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Metal Gear Solid Δ (Snake Eater Remake) - PC/PS5/Xbox confirmed to use original voice files

Joined
Nov 26, 2023
Messages
78
He only dropped the ball in the second half of MGS4, imo. Things really fall below the normal standard and only pick up again at the end.
I've done a bit of research into this topic and to be fair, that wasn't entirely his fault. MGS4 was way too ambitious for 2008 and had a ton of cut content, the best example being Act 3 which according to interviews was basically completely gutted gameplay-wise. During the trailing mission only half the map is ever actually used, even on harder difficulties. There's entire portions of the map that are completely empty and have no gameplay purpose. Also, there was supposed to be a long escort mission with Eva after the boss fight near the end of the chapter, which even had a finished map, but got cut last minute because they couldn't get the enemy AI to work or something like that. The finished sewer map that would've been used for that section was instead repurposed into a multi-player map.

This has never been confirmed but I think it's pretty obvious that so much gameplay was cut to focus on the cutscenes and story segments. MGS4 was intended to be the last metal gear game and it needed to end everything conclusively, which to its credit it manages to do, at the cost of the game turning out to essentially be a long movie with sparse gameplay sections.
 
Joined
Sep 1, 2020
Messages
1,096
He only dropped the ball in the second half of MGS4, imo. Things really fall below the normal standard and only pick up again at the end.
I've done a bit of research into this topic and to be fair, that wasn't entirely his fault. MGS4 was way too ambitious for 2008 and had a ton of cut content, the best example being Act 3 which according to interviews was basically completely gutted gameplay-wise. During the trailing mission only half the map is ever actually used, even on harder difficulties. There's entire portions of the map that are completely empty and have no gameplay purpose. Also, there was supposed to be a long escort mission with Eva after the boss fight near the end of the chapter, which even had a finished map, but got cut last minute because they couldn't get the enemy AI to work or something like that. The finished sewer map that would've been used for that section was instead repurposed into a multi-player map.

This has never been confirmed but I think it's pretty obvious that so much gameplay was cut to focus on the cutscenes and story segments. MGS4 was intended to be the last metal gear game and it needed to end everything conclusively, which to its credit it manages to do, at the cost of the game turning out to essentially be a long movie with sparse gameplay sections.

I had to look up which part was Act 3 since it's been some years. Yes, that's exactly what I had in mind. It's a drastic drop in quality in terms of design and polish which I'd never experienced in his games. I already felt the game had jumped the shark with the zombie apocalypse section just before. Even from a gameplay perspective, that transition didn't feel right.

I feel there were a lot of disjointed ideas and not enough to hold them together. The return to Shadow Moses was rather odd and unsatisfying even as fan service. I don't think the game was too ambitious for 2008, I believe Kojima didn't have a coherent vision for the project, which lead to a strained development cycle with all its problems. I feel MGS5, which came later and had a state-of-the-art engine, largely suffers from the same issues.

I still think the game has more than a few sparse gameplay sections. The first half(up to the zombie apocalypse) largely holds up to the standard and has some fantastic areas; likewise for the last part of the game, particularly the long stealth segment where you infiltrate the ship; the finale was very satisfying. The next game would be similar. Ground Zeroes is sublime and some parts of Phantom Pain also approach that quality, but there wasn't enough creativity to sustain a full game.
 

DJOGamer PT

Arcane
Joined
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Messages
7,525
Location
Lusitânia
Kojimbo dropped the ball with MGS4, because MGS4 was a game he didn't want to make

MGS2 was never meant to have a sequel
It was for intents and purposes the canonical end of the series timeline
We were never supposed to know who the Patriots were, how they were manipulating everyone and what events were real and what were false (with even the final cutscene of Raiden left uncertain)
We were not supposed to have concrete answers to these questions, because they were not written to have concrete answers
They were written to be ambiguous, entirely up to the player's interpretations and headcanon

That's a big reason why 3 is a prequel to the entire series
He didn't have to deal with sequel baggage to a game that wasn't meant to have to a sequel
He didn't need to come up with an inconsequential adventure that happened sometime in between two games
He could start fresh and do whatever he wanted
And that what he did with 3, a big crowd pleasing blockbuster, but also an original story with few ties to the then current state of the series


