Among many,
many other things, you could, for good or for ill, describe Metal Gear Solid 2: Sons of Liberty as
a hard act to follow. Which is probably
why, on the surface of things, director Hideo Kojima decided maybe it was
better, really, not to follow it at all.
The games in
the Metal Gear series, Solid and
otherwise, have always taken place in a future near enough to be immediately
familiar, but futuristic enough for concepts like nanomachines and artificial
intelligence, which seem (at least in the present) to be just around the
corner, technologically speaking, to feel right at home also. So I was more than a little surprised to see
that for Metal Gear Solid 3: Snake Eater,
Kojima was taking the story back to the Cold War, specifically to the
mid-60s. I was reluctant, if not exactly
outright hostile to the idea, but I bought it anyway. It was a Metal
Gear Solid game, after all. What was
I supposed to do? Not play it?
And it’s a
good thing I did buy it, because it turned out to be my favorite game of the
series so far.
* * *
When last we
left off, Raiden, Solid Snake, and Otacon initially seemed to have finally
succeeded in exposing the identities of the Wisemen’s Committee. Why this is significant is going to take some
explanation, especially since, looking back, I apparently didn’t bother
explaining much of this at all when I did my last write-up.
So!
The
Wisemen’s Committee is essentially the leadership of an organization known as
the Patriots, who secretly control America from the shadows by manipulating
politics, the economy, the military, and the general flow of information. There are layers upon layers to their
operations, and the people who do their work at the “ground level” probably
don’t even realize the Patriots exist, let alone that they’re working for them. The Patriots have exerted such control that
there are those who, thanks the alterations made to them by the nanomachines
injected into them (we will have such fun with nanomachines in Metal Gear Solid 4, let me tell you),
that they literally cannot hear the
word “Patriots”. They aren’t allowed
to. Whenever someone refers to the
Patriots, these people hear the phrase “La-li-lu-le-lo”, which is apparently a “missing”
set of syllables in Japanese.
Look, it isn’t
very well explained.
It was Snake
and Otacon’s plan all along to infiltrate Arsenal Gear (the mobile military
base in which the final act of Sons of
Liberty takes place) and steal information regarding the identities of the
Wisemen’s Committee. But this is a Metal Gear Solid game. Nothing is as it seems, and it turns out in
this case that one of the members of the Wisemen’s Committee is the biggest
contributor to Snake and Otacon’s NGO named Philanthropy. What’s more, all of them appear, somehow, to have died about a century
prior.
If you’re
noticing that this doesn’t make much (or any) sense, then I’d like to say
welcome. This is Metal Gear Solid in a nutshell.
Stay awhile; have a seat, and some aspirin.
So while the
personal story of Sons of Liberty’s
main character Raiden ends on a relatively high note, the overarching plot of Metal Gear Solid as a series is
essentially a huge downer. It’s revealed
toward the end of that game that the whole enterprise has in fact been a
massive test. What the Patriots (whoever they actually are) were trying to test
was whether you could take a basic rookie like Raiden, train him extensively in
VR, and then turn him loose on a real operation and have him succeed as well as
a real operative with years of in-field experience. So Raiden’s entire portion of the game was
their test; the entire scenario, from start to finish, including all variables,
was orchestrated to occur exactly as it did, mirroring all the beats from the
original Shadow Moses operation that was the story of the first Metal Gear Solid, because they were deliberately copying that scenario. And in the end, the Patriots won. Oh, sure, Raiden beat the bad guy, Solidus –
but that, too, was engineered. It was
exactly what the Patriots wanted in the first place. Beyond the resolution of Raiden’s personal
crises, the entire ending is a punch in the gut, leaving you with a feeling
that you’ve been robbed of true victory against the external foe. It’s not even remotely the same as the ending
of the first Metal Gear Solid, which
settled for implying that there were things happening behind the scenes of
which the player (and the main characters) were unaware. You could write that off as just a hook for a
sequel. No, this was a move deliberately
calculated to throw you off, to upend your expectations, and make a point.
