If someone were to ask me what my succinct opinion was after playing Metal Gear Solid 4, I wouldn't be able to give them a straight answer. It's not that I can't put together precisely what I thought of the game, but it's impossible to answer that question as quick as someone would like.That hesitation arises because MGS4 is a very uneven game. It has plenty of good parts; heck, some of it is actually pretty damned brilliant, with some of the best sequences I've ever seen in a game -- interactive or not. The problem, then, is that it falls flat on its face just as often, with the game itself taking a backseat to the excess narrative and exposition. Basically, it doesn't play to its inherent strengths as often as it should.
The battlefield is something we've never had in an MGS game. It's a welcome and fun edition.MGS4 features a much older Solid Snake in appearance despite taking place in 2014, a mere five years after Metal Gear Solid 2. Snake has been aging rapidly due to a seemingly unknown genetic defect, and he doesn't have much longer to live. Despite that, he's still undertaking a mission he received from Colonel Campbell: kill Liquid Ocelot. Liquid's taken residence in the Middle East, and Snake will have to wade through the opposition and rebels to make it to him. Good thing you can make it easier by siding with the rebels.
And siding with them is pretty fun too. It not only makes progressing through areas easier, but gives a new dynamic to a Metal Gear game. The controls have been overhauled to make the game feel more like a shooter as well. You can tell that series creator and director Hideo Kojima, along with Kojima Productions, paid attention to specific criticisms from the previous games, and it shows with the controls. The main problem before was that it was impossible to jump out and firefight someone in the older games if you were spotted; this is now possible. It's not as easy as it would be in your average third-person shooter (you have to hold L1 to shoot), but it's fine for a game and franchise that encourages stealth.
It's still possible to play stealthy, though. It's just going to be a little harder.The camouflage system is back from Metal Gear Solid 3, and its fine tuning is further proof of Kojima paying attention to criticism. The introduction of the camo system added a new sense of veracity then, but it became tiresome going into the menu to keep changing it by the end of the game. Now, it's streamlined with Old Snake outfitted with an Octocamo suit that changes automatically to blend with the environment to keep your camo index up. It sure wouldn't have had a place during the Cold War (when MGS3 takes place), but it does in the near future.
MGS4 also finally deals with the problem of enemies having ID locked weapons that you couldn't take when you either K.O'd or killed them, something you couldn't deal with in the first two MGS games. Now you can! For a price. There's a guy named Drebin (one of many, but this one has a thing for you) who can remove the IDs for you by paying him Drebin Points (DP). He'll also sell you weapons and ammo, though the former can be very expensive. You accrue DP by collecting weapons you already have, though you empty out the ammo first. It's true that it makes the game a little too firefight friendly, but it's a blessing when you're fighting alone. I loved it when I was in need of some tranquilizer ammo.
The instruction booklet also spends pages describing how to survive in the battlefield. A shame that setting is dropped one-third of the way in. The biggest problem with MGS4 is the glaringly obvious cut scene to gameplay ratio. Anyone who's played a Metal Gear Solid title before knows they can be unbelievably talky and preachy, but the cut scenes mostly weren't too unnecessarily long. MGS3 has the best of the aforementioned ratios -- among one of the reasons why that game is hailed as the best game in the series. This is one strength MGS4 does not play to in the least.
I was thrilled to see the briefings come back from MGS1. I wasn't thrilled to see that a couple of them are excessively lengthy.MGS4 has plenty of cut scenes that are unnecessarily long. In what was Kojima's way of making the game more cinematic and movie-like, the character models have excessive gesticulations during many of its scenes, most of which only serve to lengthen them. It gave me flashbacks to Star Ocean: Till the End of Time, which had the same problem - though it's honestly not as bad as that game's. This is the answer to people who complained about too many Codec scenes before, and if you did I hope you're feeling sorry for yourself. I kind of dinged the comic book-style cut scenes that popped up in some of the PSP titles in lieu of CG ones before, and that's something I need to apologize for. After playing this game, I welcome them wholeheartedly.
The dialogue could also be a problem. No, not because it's full of cheesy moments, which is a series staple at this point. The truth behind some of the plot holes induced by MGS2, especially in the crazy last two hours, are unveiled in this game. Quite a few of them are confounding, with explanations that are either mind-boggling or, worse, retcon events from the last three games. Those explanations make the actions of some characters in the older games completely bizarre.
There are quite a few familiar faces here. But there are a lot of new ones too.But wait, there's more! Another sticking problem is in how frequent cut scenes are, especially in the last three Acts. It's heartbreaking to see only Acts 1 and 2 follow in the footsteps of what MGS3 (and MGS1 before that) established, because the rest of the game doesn't have as much, well, game. You'll be watching more than playing, witnessing the bulk of the game's nine hours of cut scenes. Yes, NINE hours. To put that in perspective, that's more than Xenosaga: Episode I, which had seven-and-a-half. Most of the scenes and story revelations near the end are enough to make anyone who bashed MGS2's zany finale feel bad.
And man does Kojima know how to play to his fanbase. This game was supposed to be the series grand finale, the all-encompassing Metal Gear Solid title. As such, it's pack to the brim with homages and fan service. Quite a bit of it is lovely, and many of them are very clever for a video game. And all of the boss battles are homages to the first MGS game, down to having similar names. Some of it can become a little overbearing and fall flat a few times.
The robots aren't quite as fun to fight as humans, but they would be if you were playing this guy.You can't deny how top-notch the presentation is, however. It may be a two-year-old game, and a game may have come to knock it off its throne as the best-looking PS3 exclusive since then, but it still looks fantastic. The voice acting is also as good as you'd expect from an MGS title. Everyone from the older games returns to reprise their role, and this is definitely David Hayter's best performance of Snake in the series. The music is also good, but I was disappointed to see that Norihiko Hibino didn't compose a single track. He only served as the soundtrack's director. I like Harry Gregson-Williams' material just fine, but I usually like Hibino's contributions the most. On the whole, the OST isn't quite as memorable as the last few games in the series. And you can tell there are many points where the Metal Gear theme would have played, but couldn't thanks to copyright issues.
When you think about it, Kojima tends to pump out his best work when he doesn't pay attention to his fan base. MGS4 is a game whose mere existence is living proof of how there is such a thing as too much fanservice, in a non-sexual way (though if you like the sexual kind, there's plenty of that too). There's an utterly brilliant game in here, but it's drowned deeply into the recesses of a river rife with excess pandering. That's precisely what's so upsetting about the end result of this game, and it's a crying shame that it's from a person...well, people capable of putting out much better work.


