The world goes without a snick; A Review of Metal Gear 2 (1991)

The hallmark of Metal Gear 2: Snake Solid is its structure. Metal Gear formed the primitive world, and Metal Gear 2 creates that world by adding friction that complicates the player's former relationship with the series. The result of this action often seems disjointed; Metal Gear 2 is a game that has a lofty and unattainable goal, but it also has an enchanting and inevitable self-confidence. Three years after the release of Metal Gear. During these three years, another different sequel called Snake's Revenge was released in North America. The creator of the Kojima video series admitted that he was unaware of the game's production and release until one of the creators informed him of its existence, and according to him, they had told Kojima that Snick's revenge was not "true Snick" and that he should follow. Build yourself. Kojima said at the time that he enjoyed Snick's revenge but later described it as "nonsense." Overview of Metal Gear (1987)

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

The hallmark of Metal Gear 2: Snake Solid is its structure. Metal Gear formed the primitive world, and Metal Gear 2 creates that world by adding friction that complicates the player's former relationship with the series. The result of this action often seems disjointed; Metal Gear 2 is a game that has a lofty and unattainable goal, but it also has an enchanting and inevitable self-confidence. Three years after the release of Metal Gear. During these three years, another different sequel called Snake's Revenge was released in North America. The creator of the Kojima video series admitted that he was unaware of the game's production and release until one of the creators informed him of its existence, and according to him, they had told Kojima that Snick's revenge was not "true Snick" and that he should follow. Build yourself. Kojima said at the time that he enjoyed Snick's revenge but later described it as "nonsense." Overview of Metal Gear (1987)

Anyway, Metal Gear 2: Solid Snick was released the same year, but the game was out until the 2005 release of Subsistence Metal Gear Solid 3: Snick Ether. Japan will not be published. Kojima directed the game, and a group of programmers, character designers, composers, and Mecca designers helped him reshape the series and rebuild the legacy of the deadly Metal Gear Fortress, an outer paradise.

Story Metal Gear was simple: An external paradise was building a deadly moving tank called Metal Gear. Solid Snick had to destroy it. The action designed for the game's story was a simple and straightforward secret gameplay that ended with a final twist: Snick Commander Big Boss betrayed him. Metal Gear 2: Solid Snake follows a similar general framework: Kalat Zanzibar is collecting nuclear weapons and building a new metal gear. Snick is sent on a mission again with the help of his radio support team to destroy it, but this basic arrogance is at the core of a newer and more complex framework. It includes more that sheds light on the events of the game. The game depicts its narrative context through a long early cut scene: we are in the late nineties and national policies are stabilizing and the threat of nuclear war is waning. The acquisition of nuclear weapons by the land of Zanzibar is disrupting international peace. At the same time, fuel resources are running out. Czech biologist Dr. Kyu Maro "Ellix" creates a microbe that can produce oil, but is abducted by Zanzibar forces before the new exploration formula reaches other parts of the world. Snick's mission is not only to destroy Metal Gear, but he must maintain his current ideal status. If he saves Maru and destroys the nuclear weapons of the land of Zanzibar, the world can return to its ideal state.

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

For this purpose, Metal Gear 2 Develops Metal Gear stealth gameplay with details and scenarios that show the player's loose control over the game. Enemies have a wider range of actions, and the game environment now has more ways to prevent the player from advancing. The stealth in the first Metal Gear game was completely double. The alarm was activated as soon as the player entered the enemy's field of vision. Metal Gear 2 also has this design, but while the guards in Metal Gear were only on one side, in this game, they can now move their heads slightly forward in front of them. As a result, players who play Metal Gear 2 with Metal Gear strategies will find that guards are much easier than ever. They can see them. The stealth system in general still focuses on distance from the field of view, but because this field of view is now developed, the probability of failure and visibility is higher than before.

This design captures the power of the player that Again, it fits in with the overall theme of the game, but it also shows one of Metal Gear 2's bigger problems. These new intricacies and textures add a resemblance to a more serious reality in the game world, but they never reach their goal as they should, because Metal Gear 2 is vague about the risk of player identification.