It’s really
quite a feat, when you think about it.
Kojima raised the stakes of his story to astronomical heights, while at
the same time sending his heroes screaming all the way back to square one. In this context, it makes perfect sense that
he wouldn’t want to dive right into resolving this thorny problem. Or rather, that he would, but that to do so
would require that he step back and elaborate on the greater context.
Which brings
us to 1964, and some of the worst spots of the Cold War.
* * *
The story
opens with an operative code-named Naked Snake.
He looks a lot like Solid Snake, aside from his more pronounced facial
hair, but then, this is hardly a surprise in 1964. The game’s promotional materials have not
been coy about this, and anyone paying attention would deduce it fairly
quickly: Naked Snake is the man who will go on to become known as Big Boss,
also known as the greatest soldier who ever lived, also known as the template from whom Solid Snake and his
unfortunate brother Liquid Snake would later be cloned.
But
appearances are deceptive. This man may
look like Solid Snake, and in terms of military skill and ability, it’s clear
that Solid Snake’s apple fell quite close to the tree. But Solid Snake, when we came to know him in Metal Gear Solid, was a bitter,
world-weary cynic, for whom the phrase “Been there, done that” falls so short
of the mark that it actually seems a little bit dishonest. Solid Snake does what he does with a sense of
grudging acceptance. He doesn’t really like what he is or the things he does,
but he does them because that’s pretty much all that’s in him to do. It’s what he was designed for, after
all. For all the talk in Metal Gear Solid about rising above
one’s genetic destiny, it seems like it was too much for Solid Snake in the
end.
Naked Snake,
on the other hand, is a little bit of a weirdo.
He geeks out
over the modifications that have been made to some of the weapons he comes
across. He’s afraid of vampires and
other supernatural creatures. He looks
forward to eating pretty much any and every creature he comes across in the
field to survive, purely for the experience of it. At one point, he expounds on the comfort he
feels while hidden inside a box.
At the same
time, he’s a consummate professional in his field, albeit with a certain odd
sense of youth to him compared to his enemies.
He believes in right and wrong – he believes he’s fighting for his
country, while the player (and pretty much everyone else in the game) knows
that this just plain isn’t the truth, and it’s honestly a little heartbreaking
to watch. Even in the 60s, prior to the
advent of much of the technology that makes the Patriots’ hold on the U.S. (and
the world) possible, they have a pretty good grasp on things. Naked Snake is comparatively young and
innocent, surrounded by older, more experienced and more cynical people who
have seen enough to know whose hands hold the reins of the world, and who have
at least some idea how to fight back. These
people would either use him or destroy him for interfering, or both. He is easily manipulated, and in well over
his head.
This far
into the series, there are certain iterative patterns. Concepts introduced in one game are brought
back for the next, but refined and changed.
So where Sons of Liberty gave
us the Tanker and Big Shell chapters (essentially, the tutorial and the main
game), Snake Eater gives us the
Virtuous Mission and Operation: Snake Eater.
The Virtuous
Mission sees Naked Snake sent on the world’s first HALO jump deep into the
jungles of Soviet Russia. Here, he is to
retrieve a Russian scientist named Nicolai Stepanovich Sokolov. This man, it turns out, was the real reason
the Cuban Missile Crisis happened.
According to Snake Eater,
Sokolov was trying to defect to the U.S.
The USSR was aware of this, and their moving missiles to Cuba was their
way of threatening the U.S.; return Sokolov to the USSR, or else. The President caved in, Sokolov was returned,
and the missiles went back to Russia with him.
The Virtuous Mission, then, is portrayed as the CIA’s attempt to right
this particular wrong.
In addition
to his commander, a former SAS officer code-named Major Tom (later code-named Major
Zero, after the inevitable failure of the Virtuous Mission), Snake is getting
radio assistance from none other than The Boss, a female soldier who is the
mother of special forces in the U.S., and a fantastically talented
soldier. She is Snake’s personal mentor,
but is also something more. How much more is left open for debate.
