Thursday, June 26, 2008

Review - Metal Gear Solid 4: Guns of the Patriots

Metal Gear Solid 4: Guns of the Patriots
PlayStation 3
2008
developed by Kojima Productions
published by Konami

Metal Gear Solid 4, hereafter referred to as MGS4, is the culmination of twenty years worth games starting with the original Metal Gear in 1987. The "Solid" series of Metal Gear games began with the release of Metal Gear Solid in 1998. MGS4 is a sequel in not only name but in story. The Metal Gear series relies heavily on the storylines from past games, and MGS4 is no exception. While the story may largely be impenetrable to new players, and even to some veterans in many parts, the gameplay and attention to detail create an experience that is spectacular.

Battling his way through the opening Middle Eastern area, Solid Snake, now aged and in pain, continues through South American Jungles, a European city, a memorable Alaskan island, and finally onto an enemy base that plays as the final stage. While MGS4 is definitely more run-and-gun and action friendly than previous games in the series, the game is still primarily a stealth game. Snake sneaks across the various stages eluding both human and robot guards with a wealth of moves and abilities that seem both fresh and completely natural. Snake can run, crouch, and crawl his way about and using his special camouflage suit he can blend into the surroundings. Metal Gear Solid series classics such as knocking to distract guards, leaving magazines and other items for the guards to look at, and the cardboard box return and supplement his various new abilities such as a tiny mechanical helper, a oil drum, and more. The control has been fine-tuned to the point that only a radical departure could fix the few remaining issues such as the still problematic targeting system and the difficulty keeping straight the sheer number of moves and abilities Snake has. The enemies are more intelligent than they have been in previous games and can be quite a challenge on the higher difficulty settings.

While not a free-form game in the same vein as Grand Theft Auto, MGS4 allows the player any number of ways to get through any given situation. Whether you want to use stealth and sneak your way through the game or if you wish to fight out almost every encounter there are various ways to do both options. Whether you kill the enemies or simply put them to sleep is also your choice, in fact in Metal Gear Solid tradition you can complete the entire game without killing a single enemy. The first two areas, the Middle East and South America, are best at displaying the multitude of choices the player has in tackling an area. In one of the few weaknesses of the game as you proceed further and further into the game the choices available to the player dwindle. That isn't to say that the later areas are not fun, but that the enjoyment of playing on your own terms gives way a bit as the story progresses, a product partly of the fact that the further into the story the few human enemies there are and the more machines and the machines can only be stealthily passed or destroyed as the sleeping ammunition so useful earlier falls to the wayside.

For those steeped in the storyline of Metal Gear, specifically the Metal Gear Solid series, the story does have many interesting twists and turns and Hideo Kojima, Metal Gear creator, is able to tie up almost every loose end in the entire series, which is no small feat considering the plots of previous games. The Metal Gear Solid series has long been criticized for the obscene length of cut scenes and dialog between the characters, and while MGS4 is not exception this reviewer found most of the exposition and cut scenes so interesting that it wasn't noticeable. While there are definite plot holes and a seeming Star Wars-prequel level of retcons, the plot stands up and can still please most of the obsessive fans of the series.

The graphics are spectacular and are truly a showcase for the PlayStation 3 hardware. The characters look fantastic and the environments are extremely well done. The attention to detail is unbelievable as areas within the same stages still feel unique and interesting. There is always something amazing around each new corner in MGS4. The voice acting is well done, as it should be after so many games in the series with the return cast. Of course, the voice acting can become a bit melodramatic now and then, but nothing that is out of character for the series. The music is also well done, though perhaps not as strong as previous games.

MGS4 walks a fine line between serious discussion of war, economics, genetics, and the future while still having puns, sexual innuendo, and toilet humor. This isn't out of the ordinary for the Metal Gear Solid series and the fact that much of the plot and characters are so bleak, broken, and serious is well balanced by the lighter side of the series. MGS4 has a copious amount of replay value as the story scenes are skippable and you can experiment in a multitude of ways with the gameplay. Items and weapons collected can transfer over from one playthrough to another and, in a series tradition, there are many secret items, weapons, and bonuses to unlock. Each subsequent playthrough will reveal more and more of the detail in the game and the nods and nostalgic throwbacks to previous games become more apparent. This is a game that is able to be almost completely fanservice, but still remain a compelling experience to those not steeped in the minutiae of everything Metal Gear.

Verdict: 5 stars out of 5.

Tuesday, June 10, 2008

Triple Hit of Quick Hits

Here are the comic reviews for 5/21, 5/29, and 6/4:

Brave and the Bold #13: This series has been strong so far, but this issue is weaker for the lack of the larger plot that had driven the previous twelve issues. The story itself is a bit too corny, but is balanced by some good moments between Jay Garrick and Batman. The art is suitably classic by Jerry Ordway. Verdict: 2 1/2 stars out of 5.

Justice League of America #21: This new volume of JLA has been besieged by crossovers and problems since the loss of Brad Meltzer, but this issue does manage to remain interesting even though it ties into the beginning of Final Crisis. The art is well done with several strong moments. Verdict: 3 stars out of 5.