But fans everywhere weren't content, they just had to have a continuation of MGS2 plot
So after a series of death threats and internal company pressure, he relented and took the role of game director to MGS4 (he wanted to remain as executive producer, and not just for this game but the rest of the series)
Apparently, ever since the end of MGS3 development, he tried multiple times to find a successor to the series, but they either declined (Shinta Nojiri - "My ex-boss (laughs) wanted me to make games in the franchise, but I didn't think so.") or died (Satoshi Itoh)

itoh-kojima-1.jpg
itoh-kojima-2.jpg
itoh-kojima-3.jpg
itoh-kojima-4.jpg
itoh-kojima-5.jpg
 

911 Jumper

Educated
Joined
Jun 12, 2023
Messages
852

Patch notes for version 1.4.0.
Metal Gear Solid: Master Collection Vol. 1 Version 1.4.0. Patch Notes
METAL GEAR SOLID - Master Collection Version
Added new screen setting features

Added the following features
The settings for each of these features can be changed both before and during gameplay
(1) Smoothing

Can be turned on or off
Smooths the picture when turned on, generates a sharp picture when turned off
(2) Game Screen Settings

Can be set to standard, pixel perfect, or 16:9
The Steam version of the game also features a full screen feature
Wallpaper, display area, and screen filter features are also available when using the standard or pixel perfect features
The aspect ration displayed may differ based on the settings or particulars of your device/setup
(3) Screen Filter

Can be turned on or off
Applies a filter that displays scanlines like those on a CRT TV when turned on
Added an audio settings feature

Settings for the game volume and main menu volume can be changed prior to play
Only the game volume can be changed during play
Added a controller response speed customisation feature on Steam

Can choose between fast and stable
Some setups may experience unstable performance when set to fast
If you experience any such issues, please change your settings to stable
Applied a fix to have the game give priority to user set designs on Steam

Fixed some other minor issues
METAL GEAR SOLID 2: Sons of Liberty - Master Collection Version
Added an audio settings feature

Settings for the game volume and main menu volume can be changed prior to play
Only the game volume can be changed during play
Added a window mode on Steam

Added the ability to change the game to a window mode prior to play
This feature can be turned on or off by press Alt + Enter on the keyboard
Applied a fix to have the game give priority to user set button designs on Steam

Fixed an issue where the last pointer would not be displayed during specific cutscenes

Fixed an issue where the sea lice would not be properly displayed during certain cutscenes

Fixed some other minor issues

METAL GEAR SOLID 3: Snake Eater - Master Collection Version
Added an audio settings feature

Settings for the game volume and main menu volume can be changed prior to play
Only the game volume can be changed during play
Added a window mode on Steam

Added the ability to change the game to a window mode prior to play
This feature can be turned on or off by press Alt + Enter on the keyboard
Applied a fix to have the game give priority to user set button designs

Fixed an issue where certain face paints are displayed at a lower resolution

Fixed some other minor issues
METAL GEAR SOLID 3: Snake Eater - Master Collection Version
Added an audio settings feature

Settings for the game volume and main menu volume can be changed prior to play
Only the game volume can be changed during play
Added a window mode on Steam

Added the ability to change the game to a window mode prior to play
This feature can be turned on or off by press Alt + Enter on the keyboard
Applied a fix to have the game give priority to user set button designs

Fixed an issue where certain face paints are displayed at a lower resolution

Fixed some other minor issues

Metal Gear & Metal Gear 2: Solid Snake - Master Collection Version
Added an audio settings feature

Settings for the game volume and main menu volume can be changed prior to play
Only the game volume can be changed during play
Added a window mode on Steam

Added the ability to change the game to a window mode prior to play
This feature can be turned on or off by press Alt + Enter on the keyboard
Applied fix to have the game give priority to user set button designs on Steam

Fixed some other minor issues
 

911 Jumper

Educated
Joined
Jun 12, 2023
Messages
852
A PAUSE MENU HAS BEEN ADDED TO MGS2 – along with a bunch of other fixes in the latest update for the MGS Master Collection
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
1,988
MGS4 was intended to be the last metal gear game

And that what he did with 3, a big crowd pleasing blockbuster, but also an original story

This focus on character and story and cinematics might be the best and worst part of Metal Gear.

