Spoilers will be present in this. You have been warned.
Please donít confuse the word ďhateĒ with ďI think this is a bad gameĒ. Metal Gear Solid 4 is anything but a bad game. Itís a pretty damn good one overall. I literally bought a PS3 just to play this game. But this fact does not save it from my loathing, because I must weigh it up against the rest of the seriesÖ and for me, it comes up far short of its brethren. Far
It doesnít even make it to the motherfucking starting line
Ladies and gentlemen of Destructoid, these are the top 5 reasons why I hate Metal Gear Solid 4.
The C.Q.C. system in MGS4 was great. It added complexity from MGS3, and felt like a real upgrade. The problem I have with C.Q.C. is the bullshit write-off reason given for Solid Snake suddenly using a technique that isnít even referred to until MGS3. Thereís a codec scene that tries to explain Solid Snakeís use of C.Q.C. in MGS4 and not previously, but it falls flat on its face.
I hope Iím not the only one who thought this was a complete load. Iím not saying I donít understand why C.Q.C. made the jump from MGS3 to MGS4, itís natural to assume a system introduced in a previous game would be coming back. Iím just dumbstruck about the awful, multi-layered explanation that explains nothing at all. C.Q.C. was obviously a technique that Solid Snake made a decision not to use; for him to explain his use of it now as bodily reaction is foolish because he could obviously control himself enough to avoid using it before. Itís a total copout, and a lousy one at that. Iíd have been more happy with Solid Snake coming to the realization that no matter where you get a weapon, itís foolish not to use it if it can save your life. That would have at least made some sense.
While I understand that in order to get Snake into a wider variety of locations, breaking the game up into 5 acts makes a lot of sense. However, this approach still rubs me the wrong way.
Giving each act its own distinct opening and closing scenes made the game feel very disjointed to me, as if each narrative sequence is occurring in its own little vacuum. Previous MGS games have been broken up into parts (MGS2ís Tanker and Plant chapters, MGS3ís Virtuous Mission and Operation Snake Eater), but neither of these instances interfere too greatly with the overall flow of the narrative. Also, in both of these cases the starting chapter/act was fairly short, a light precursor for the real operation to come. In MGS4, it feels like the acts are getting shorter as time goes on (or at least thatís how it felt to me).
In MGS4, each Act is its own self-contained story and has its own unique terrain and gameplay. This is a good thing, but I think it could have been done in a more seamless way with less stops and starts. MGS3, for example, was able to maintain one consistent narrative, and yet still managed to seriously vary up its environment quite a bit without impacting the story with rather sudden stops and starts.
Enemy Types/Difficulty Curve.
Iíve grouped these two things together, but this also includes (to a certain extent) elements from the previous two things on the list: C.Q.C. and Acts.
If there is one thing that drives me nuts about the gameplay of MGS4, itís the fact that Snake is handed so many interesting and fun tools for dealing with enemy soldiers, only to suddenly stop seeing them after Act 3. Even during Act 3 itís not wise to engage the soldiers in the areas, so letís just go ahead and toss Act 3 in there too. So for more than half of the game, all of these new tools and toys Snake has come by become essentially useless (especially C.Q.C.).
Act 3 through 5 are basically defined by sneaking. This isnít something I have a problem with, especially in a stealth-action game. No, the problem I have is that Acts 4 and 5 basically negate most of Snakeís newfound abilities and force you to lay on the ground and crawl to the end of the game.
In Act 4, the only normal patrol enemies you encounter are Gekko and Dwarf Gekko. Essentially your only option for this part of the game is to get through without being spotted, or get close enough to the exit of the area to get out just after getting spotted. With the exception of the boss fight in Act 4, there arenít any soldiers on the field at any time, and the soldiers present during the boss fight are FROGS, which are very difficult to sneak up on/C.Q.C./engage. I donít have a problem with them being difficult, just that theyíre the only flesh-and-blood enemies in the entire Act, and theyíre a bitch and a half to sneak up on and take out on top of that. In Act 5, itís pretty much just the FROGS and a couple of Gekko, plus a couple of boss fights and one Hell of a quicktime event.
To be clear: Iím not complaining that the game gets more difficult as it goes on. I donít mind that at all. What irritates me here is that the enemy types negate about half of Snakeís capabilities, and essentially reduce your tactics to crawling around everywhere. Itís pretty exciting from time to time, but it really kills off the action part of the game. I donít want to be sneaking around because if I get spotted Iím going to get my ass toggled repeatedly by large caliber bullets six ways from Sunday, I want to be sneaking around because I am the predator and my enemies are the prey. Sneaking around your enemies isnít very satisfying without the sense that you get to decide who goes home alive and who goes home in a body bag.
MGS3 got this sensation perfect. If youíve ever played through The Endís boss fight (both normal and when heís replaced by the Ocelot Unit), you know exactly what Iím talking about. Crawling through that jungle not as the target but as the hunter is a sensation thatís very hard to match. This is what I think of when I think stealth action, and itís what I think of when I play any other MGS game. Youíre not there to play hide-and-go-seek, youíre there to kill; youíve got the skills, the weapons, and the equipment to do it, and do it with brutal, lethal efficiency without being seen.
The B&B Corps.
There are a lot of reasons I hate the B&Bs. Compared to MGS3ís Cobra Unit, theyíre more fleshed out as individual characters. Thatís a plus for meÖ but thatís pretty much the only plus.
