Mar. 20th, 2008

davidn: (prince)
Progress through Metal Gear?! Solid 3 has been pretty slow so far. I had meant to carry on with it while Whitney was away, but somehow never got around to it during the week and then decided to wait for her to return again to continue together. And I'm still not sure where to place it in terms of how good it is versus the previous two games in the series.

I think the only bit that Whitney really hasn't liked is the scene just after you meet up with EVA, where Snake is finally handed a gun that doesn't fall apart within five minutes. He spends an inordinate amount of time absolutely ejaculating* over it, drawing attention to all its modifications such as balancing the grip, relining the barrel, extending the trigger, moving the flint-gaskets and filing down the cockflaps. So he's clearly meant to be a bit of a gun nut, but this is probably an advantage when you're stuck somewhere in Russia and about to spend hours in the jungle fighting a group of leftovers from the X-Men.

Similarly, his way of dealing with bosses so far is mostly by boring them to death. During the first two or three encounters with Not-Revolver-Yet Ocelot, rather than getting to any sort of armed conflict he just goes over exactly what he's doing wrong until he runs away like a big girl's blouse (or is hit in the face with a motorbike). Once you finally get to fight him, he's alternately gushing over how exciting reloading feels and pinging bullets off rocks at you like the Riviera Kid from Red Dwarf. With the addition of snakes biting at your ankles, I'm certain that the fight is much harder than anything I experienced this early on in the first two games.

In fact, the whole game seems a lot harder. Taking away the radar was a brave move, and I'm not sure how I feel about it - the nearest thing you get is a motion sensor and the ability to move the camera around a bit more, but it's hardly a replacement for knowing where each enemy's field of vision is all the time. It seems that you have to rely on luck while poking your nose around a corner or making a run for it into the next area, hoping that a guard you missed won't spot you.

And I miss the presence of guards most of the time, because I'm at a particular disadvantage here. Colourblindness normally only stops me playing very puzzle-oriented games that rely solely on colour such as Puzzle Fighter (I'm very pleased when puzzle game designers are thoughtful enough to give some other distinction to the playing pieces as well). But camouflage is a major theme of this game - in the previous ones I could at least see what I was trying to shoot at, but honestly, this entire game is green and brown, and the guards that are meant to be difficult to see for people with normal vision might as well be totally invisible to me. So Whitney has to be my eyes during the outdoor sections and tells me where to aim.

Despite that fairly major obstacle, at the moment we've just defeated our first unlikely Hideo Kojima villain - this one's The Pain, who is a large man who's covered in bees! and can get them to somehow form various deadly weapons while vomiting explosive hornets at you. He was actually quite a lot easier than most of the game we've gone through so far, because unlike everything else, I could see him.

* NB. This is a perfectly legitimate use of the term

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