Reviews from

in the past


every bad thing anyone has ever said about kojima's writing and game design is 100% correct, 5 stars

the ps3 wasn't a great console, but it's an excellent prison

This review contains spoilers

This game is like kojima giving fans everything they want but crossing his arms and doing it angrily. Oh? Oh u want to play as solid snake again? U thought raiden was lame? Ok, here, you’re snake and he’s old and lame and has back problems and raiden is a badass lightning ninja cyborg now. Remember snake’s girl from mgs1? Poopy pants Johnny just married her. He’s not as good at sneaking as u are, player, but he is nice. It’s no accident that every other character ends the game dancing and chilling at a wedding together and snake/player is wasting his short remaining days being exposited to. Spending more and more time being stuck within the metal gear story, milking and draining every bit of information from it until eventually the player hates it. The game gives you fanservice the same way eating lasagna every meal for every day wil give u lasagna poisoning. I feel it’s a critique of the culture where everything is theorized and discussed and answers for every mystery are demanded. The game’s so stuck within itself that every boss is a remix of an old one. You literally press x to see pictures of whatever metal gear moment this scene references. I’m not qualified at all to talk about meta commentary and stuff but there’s a part in this game where snake asks why they kept big boss’ body alive. She says “because people need their hero to stay forever” and looks directly at the camera. I don’t think it’s really an avoidable topic when discussing this game.

I love Kojima but this is prob his most flawed dialogue and exemplifies a lot of problems I have with his later games stories. This and peace walker are the only mainline mgs games I’ve never replayed. There’s obviously too many cutscenes and the gameplay segments are mediocre after the first act. The game’s psych meter system is an interesting concept to shift the physical health first aid care system from mgs3 to mental health and make it more about ptsd, but it does quite literally nothing with it. The therapist character on your codec doesn’t even give you therapy she just says to wait in the corner until ur stress level goes down. Or says some shit like “the boss you’re fighting, unhappy armadillo, is unhappy. According to psychology, this is caused by lack of happiness. Good luck snake.” The bosses are terrible and the boss roster themselves have no personality (unless you like their wattpad trauma backstory that is omnisciently told to you by the gun merchant after you beat them) which is such a downgrade from every other game’s boss rosters, every single one of which I would have a drink with. I don’t even drink but I would defile my sacred mouth with the poison that is alcohol just to make fatman or sniper wolf or the pain happy. But there’s much to appreciate with what this game does.

“Don’t waste the life you have left fighting”
=
“Stop playing this video game 😡”

Maybe I’m completely illiterate or I’m projecting but my interpretation is valid and yeah. Also the ray fight and the ocelot fight are amazing. The end. Sry for the serious review.

does anyone think kojima really needed to justify the original mgs trilogy? the chronology between the games is there, but the actual on-going narrative shifts significantly to suit the nature of each game. sewn together by thematic musings yet environmentally distinct, those games crafted their own internal worlds to convey the kinds of story they wanted to tell. video games have traditionally favored self-contained works given both the density of any given game and the need to make any entry a boarding point for new fans, which makes mgs4 all the more puzzling. in likely the only time kojima was truly convinced that he was ending the series, he attempted to string together literally every plot point leftover from prior games into a single nonsensical story as if that's what the series needed. as if some hackneyed sense of closure for each and every character could somehow weave its own web of meaning instead of stumbling so heavily over its own feet.

believe or not it's truly an "everyone is here" moment. meryl? back as a grizzled vet, far from the fresh recruit she was in the first game. olga gurlukovich's daughter kidnapped by the patriots? living with otacon aboard his plane/house/thing. EVA, last seen escaping with the philosopher's legacy in the mid '60s? she's here with her own resistance group and she has virtually no backstory as for why. the guard who shits himself in mgs1 and 2? he gets a name! so many characters from those first three games tumble back into view that it strangles the new additions to the franchise. weapon launderer drebin and his cola-swilling monkey companion rarely solidify their presence beyond justifying the new weapons system, and in particular drebin's suit coat and baggy camo pants locks this into being easily the most 00s mgs ever got. the other new players - the beauty and the beast unit - may be easily the least interesting boss set in the franchise (not that pw or V even really attempt one), especially with drebin's trauma porn backstory dumps for each one. virtually no agency beyond just fusing previous ideas together into some new package. a bit of a microcosm for the rest of the game!