The biggest thing I hate, though, has to be the background music for each boss fight. I donít know about you, but I generally prefer my boss fights to have a kind of tempo to them. Some embodiment in the music of how intense the fight should be, how much action it should contain. How this one character is standing in the way of my goals, and I absolutely have to take them out, thereís just no other way. Do you want to know what I donít think of when I think of background music for a boss fight? Giggling, screaming, and crying babies. I know, right? I must be crazy.
In all seriousness, the kind of audio stuff going on in the background is very important in a game. Especially one thatís as story and set piece driven as the MGS series has been. The previous games have always had exceptional choices when it comes to standoff moments. The music during the boss fight with Ocelot in MGS3 comes to mind or the choices for the boss fight with Liquid Ocelot in MGS4, but every fight with the B&B Corps is punctuated by the disembodied sounds of the event each B&B is linked to. Youíre stuck listening to fucked up giggling, angry shouting, bawling children, or screaming until you beat each one. I sort of get the vibe that each boss fight is more a mental battle, a clash of wills between Snake and the B&B heís fighting, and that the choice of audio is supposed to either enlighten the player about the feelings of the B&B, or that itís supposed to be a sort of window into their insanity. No matter what the reason, though, the use of these effects didnít get the desired response from me, unless it was to piss me off and make me mute my TV for every boss fight. Seriously, after two minutes of wailing babies I just couldnít take it anymore.
Drebin doesnít bother me so much as a character. Taken singularly, I think he would have been an interesting addition to the cast. Heís unique, heís likeable, heís pretty well written.
The problems I have with Drebin relate mostly to his connection to the greater story and gameplay of MGS4.
The first (and biggest) problem I have with Drebin himself is his profession and how it relates to the gameplay of MGS4. Drebinís presence demolishes one of the classic systems of MGS games: not being able to use enemy weapons. The inclusion of this system takes away that sense that Snake is outgunned when he starts the mission. You have an automatic weapon in your hands within ten seconds of starting the first act. Ten SECONDS! This only gets worse as time goes on and you can purchase grenades, ammunition and weapons on the fly as youíre fighting. I realize that itís odd that I donít have a problem with Snake carrying around a proverbial armory in his invisible backpack, but it still bothers the shit out of me that if you have enough imaginary currency you can just crap out ammo whenever and wherever you want.
While you can (and I do) ignore this system, it represents a fundamental design change in the game which, at least in my estimation, resulted in the sudden change of enemy types less than halfway through the game. It is almost as if it occurred to them that giving the player an invisible armory filled with infinite bullets was kind of cheap if they only went up against enemy soldiers and the occasional Gekko or team of FROGS, so to counter the cheapness of this system they turned Act 3 into a situation where you wouldnít really utilize the system, Act 4 into a gauntlet of stealth or BFG levels of destruction, and Act 5 into a mix of the two. A better idea would have been to toss the whole buying guns/ammo/explosives idea out the window, and stick to the system of the previous games. In short, if it works, donít try to fucking fix it.
The second problem I have with Drebin is linked to the B&Bs. Remember how I said there were a lot of reasons I hate the B&Bs? Well, this is another reason, but itís also pretty heavily connected to Drebin.
Drebinís calls after defeating the B&Bs are completely worthless.
I donít hate the content contained within the codec calls. The backstory for each B&B is fleshed out quite nicely, and it all adds to the overall theme of the game. The problem I have with this is the method used for its delivery: a blank codec screen and voiceovers. This is the final chapter of Solid Snakeís saga. Why in the name of all that is holy am I getting a voiceover - without even so much as a character portrait - to explain the tragic backstories of some of the main enemy characters? Furthermore, why is this news being delivered by the newcomer to the series, and not at least by a character more connected to Snake? Or even Rose, for Christís sake, sheís there for psychological shit anyway isnít she?
This was a huge opportunity to delve into the personalities of the B&Bs. Previous boss fights in MGS have often featured at least some revealing dialogue or information. Small tidbits of interaction between Snake and the bosses provide insight and character building, both positive things for the overall narrative. They offer chances for the player to get to know both Snake and the boss better. Look at the classic battles from MGS between Psycho Mantis and Snake, or his hand-to-hand bout with Gray Fox/The Ninja, for Godís sake. We went from that to a generic history channel voiceover; I call bullshit. It seemed to me that the purpose of Drebinís calls wasnít even really to provide backstory on the characters themselves so much as they were there to reinforce the common thread throughout the MGS series: War is bad.
Exposition on the B&Bís themselves appears to have been a secondary effect of delivering this message, and itís really a pity because some potentially amazing scenes between Snake and the demons of his past (the B&Bís codenames being links to FoxHound) and present (the B&Bís themselves and their connection to war and Liquid Ocelot/The Patriots) have been lost in favor of giving a new character more air time, almost as if to justify Drebinís existence to the player beyond ďthat gun guyĒ.
In the end, I think MGS4 was a decent ending to an amazing series. Some of the scenes really blew me away, and had me totally floored. While I keep going back again and again to other games in the series, MGS4 keeps getting left by the wayside, because it just doesnít quite measure up with the rest. That doesnít make it a bad game, just not as good as the rest of the series. The moral of the story, I guess, is: You canít win Ďem all. And also I hate MGS4.