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

The land of Zanzibar is saturated with patrol guards. These guards can now appear on buildings with varying degrees of verticality. This event can be seen well on the first floor of building one. The center of the room is located on high platforms and a small walkway is built around it. Although no guards cross the lower path, several of them are on the upper platform. The player can pass the snick from the lower level without being detected, but in some places, including the protected platform at the top of the map, it is enough for an enemy to turn his head in position and see the snick, which activates the alarm. . This is apparently due to the fact that Snick's height on the map corresponds to the guards on the platform, but it is still not entirely clear. In this space, the rules are not completely integrated. Sometimes people in high positions do not see you, but in other cases you are identified. The rotation of the guards' heads is done delicately, making it difficult for the player to distinguish whether they are at the edge of the field of view or will be seen. This makes it much more difficult to penetrate the land of Zanzibar than the outer paradise because the player needs to learn the specific features of each map and can not constantly rely on the rules imposed for the game topology. Metal Gear 2 is also a unique tool. Introduces a person who is supposed to help the player: Radar. This three-by-three screen is located at the top of the screen, showing close locations and marking enemies as flashing white dots. The purpose of the radar is to give players a chance to get acquainted with the game map and the behavior of the guards. In practice, this does not always happen. Radar has a big drawback: this screen does not show the orientation of the guards, not even their main directions or field of view position. These limit the function of the radar and make it a tool that merely shows the player the patrols of the guards. Metal Gear 2 gameplay is a step forward in terms of giving the player more information to improve stealth movements, but this step is not without its drawbacks. Improve on identified enemies on the radar that lets the player know the detection distance and the guard field of view. Metal Gear Radar was a prototype for adding tactical tools to the franchise, but its minimalist nature goes hand in hand with the game's motivation to make the player work harder. However, even this incomplete resource adds more color and glaze to the player's range of decisions and adds to the list of possible tactics. If you know of a guard patrolling, you can place a mine on his way. If you know the guards are approaching you from behind, you can enter a channel and hide in it.

The game's tactical depth has been further developed by adding environmental elements that can affect player identification. Is. Zanzibar consists of a much larger number of classes that are able to produce sound and attract the attention of the guards. The game features deep drains with strong currents and cold temperatures that can alert the guards, or dark rooms where turning on the lights awakens the guards and more. Metal Gear dual stealth has been replaced by a more complex world that forces players to rely more on tools and gadgets than ever before. Finally, you do not need to turn on the lights if you have a night-vision camera.

Unlike Metal Gear, none of the ideas are fully integrated. Metal Gear 2 is a set of unique areas and less repetitive scenarios. We are dealing with a world here, not a video game dungeon. This is not a Snick playground or Kojima Fortress, but a collection of areas that belong to the guards. Every serious threat is a test to gauge the player's essence, but it is also a way to make them seem insignificant. The world puts pressure on the player, not only with the watchful eyes of the guards, but also with its spatial design. All of these come together to create a game that is rich, tangible, and yet annoying.

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

For example, in order to find the prisoner in which Dr. Madnar, the designer of the latest metal gear, is imprisoned, the player must cross a swamp in the forest between buildings one and two. Cross this swamp It relies on following a specific, invisible path that is several pages long. To find the correct areas to stand on, the player must dig up the swamp. Too far from the path means death.

Surfing in the lagoon is both wonderful and painful. On the one hand, game mechanics create a sense of movement, conflict and accountability with the world in the individual. On the other hand, the game does not help to show the way to the player and the process of finding the right way is tedious. These two sides of a coin embody the nature of Metal Gear 2: rich and interactive, but shaky and prone to sending players into the arms of an unexpected catastrophe.