Things start
to go sideways almost immediately upon Snake finding Sokolov.
Unbeknownst
to Snake, there is a coup in the works.
The current Russian government under Nikita Krushchev is threatened with
violent overthrow by a military commander named Colonel Volgin. Almost as soon as Snake makes contact with
Sokolov, a team of Volgin’s elite soldiers, called the Ocelots, make a strike
on the compound where Sokolov is being held.
Sokolov is a developer of weapons.
In particular, he is working on a new type of tank called the Shagohod,
which can cross virtually any kind of terrain, and will be able to fire a
nuclear missile. For a hawk like Volgin,
this is too tempting to pass up.
The Ocelot
unit has little concern for their regular army compatriots; in fact, they
slaughter the soldiers currently guarding the compound just to get at
Sokolov. The player recognizes trouble
when he sees it, and it takes no time at all to realize that the leader of the
Ocelot unit is a young man who will later go on to become the second coming of
Lee Van Cleef, in the form of Revolver Ocelot.
Snake and
Sokolov’s escape from the Ocelot unit is short-lived, however. As the two make their way across a rope
bridge over a very deep chasm, they
are confronted with none other than the Boss herself. Her earlier assistance to Snake was a
ruse. In truth, she’s defecting to the
Soviet Union, and she’s taking a handpicked group of soldiers, known as the
Cobra Unit, with her. Not long after
this, Volgin arrives by helicopter, along with the rest of the Cobra Unit, to
witness the Boss beating the holy hell out of Snake. In addition to recapturing Sokolov, the Boss
has a gift for her new commander: two nuclear warheads, and a “Davy Crockett”,
a portable launcher. The Boss tosses
Snake over the bridge and into the river below, seemingly knowing he’ll survive. As Volgin, the Boss, and the Cobras depart,
Volgin decides he wants to try out his new toy, and fires one of the nukes.
So: We have the
failed defection of a Russian scientist who was working on a mobile nuclear
launch platform; the defection of the top
American soldier, not to the USSR, but specifically to Colonel Volgin, who
threatens to take over the entire Soviet Union and turn the Cold War hot; and a
nuclear explosion well inside the borders of the USSR, courtesy of a
U.S.-designed missile. In the political
field, I think the phrase they use for this is “a shitstorm”.
After a
tense call on the red phone between Nikita Krushchev and Lyndon B. Johnson, a
plan of sorts is worked out. The U.S.
will send an operative (Naked Snake, naturally) back into Russia to eliminate
both The Boss and Volgin, thus proving that the Boss’s defection to Volgin’s
faction within the Soviet Union was the act of a rogue soldier, rather than a
plot by the U.S. to destabilize the Soviet Union. Major Zero, meanwhile, sees this mission as a
sort of proof of concept for the Fox Unit he has for some time been trying to
form. The Virtuous Mission was supposed
to be that, of course, but now this mission, Operation Snake Eater, will serve
instead. Of course, the unspoken threat
is quite clear: If Snake Eater is a failure, none of them will be around to do
any kind of soldiering again.
And as
always, nothing is what it seems.
* * *
The thing
about the story of a Metal Gear Solid game
is that I can never really tell when to stop
talking about it. There’s a fine balance
to be struck between explaining enough to demonstrate the complexity of it, and
explaining too much and giving it away.
I think I’ve got it, but I’m
stopping here anyway, just to be sure. So
let’s talk about actually playing the
game.
The first
time I did, I was just about paralyzed with anxiety.
The thing
that’s different about Snake Eater
is that it takes place largely in outdoor environments. Previous games in the series took place
mostly indoors. The outdoor areas were
basically small segments of land between buildings, and were functionally
indistinguishable from indoor areas. The
exceptions to this rule were generally setpieces, such as tank battle and the
sniper duel in Metal Gear Solid, or
the much different sniper section in Sons
of Liberty. The main action in those
games involved sneaking around inside buildings, where sight-lines were
relatively short, and opportunities to duck around a corner and into a locker
or an air duct were plentiful once you knew what to look for and where to find
it.
