Metal Gear Solid 4 takes place a few years after the Manhattan Incident in MGS2, and Solid Snake is back looking as old and war-torn as the Middle Eastern city he is infiltrating. Konami’s last installment of the hit stealth action series was released on the PSP earlier this year, so what new features can be seen on the Playstation 3 sequel, due out early next year?
First of all, interaction with NPCs is a big thing nowadays with breakaway games like Oblivion and Mass Effect breaking down barriers relating to conversation, but Metal Gear Solid 4 takes a slightly different tack. Actions speak louder than words after all. The game is no small step up from previous installments in the series by any standards, but one of the most intriguing new features is how the player’s behavior affects that of the AI controlled characters. Upon coming across a battle, Solid Snake has the choice of slipping through unnoticed or joining in the fight, and can help out either side. When it’s all over, those Snake assisted will say thanks and hand over some goodies before going on their way, and will do the same if Snake gives Rations to a wounded soldier.
Another new feature clear in the demo was Konami’s attempt to reduce the control complexity affiliated with the MGS series with a more context sensitive action button. When approaching a wall or other object that can be interacted with by using this button its current use is displayed by a graphic at the bottom of the screen, and this allows for easier interpretation and means that those who are less able to grasp the over-complex controls are less limited than in previous installments.
For those who missed out on MGS3: Subsistence of Portable Ops, the most important change in the series is the camera. No longer fixed to a top down view, the player has 360 degrees of control and gives a much wider view of the action. This change breeds another with a new over-the-shoulder aiming view similar to that of Resident Evil 4 and every action game that followed it, as well as an improved first-person view that finally allows the player to move whilst aiming.
Many games nowadays are trying to move away from the standard “health bar”, and in early previews MGS4 seemed to be trying something similar where it sacrificed the LIFE gauge and instead blood stained the screen a little more each time Snake got shot. The system was close to that of Gears of War but in the latest demos it has been completely removed and the LIFE gauge and stamina gauges are back. There may be an “injury” system like in MGS3 but Kojima and his team have obviously decided to sacrifice a “realism” gimmick for a more understandable and proven system that doesn’t hinder visibility.
Metal Gear Solid 4 has taken every step it can to simplify its interface and add the new features players expect from this generation. Levels are less linear, AI is much improved and the gameplay has been tweaked and overhauled to just the right level. Put this one on the list – Snake is coming back with a bang.
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