This article contains enormous spoilers, just so you know. Playing Metal Gear Solid 2: Sons of Liberty again, after all these years, has had an interesting effect on my opinion of it. Which is to say, I actually like it now. I'm tempted to compare it to a maturing, fine wine, a substance I'm sure was heavily consumed during the game's development, but the truth is that Sons of Liberty remains every bit the unhinged and convoluted mess I remember it to be. A mess that, with patience and even the slightest idea of what you're getting yourself into, becomes considerably easier to navigate. Wait ... does that make me the wine?
Interestingly, your impression of Metal Gear Solid 2 is likely to be more positive if you never bothered to finish it. Upon first completion, it leaves a bad taste in the mouth, an inkling of bitterness that ultimately overpowers every other memory of your experience. Indeed, my recollection of the game brought about nothing but a feeling of anger -- the Metal Gear Solid sequel I expected and the one I played seemed to differ greatly -- and a dull ache at the back of my head. I'm sure that's due to the game's mind-warping plot and, if not, the injuries sustained by having the carpet constantly yanked from under me. Thankfully, subsequent visits allow you to spot Hideo Kojima's fingers and give them a good stomping.
Removed from the narrative stunts and bizarre situations, the gameplay in Metal Gear Solid 2 is, without a doubt, superior to that found in the original adventure. You'd think that alone would make it the better game, but... we'll get to that. Sons of Liberty greatly expands upon the franchise's peculiar and still unique brand of stealth, not to mention the mental capacity of the formerly inept and forgetful guards. Whereas genre competitors like Splinter Cell adopt a serious approach and encourage you to linger within shadows, Metal Gear Solid's alternative to direct confrontation has always been a tad more playful. It's just like those youthful days of hide-and-seek in the park, the critical difference being that you get shot if someone finds you. Rough neighborhood.

The single greatest leap in minion intelligence comes in the shared realization that they're not alone. Guards will whip out radios and demand heavily armed backup before chasing you around the corner. No longer will they forget about you as soon as you disappear from view, engaging in systematic searches because, hey, you were there just a second ago! And forget about that cunning cardboard box disguise -- a suspicious box will be properly aerated first.
"Sons of Liberty asks an interesting question: What do you want from a sequel? " |
With improved, sneaky maneuvers and more cunning (albeit still comical) guards to foil, how is it that Metal Gear Solid 2 unites so many faces and palms? The game's infamous surprise, of course, is the introduction of a different protagonist following the game's rain-drenched prologue, though you may want to switch out the "different" adjective for something like "foppish," "effeminate" or "flimsy." Raiden was certainly no Solid Snake, despite having identical moves, gadgets, weapons and motivations. The white-haired whiner's greatest contribution to gaming, perhaps, is delivering proof that players actually care about nonsense like "characters" and "story."
Raiden's role -- and that's a word I and the game's characters use intentionally -- closely mirrors that of Snake's in Metal Gear Solid. So much so, that Metal Gear Solid 2 borders on being an outright remake of the previous game. I'm not sure whether it's intentional or not (does it matter?), but Sons of Liberty asks an interesting question: What do you want from a sequel?
We angrily assault message boards when our favorite franchises take an unexpected turn, in the fear that number two or number three will fail to capture those feelings we had before. Essentially, we want a similar, familiar experience with a just tweak here and an interesting twist there. That's what Metal Gear Solid 2 delivers, with several elements that can be directly linked to Snake's Shadow Moses mission.
Just like Snake, Raiden suffers through a lengthy torture and interrogation sequence towards the end of the game -- in an identical room with identical equipment, no less. Entering via an underwater passage and a cargo elevator, his mission is to infiltrate an isolated, guarded installation that is merely a front for something more sinister. A group of bizarre, melancholy weirdos stand in his way, once again led by a clone of pre-Solid Metal Gear villain, Big Boss. The high-ranking individuals Raiden is sent to rescue perish immediately after encountering him. A mysterious cyborg ninja aids him along the way, even repeating Gray Fox's warning of hidden mines. Add in a sniper section, throw in a remote-controlled rocket sequence and switch out the Hind battle with a Harrier fight, and you have your sequel.

Of course, what drags this one down is the change in avatars -- you're still not playing as Solid Snake! Indeed, Metal Gear Solid 2's true cleverness (and utter pretentiousness) comes through when it integrates its "perfect sequel" structure directly into the story. Raiden, switch off your console. This mission is just a simulation.