Snake Eater, by contrast, throws you
into the middle of the open wilderness, with enemies whose camouflage is not
just part of a uniform, but is actually functional. It can be damned difficult to spot enemies in
the distance, and with this being the mid-60s, Snake’s radar isn’t available
yet. You have a motion tracker, but this
operates on a limited battery (which thankfully can be recharged), and only
shows the last known location of moving entities, not all of which are enemies
(a large portion of these may in fact be animals). More so than either of its predecessors, Snake Eater demands that you slow down,
use all of your tools, and plot your course of action carefully.
Enemies are
also smarter. If they detect any sign of
your presence, or hear sounds like bullets striking surfaces nearby (even if
the weapon itself is silenced), they will call for backup first, then go looking for you. Likewise, the Alert and Evasion phases of
heightened security are longer and also more stressful, as there are generally
fewer nooks and crannies to hide and just wait it out. To a certain extent, you could bumble your
way through Metal Gear Solid and Sons of Liberty simply by running away
and finding hiding places where enemies couldn’t follow you if you got spotted,
and your radar made detecting and predicting your enemies much easier. Snake
Eater requires that you make a greater effort to avoid being spotted in the
first place, as there are few impregnable hiding places – sometimes none.
The game
also strives to be more realistic. Where
previous games had the relatively straightforward video game-y mechanic of
health that you lost when being injured and restored by using certain items
(typically rations), Snake Eater has
two different gauges: one for health and one for stamina.
Health can’t
be restored directly. It naturally
regenerates over time, but this process is slow. It goes faster depending on how much stamina
you have. Stamina can be regained by
eating certain kinds of food (different
food regenerates differing amounts of stamina), which ranges from military
rations to whatever you can capture and kill in the field. Rotten food (such as animals you’ve killed
but haven’t eaten quickly enough) will actually damage your stamina, or even
make you sick. Which adds a whole new
layer to the survival mechanic Snake
Eater is trying for.
If you take
damage severe enough – getting shot, stabbed, sliced, beaten with blunt
objects, catching a cold from spending too much time in the water, betting
burned, getting leeches stuck to you from crawling through the swamps, or getting
sick from eating rotten food – you’ll have to fix yourself up. There is a Survival Viewer menu you can
access which will tell you what’s wrong, and will allow you to use the
different first aid items you will occasionally find to fix the problem. For instance, if you get shot with a bullet,
you’ll need to first use your knife to fish the bullet out, then use a
disinfectant to sterilize the wound, then use a styptic to stop the bleeding,
then use sutures to sew the wound shut, then use a bandage. Thankfully, all of this is as easy as just
selecting the relevant items from a menu and pressing a button, but even so, it
can get tedious.
And you have
to pay attention to all of this, because leaving these conditions untended will
cause your stamina to fall, which in turn will cause your health to drop. Some of these conditions also have more
immediate drawbacks. Major injuries will
bleed, and enemies can follow a blood trail.
Likewise, having a cold will cause you to sneeze occasionally, while more
gastrointestinal problems (sickness or just plain hunger) may cause your
stomach to gurgle. Of course, these
things tend to happen at the most inopportune times.
To be fair, though,
Snake Eater gives you a lot more
tools than previous games. You have
multiple camouflage patterns and face paints that you can use to hide yourself
well enough that enemies can walk right by you without seeing you, unless you’ve
done something to make them want to look for you. Catching
food is easy (indeed, it’s why food going bad is such a problem; you’ll be
burdened with an excess of it until you get a feel for how much and how often
you need to eat, and what works best), and there are ways to use your rotten
food to make your enemies sick.
Likewise,
the game is fairly flexible, and offers quite a number of opportunities to
affect how later sections play out.