indeed, mgs4's mechanics falter immediately from refusing to build on mgs3's foundation in favor of blending various bits from it and the various third-person shooters from its orbit. this was a post-gears world after all, and a post-modern warfare one as well. the core conceit of mgs4 lies in recreating perpetual war and placing the player as a third party within it, uninvolved in the conflict and attempting to remain unobtrusive. from the moment snake enters the bombed-out ruins of a middle-eastern city it becomes clear that the nature of the classic mgs stealth gameplay has changed. while some soldiers patrol previously-cleared areas, the vast majority of their forces press on towards the front against hostile militias. getting noticed has negative consequences per usual, but in the midst of already-heavy fire simply eliminating a guard and returning to the shadows rarely results in a reset or any major setbacks. in fact, assisting the militia from behind their lines will result in them viewing you as an alley and ignoring your trespassing. in this way the game pushes the player towards more traditional cover-TPS gameplay, with stealth more of a tool than a central gameplay mechanic. while avoiding detection may result overall safer gameplay, it is generally to your benefit to pick off enemy soldiers regardless, and in some instances the combatants are so distracted by the ongoing battle that sneaking past rarely poses an issues. this initial chapter does feature the most raw stealth sequences of the entire game, but juxtaposes this against a straight-forward combat encounter with the haven troopers (otherwise known as the FROGS), which kill the pacing just like similar segments such as the elevator fight from mgs1.

these latter warfare mechanics present themselves more heavily in the game's second chapter, which takes place in south america. should the player squint, they may be able to trick themselves that they're playing a gussied-up version of snake eater thanks to the similar methods of crawling through tall grass in the wetlands that seem particularly useful here. when not in combat, snake has a couple new options for tactical disposal of enemies. the one I found most useful was the metal gear mk ii; this petite cameo from snatcher can roll up on unsuspecting enemies and electrocute them for easy takedowns so long as you yourself aren't caught controlling it like a sitting duck. unfortunately as this chapter rolls on it leans even further into neglecting the stealth altogether, with setpieces such as the mansion really making it clear that getting caught simply doesn't matter in a warzone. at the same time this is the chapter where I really started enjoying the combat for what it was. via drebin snake can purchase weapons at will from a menu outside the purview of the patriots, and ammo refills are easy to buy as well. fooling around with weapons such as the automatic sniper rifle or the nonlethal air shotgun honestly made up for the lack of usual MGS-gameplay. it's evident that kojima was chasing trends with this style, but I can't say he didn't manage to make it work.

which makes the third chapter (and indeed, the rest of the game) all the more perplexing. the setting shifts to eastern europe, where snake must trail local revolutionaries back to their base through dimly lit cobblestone streets. a far cry from the earlier segments though certainly not as bad as it could be. the interesting twist here is that your targets are themselves sneaking around soldiers under the banner of the patriots, and occasionally snake needs to step in to tip the scales in the resistance's favor. discretely handling these close calls for the resistance makes what would otherwise be purely tedious at least somewhat interesting. the second half of this chapter is effectively a protracted light-gun sequence (there's one in the second chapter as I recall), which certainly is an mgs staple but perhaps could have been not been featured so prominently here. virtually no traditional mgs action happens in this chapter, portending the shift the rest of the game takes.

the fourth chapter features a return to shadow moses... at this point the game hits a particular low. the various gekko machines are your main foes for most of these chapters, making the actual "stealth" simply tossing chaff grenades and running like hell. other than plenty of winking otacon conversations about the events of the first game, I could not tell you really what the actual structure of this level is beyond these perfunctory sneaking sections and a deluge of boss fights towards the end. in this latter half of the game boss fights begin dominating the runtime, and overall I can't say most of them are particularly great. having replayed mgs2 and 3 recently I'll admit that a lot of "classic" mgs boss fights are not particularly interesting (notable exceptions include vulcan raven, fatman, the end, and the boss), and mgs4 really has no key fight to really claim as a standout. crying wolf and vamp in this chapter stand out as some of my least favorite fights in the game -- crying wolf may be the most tiresome sniper fight in the series -- while the penultimate fight of REX vs RAY at least gets major points on pure fun factor. it's more of a setpice than an actual fight, but the carnage is so enthralling and the following outer haven reveal so iconically silly that I can at least point to it as one of my favorite parts of the game.

the final chapter launches snake into the maw of outer haven in order to reach the patriot AIs at its core. the opening area here features one of the largest stealth areas in the whole game, and unfortunately it closes out the typical mgs gameplay for the entire game. my first steps here were fraught with danger however; the stark metallic ship deck features little natural cover or hidey-holes for snake to inhabit. thankfully kojima included a salve: the octocamo. in his attempt to rectify the tedious camo swapping of mgs3, snake here receives a high-tech suit that adapts to his environment like a chameleon (or uh, an octopus). on solid backdrops such as the cool gray of the ship, snake receives such a high camo index that enemy soldiers (the FROGS in this instance) will not be able to recognize him as an intruder even when directly examining him, allowing the player to headshot tranq them at point-blank range. abusing this mechanic while also disposing of the gekkos via the nerve bundle on the side of their organic knees makes this section a cakewalk, assuming that you can maintain your composure when said gekkos tip and spin around on the floor, mooing incessantly.