Is there any way* to scale back the scope of a "story" and return to simulated stealth tactical missions?

(*Fiscally responsible and financially rewarding)
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,419
Location
Flowery Land
That's nice for the 300-ish people still playing these games.
If the ports were fully functional, they'd have decades of life on discount/bundle. Unfortunately it sounds like "Emulate the version for a system that has mediocre at best emulation" is actually a serious opinion on an alternative.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,525
Location
Lusitânia
That's nice for the 300-ish people still playing these games.
If the ports were fully functional, they'd have decades of life on discount/bundle. Unfortunately it sounds like "Emulate the version for a system that has mediocre at best emulation" is actually a serious opinion on an alternative.
Can't talk about the other two, but I bought the MGS3 version around New Year and aside from downloading a DSFix like mod, it works fairly well - better than my experience with the Xbox 360 emulator even (which was sligthty better than the PS3 one, for me at least)
That and ability to mod it and having more advanced configurations, it has become my definite version from now on
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
1,988
Is there any way* to scale back the scope of a "story" and return to simulated stealth tactical missions?
I mean that's that 5 did and most people didn't like it

5 phantom pain had comic book villains, fan service female, licensed popular music, and more than distilled tactical espionage action. I've seen the spectacle. I want gameplay without interruptions.
 
Joined
Nov 23, 2017
Messages
4,128
Phantom Pain could’ve used more comic book villains. It’s the least amount of comic book villains any game in the whole series has had. Gameplay wise it’s easily the best Metal Gear game. And it has some nice boss fights. The two sniper battles are a lot of fun. But there’s a whole lot of targets that seem set up like they should be some kind of boss encounter that just end up being regular soldier.

It’s also kind of weird the game doesn’t let you actually control the helicopter. The game is essentially a Rambo: First Blood Part 2 simulator, which allows you to play through the ending of that movie on a number of different bases. And that’s really cool. But part of that Rambo movie is Rambo jumping into a helicopter, flying it around himself, and fucking people up in it.
 
Joined
Nov 23, 2017
Messages
4,128
The two sniper battles are a lot of fun
Two snipers?

You have a sniper battle with Quiet. That’s one sniper boss battle.

And then much later in the game when you’re doing that mission where you’re approaching that mansion with that hundred year old Indian guy in it, you have a boss encounter with that unit of female skull snipers. That’s a second sniper boss battle.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,374
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The two sniper battles are a lot of fun
Two snipers?

You have a sniper battle with Quiet. That’s one sniper boss battle.

And then much later in the game when you’re doing that mission where you’re approaching that mansion with that hundred year old Indian guy in it, you have a boss encounter with that unit of female skull snipers. That’s a second sniper boss battle.
Oh right I thought that would be it. Not much of a battle if you bypass them entirely by walking along the river though. :lol:
 

DJOGamer PT

Arcane
Joined
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Messages
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Location
Lusitânia
5 phantom pain had comic book villains, fan service female, licensed popular music, and more than distilled tactical espionage action. I've seen the spectacle. I want gameplay without interruptions.
Like Assisted Living Godzilla said:
It’s the least amount of comic book villains any game in the whole series has had.
And like I said before, it was because of this fact that the majority of fans dislike 5 more than even 4

Really if you don't want the whacky bullshit, you have to go look somewhere else
Splinter Cell is your best alternative

These two indie titles also caught my eye (still have yet to try them):




Gameplay wise it’s easily the best Metal Gear game.
Mechanically, yes
In overall gameplay and level design, it's still 3
 

911 Jumper

Educated
Joined
Jun 12, 2023
Messages
852
Via Konami's YouTube channel
METAL GEAR SOLID Legacy Series Part 1 | ft. David Hayter


Looks as if relations between Kojima and Konami are still not good.

“Hideo Kojima” is not mentioned once in the video. Hayter simply uses the term “the developers”.
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
15,726
Location
Dutchland
The two sniper battles are a lot of fun
Two snipers?
You have a sniper battle with Quiet. That’s one sniper boss battle.

