Game Review:
Metal Gear Solid2 : Sons of Liberty
published by Konami for the PlayStation 2
Game Review by Andrew Glassner
January 20, 2002
Summary:
45/100
Introduction
In "Metal Gear Solid 2: Sons of Liberty" (or simply MGS2)
you start by playing a character named Solid Snake, a mercenary
introduced in previous games in the "Metal Gear" series.
Solid Snake is infiltrating a cargo tanker sitting in New York Harbor,
in order to gather evidence on a fiendish machine being transported
in the hold. The first half of the game takes place on this tanker.
In the second half of the game you play a different, younger, less-experienced
character named Raiden, this time infiltrating a floating recycling
plant in New York Harbor.
Although Solid Snake and Raiden have access to many weapons, dealing
death is not the point here. The goal is to be sneaky, evade detection
by enemy soldiers, and yet accomplish all the goals that are set
out before you. There's not a lot of deep thinking in MGS2 - it's
an action-adventure game in which you simply try to execute your
missions, one after another, without getting detected or killed
in the process.
The Review
MGS2 is firmly in the Doom branch of the gaming family tree (sharing
the space with games like Quake, Half-Life, and Halo): you run around
3D rendered environments, spending most of your time in corridors
and avoiding enemies at close quarters. It is different from Doom
and its nearest cousins in that you are explicitly not trying to
kill everything that moves. In this game, you are not a superhuman
character able to defeat a dozen enemies in one go. In fact, if
two or three bad guys gang up on you, they will probably kill you.
Like the game Thief, your over-riding concern is not to rack up
kills, but to avoid detection altogether.
The graphics are superb - the game is at the top of the heap of
this genre for its superb modeling and rendering of dark, interior
scenes (there are some exterior scenes as well, but most of the
game takes place inside the tanker or the plant).
Gameplay is fluid - the loading times between regions are short
and not overly frequent, and the controller responds nicely to button
and joystick commands. You can run, walk, crouch, sneek, tumble,
and otherwise get through the worlds with ease. The game contains
many cut-scenes, or stand-alone segments where you just put down
the controller and watch.
The first half-hour or so of the game makes sense: you have a mission,
and you're out to accomplish it. But then the game turns and you
discover that there's some kind of secret conspiracy going on, and
need to do some further work to try to help your colleagues back
home understand what's up. Along the way you run into a variety
of idiosyncratic enemies.
And that's where the trouble begins. The idea of the game is clearly
to involve you in a conspiracy that grows in size and importance
as the game progresses. Obviously you're intended to be drawn into
the unfolding mystery, and feel eager to determine the truth behind
the situation; that's the reason why you keep playing the game,
beyond whatever intrinsic satisfaction comes from pushing Snake
(and then Raiden) through their paces.
Unfortunately, the game desginers have confused complexity for
depth, and exposition for development. The relationships between
the main characters are not made clear in the beginning, and they
only get muddier after that. So as I played, and these characters
formed new betrayals and alliances among themselves, it was only
the shocked reactions of the other game characters, and the musical
cues, that told me that a significant change had occurred, and even
then I didn't really understand what was revealed about the characters
and their goals. As the game progressed, rather than refine the
situation, the game tries to increase the player's interest by throwing
in more and more subplots and external plots until it accumulates
beyond comprehension and just all stops making any kind of sense.
It's not as though you have any choice in the matter anyway, since
you must execute the assignments given you in sequence to progress
through the game, but that isn't clear until the game is over. I
kept waiting for either the pieces to fall into place, or for a
chance to use the information I'd been gathering. Neither of those
things happen. If you watched the TV show "Twin Peaks",
you'll recognize this dawning sense that each new piece of information
just makes the big picture even more obscure, and you come to realize
that you'll probably never understand what's going on.
A Horrifying
Caricature
A related problem is that the characters are flat stereotypes at
best, and horrifying caricatures at worst. For example, Reiden spends
much of his communication time in the second half of the game with
his girlfriend Rose.
Rose easily wins this year's coveted Most Embarassingly Awful Character
In A Game award. The voice performance is just fine - it's the words
that she says that led me to want to do anything in the world to
get her to just go away. For example, while Reiden is in tense combat,
with the clock ticking and potentially millions of lives on the
line, Rose chooses that moment to get pouty about their relationship,
using passive aggressive behavior and incessant whining to get him
to open up to her right then and there, tell her of his childhood,
and so on. These conversations recur frequently and are wildly inappropriate
to the situations in which Rieden is enmeshed. Far from feeling
any compassion for Reiden, she uses these moments as opportunities
to rake him over the coals. For example, when Rieden is out-running
one army and rushing to try to stop a ticking bomb, Rose initiates
a confrontation about whether he loves her for her, or just because
she's beautiful. When he rescues a lady scientist who is the key
to averting an enormous disaster for all of the US East Coast, Rose
takes the opportunity to jealously whine to him that he seems to
like the scientist more than herself, and that she doesn't think
he loves her enough. Good grief! I wish that these were just the
wrong topics at the wrong time, but the character herself is so
badly-written and speaks in such cliche-laden language that I kept
praying she would just go away. Unfortunately, you can't avoid Rose,
since every time you save the game, you are drawn into another of
these emotionally stupefying conversations.
The rest of the characters are no picnic, but they're not as consistently,
jaw-clenchingly annoying as Rose. Furthermore, in the classic style
of bad video game writing, our heroes seem to avoid asking specific
questions to get the information they need, in favor of vague requests
for ultimately irrelevant backstory. Sometimes the people in radio
contact do offer useful, specific help, but that's a small fraction
of the time.
As the game wraps up the major characters take the opportunity
to proclaim their philosophies on personal values, the digital revolution,
the nature of truth, the responsibility of parents, and a variety
of other topics. These philosophies are generally pretty shallow,
but that doesn't stop their advocates from going on and on (and
on and on). Like the John Galt speech in "Atlas Shrugged",
only the most masochistic players would willingly subject themselves
to such endless cut-rate moralizing. Although technically you can
skip these segments, that's dangerous, because you don't know that
information important to the game won't be revealed, and you can't
easily go back and see them again. Once the game was over I realized
that all of these scenes were irrelevant to the game and could have
been safely skipped - I wish I'd known that!
The production values of the game are generally high. The art varies
from very good to excellent, with a clear Japanese design esthetic
throughout. The sound work is generally good and supportive, though
the music and effects never rise to truly add an emotional layer
to the graphics. Surprisingly, one of the major contributors to
the game is given the title "Vibration Effects Designer",
presumably referring to when and how the little rumble motors in
the controller are used during the game.
Summary
"Metal Gear 2 Solid: Sons of Liberty" is a step forward
in production quality for a game that is basically about sneaking
around, avoiding detection, and tolerating the The Most Annoying
Girlfriend in History. The story around the game quickly becomes
hopelessly confusing. The characters you interact with range from
mildly interesting to psychologically fragile or incomprehensible.
MGS2 is fun to play, and it has a few surprises, but I'd suggest
renting the game before buying it. If you enjoy the gameplay for
its own sake, then continue to play, but don't hold onto any expectations
that it will start to make sense or the characters will develop.
I'm giving the game a score as high as 45/100 because of the very
high quality of the execution of gameplay mechanics and visuals
for this genre.
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