Does not take. The room is empty except for a strange thumping sound. The solution, as a backup character informs via radio call, is up to the player, not Snick. They have to go to the game guide and discover the meaning of the blows using an encoder. Decoding reveals the meaning of Madnar radio frequency beats that the player can use to advance in the game. While you may be able to complete the mission using one of the radio characters, this puzzle is especially the most daring attempt of Metal Gear 2 to introduce structure to the game. This is also another step in separating Snick from the player, which Metal Gear Solid will continue later. A step towards the out-of-game world forces players to grapple with the physical content and sounds within the game, and as a result come to the realization that the game is a world they see but can also touch. And listen to it. By itself, this part of Metal Gear 2 successfully demonstrates its loyalty and commitment to sophistication, structure, and detour, but this is only a small piece in a large puzzle.

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

The driving force of Metal Gear 2 can also be seen in complicating and destroying the player's power to have a more processed story. Metal Gear had a simple story with a few twists and turns, such as the betrayal of Snick Big Boss commander, but with a small number of cutscenes, and the relationship between the characters was rarely the focus. Metal Gear 2 cuts more narrative scenes, the ability to connect with multiple teammates to deepen the game world, and an action story that incorporates a wider range of politics and emotion, a format that follows solid snick and player It raises questions.

The decline in Snick's success can be felt in the aftermath of the first bass battle against Black Ninja. It turns out that Black Ninja is Kyle Schneider, a member of the foreign paradise resistance movement from the first game. After the Metal Gear incident, he was arrested by NATO and tested by NASA. These experiments unknowingly turned him into a dangerous warrior. He is the first character in the long list of characters to carry the title of a ninja throughout the franchise. In Metal Gear 2, Schneider's arrival complicates the player-Snick relationship with the status quo. Yes, Snick (and the player) stopped the Big Boss and Metal Gear was destroyed, but the in-game world continued after the OSX console was turned off. The allies suffered. The world powers tortured the weak. Not everyone was saved. In the early days of video game storytelling, the revelation of Schneider's identity was a radical departure from the clich of "Defeat the Boss, Save the World." The goal of the game is to take control of Snick from him, a process that the subsequent games will continue with more brutality, necessarily requiring betrayals and defeats. You play the role of a hero in the Metal Gear series, but from Metal Gear 2 onwards there is no more fantasy and power (although players often overlook this). Snick is gradually becoming a tragic champion, and this trend continues in the franchise. The story takes place in the fate of two characters: Gary Fox and Gustave Hefner. Gary Fox was one of the hostages rescued in Metal Gear. Excellent soldier and one of the few friends of Solid Snick. In his first acting role, Fox did little to help Snick after the rescue. Here he plays a bigger role in the events of the game. He is allied with the forces of the land of Zanzibar and their mysterious commander. Kojima and his team seem to enjoy reversing roles and breaking contracts because most Metal Gear games have a hand in the resurgence and deconstruction of character relationships. Gary Fox is one of them.

His motives for turning to evil are unclear at first because we do not see the story of what happened to him, but it is a revelation of the series' commitment to a political perspective. Now shows mobility. The world continued its course after the player left Metal Gear, and Gary Fox became an enemy from an ally. Many of the basses that Snick encounters in the game are introduced and eliminated with little fuss, but Fox's arrival in the storyline marks the event that Metal Gear 2 narrates a simple secret mission. Metal Gear evolves into something more personal.

These important personal reasons can be seen at another point in the story and become a failed trend in later Metal Gear games: the death of a woman. In this game, ally Snick Gustav Hefner.

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991) BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