And then much later in the game when you’re doing that mission where you’re approaching that mansion with that hundred year old Indian guy in it, you have a boss encounter with that unit of female skull snipers. That’s a second sniper boss battle.
Oh right I thought that would be it. Not much of a battle if you bypass them entirely by walking along the river though. :lol:
Imagine being a supersoldier trained and infected with some kind of parasite to be at the pinnacle of human skill, laying a trap for a legendary soldier... who misses your ambush entirely because of his shitty sense of direction.
 
Joined
Nov 26, 2023
Messages
78
MGS4 was intended to be the last metal gear game

And that what he did with 3, a big crowd pleasing blockbuster, but also an original story

This focus on character and story and cinematics might be the best and worst part of Metal Gear.

Is there any way* to scale back the scope of a "story" and return to simulated stealth tactical missions?

(*Fiscally responsible and financially rewarding)
Not sure what you mean by return. While this will seem controversial, MGS1 is basically a boss rush game with short stealth segments and action set pieces breaking up the boss battles. It's a "stealth game" because it has a espionage spy setting but I wouldn't describe the stealth as the main feature or selling point. MGS2 refined the stealth aspect and made it more prominent and MGS3 perfected it.

With that aside the series has always been cutscene heavy, even the first MGS. I think that's just integral to the franchise.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
5,550
MGS2 refined the stealth aspect and made it more prominent and MGS3 perfected it.

I don't know how you can say a game in which you can crawl with no cover a few meters in front of an enemy because of a good camo index and whose enemies pose so little danger that sneaking is so unimportant perfected stealth.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
5,550
That's nice for the 300-ish people still playing these games.
If the ports were fully functional, they'd have decades of life on discount/bundle. Unfortunately it sounds like "Emulate the version for a system that has mediocre at best emulation" is actually a serious opinion on an alternative.
I didn't finish my replay of MGS2. Stopped early in the ship, after getting caught a couple of times. Missed the strafing from MGS3. But MGS3 ran pretty well. Only recall two issues, the escape aircraft not rendering fully in one shot and Eva's top not rendering correctly in the rain.

Well, having to buy a controller and adapter for button sensitivity (and the stick sensitivity sensitivity being slightly too high) is another issue, but I can't imagine playing these games with the cancel function present on the Xbox 360 and onward. There is no workaround, nothing that Konami could do with the remasters to make them as functional as originally intended.

The PS3 emulator couldn't handle this one shot of the craft's exterior or Eva's wet top in the eastern half of Zaozyorje.

unknown-2023-12-17-15-50-mp4-snapshot-00-08-016.jpg


18-mkv-snapshot-01-15-483.jpg


18-mkv-snapshot-06-53-420.jpg
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
5,550
They could make the cave darker again. Bluepoint Games ruined it in 2011, made illuminating items pretty much optional.
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
1,988
MGS2 refined the stealth aspect and made it more prominent and MGS3 perfected it.

I don't know how you can say a game in which you can crawl with no cover a few meters in front of an enemy because of a good camo index and whose enemies pose so little danger that sneaking is so unimportant perfected stealth.


Waiting to learn the pattern of enemy patrol patterns, staying in dark areas, setting traps and distractions, and going into an area with limited information is only available on a first time play thru.

What I'm longing for are more maps to explore and less cinematics to sit thru. Confined hallways working as Pacman mazes satisfied me.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
5,550
MGS2 refined the stealth aspect and made it more prominent and MGS3 perfected it.

I don't know how you can say a game in which you can crawl with no cover a few meters in front of an enemy because of a good camo index and whose enemies pose so little danger that sneaking is so unimportant perfected stealth.


Waiting to learn the pattern of enemy patrol patterns, staying in dark areas, setting traps and distractions, and going into an area with limited information is only available on a first time play thru.

What I'm longing for are more maps to explore and less cinematics to sit thru. Confined hallways working as Pacman mazes satisfied me.
Almost said yesterday that if I remade MGS3 I would put in more areas between cutscenes. Not different kinds of area; I mean areas that would still be true to the directions the characters give Snake. After Eva tells Snake to go through a swamp (the area with the crocodiles), make it longer, give it a part 2. There's really not that much gameplay. It's a short game. But we all know Konami is too lazy to do that. If they don't put in the original camera, they can screw right off.
 

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