in the closing scenes snake proceeds to muddle through the screaming mantis fight and wade through hallway after hallway of the obnoxious dwarf gekkos until finally crawling towards the core. in the microwave corridor approaching the AI core, snake crawls on hands and knees basking in the radiation while scenes from his allies valiantly fighting play around him. this wonderful scene and the subsequent climatic battle with liquid ocelot manages to salvage some of the pain of the prior hours. as each subsequent classic mgs theme plays, you truly get the sense that in some ways this could have been a perfect "dream match" blend of mgs staples old and new had it not been burdened by simultaneously serving as the ultimate ending to everything the series had been leading towards.

the feature-length epilogue finally draws these threads to a close centered around a truly ridiculous data dump from a somehow-alive big boss regarding his long-term proxy war with major zero and cipher. while enjoyable in its own way ("snake lived a hard life" still hits really hard), it's clear that whatever rich thematic base that kojima intended for this game has been utterly smothered by too much explaining. too many events that happened off-screen that someone needs to relay to snake, too many double-crosses and twists, and far too many random old elements dragged out far past their expiration date. where are the stakes for snake's mutated FOXDIE virus housed within his cells when you know it won't amount to anything anyway, just like it did at the end of mgs1? why cry for raiden convulsing from needing dialysis for his synthetic blood when you know he'll just show up as a deus ex machina again later? does ocelot's endgame reveal about liquid's consciousness inside of him really enlighten us about his character or flesh out his flimsy rationale for anything he does over the course of this game?

in a series coated in ruminations on legacy, mgs4 seems the most focused on the legacy of the series itself. snake's decaying body, unraveling from his imperfect artificial conception, may be the most evident symbol that metal gear's golden era had passed by. david hayter renders his voice in a particularly uncomfortable gravely tone over the course of the game to the point of smushing his capability to effect anything but a monotone. there's a particularly poignant moment where aboard the USS missouri snake drags on a cigarette, sending him into a heart-wrenching coughing fit that leaves him bent on the floor in near-syncope. his existence may truly be an affront to God (portrayed in the game as hideo kojima himself, unironically (or maybe with a tinge of irony)).

but beyond this seeming need to break out of the restrictions of metal gear, there is little to gleam from mgs4's text that isn't muddled by the overwrought web of plot points. the war economy is profitable but bad? very true, but pretty much on the level of mgs1's "nuclear annihilation is bad" moral. and much like the ultimate verdict on whether love can bloom on the battlefield -- snake intones during mgs2 that his whirlwind romance with meryl wasn't built to last -- mgs4 doesn't seem very intent on exploring anything it brings up. that worked for mgs1, but mgs4 has nearly 10 hours of cutscenes; twice as long as mgs2 or mgs3. I have a tolerance for metal gear's cheese, but mgs4 really strained me with just how much needless fluff, bug-eyed callbacks, and empty soliloquies it crammed into the chassis of a game that wasn't up to snuff to the series' earlier outings. for how bombastic of a finale this was supposed to be, it's easy to also see how the formerly-innovative mgs resorted to trend-chasing with this entry. shoving a pointless psyche meter in the game or the usual exclamation point guard reactions doesn't change the fact that mgs4 is just another third-person shooter. even when it succeeds at slotting into that classification, it spends the second half of the game grasping at other styles in an attempt to differentiate itself with poor results. there's so much love here, but it still disappoints.

that is, other than the saving grace that is johnny sasaki. what kojima intended to show with this character is redemption for those who have previously failed and embarassed themselves... [the essay continues on from here for another nine paragraphs]


Best use of split screen in cinema history

metal gear solid 4 ending gave me very strong feelings, it amazes me how fictional stories and characters have this ability to make me feel these types of emotions, actual tears

One of the favourite things about the Metal Gear franchise is how every game has it’s own unique identity, none of them outright obsolete eachother. It was at the time the smoothest playing one yet, with a unique emphasis on future tech like the solid eye and octo camo. Levels were larger, more open ended with a number of different routes you could take. Or at least the first two are. Act 3 and onward, the game almost gives up on being a video game in lieu of straight lining you towards the next 40 minute cutscene. You still get some unique set pieces and boss battles, the final bosses of Act 4 and Act 5 simply blew me away, but the openness I liked so much in the first two acts basically goes away. As for the story, the broader picture is kind of a mess, it’s up it’s own ass and to this day I’m still not sure I fully understand it. Yet I can’t deny it holds some of the best directed sequences in the entire franchise. It brings back so many characters from across the franchise and tries to offer closure for all of them. Not every character is done as effectively as others, but I can’t deny getting a bit choked up by a surprising number of them, Naomi, Otacon, Meryl, Raiden, and I honestly can’t think of a better final shot for the series to end on.

