The best worst game of all time.

The most video game.

There is so much game in this game.

It tries to be everything and mostly accomplishes being a headache. Binging one of the campaigns in a day feels like what being on cocaine must feel like.

I can dropkick everyone, but I'm unable to find my weapons on the user interface. All these cartoonish series-wide characters meet for the first time and all they get to do is point guns at one another and scream. And you get to see each and every scene twice. Along with playing what must be the 4 or 5 worst boss fights in the franchise history again and again.

I'm gonna rank the campaigns now:

1. Jake
2. Chris
3. Leon
4. Ada

P.S.A. description:

Jake's is the most balanced mix of goofy fun bullshit;

Chris' is the one that gets the most out of the core mechanics and seems to be the only one actually built for the game it's in, but the low points drag for too long;

Leon's... everyone lied to me all this years saying this was the best! The thin paint of a nostalgic setting covers horrible enemy and level designs that are not built for the game they are in. An exercise in forcing the square peg through the round hole;

Ada's is just shitty puzzles and repeating the worst boss fights.


0/10, I loved it! Kidnap a friend and force him to play it with you.

This game isn't just unique for video games, but art as a whole. It's a precious gem.

It would just be better If Kojima had let the translator in on the loop, so it wouldn't be this impenetrable.

MGS 2 BOSS FIGHT RANKING:

1. Metal Gear Rays
2. Solidus Snake
3. Fatman
4. Vamp
5. Fortune
6. Olga Gurlukovitch
7. Guard Rush
8. Oil Fence Sniping
9. Harrier

Playing in release order for the first time in my life thanks to the Master Collection.

I would love to be in the position of being a wannabe filmmaker given the chance to be in charge of a PS1 game. No need to pre-render a bunch of crazy stuff, just direct your dream action movie with a few polygons in engine. I love the care put into every angle of every shot in the cutscenes the same way I love every time a monologue cuts to stock footage. We also need to remember the impact derived from getting to play the same thing you are also watching. Shadow Moses doesn't exist in a separate reality in cutscenes, it is the same there as it is in gameplay.

Also, what you may call backtraking, I would call narrative tension. Play the MSX games to know what painful backtracking is. In here, yes, you climb REX about 4 times due to the PAL card, but you are hearing about plot twists and FOX DIE, so you are engaged and constantly aware of how huge of a thing that robot is before you fight him. That and then it looks glorious in motion, REX might be the most impressive model in the PSOne catalog.


I will also rank all the bosses from each Solid game on this replay:

MGS1 BOSS FIGHT RANKING:

1. METAL GEAR REX
2. VULCAN RAVEN
3. SNIPER WOLF 2
4. LIQUID SNAKE
5. PSYCHO MANTIS
6. SNIPER WOLF 1
7. HIND D
8. REVOLVER OCELOT
9. GRAY FOX
10. M1 TANK

Kojima remade this game like thousand times, but to this day no one else has mixed the cocktail quite like his games yet.

I like that from the start Hideo-san knew to use backtracking to both create narative tension and maximize the value of a limited amount of assets so that they could be polished and used to their full potential, BUT... that building... with the two elevators... that one only goes up and the other only goes down... should be a war crime.

Children become adults when the Dracula dragon closes its wings like a cape and starts to teleport.

How a game can be so wholesome that it goes from giving you anxiety panic to being a tool to deal with the anxiety of your daily life.

Mega Man, the game that hates you. I love it.

Creativity expressed in mecha form.

Love how the tutorial teaches you to quicksave like a maniac, just before the 1st dungeon starts throwing enemies that might be unkillable to your current character build.

My build couldn't kill anything beyond a rat in the 1st dungeon. As in any Bethesda game, my build really was save-scumming.

Holding and draging right-click in different directions to strike in a game where striking is a dice-roll might be the worst idea to be kept for two games in an influential game series... ever.

The rogue-like based on the experience of building your janky commander deck.

A great game at making you feel horrible.

People that say MGS controls have aged badly should play this to have any kind of perspective.