I have been a huge fan of the Metal Gear series since the first
Metal Gear Solid was released on the PS1 in 1999. While waiting for Metal Gear
Solid 2 to drop, I remember being at a level of fever-pitch excitement I don’t
think I’ve felt since. Regardless of how much I’ve enjoyed the Metal Gear
Series, I’ve never really enjoyed “playing” Metal Gear Solid. The controls were
always too complicated, the shooting always a little off and the boss fights
bored my arse off; there are only so many times you can run in a circle,
occasionally shooting at a boss while he spews ridiculous dialogue at you.
With Metal Gear Solid V: Ground Zeroes the gameplay has
finally caught up to the lofty narrative aspirations of game designer and
professional nut-job, Hideo Kojima. Never have I felt more like the “legendary
soldier” as I have while playing Ground Zeroes, and it’s the smart changes to
the overall gameplay systems, and the modernisation of the control scheme that has
allowed this to happen.
The changes are numerous and what shocked me is just how
natural these upgrades have made the game feel. Kojima has finally entered the
era of modern (a relative term, I know) gaming with a more standard shooter
control-system. However, don’t get it twisted, the series doesn’t lose its
quirky uniqueness of flavour. Kojima has created a set of new gameplay
challenges that utilise the oft used control scheme in ways we haven’t seen in
a stealth game before.
Key to this controls upgrade is the animation system, no
longer do you have to hold 500 buttons to get Snake/Big Boss/whatever into take
cover. Now Snake will dynamically move into cover, ducking down his head,
making himself less visible depending on what level of is the height your
stance. There are three stances, prone, crouched and standing and switching
between these is simplistic, responsive and frankly beautiful.
Gone completely is the radar system, instead relegated to handheld
mini-map that has to be opened separately. Although you can move with this map
equipped, it does reduce your visibility meaning it’s better to rely on your
instincts.
The more mobile and responsive Snake finally makes sneaking
a joy. With this new set of freedoms comes new gameplay challenges. The game
requires you to slowly sneak in, identify and “mark” soldiers through the
binoculars. Doing this means they appear highlighted at all times, allowing you
to see them through walls, but only while you move slowly.
Now yes I can hear you shouting at me, this is fairly
similar to MGS2, where you had to identify your surroundings etc before you
could find the node and activate the radar, or in MGS3 where the radar was much
more rudimentary and required you to pay more attention to your surroundings.
However, what this game does differently, and I harken back to the beginning of
this article, is give you the freedom of movement and proper camera controls to
accurately do this. Add the astounding animation system and you finally have
the visual feedback that coaxes you into wanting to be the ultimate super-spy.
There were times peaking around corners I was stretching my actual neck that
bit further as if it would somehow translate to a better vantage point in game.
For the first time playing a Metal Gear game I felt
empowered. The controls had finally freed me, and allowed me to play as the
Snake from the cut-scenes and not the giant Elephant with shotgun-blasts for
sweat I had been before. The open world design and the marking systems means
you can approach your objective however you want. My approach was to find high
vantage points and mark as many enemies as possible, allowing me to sneak through,
dispatching as few enemies as possible. The game also has a last chance system,
meaning where if you are caught bare-arsed, you have a couple of seconds in
slow motion to take a guard out. If you do this the alert phase won’t trigger.
It is a brilliant system aimed at tackling one of my pet-peeves of the series.
I know being caught and having to wait through 40,000 hours of alert and
caution phase is your punishment in the feedback loop of MGS, but that has
always been the worst part of these games to me, this at least gives me more of
a chance with which to avoid this.
The missions themselves are interesting in the way they play
with the mechanics and allow for different approaches. Both objectives in the
main mode are to rescue prisoners, adding a new wrinkle in the gameplay. You
now have to escort/carry these prisoners to a drop site, meaning you’re not
anywhere near as silent, mobile or resilient as you were before picking up your
cargo.
Although stupidly expensive for a demo, Ground Zeroes has me
almost giddy with excitement for the full game. I await with a stupid smile on
my face, and for the first time I am looking forward to playing a Metal Gear
game, rather than just watching it.
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