Though hugely impractical and exceedingly unbelievable, the situational simulation that Raiden finds himself in is actually an elaborate machine, meant to replicate a soldier on par with Solid Snake. Every battle and every circumstance encountered throughout the game, while sincere from the point of view of the participants, forms part of a veiled Shadow Moses recreation. Despite being congruous with Metal Gear's theme of cloning exceptional warriors, the belief that an exactly calculated sequence of events and challenges can forge a legendary hero could be considered just a teensy bit far-fetched. Well, it would be in any other medium.
"The climax is nothing short of an insane attack on the fourth wall ... everyone talks to you like you're playing a game. And, let's face it, you are.'" |
Sons of Liberty's climax is nothing short of an insane attack on the fourth wall. An uploaded virus doesn't merely affect the game's fictional computer network, but the game itself. The colonel suffers a hilarious mental breakdown, Snake assures you he's got "infinite ammo" and everybody talks to you like you're playing a game. And, let's face it, you are. In a moment very reminiscent of BioShock's late-game revelation, Colonel Campbell asks Raiden why he's even taking orders from someone he's never even met. Why are you taking orders from the colonel, hmm?
The machine meant to transform Raiden into Snake isn't confined to the Big Shell complex -- it envelops the game, or the "simulation," itself. What is a game, if not an exactly calculated sequence of events and challenges, meant to transform you, the player, into a virtual soldier? Or a thief. Or a race car driver. Or a superhero. No matter the genre, success in a game always hinges on your ability to play a specific role.
For all its deception and overwrought delivery, Metal Gear Solid 2 ultimately delivers a fun and fascinating look at video games and sequels. It may not be intentional and it may not be particularly subtle, but it's a message that should resonate with anybody who's ever wanted to become someone else in a game. Have you?
WE LOVE KATAMARI
TOMB RAIDER: ANNIVERSARY
ELITE BEAT AGENTS
DIRT
METAL GEAR SOLID
METAL GEAR SOLID 2: SONS OF LIBERTY
TOMB RAIDER: ANNIVERSARY
ELITE BEAT AGENTS
DIRT
METAL GEAR SOLID
METAL GEAR SOLID 2: SONS OF LIBERTY
The B[ack]log chronicles Ludwig Kietzmann's fight against that seemingly insurmountable and entirely self-inflicted obstacle, the ever-sprawling backlog of games that are either unfinished, unplayed or unloved. Every week (HA!), Ludwig hopes to subtract at least one and ramble on about it for a few paragraphs ... if you don't mind.
If you do, let him know:













(Page 1) Reader Comments
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I think I know your mistake, they are two fold.
1. You chose that you liked MGS2. This skips a large number of the control explanations and the jungle settings aren't quite the same as a tanker so knowing which rocks you can scale isn't quite the same.
2. You haven't discovered your survival guide. Press Start, there is a map option. Minimap would be much nicer.
God, you're going to hate the cave. My tip there (you'll know what I'm talking about as soon as you get there) is to equip your Sonar and ping. Not only do you get an area cone of where you are facing but also you can follow the trails of vermin to much effect. And one section you have to crawl through.
I had always thought that Ocelot must have been told a lie about the S3 plan because he is the one that says its the "Solid Snake Simulation", but sense that really would be their goal, perhaps he did know everything all along. (I'm way too into this story... haha)
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The Shadow Moses incident made Solid Snake an iconic hero. One which the Patroits had to discredit publicly with the tanker incident. Solid Snake had to be a villian, not a hero. But Solid Snake was the perfect iconic hero in many peoples eyes, including Raiden. The stuff Pliskin (Snake) does in MGS2 on the platform simply would not have the same kind of impact if you were controlling Snake himself. Solid Snake was still the hero of MGS2, you just didn't get to play as him.
Plus, once you figure out why Raiden was the way he was (egotistical and sure of himself due to "perfect training," obedient like a dog, quietly introverted about his past and in general), the character you encounter at first isn't that big of a disappointment. It's just getting past that "he's not Solid Snake" barrier that was tough. And Rose... fuck Rose.
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-Why was she there when the Patroits had her?
-Can I trust a bitch who custom built herself only so I would love her?
-Can I trust a bitch who USED that love to report every intimate detail of my life to the patroits?
-This bitch is swarming with nanos, should I kill her?
"Why did you force choke that innocent man"
Cuz I'm as sith lord and I can!
I think she stopped being -her- right before or just after she confesses that she spied on Raiden. I think the game left that part unclear on purpose.
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MGS1 on the other hand was a defining moment in my video game playing life, hopefully 4 will have a similar effect.
