Metal Gear Solid: VR Missions

Metal Gear Solid: VR Missions

released on Sep 29, 1999

Metal Gear Solid: VR Missions

released on Sep 29, 1999

A standalone expansion of Metal Gear Solid

Metal Gear Solid: VR Missions is an add-on disk that includes 300 missions, ranging from missions that are more advanced levels of the training missions in MGS to solving mysteries.


Also in series

Metal Gear Solid 3: Snake Eater
Metal Gear Solid 3: Snake Eater
Metal Gear Solid: The Twin Snakes
Metal Gear Solid: The Twin Snakes
Metal Gear Solid 2: Sons of Liberty
Metal Gear Solid 2: Sons of Liberty
Metal Gear Solid
Metal Gear Solid
Metal Gear Solid
Metal Gear Solid

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More Info on IGDB


Reviews View More

I had genuine fun with these missions. Haven't done all of them or ever planning to complete them, but it was definitely something funny to alternate from MGS 1.

The Metal Gear series has often been criticised of terminal verbosity, to the detriment of the gameplay. Hideo Kojima (the series' designer) has a boundless imagination for deep and interesting game mechanics, each of his entries presents the palyer with a huge toolbox full of weapons, gear and unlockables that give you so many creative solutions to the game's problems. Unfortunately, he also has an equally huge issue with editing, so each of the games struggles with the balance of gameplay and narrative. Often upon finishing a Metal Gear game I'll realise I haven't even equipped half of the tools I had, but it just isn't necessary to really explore the potential of your tool set in most of the games.

So I do really think there's a good reason for something like VR Missions to exist. A game that strips away all of the fluff from the core gameplay, no story, minimal presentation: here's three hundred (three fucking hundred!) missions, go crazy. The concept is solid, it essentially exists to show you the full capabilities of every weapon and tool present in Metal Gear Solid, whilst making it more arcadey and gamified in the process. There's even room for some covert worldbuilding, especially with upcoming protagonist Raiden's mentioned VR training, things could definitely get weird and play with your expectations.

VR Missions doesn't really do any of this though. What's here is clearly rushed and slapped together from as much reused assets as possible, with only as much creativity as is strictly necessary. Three hundred is a bit of a cheat number, given that a good hundred of them you have to complete twice, once in practise and once in timed. Padding like this is rife, which wouldn't be so bad if the game didn't lock all of its most interesting levels behind shockingly high completion percentages. You might think that the Gray Fox face on the cover would suggest the game might center around him, perhaps he's an antagonist or you play as him for an extended portion. If you thought that, well, you'd be partially right, as you get to play him for three whole levels. THREE. And even saying three is generous given that they're all the identical, small room that clearly has just been ripped from the base game and god it's so disappointing.

There are a few other levels that are mildly interesting, with some cute twists, but I can count on one hand how often the game pleassantly surprised me across fifteen hours of play time. How many times it frustrated me to the point of having to walk away for a few hours though? Well I'd have to grow a lot more hands to count those on. The biggest problem is that the mechanics of the first MGS game are just too stiff for the game's more challenging levels to feel satisfying. Too much of the game focusses on the godawful combat when it comes closest to shining in its stealth challenges. I still think there's merit to VR Missions' idea, but in this current form I cannot excuse the sloppy execution.

it's really just a test to see if you can get used to mgs1's clunky controls and weaponry

my personal word of advice is to get a cheat code to clear all but the special mode, since that's where the game gets unique and i think it's worth playing through

It's Metal Gear Solid with none of the bits you liked.

'Metal Gear Solid: VR Missions' (o Special Missions en Europa) fue distribuido en principio como un CD adicional de la edición completa 'Integral' de MGS, pero fue también publicado por separado con algunos cambios por el camino. Está pensado como un punto de entrada alternativo a la obra dirigida por Kojima, a caballo entre un tutorial y un "Break the targets" que ponga de manifiesto las técnicas avanzadas de Solid Snake. Poner el énfasis en su inventario, utilizarlo de formas inteligentes, divertidas, curiosas, y centrar MGS puramente desde un enfoque donde la jugabilidad reina sobre todo. Por encima de cualquier parafernalia de Kojima y sin que nos esté interrumpiendo cada 5min con sus aspiraciones cinematográficas y narrativa rocambolesca.

Y lo mejor es que funciona. Las 'VR Missions' sintetizan todo lo que hace MGS único en una expresión minimalista, con una gran variedad de objetivos y formas de resolver cada uno de sus 150 niveles (300 para el juego ya que cuenta doble cada nivel: por prácticas y contrarreloj). Como producto a lo sumo, son complementarias al tótem que supone el juego principal, pero son tan concisas en su simplicidad que se hacen realmente entretenidas de jugar y rejugar. Por una parte completando las "prácticas" y luego aspirando al mejor crono, los cuales son bastante interesantes de intentar ya que incluyen marcas de los desarrolladores bastante competitivas, que obliga a plantearse nuevas estrategias sobre la marcha para optimizar el tiempo y consumir menos munición (lo cual reduce también el tiempo final). La gran mayoría de niveles están enfocados al uso de un arma específica y utilizarla de manera creativa para resolver la fase, pero también hay otras en las que debes pasar desapercibido hasta la meta, y luego un "modo especial" que incluye los conceptos más raros y bizarros (y más currados) del CD, aunque requiere de un alto porcentaje de juego completado para acceder a ellos.

Sin ser algo rompedor de por sí, las VR Missions son una alternativa ideal a la aventura principal de Kojima, y hasta cierto punto resultan más atractivas de jugar. Sin embargo, el juego principal sigue siendo el todo, tiene la atmósfera, el contexto, la parafernalia de Kojima. Por mucha manía que le podamos coger al creativo japonés, entre sus ambiciones se atisba un espíritu trasgresor y revolucionario que, cuando funciona, eleva sus videojuegos a otro nivel (aún con sus problemas). Las 'VR Missions' no pueden sustituir a Kojima en su apogeo creativo, pero sí sirven para descubrir que más allá del culto de personalidad se esconden unas bases jugables sólidas y escudriñadas hasta el más mínimo detalle. ¿Por qué no aprovecharlas?