfag and while they're not best-of category in that regard, they do provide an adequate gameplay experience. Categorising them alongside modern popamole is simply false yammering nonsense.