Introduced in Metal Gear 2. He is a Czech security officer who allied with Snick to destroy Metal Gear. She is one of the two female characters in the game and the other is a CIA spy Holly White. The game also gives him a complex story. Gustava was an Olympic skater before becoming a security guard. He also had an affair with Gary Fox before the events of the game. Their separation, as well as Gustavo's failure to find a safe haven in the West, was one of the reasons he moved from skating to espionage. The scenario is repeated later in Metal Gear Solid with Meryl Silverberg. The two then rescue Madenar and approach a bridge. There, Gary Fox rides in a newly built Metal Gear Day. He fires a rocket at the group, then captures Madnar and leaves Gustave one step closer to death. Repeats throughout the series. Schneider's role as the Black Ninja is reflected in Gary Fox's return to the role of Cyborg Ninja in Metal Gear Solid, and the situation of a Ryden-like ninja is reflected in the Patriots' weapons. There is a sequence in this game in which Snick has to chase one of the guard commanders in the forest. This sequence is later added as a remix to the Patriots' weapons, where he follows a member of the resistance through the foggy streets of Europe. Fox Betrayal on Metal Gear Bridge 2 in Bass Apostasy In the first part of Solid Metal Gear 3: Snick Ether is seen when Niked Snick tries to save the Russian scientist Sokolo. This incident has a familiar color and smell: Niked Snick is also betrayed by a close ally on the bridge while escorting a scientist. Patterns, remixes and their consequences. Gustava's death initiates another pattern: the elimination of women to deepen the suffering of the male character. Gustava has not been in the game for a long time. He spends about a quarter of the eight hours he needs to complete the game. It has its own female characters. Gustava, with all his skills and abilities in Metal Gear 2, is just a tool for Snick and Gary Fox's personal revenge target. She is the number one victim of women who continue until Metal Gear Solid 5: Phantom Payne. The game world is evolving thanks to characters such as Schneider and Gary Fox, but Gustavo's death undermines this expansion. Metal Gear's storyline is rich, but for every question Metal Gear 2 asks, from the passage of time to state injustice and political affiliation, there is always a related hurdle. Gustava's death is one of these benchmarks. In the context of Metal Gear 2, his death is a turning point in a story that lasts only a few minutes, but given the overall format of the series, it looks more like a bad omen.

BingMag.com The world goes without a snick; A Review of Metal Gear 2 (1991)

The final third of the game focuses on getting what's left for Snick. This action begins with Madnar's betrayal. When Snick finds Madonna and Dr. Marrow, Marrow is dead. Holly contacts Snick and informs him that Madnar is responsible for Maru's abduction and death. After a bass battle, Madnar tells Snick how to destroy the Metal Gear: Attack his feet. Shortly afterwards, Snick finds himself confronted by Gary Fox and Metal Gear. Destroying the robot leads to a one-on-one battle with Fox (a sequence that will be repeated in future Metal Gear games, such as the battle with Snick Liquid.) Destroying Metal Gear by Snick is not enough. He must kill his friend as well. Even after that, Metal Gear has two more surprises for the player in Austin: Zanzibar is the land boss of Big Boss, who survived the first game.

In my analysis for Metal Gear, I made it clear Big Boss Mirror is the creator of Hideo Kojima collection. Just like Big Boss, who aspires to a world of soldiers and builds impenetrable shells to achieve this goal, Kojima also plays games and tries to prevent the player from attacking using various traps and dangers. The final bass of Metal Gear 2 between Snick and Big Boss, during which Snick is disarmed, must assemble a weapon to defeat Big Boss, embodies a series of skirmishes between Kojima and the player. Big Boss is Snick's biological father and commander. Snick grew up under his supervision and made his way through the creations made by Big Boss Has been achieved. Although Kojima is not the player's father, he is the creator behind the tests and creatures that the player faces and becomes. The game depicts another violent confrontation between the creator and the player by ousting Snick's allies, destroying his equipment and discrediting his victory in Metal Gear. Metal Gear 2 has an additional structure and theme, but they all end in the same conclusion: the player's success is still contrary to the Creator's motivation for having a permissible and resilient space. And the player is coexisting peacefully. With all the gameplay innovations, wider story themes, and the creation of a more tangible and rich atmosphere, this series is still at a standstill. Snick's true experience, instead of Snick's successful revenge (Snick Revenge game), is that he loses everything, confronts his father, and is forced to kill him. This is an experience that will be repeated over and over throughout the franchise. Ryden kills Solidus Snick in Metal Gear Solid 2: Boys Freedom, and Big Bass kills Bass in Metal Gear Solid 3: Snake Ether.

Source: Kotaku

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