Destroy a supply depot, for instance, and enemies in a later section of
the game will fire at you more sparingly, since now they have to conserve ammo. While straight-up firefights are still
generally something you want to avoid, you can be more openly aggressive in
dealing with enemies than you could previously.
Metal Gear Solid 3 gives you
quite an armory to play with compared to the previous games. Even some of the boss encounters can play out
with major differences (one can be sidestepped entirely, if your reflexes, aim,
and timing are good in a certain section of the game), which adds to that
all-important replay value.
* * *
If Metal Gear Solid 2: Sons of Liberty helped
to whet our appetites for all that the PlayStation2 could do in 2001, Metal Gear Solid 3: Snake Eater, coming
three years later almost to the day, was a more refined game that helped to
demonstrate some of those capabilities.
This wasn’t quite the end of the PS2’s lifespan, but it was getting
there. The limits of the system were no
longer just hypothetical. At the same
time, developers were getting better at hiding the zipper in the monster
suit. The somewhat plastic-y, rigid look
of Sons of Liberty was softened by
desaturated lighting and better textures by the time Snake Eater rolled around, and the animations felt more natural. It was clear at this point that, of the three
systems in the console race in that generation, the PS2 was lagging behind Nintendo’s
GameCube and Microsoft’s Xbox in terms of sheer capability. But just because it wasn’t as capable in many
ways, that doesn’t mean games for it looked bad,
not by any stretch.
I tend to
think that Metal Gear Solid 3: Snake
Eater is a game that showcases the best of what the PS2 had to offer. Not only in technical capabilities, but in
the ambition of its design, and the way it merges its storytelling, mechanics,
and structure. Certainly, it shows Hideo
Kojima at the height of his storytelling powers. As much as I love Metal Gear Solid 4 – and I do
love it, in a sort of backhanded way at times – that game glories in its
excess, and it’s one I have to be in the right mood to replay. And while that’s true of all but a few of the
games I like, it’s especially true of that one.
Snake Eater, by contrast,
tells a story that’s complex without resorting to a lot of flash and
techno-babble. The result is a story
possessed of real depth and a sense of meaning.
It’s also clever without showing off its cleverness, which is quite a
trick in itself. Its end – probably one
of the better final encounters in the entire PS2 library – brings together the narrative
and mechanics of the game so perfectly that you almost don’t notice it. You’re too busy to notice much, really; it
tests pretty much everything you’ve learned over the course of the game.
The best
final encounters tend to be like that, though.
A sort of final exam that demands you put together all the skills you’ve
been learning and perfecting throughout the game. And even at the end, Snake Eater retains some of that flexibility that truly makes it
special.
Ultimately,
it boils down to this: Snake Eater
is one of the short list of games that, all by itself, justified owning a
PlayStation2.
* * *
So, let’s
talk about versions.
In addition
to the plain-vanilla edition that was originally released, Konami eventually
released a version of the game titled Metal
Gear Solid 3: Subsistence. Like the Substance version of Metal Gear Solid 2, Subsistence is packed with extras for Metal Gear Solid 3. But this is a far more substantial
offering. At the time of its release, it
included a new online game mode, Metal
Gear Online (now defunct), as well as a series of short videos (mostly
absurdly comical sequences), new camouflage patterns, and translated versions
of the MSX2 editions of the original Metal
Gear and Metal Gear 2: Solid Snake. Those last two alone justify buying the Subsistence version. But even without all of those things, there’s
one other thing that makes Subsistence
worth owning, and that’s the fact that the Subsistence
version allows you to control camera movement for the first time in the
series. While this is a feature whose
absence is a tremendous pain in the ass for Metal Gear Solid 2, its continued absence in the original version
of Metal Gear Solid 3 was downright
tragic.
The Subsistence version of the game is the
one offered in later digital editions, such as those found on the PS3 (Metal Gear Solid HD Collection and Metal Gear Solid Legacy Collection),
Xbox 360, and PS Vita. These versions,
however, do omit some of the extra content.
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