In direct contrast to my last review, Snake’s Revenge is a sequel that not only learns nothing from its predecessor, but doesn’t even know what made the first one so great in the first place. It is the definition of missing the point, it is a hollow imitation, and it is just straight up one of the worst games I have ever seen. But, while I am going to do my best to chronicle all this games faults, no words I write down can describe just how poorly designed Snake’s Revenge is, to the point that I implore you to go and play the game yourself, just so that you can stare in awe at how infuriatingly bad it is.

The first big thing that stood out to me while playing was how the screens were laid out; they genuinely felt like first drafts that had no play testing or revisions. The game starts you out in a jungle area where you have to avoid these gigantic searchlights that overlook the area; on paper this doesn’t sound all that bad, it is a stealth game after all, but as soon as you start moving about, you realize just how poorly these lights were placed. There are a good number of searchlights that are positioned right at the transition points between screens, which means that some of these lights are entirely unavoidable, as the player will just end up under one as they go from screen to screen; and to make matters worse, the screens that have the searchlights are pitch black, except for the small areas being illuminated by the lights, meaning that there is a high likelihood that the player is going to run into an object like a box, get stuck, and then subsequently get caught. Combine this with Snake’s new sprite being about twice as big as it was in Metal Gear, thus having a much larger hitbox, and you have areas that feel like they are almost meticulously designed to inconvenience the player at every turn. What's even worse, I don’t think this is even the worst part of this game; the absolute worst that Snake's Revenge has to offer are the side scrolling sections. These sections take after the extremely small, and insignificant elevator rides from the first game, except here they are drawn out into whole, lengthy sections, that require near clairvoyance to be able to get past. These sections have Snake moving through linear hallways, where the player needs to avoid security cameras, hovering drones, and guards, lest the alarm goes off and you have to deal with all kinds of enemies and hazards. Much like the searchlights, all of the obstacles in these sections are placed in the worst possible spots; oftentimes guards will be staring in your direction as soon as the screen changes; the only way to work around this is just to constantly be crouch-walking into every screen, otherwise you have no chance of getting past alive or without using a good chunk of you’re resources.

Thankfully, I guess, the majority of the game takes place in maps that are very reminiscent of the areas from Metal Gear; big dungeons or facilities with enemies to avoid and items to collect. If you played the first game, it should all feel pretty familiar, albeit very boring. I mentioned earlier how I felt like Snake’s Revenge was a hollow imitation of Metal Gear, and I believe this sentiment shows itself through how the game uses aspects of Metal Gears gameplay, but in a way that shows that they didn’t have any understanding as to why those gameplay mechanics were used. In Metal Gear exploration and back tracking were integral to the games progression, and the items you would collect would help you facilitate that goal, playing very much akin to Zelda or Metroid game; in Snake’s Revenge, the game still asks the player to gather items in order to progress, but they are either entirely optional, solve a problem that won’t be introduced until three levels later, or are given almost immediately after the situation you need them presents itself. The worst culprit of this is the battery for the transceiver; when you reach the first campsite, the battery for the transceiver goes out, so you need to go find a new one. A similar thing happened in the first game, where Snake loses contact with his team as he approaches building two (I think it was building two at least). The difference here is that, in Metal Gear, losing contact created tension within the story and made the player panic because their helpline had just been taken out; Snake’s Revenge doesn’t have any of this, the transceiver calls are scripted events, and the battery needed to fix the transceiver is literally on the next screen through a door. There are so many moments like this in the game, and while I don’t think it does anything to directly harm the experience, it just makes it pretty boring and linear, it still kind of sucks when you have the first game under your belt.

I think really the only good thing I can say about Snake’s Revenge is that it retroactively made me appreciate the subtle design of Metal Gear, things that I didn’t even notice during my play through because I just took good design for granted. Well, that and the music; the music slaps hard, like NES Castlevania type beat.

Reviewed on Feb 15, 2024


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