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No not really, ok maybe it was more of an MGS3 issue than MGS2 (its been a couple of years since I played either) but I always felt the controls were a bit clunky when switching to first person mode then holding down a combination of a shoulder button and a face button, but not pressing the face button too hard to be a bit frustrating. I realise I am very much in the minority but I just found the controls clunky, and sadly didn't enjoy either game as much as I could have I think.
Oh and I didn't use the word "difficult" so I don't understand your use of the quotation marks. :)
I got used to it after a while, near the end.
Lots of people don't like Raiden, but I really enjoyed him as a character. He was different from the rough and tough total bad ass that is Snake.
I also loved the Big Shell. Even though it was just a hexagon filled with a bunch of small hexgons, it was a great location.
What didn't I like about MGS2? Hm... pretty much nothing. Almost everything was perfect. I especially loved when you first infiltrated arsenal gear.
"I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-kiri Rock. I need scissors! 61!"
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I absolutely could not get past the ruined bridge after the Harrier attacks it. The Harrier, sure, no problem, but that stupid, stupid, STUPID bridge part afterwards took me down every damn time. I looked up FAQs on the game and everything to try to get past it - I spent a solid two hours trying and retrying. After musing that Raiden is quite possibly the only game character in existence capable of being repeatedly killed by bird scat, I gave it back to the rental place, played a much better game instead, and got the hell on with my life.
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Yoinks, it took me a grand total of 2 tries for the first section, once for the second. The biggest thing that hung me up was shooting all the control boxes.
Jeez... two hours. I would've lost it a lot sooner than you if I hadn't figured out the game by then.
:D
I loved MGS2 right up towards the end. I understood the plot, and I understood what was originally there (but was cut out). If Konami would ever release MGS2: Substance (The UNCUT Version), I'd certainly buy it, and enjoy it that much more.
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That's not the Snake you know buddy, that's Big Boss whom Snake, Liquid, and Solidus was cloned after.
It's not a sidetrack, it's a backtrack, and best game in the series.
Being a huge fan of the MGS series, I figured I had to play the "Black Sheep"... at first (Tanker) it was good enough, like the first one (I've only played Twin Snakes, not the original) but when it got to Plant... It was really awful... Not just Raiden, whom I obviously knew I was going to end up playing as, but just the pacing and the tedium of those freaking bombs.
I may not play the game again for that reason. Anyway, after I got across the bridge things picked up in a big way, It was actually fun to play.
At the end, I did find the story interesting but much of it was crammed at the end where they could have spaced it a little better (I understand why ALL of it happened at the end though), and I got the shivers when Snake, Otacon, and Raiden walked out of the computer room, probably one of my top moments in gaming.
Raiden started to peak my interest around then, then more, and more and now I can't wait to play MGS4 just to see what's up with Raiden. I'll admit I went into the game kinda meh at the thought of playing as a Final Fantasy reject... But came out as a fan, heck I'd even go as far as saying he's more interesting than Solid Snake himself! (Big Boss/Naked Snake beats 'em hands down though, same with The Boss/The Joy)
Anyway, I know I'm late to the party but I did enjoy the game and it doesn't deserve the bad rap it gets.
Oh and MGS3 is the best KTHXBYE
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If Venus appears in MGS4, at least you lot will all know where she came from.
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Damn, well, I do have credit cards...
JCD:
Metal Gear Portable Ops bridges the gap between between MGS3 and Metal Gear. It explains what happened to Big Boss after MGS3, and how he amassed his army. I don't think it's core of the MGS4 story, but you never know. It is however a good portable version. Doing missions instead of just openly exploring each level, and missions are rather short, since you're meant to play it on the go.
It's funny, I like the MGS series less and less the older I get. MGS came out my freshman year in college, and I thought the story was the most amazing thing ever! Ten years later, the story arcs in the series seem very juvenile to me. I recently tried playing MGS3 and had to stop because I couldn't stand the radio conversations. This is why I'm worried about the possibility of 90 min. cut scenes in MGS4. The story and dialog will need to be better if I'm going to ever play 4. Eh, I'll probably play it anyways. I'm a sucker for this series after all.
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Like, the convoluted story which, while I understood it, I thought it made no sense. Then there was the missing cut-scene that made me think my disc was broken or something. Oh and Rose...I just hate her nagging all the time. I'm trying to save the world and all I get from her is "Why is your room so empty?". ughhhhh..
But...I like MGS2 again..because everything leading up to the end was golden. I just forgot that over the years.
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and Im going to tell Hideo that on Monday.
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not many mgs fans know and understand the way this game was designed. it's a masterpiece and this brilliant essay proves it. every mgs has its own theme and strengths and i don't think people should say 'this mgs or that is the weakest of the series' because they're all the best in their own way.
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