I see you whining about the Master Collection. "Oh, poo. Where's my 4K Snake Eater? Wah wah wah." The real intelligentsia among you have little interest in how modern technology can warp and twist games that were very intentionally built for specific, old hardware with all their limitations. No, we're in it for convenient access to the dregs of the series.

No man alive will ever bother their arse replaying VR Missions on a PS1. If anyone was going to, it would be me, and I very much fucking am fucking not going to do that, thank you very much. But as I played Splatoon 2's Octo Expansion, chased higher ranks in Resident Evil 4's Mercenaries mode and witnessed how much the console's pick-up-and-play nature benefitted my patience for twitchy eShop trash like REKT and Marble It Up, the game has remained in the back of my mind, and the bottom of my Switch port wishlist. Being able to pick up the console and put it to sleep whenever the mood suited me got me through some of the biggest pains in the arse that videogames could throw at me.

Metal Gear Solid: VR Missions, or Metal Gear Solid: Special Missions, or Metal Gear Solid: Integral - Disc 3 (it doesn't matter what you call it, as they're all present as separate, barely distinct ISOs in the Master Collection), is a very annoying game with little modern relevance. It was a little side-project put together in an alarmingly short amount of time by the software specialists at KCEJ, while the ideas guys were busy drawing up plans for MGS2. I've got a lot of respect for the no-name devs who put my favourite game together, and I'm empathetic to the notion that its mechanics could be explored in interesting ways outside the constraints of a story-based campaign. This game is my punishment for that trust.

Metal Gear Solid is mechanically rich. There's all sorts of unique weapons, items and enemy characteristics that don't get much play in a typical run through the campaign. When do you ever find a reason to plant a Claymore? Is that seriously your Vulcan Raven technique? It's often pretty fun to see these things explored with more direct intent. There's some interesting stuff with footstep noise, the cardboard box and infrared motion sensors. Interesting, but not often fun. The missions can often feel like internal tests, or technical showcases, not intended to be consumed by a paying audience. Some are so finicky, that you have to stop on exactly the right pixel before the intended solution plays out. Some require so much crawling that you start looking for tricks to complete the missions that the designers never intended. It doesn't help that so much of the 300 Missions list is padded out with both PRACTICE and TIME ATTACK variants of the same levels. The game is presenting you with horseshit, and having you obediently wade through it.

MGS1's controls and mechanics serve its main campaign well. Outside of that context, you really bump up against their quirks and restrictions. It's not a game that makes great use of analogue control, with movement restricted to eight directions, and no control over speed or momentum. It makes first-person weapons like the Stinger missile launcher and PSG-1 sniper rifle incredibly finicky to control. Shifting your aim is always at a pre-defined speed that you have little influence over, and chasing moving targets or attempting to pinpoint an angle can be infuriating. Again, it works well enough in the main campaign, where its utility is mainly limited to a couple of boss fights with complementary design. In big challenge arenas, with targets shifting behind cover in every direction, they're torture. Alzheimer's patients may want to use this game to help the public understand how debilitating it can be to live with their disease.

There is fun in VR Missions. Some of the more explosive weapons tests can feel quite gratifying after a series of fiddly stealth missions and physics challenges that require you to play them with robotic accuracy. I've perhaps focused on the frustration in the handful of surgically strict missions a little too much, here. The majority of missions are simple and underwhelming. Quite often, I'll finish a late-game level and think "Oh, was that it?" when I'm told I completed it in record time. It's kind of fun to see these tools get used more than the original game ever asked you to. C4 is particularly fun to play around with, strategically placing each explosive and detonating at the precise moment they're lined-up to do the most damage. Not something you'd allow yourself to do too often in MGS1, where alert phases and limited rations are more of a concern, but pocketed off to consequence-free missions, they're a fun tool. Western fans were relieved they wouldn't be asked to buy MGS1 again to experience this content, but I think they make most sense as a bonus disc in an expanded release of the original game. They're kind of a neat bonus for hardcore fans, but have extremely limited appeal outside of that audience. Like the soundtrack CDs or art books. It's merchandise. I'm siding with Substance's approach on this one.

If you make it all the way to 85% completion, you'll unlock the NINJA missions, allowing you to play as Gray Fox, with big jumps and twirling sword manoeuvres. Back in 1999, this was the shit, and understandably a big feature the game advertised prominently, but I don't know if it retains much of its original thrill in a post-Metal Gear Rising world. I think his animations and poses are still really cool, running down corridors brandishing his HF Blade out the bottom of his fist like a killer's dagger, and it's definitely the part of the package I was most nostalgic for, but it's clear the MGS1 engine is buckling under the pressure of trying to present fluid gameplay. I love games with restrictive, predictable movement, but it's best suited for situations where you can get a good view of your environment and make plans before attempting them. With something faster and more fluid, you're constantly running into enemies, missing shots and overshooting jumps. As much as I advocate for a more consistent approach to controls, I think it's clear why Mario 64's style had more influence in fast-paced action games than Tomb Raider did. The final of the 3 NINJA missions is an assassination mission, with you avoiding detection as you seek your target. It's my favourite of the bunch, as you take the time to scout your target and dodge patrolling guards, but it's set in the same room as the other two, and it's twenty seconds long. I'd have loved to have seen more of that kind of thing, but I imagine KCEJ exploded a few PS1 devkits attempting it.

Past that, the final rewards in the game mainly concern the PHOTOGRAPHING mode, where high-poly models of Dr Naomi Hunter and (after a bit of effort on the Sneaking Mode times) Mei Ling, sit in the middle of a VR arena, slowly playing out subtle, bored animations, and you're given the opportunity to dedicate two memory card slots to a highly-compressed photo of whatever you manage to capture within the time limit. This was always weird, and I feel like I'm exorcising long-held trauma by explicitly addressing it. The camera in MGS1 was a bit of a technical achievement, but they didn't give it a real purpose within the campaign, so it became something of an easter egg for those willing to go all the way back to the B-2 armoury after they acquired a LEVEL 6 PAN card. The devs who worked on it likely wanted to give it more of a showcase, which lead to capturing illicit details of Metal Gear RAY in MGS2, but their first answer was to take pictures of a lady, as objectifyingly as possible. They're not posing like supermodels, invested in their own image and making decisions on how to come across well in picture. They act unaware of your presence, and it feels really uncomfortable. There's no purpose to this mode. It exists outside of the main set of missions, and there's no reward for playing them. It's not even titillating, with Naomi and Mei Ling dressed in their office uniforms, just kind of standing there. Their models are fairly impressive for the PS1 though, and you can see the direct lineage from them to the characters in MGS2. Maybe the tech demo angle is the best justification for its inclusion. Maybe some folk really get off on this kind of thing, and it's good they can restrict their activities to a stupid PS1 game. I don't know about you, but I'd much rather play with the Demo One T-Rex.

Mind you, this is the impertinent scrutiny of a 2023 videogame player. Someone who could just as easily access the wizz pop bang thrills of a Grand Theft Auto V or broadband internet we can browse on our telephones. We didn't even have DVD collections to turn to when this came out. We were just sitting in our bedrooms with the promise of a PlayStation 2 future, and a hypothetical continuation of the Metal Gear story. Gnawing away at this diverting chewtoy made sense to devoted MGS fans in 1999. Would I recommend anyone try to get through it today? God no. You've probably got some new emails to read or something. This game was made for people whose wildest dream was 24 hour access to bored.com

Reviewed on Nov 07, 2023


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