Justice Society of America #15: This series continues to fire on all cylinders as the Gog storyline concludes its first chapter. For a series that has been criticized for not having enough action, Justice Society of America #15 is a fine example of comic book action scenes done well. Geoff Johns continues to weave in interesting character moments even in the midst of the action though he is aided by the phenomenal work of Dave Eaglesham. Verdict: 5 stars out of 5.

Final Crisis #1: This issue is the definition of a set-up issue. The storylines begin to come together and Grant Morrison has some great moments in this opening issue, but the opener does not come with the impact that many would assume from the beginning of such a big event. In terms of strength of story though this issue will be remembered fondly if Final Crisis is well done and will be looked back upon poorly if the event falls apart. Special notice must be taken of the art though. J.G. Jones has done good work for both Marvel and DC, but his work in Final Crisis #1 is fantastic. The art of this series will long be well thought of regardless of the outcome of the story. Verdict: 4 stars out of 5.

Action Comics #865: A solid one-shot story before the Brainiac arc begins in the next issue. Longtime Superman villain the Toyman is the centerpiece of the story and his character is definitely taken to new depths by Geoff Johns in this story. Jesus Merino has the unenviable task of being sandwiched in between Gary Frank issues of Action Comics, but his pencils are strong and the way in which the flashbacks are handled is extremely well done. Verdict: 4 stars out of 5.

All-Star Superman #11: This penultimate issue of one of the most amazing runs on a Superman title in years continues the fantastic tradition of the first ten issues. The story is leading to a satisfying conclusion and the dialog by Morrison is pitch perfect for these characters. This series is truly one of the best distillations of the character of Superman ever done, and it also shows that it is possible to make fantastic Superman stories that pay respect to the tradition of the character while still being inherently interesting. Frank Quitely's work on this series, including this issue, is definitely part of the appeal as he has created a Superman, Metropolis, and whole world that is both distinctly Superman and distinctly his own. Verdict: 5 stars out of 5.

Thor #9: Thor continues at the leisurely pace that J. Michael Straczynski has employed in this revamp of the thunder god, but the pacing is definitely becoming a bit of an issue. Where exactly this series is headed both in regards to some of the smaller issues and in regards to the Marvel Universe as a whole is still rather vague. Just as the gods of Asgard are wondering in the issue what future they have open to them now that Thor has awakened them and brought Asgard to earth so to are the readers wondering what exactly is the future for this often-delayed title. The art is strong but Coipel's take on certain characters is still too strange for this reviewer. Verdict: 3 stars out of 5.

Green Lantern #31: The "Secret Origin" arc of Green Lantern continues in this third issue retelling the origin of Hal Jordan as the Green Lantern. While many of the hints that Geoff Johns has seeded into the story concerning the current events in the DCU and the upcoming Blackest Night storyline are interesting there is only so much excitement that can be gained from yet another origin of Hal Jordan. The art is strong and the writing well done and for those who are new to the world of the Green Lantern this should be a very fun read, but for those older fans it definitely seems a bit too much like a rerun; an enjoyable rerun of a show you enjoy but a rerun nonetheless. Verdict: 3 1/2 stars out of 5.

Dark Tower: The Long Road Home #4: This miniseries has had the advantage over the last in that the material had not been covered in a Dark Tower book, but the pacing does not seem as strong in this series as in the last. Personally, the Crimson King, while interesting, both did not seem to jive with the character in the books but also did not fit the creation that I had long ago imagined. Overall though the writing is strong and the artwork beautiful if a bit too reliant on large panels and splash pages. Verdict: 4 stars out of 5.

Justice Society of America #16: The Gog arc starts in a new and interesting direction and the character moments are as well done as they have been throughout this series. The introduction of Black Adam back into JSA storylines is great to see though it is too bad that Captain Marvel is indisposed. The combination of art by Alex Ross for some sections and Eaglesham on others is well executed and is visually striking. The scope of this series continues to widen just like the team, but Geoff Johns is able to handle the scope and the size of the team with ease. Verdict: 4 1/2 stars out of 5.

Trinity #1: Mark Bagley and Kurt Busiek bring us the beginning of the next DC weekly. Focusing on Superman, Batman, and Wonder Woman seems like a good idea and the fact that they are keeping this events of Trinity confined to the pages of the book rather than have it sprawl outwards like Countdown is certainly a well made decision. Busiek has the characters down and is able to quickly paint their personalities and play on their differences. Much like the opening issue of Final Crisis the previous week this issue is definitely a launching pad for bigger and better moments, but it is a good foundation to build. Bagley continues the work he is known for though if you were not a fan of his Marvel work his work on Trinity will do nothing to change your mind. There is a bit of inconsistency in his portrayal of the Trinity characters, with Wonder Woman being handled the best, but one assumes that after a few issues Bagley will begin to create a more consistent and cohesive world. The 'backup' story by Fabian Nicieza is more of a second chapter than a backup and introduces us to some of the villains of Trinity though Busiek and company are definitely taking a risk in not choosing more well known villains. Verdict: 4 stars out of 5.

Remember readers if you want a full review of any of these comics simply request it in the comments section and I'll do a full review that discusses the comic in much more depth.