One of the more intriguing questions posed by fans upon the announcement of Dragon Quest IX: Sentinels of the Starry Skies for DS was how Yuji Horii and company -- with Level 5 handling the production -- would evolve the gameplay styles of its predecessors. It's a concern voiced by fans who were quite taken by Dragon Quest VIII's epic sense of exploration and vivacity, a feeling the PS2's graphical prowess assisted with. Not to say games with lower tech can't convey a similar effect -- something people who lamented the franchise going portable claimed, which is ridiculous -- but it would have to provide that from an alternate angle.
The story revolves around themes of death, and the job of your main character is to collect a benevolessence and offer it up to the world tree known as Yggdrasil. Benevolessence is made from the souls of the dead, and forms after you've given dead spirits wandering the earth respite. These lost souls still wander around because they left the world with regret, and you have to be the one to give them ease. Everything is going OK until the Observatory, the place from which the Celestrians observe human activity, is ruptured by a mysterious force. You suddenly find yourself in the town of Angel Falls, where you were a guardian, without your wings and halo. It's now up to you to find out precisely what happened.
DQIX is a little different from most DQ games in that it allows you to make your own party of characters to venture around with. Having a party of four members of your choosing (including your main character) hasn't been seen since Dragon Quest III, but the difference here is that you can actually see your weapons and equipment visually as you customize their looks. The unfortunate effect of this is the desire to choose the best looking equipment for some characters rather than the most practical. You might be able to get away with that in the main quest, because it's mostly pretty easygoing, but don't expect to cruise through the sidequests and post-game content with your female characters equipped with a Playboy-esque bunny outfit. Of course, that depends on the quest.
Some of them will also give you quests that you can complete for something special in return. They start off easy enough to ease you into how the quest system works, but they'll ramp up in difficulty by the time you reach the middle of the game. Some of them can get a little frustrating, especially when they entail something that's a pain and the reward is something of minimal importance. You can take on up to eight of them at once, and they're mostly pretty worthwhile.
The alchemy system makes its return from DQVIII, and it's every bit as useful as it was there. You'll want to become accustomed to finding materials and using alchemic recipes to make items, because buying equipment gets a incredibly expensive, especially later in the game. You can often make better equipment via alchemy as well, and finding materials is a hell of a lot more enjoyable than constantly fighting enemies for gold, since many of them don't drop that much -- and if they do, they don't drop much EXP. The downside to using the alchemy pot in this game is having to Zoom to the same location to use it, but you no longer have to wait for it to produce your item.



The most surprising aspect that stood out while playing through Glory of Heracles was that...well, I was actually playing Glory of Heracles. The mere existence of an officially localized version is proof the cynics were right: Nintendo of America has the most schizophrenic localization team in the industry. This was said well over four years ago, and it's even more accurate now.
And we have a story!
It looks cool at first (no pun intended), but don't worry, you'll learn to hate it.
Well I'd hope so. Otherwise you wouldn't get too far.
The overall gameplay flow of Dragon Quest IV: Chapters of the Chosen may be familiar to RPG fans who have been playing games in the genre for a while.
The dungeons are empty-though-invigorating environments...
...but the towns are pretty lively.
Some battles require some thought. Some don't. RPGs.
The translation gives everyone a sense of character. You know, if you like that.
It may not live up to the nigh-unrealistic expectations he's giving it, but it admittedly has potential. The game itself has a very
The story has a political background this time around. Your playable characters will involve some of the top students at Peristerium School of Magic, located an island separate from the rest of the continent in the world of Orience. There are four countries that signed a peace treaty that stated no other country was to invade the other. But it's broken when Commander Cid of begins his invasion of other nations with his army of l'Cie soldiers. The school setting might invoke memories of Final Fantasy VIII, but the beginning of the conflict is pretty different. Upon seeing the invasion, a bunch of students form an alliance to stop Cid.
As the title implies, this is the second review. For the first, check out
Wouldn't be an Ace Attorney game without the over-the-top suspense.
And here you thought yelling "Objection!" in court was ridiculous enough...
Now we got us an investigation.
The new characters really are memorable, especially Lang.










Recent Comments