It’s a mess, but an earnest one. I probably wouldn’t like it anywhere near as much if I wasn’t already so invested in this franchise, but I am and I can’t help but have a soft spot for it.

I understand now why Kojima is so insistent that MGSV isn't actually "5". This is clearly the culmination of the series, the final and total statement after which anything else is just an elaboration on an existing theme. MGS4 is so thoroughly and maddeningly crafted from hundreds of layers of metanarrative, it almost doesn't matter that the actual play you do is only barely present within. All previous Metals Gear Solid were in a sense sequences of set pieces that blended the gap between play and cinema, so it makes sense that this goes hardest of all on the overlap. All the cutscenes are playable, and all the moments of play are just moments between cutscenes.

This isn't a complaint, by any stretch of the imagination. Without any shred of irony, I'll say I consider Kojima an auteur and this game a masterpiece. From the opening, where you flip through FMV channels including David Hayter being fictionally interviewed as David Hayter, it sets out to reproduce, parody, and critique a whole world of information technology and the culture produced by it. And somehow it succeeds! This one relatively short game embeds within itself all the manic violence on the battlefield of thought that the characterizes the 20th century. Even its labyrinthine plot with double-cross atop double-cross serves as a mirror of the care and attention that must be paid to understand the complexities of our own world.

As a cinematic experience, I prefer Metal Gear Solid 3. In terms of raw fun of play, I'll always pick Metal Gear Solid V. But as an art object, it's hard to imagine a game more complete in itself or absurdly competent in its work than Metal Gear Solid 4.

I value what media makes me feel over anything else, and god does this game make me feel
There's stuff you could criticize about it but I really just don't care, I adore it
Such a heartfelt and heavy hitting story, I feel genuinely content with the closure they gave
Very good, very happy with it
Glad I tried my hardest to stay as blind as possible until I could play it for myself

it is my very strong and firm belief that any metal gear solid content after mgs3 only serves to pointlessly muddy and dilute a series that had absolutely no reason to continue after that point, but also metal gear solid 4 has that final boss and just a really strong ending in general if we pretend johnny and meryl weren't in the game whatsoever so it's not entirely pointless, i guess. metal gear solid for your stoner cousin who thinks sneaking is lame and just wants to blast freaks

One of the most polarizing games ever made, Metal Gear Solid 4 is a game you either adore to death or vehemently despise. It's an enigma of gaming, something that can't be denied is how it truly stands out from literally anything else, whether it be for better or worse. Metal Gear Solid 4 is a game that exists to be the finale, to finally let a series rest before it gets old and tired. This game highlights how fucking batshit insane Kojima is, and I fucking adore it to death. MGS 4 may not be my favorite thing ever made, but goddamn theres a part of me that holds it to that standard.

The most underrated aspect of this game is the gameplay to me (for the most part). The controls are solid and the gameplay works, but what makes me love it is that some levels have depth to how you handle the mission. Do you want to go full on stealth? Go ahead. How about going guns blazing? That's there too. The octocamo aspect really sells it for me, blending into the ground sneaking through a raging battlefield is so fun to me, or having the choice to go on the offensive as well (at some points getting some rewards for doing so too) is really good. The gameplay has some issues, I don't hate it but the chapter 3 on rails part isn't the greatest, and the game is more cutscene than game, but goddammit it's still super fun to me.

Graphically, I think it's really spectacular with how well it holds up. Yeah yeah it's got the late 2000s piss filter, but it looks kind of fresh still to this day. It kind of boggles my mind that it's a PS3 game, it's arguably one of the best looking games of that generation I'd argue. Performance though? Well, it's a launch PS3 game, and no matter how much Otacon brownnoses the high tech blu ray discs, PS3 games did not run great especially on launch. This game's framerate dips dramatically at points. Everytime I play it I feel like my PS Triple Ballin is on the verge of melting through everything.

