Metal Gear 2 is a major step up from both its predecessors. The sheer scope of the game is extremely impressive for the time; the giant interconnected map, the drama of the story, the creative puzzles and problem solving, and the overall presentation far exceeds that of Metal Gear 1 and Snake’s Revenge, although the later wasn’t all that outstanding in any of those fields to begin with. As well, it really feels like Kojima came into his own with this project; even for somebody like me who hasn’t played any of the future games, and only knows bits and pieces from internet osmosis, Kojima’s signature style can clearly be seen. It genuinely felt like Kojima cared much more about this project, much more than he did the first game; and whether it be because he was much more invested in this entry, or that he just wanted to one up Snake’s Revenge, it has culminated in an experience that is worth any players time, even non die hard Metal Gear fans.

The first Metal Gear’s narrative was nothing to write home about, it was simple and really only served to progress the game forward; in comparison, Metal Gear 2’s story is like The Godfather. Characters are actual characters and not plot macguffins, the player becomes invested in their personal stories and wants to see them make it to the other side, or their demise in the case of the antagonists. But even then, the game’s antagonists are honestly sympathetic at times. The returning Dr. Madnar and Gray Fox are both stand out examples of this; they both have similarly tragic but understandable backstories that led them to where they are, but are still very clearly villains who have done heinous things. Additionally, in what was probably the biggest surprise this game had, each of the characters play into the games overall thesis of war and the never ending cycle of violence. All the characters have been shaped by war in some way, like how Gustava was separated from her partner by the Berlin Wall, or how Snake himself has some form of PTSD from the Outer Heaven Uprising that keeps him from just quitting the operation. Hell, there are even children NPCs that can be found roaming the facilities of Zanzibar Land who have been displaced by NATO’s war efforts against Big Boss and his team of mercenaries; to which later Big Boss calls them the next generation of soldiers to fuel the machine. Mind you, this is all from a game that came out in the year 1990, on a computer system that has all been but forgotten to time; this was during a time where narratives in video games didn’t ever go past “save the princess” or “kill the bad guys”. This story was so far ahead of its time it's almost absurd. Not to say that the story is perfect, or even all that serious; many of Kojima’s “isms” do slightly detract from the story's overall impact; some of the dialogue is particularly campy, and Dr. Madnar breaking the fourth wall by name dropping the MSX and Konami are a bit distracting, although it is rather funny. Additionally, the cinematics are much more dramatic and lengthy, which I assume is emblematic for the rest of the series going forward, as is everything previously stated. But it is not just the presentation that took a major leap forward, the game design is also just leagues better from the first entry.

Both Metal Gear and Solid Snake function quite similarly in terms of progression; the player is dropped into a large, interconnected map where they must collect key cards, weapons, and gadgets to move forward. But where they differ is in the players' agency. For the most part, the challenge in Metal Gear’s design was learning enemy patrol patterns and then maneuvering around them so as to not get caught, which is fine, but it is the only form of interaction the player has; the player does have weapons they can use, but using them will set off the alarm, and the gadgets are all used for puzzles. It is a one sided interaction. Solid Snake fixes this issue by not changing, but rather evolving this design concept. For starters, the enemy patrol patterns are way less complex, but in turn, have become harder to recognize; but that doesn’t really matter all too much because a new map has been added that lets the player see where enemies are and where they are headed. Combine this with the larger maps and the ability to crawl under certain walkways, cracks in the wall, and under crates; the player has much greater control over how they navigate through each area; and when the player does inevitably trigger the alarm, it actually feels like a mistake made by player, rather than the jank of the game. Additionally, Snake’s array of gadgets that he collects are far greater; almost all of the items, outside of a small few, have utility functions outside of their associated puzzle. The camouflage mat is a particular standout, letting the player create their own cover to hide under on the go, letting the player be a bit more risky with their movements. On top of that, the keycards have been ever so slightly altered; they are still numbered and the player has to still equip them to open a door, but now for every three that the player collects, they can then be combined into a colored card that functions as all three of those keys, making the repeated opening and closing of doors when backtracking more convenient and player friendly. On that note, backtracking might be the only criticism I have in regards to this section. The greater majority of the game is paced very well, it is only the last third of the game that has some unnecessary backtracking, but that is a minor negative drop in an otherwise fantastic sea of design.

I would like to close by mentioning the fact that I played Metal Gear 2: Solid Snake, as well as Metal Gear 1 and Snake’s Revenge, in the Metal Gear Master Collection Volume 1 that was released last year. I will probably not be returning to this collection for future entries in this series, not because the collection is bad, but because I already own original copies of each of the games on their original hardware, and I think it would be better to play them that way. So with that, I wanted to say that I think the collection is a great value for anybody looking to get into the series. The emulation of the two MSX titles, the NES port of the first game, and Snake’s Revenge are all great; the quality of life features such as save states and virtual manuals really make these the definitive versions of these classic titles, though I wish you didn’t have open a browser on my Xbox to just look at the manual. I would highly recommend all of these original titles, as well as the Master Collection as the format to play them, although you could probably skip Snake’s Revenge and miss nothing.

Reviewed on Mar 14, 2024


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