The story of this game is so unapologetically batshit insane. At times it feels like Kojima was throwing darts onto a wall to find out what to put in next (I can imagine the look on his face when the dart landed on Cyborg Raiden), and yet, it's why I fucking love it. There are genuinely fantastic parts of this story, the biggest being Snake. He's at his lowest point ever, he's only in his 40s yet his body is that of a geriatric. He's depressed and loathes who he is and how his life has been nothing but never ending conflict (there's a really neat but fucked detail in the game where if you kill a certain amount of people in a mission, Snake remembers when Liquid tells him that he enjoys the killing and vomits in disgust of himself. Really clever details like this elevate the game higher). The way his body is failing him fits with his mindset. He's just tired of it all. And David Hayter is a legend, motherfucker literally almost destroys his throat and still gives it 200%. I know I'm giving Kojima way too much credit here and I'm like 90% sure this isn't the point, but Snake feels like the embodiment of what Kojima feared Metal Gear could end up as: old and tired. Again, too much credit, but when I see the game in that lens it elevates it a lot. Other characters shine in this too, Otacon is still the best bro in gaming, I need me a friend like Hal, I like Raiden in this too tbh I know a lot of people don't but I thought he was fine. Also really love Liquid in this he's a fucking asshole in the best of ways (the gif of him walking back and mocking the camera gets me every fucking time). The game has a shit ton of fanservice but I never groan at any of it (mostly). Hell, my biggest issue with the game is one character, if you know you know. I hate him so goddamn much genuinely why is he a thing. Of course I have to mention the epilogue sequence, which is one of my all time favorite cutscenes in any video game it's fantastic. Don't wanna spoil too much (I know it's a fucking 15 year game but I don't care), the series is something everyone should play at some point in time so shhhhhhhhhhh. Just know MGS 4 is bizarre, weird, rough around the edges, yet to me, it sticks the fucking landing spectacularly in spite of it's issues. War really did change.

Whether you love or hate this game, theres one thing that can be said: Metal Gear Solid 4 is the most game of all time. You got depressed old men, you got conflict all over the globe, you got cyborg ninjas fighting mini metal gears, and you got monkeys smoking cigarettes and drinking cola. There will never be a series like Metal Gear Solid. There will never be a conclusion like Metal Gear Solid 4.

EDIT: realized I said "Ocelot" instead of Otacon lmao dont type out reviews at 3 AM.

War has changed.

Metal Gear Solid 4 is an achievement in fiction not just as a game or "movie" as some would describe it, but as a work of transformative art made only possible by a man as intricate and fascinating as Hideo Kojima. What Guns of the Patriots is able to do is close a chapter on the world of a franchise born in the eighties, with poignant and predictive storytelling truly ahead of its time. There is nothing like Metal Gear Solid in media today, there was nothing like it before, and there may be nothing like it after. The way MGS and Kojima were able to weave meta commentary on politics, war, and sociocultural impact is nothing short of miraculous. Touching on this story without devolving into spoilers is rather difficult, but I will say to anyone willing to embark on this incredible journey, it is worth it. This is the first time in a long time that I am truly speechless and having a tough time writing my post gameplay review. They almost always flow naturally from my fingertips, written as if they were a stream of consciousness... but alas Kojima has checkmated anything I could put to proverbial paper.

Metal Gear Solid 4 is a conjunction of MGS2/3's sneaking playstyle and the storytelling of a feature film. There's countless moments where you as the player are invited to put down your controller and watch a narrative maestro at work, carefully weaving together histories and plotlines that developed fifty years before this game takes place. In a way Chekov's gun reigns true, as KojiPro was able to close almost every conceivable plotline and moment from the series in this title alone in the way of convenient plot elements and character monologues/soliloquy. The story that began with the hero known as Snake aka Big Boss, Zero, Ocelot, and Eva all comes to a halt as does the hatred that drove them and the world all apart. The control of information and the puppetering of the war economy become a driving force for the antagonists as they steer humanity into a dark age of conformance. Can Solid Snake, Otacon, and their crew of problematic miscreants save the world in a myserious war against their psyches? The answer is provided in Guns of the Patriots, and it will take you and your creative whimsy into a previously untapped locale of media.

With the recent news of the revival of MGS for modern platforms, I am cautiously optimistic for a new generation of gamers to encounter (heh) the incredible world that Metal Gear truly is. I hope they are able to dissect the commentary that is written in about our future and our past from the game they are playing. I hope they can laugh in one moment to ponder the existence of memetics as a cultural driving force in the next.

Shine on Big Boss, Solid Snake, Otacon, and Hideo Kojima.

War has changed.

even rapidly aging, snake still got that cake

Esse jogo é uma celebração, é um abraço bem forte de um amigo que vc ama, mas não vê há muito tempo.
Vocês estão velhos, não são mais crianças e cada um viveu separadamente uma história e deixou um legado.
mas agora vocês se encontram e é como se ainda tivessem 10 anos.
Esse jogo é coração. Termino ele com o coração cheio de emoção e segurando para não chorar.
mais uma vez, Metal Gear mostra a maestria em utilizar as formas de jogos.
Peace Walker e MGS5 não deveriam existir.

I was going to give this a 10/10 for some top tier old man yaoi but apparently, it’s not actually old man yaoi and is instead just an old man Russian taunt????? Fuck that shit

i recognize fully that this game is a goddamn mess but i love it even so. never played anything quite so dysmorphic, so hateful, so disinterested in its own legacy and in its expectant audience (at least until drakengard 3). that it nevertheless delivers unforgettable moments in spades and pseudoscientific genre kitsch in equal proportion just solidifies it as the mgs franchise writ large, a macrocosm of vestigial feelings, directorial gratuitousness, and creeping entropy. still one of the most interesting in kojimas ouevre, astonished mgsv managed to outpace it in charlatanisms

This review contains spoilers

>me: this game is pretty bloated, the bosses suck, and it just answers questions that don't need to be answered"
>also me: "METAL GEAR REX VS RAY OH YEAH BABY"

Kojima filters plebs once again with Sissy Hypno

How can something be this terrible and this good at the same time

Metal Gear Solid 4 is brimming with some of the lamest writing I have ever seen, soulless game design, walmart version of better Metal Gear boss fights, severe lack of subtlety, shoehorned plot-lines, character retcons, and hours of infodumps. Also, this is one of the best games ever made.

I've taken all of your criticisms into account and have determined that while you're all mostly right you're all also very wrong.

john backloggd please change the icon to the japanese box art

This is good... Isn't it? MGS4 Really isn't perfect in any way, in fact it's full of issues, but it is honestly as close as you could get to a perfect end to the whole series. A lovely conclusion to Solid Snakes story. Please play it if you can (and a get a PS3 to do so if you can't)

I really don't know how to put my feelings into words properly (so I won't), but I really love this game, maybe more than I should but I don't care.

There are three Metal Gear Solid 4:

- The MGS4 that wants to push the ideas of Metal Gear forward exploring the concept of war economy and mass produced soldiers as a product of capitalist greed aided by gene manipulation and nanomachines.

- The MGS4 that wants to burn everything to the fucking ground Hideaki Anno style and spit on MGS fans for asking for more games. And it'll make sure that any grave that the franchise has left is getting pissed on.

- The MGS4 that's a caring and touching love letter to everything the series represents. A celebration of everything that's dumb and fun of Metal Gear.

Three games, three different core ideas and themes, and and it doesn't mesh all that well. It's a freaking mess of a game and has both the lowest and highest points of any Metal Gear.

But despite its flaws, I had a lot of fun.

If you haven’t played Metal Gear Solid, then this may not make much sense. If you have played Metal Gear Solid, then this may not make much sense.


played with my friend. this game remains better than snake eater. sorry but it's true.

the final boss is like a top 5 moment in the medium of video games

This review contains spoilers

Exhausting and over the top in beautiful ways - a mixture of mechanics and aesthetics from previous games in the series with what was popular around the time, fascinating stacks of retcons and contradictions, apparent or actually there, with some of the most appealing melodrama I've seen anywhere.

The way the game repurposes images of the series' past, bosses, locations, characters, is extremely interesting. Things are sorta how you remember them, and you have the flashbacks and enjoyable, mostly well contextualized fanservice, but everything that's different adds to a feeling of unease and that the player, along with Snake, is decently outdated. Oh, remember MGS1? Play that for a minute then see machine-populated, partially sunk Shadow Moses. The blood spilled by Grey Fox, the power thing Snake blew up are still there, but are those comfort now that you have those Gekko showing up by surprise, with very high damage output? You recognize the area in which you fought Sniper Wolf, but not only is it not 1:1, but the new boss you fight is hardly visible even with the night vision and it infinitely respawns smaller enemies.
Remember Emma? She failed, actually. Remember FOXDIE? It's a threat again because it's mutating beyond your control and you're gonna become a walking biological weapon in 3 months. Remember Liquid possessing Ocelot? That didn't actually happen. So much is twisted as to make you unsure of every last piece of knowledge you had of the series, and it's pretty smart considering how much this game deals with feeling antiquated and not having the full picture. You are in the same boat as Snake, he too is confounded by how war changed. He's extremely aged and seems to be about to dismount at any minute, just as I felt drained after beating an act. The info dumps are all new info for him too! He has as much an idea of why Naomi went back to Liquid Ocelot as you do etc

The game insists on how the past paved the way to a horrible present, in which everyone is victimized due to the way the economy works. Every new boss has a horrible traumatic past. PTSD is mentioned by name, a lot of soldiers lose their minds when SOP goes down, not to mention Raiden's child soldier backstory and how those kids are also mentioned otherwise. Wars are categorized as nonsensical, the world is now a dystopia where war moves the economy, not fueled by ideology or anything of the sort. All this serving as a potent warning of things both already happening and possibly to come and illustrated eloquently with a Metal Gear twist on the first two acts. The Middle East section especially brings to mind other shooters of the same era, but recontextualized into something Horrible. Snake now has stress and psyche meters instead of 3's stamina, everyone's dying on both sides, people profit from this happening, this won't stop anytime soon.

And the cutscenes themselves are awesome, I don't care. Extremely heightened, fun, impactful. The epilogue is really great, but so are the briefings, the action sequences, the detailing on the war economy and most everything else. They're very long but they say so much, in a visually engaging way.
On the purported writing faults - the whole who are the Patriots deal, EVA saying she loved Big Boss, Ocelot forcing himself to be Liquid, Meryl marrying Johnny: I cannot tell you those are "Good" writing but screw that and they mostly have a ring of truth to them, a feeling of partial (yes, partial) implausibility present in the real world. We get answers to every last thing, going in an opposite direction from 2, which I shouldn't really care for but is weirdly satisfying and helps with the themes. I'd also argue it's not nearly as baffling as some construct it to be, and text supporting the eventual happening of those events listed can be found in previous titles in most cases. Also worth noting how the game knows its elevated style of storytelling is elevated: see the religious imagery before the Patriots reveal, the act 3 visuals and its closing boat bit, the Mount Rushmore lookalike after a REX/RAY battle (!), the splitscreen battle in which the main action is not even being done by you continuing a fight carved in a previous cutscene that itself continues a fight carved in MGS2. It's high concept pulp, and it knows it. It itself knows it's a Lot, but plays it straight and sincere, in admirable fashion.

Brief mention of mechanics: TPS aiming and autocamo are good

I saw most of some video about how everything on this game is self sabotage and that's why it's good and I say fuck that. This is just good. It is tiring because it should be tiring. It is absurd because it should be absurd. It probably does way too much for one game? Yes, so what? It works! You don't need to think of everything here as meta, as criticism of extending franchises due to fan demand. Its drama is so sincere I frankly can't see how one could apply such sort of detachment to it. It does comment on the series, though, as per the things I mentioned prior and that XMB-y row with the older titles. The has-been stylings are also purposeful, as noted before, but the importance of them is bigger as an in-universe element than a meta one. It's a game dealing with the previous games' myths in a revisionist but most importantly expanding and reverential way, and also one extensively about trying to fix past mistakes in a decaying world caused by them, be them yours or of the previous generation. See Snake's whole journey here being completing unfinished business, Big Boss and Zero in the epilogue

Thanks for reading

Fantastic game, I know it gets shit for being super cutscene heavy but I still enjoyed it and it was nice to have everyone still alive return and then the return to Shadow Moses was EVERYTHING

Even my girl Mei showed up

Manages to be an incredibly uneven experience with themes of progression, regression, and alienation, but is somehow not annoyingly self-aware about these issues being so ironically fitting. There are many games in the series I like more than this, but as a showcase of pure excess and indulgence this is fascinating. I love and hate this in about equal measure, but the thing that really frustrates me is my inability to feel strongly about its actual narrative goings-on.

Sure, I shouted and yelled at the stupid overexplained plot twists that make it worse, and I was excited at the setpieces, but it’s scattershot and incapable of selling emotional plot beats or conveying the interesting parts of its themes past expositing about them. Similarly, the underlying mechanics and control scheme are a series best (yes, better than V, fight me) but the dearth of stealth is made more painful when almost nothing is actually tested. Guards are rarely in interesting compositions or threatening patrols, and they’re so spread out that you can get in straight-up gunfights at times and not draw any ire. The few occasions that they break from this (the first part of Act 1, the second half of the final portion of Act 2, the climactic sneaking section in Act 5) are exhilarating and offer the same ass-clenching excitement and complex movement as the very best this series has to offer - as long as you do something other than tranq headshotting, because they decided to give you the MGS2 tranq pistol again except with effectively infinite ammo and a faster tranq time, for some fucking reason.

The narrative has a similar tendency to actively undercut its best elements, and once again you kind of have to go against what it itself is trying to guide you towards to actually fuck with what it’s putting down. MGS’ tonal variety, uncompromising quirkiness, and deeply human immaturity are all important parts of the series, but there’s a usual command of tone that is not present here. The sense of indulgence harms pacing a lot, giving emotional beats plenty of time to go stale before they’re followed up on or just outright ruining moments that the direction is trying to play as something you feel strongly about.

Other games have these issues at times (I’m sorry, Kojima, but I laughed at Otacon shouting “E-E!” when I was twelve and I’ll laugh at it when I’m ninety) but there’s a sense of cohesion and clarity granted by their commitment to a specific narrative and tone. The B&B Unit is the lowest point of mainline MGS because of its failure to do the same. I think what he was going for is conceptually cool; discussing the effects of endless war and using it to convey dehumanization both through literal war machines as well as overt fetishization is not an inherently bad idea, but the final execution fails to evoke any sense of real dissonance or horror because of the comical levels of ogling its blocking and camerawork indulge in. Shoving a woman’s pussy in the player’s face while she cries and vomits doesn’t really make me reflect on much, it just makes me want to fire Kojima out of a cannon into the sun.

The general inability to write women as something knowable or as people the male cast are capable of empathizing with is especially dire when motherhood is another one of the game’s main motifs alongside sensation, alienation, progression, regression, aligning the series timeline, misanthrophy, late capitalism, finding confidence in new technology and new people even as the world goes to hell, and, and, and...

As a whole, MGS4 is incapable of combining those threads, as its thematics are sidelined for plot-driven exertion as it attempts the unification of PS1 Tom Clancy theatrics with a cold Baudrillardian cyberpunk thriller, a sixties Bond homage, and Portable Ops into a single aesthetically, tonally, and narratively coherent series. The Metal Gear Solid Timeline was never a major point of consideration prior to this and the desperate attempt to connect it all is mostly accomplished via the majority of the cast being completely different characters with new designs, motivations, voices, and intentions.

Romance in this game is also handled awkwardly. I’m not touching “a man who shits himself for a living negs a woman into marriage” with a ten-foot pole, but it’s worth noting that Otacon’s grief over losing another love interest isn’t really as much about her loss but more because he’s frustrated that he had another woman die before he could fuck them. I think character assassination is cool, sometimes, and I think even Otacon’s plot beat here is something probably with degrees of intentionality, but it is intensely difficult to read charitably when this work is so unempathetic and afraid of its women.

You know a character whose shift for the worse is handled awesomely? Snake! I fucking LOVE Old Snake. His regression from his MGS2 personality into his frostier, more dick-ass MGS1 characterization makes total sense and the Psyche Gauge is a fantastic way to illustrate his insecurity and fragility. His circumstances are horrific, but the reaction to a joke of his bombing is almost as emotionally devastating as discovering he has six months to live and three months before he turns into a WMD. He combines the parallel threads of MGS and remains narratively engaging, aesthetically satisfying, genuinely hilarious, and emotionally-driven throughout.

The sections that connect most strongly to him and his struggle are generally my favorite parts of the game. Act 1 is really cool for how alienated he is from the conflict, being hot-dropped into “the middle east” (where? go fuck yourself, it’s terrorist country and it’s all indistinguishable to an american like you!) and given zero context for the war. The game incentivizes you to make huge shifts in this battle and tip the scales purely out of convenience to your unrelated efforts, and asking myself what I was really doing there was genuinely cool. The aesthetic language of seventh-gen modern military shooters is used to near-parody levels here and is then completely flipped with the insertion of psychotic MGS shenanigans and the protagonist’s frailty. His relationship with Raiden is the most consistently well-written, well-directed, well-blocked, and well-acted shit in the entire game, on top of Raiden’s stuff in this game being the coolest action in fiction. Act 4’s first few minutes got me genuinely wistful and misty-eyed even as I’d only played MGS1 for the first time earlier in the week*, and the final boss is deserving of its hype.

Basically everything to do with Big Boss and his former friends is a swing and a miss. The retcon introduced with Portable Ops is basically what ruined the plot of literally every single game in the entire franchise from that point onwards and I really wish that Kojima just treated it as non-canon and did his own fucking thing. The Christ and Eden symbolism in Act 3 makes me retroactively dislike similar elements in MGS3, even though that was a good deal less annoying about it. The ending’s emotionality is ruined so fucking hard by 25 minutes of exposition about its connection to MGS3 that I genuinely kind of think it should’ve ended at the expected point for the credits.

MGS4 offers an attempt to conclude a series while trying to build sequel hooks for a new generation of designers to take the reins, using the game’s increasing fascination with the PS3’s hardware and gimmicks as a genuine metaphor for learning to accept the present and future for what they are. It’s agonizing that these few moments of optimism go unrequited. This wasn’t the finale, none of the seeds sown here bore fruit, and instead of entering a new era, the same man made games trapped in their own stifling shadows. Instead of facing the future, the tides of the 2010s subsumed another and made alienated, nostalgic, and ultimately desolate attempts at a follow-up.

*Yes, I played every other mainline before starting 1 and 4. I didn’t grow up with a playstation and only recently could emulate MGS4, please understand :meowcry: