Tech upgrades eventually let you suss the abilities of potentially employable enemy soldiers, turning battlescapes into talent-scouting exercises. Even camo-boxes, a longtime series joke, have their own upgrade paths. Write to Matt Peckham at matt. By Matt Peckham. In that spirit, this list will help players sort out which one they want to play by sorting the games out by runtime.
In this updated version, the completionist time will also be taken into account. Most of these games are classics, though players will need older hardware to play most of them. Despite its short length, it was still packaged and sold as a separate product. Some were less than thrilled by the game's format, but no one can argue against the gameplay, which finally perfected the stealth action formula.
Going through the main game takes less than two hours, but completing everything it has to offer will extend the game time to literally ten times that. Once players know what to do, the story portion can be completed in literally 15 minutes. The bonus missions and collectibles force fans to remember every inch of the map and become closely acquainted with enemy patrols.
The franchise's debut entry wasn't a massive hit at first, but it has garnered respect in hindsight for establishing a new genre. Metal Gear may take four hours to run through from start to finish, but it will take far longer if one is going in without a strategy guide.
Figuring out what to do on one's own is a monumental task due to the obtuse hints given to the player. Given the game's age, there is not a lot to do after beating the campaign. Metal Gear can be considered completed after reaching the credits for the first time. It came out in on weak hardware , so don't expect the level of environmental interaction present in later entries.
The second game crafted under the Metal Gear banner is an unofficial sequel made without Kojima's involvement. Reportedly, the series' creator wasn't even aware of its existence until after it came out. The game still has its fans, but it is irrelevant to the timeline and can be skipped without missing anything.
If there is one plus to come from its release, Kojima's discovery of it led to him starting work on a true sequel, Metal Gear 2: Solid Snake. Similar to the debut entry, there are no bonuses keeping players coming back for more. Portable adventures are few and far between for the series, and this was the first one. Five hours is not extremely short for the hardware either.
It is not canon, but the gameplay very closely resembles Metal Gear 2: Solid Snake , but with aesthetic similarities to 's Metal Gear Solid. The developers did a great job of translating the console gameplay to the portable device. Adding on to the replay value are the 90 VR missions packed into the cartridge. It is fairly impressive to find a narrative-driven campaign and an extensive bonus round all in a Game Boy Color game. The first official sequel significantly expanded upon the stealth concept of its predecessor.
Solid Snake had more tools in his possession and the story upped the complexity. Unfortunately, North American gamers were left out of the fun for about fifteen years, since Metal Gear 2: Solid Snake didn't see a release in the states until when Metal Gear Solid 3: Subsistence came to the west. Ground Zeroes' sole level is meticulously engineered, and sorting out its secrets remains engaging long past when the end credits roll. Snake has arrived at this mysterious facility to rescue Paz and Chico, a couple of kids Snake met in Peace Walker who have since become followers of the man who will one day be known as Big Boss.
On the surface, rescuing kids is an easy enough objective to understand, but if you want further context as to who these children are and why we should care, that info is in Ground Zeroes. Good luck trying to understand it, though. A Backstory option can be selected from the title screen which offers the longest, most detailed summary imaginable of the plot of Peace Walker a game I played only a couple of years ago and have completely forgotten the plot details of and there's a tonne of incredibly lengthy audio recordings that flesh things out even further.
At least you have the option to listen to these while skulking about, but if you're able to follow gaming's most convoluted story while avoiding detection, you're a far better multi-tasker than I. The truth is I tried to persevere through the murky narrative terrain Kojima laid out for us, I really did, but ultimately found it so arduous and at odds with the joy of sneaking that I just couldn't be bothered.
Some argued that it's probably meant to be confusing so that Metal Gear Solid 5: The Phantom Pain can clear everything up. I remain sceptical, but on a basic level we all understood the general set-up for Metal Gear's long-awaited numbered sequel.
Short and confusing may not the be most ringing endorsement of Ground Zeroes, but the truth is once you get past its micro scale and bewildering back-story, this prelude to MGS5 delivers the goods in ways the series has only hinted at in the past. Too small to really be considered an open-world, Ground Zeroes is still an open level, with its wide terrain hosting a spaghetti-like pattern of routes devoted to different play-styles.
Since your main mission's goal is so simple - rescue two kids - it leaves the player entirely on their own as to how to do this. One of your targets is vaguely marked on your map, while the other is further hidden. It's an excuse to explore the map in further detail.
Like any good Metal Gear, the more you put into it the more you get out of it. Even after eight hours on this map I was still discovering new strategies. I won't spoil them, as figuring these for yourself is much of the fun - but let's just say that Konami capped its preview event by showing a skilled member of the dev team race through the main mission in under 18 minutes without raising a single alert.
Naturally, he utilised a lot of secret techniques that hinted at just how deep this rabbit hole goes. Before you start piecing together its detailed systems, you'll notice that the basic mechanics and design have been minimised since MGS4, a decision that's sure to be divisive. You no longer have a camouflage percent dictating how hidden you are, so you'll have to rely on trial and error to gauge the effect things like darkness and shrubbery have on your concealment.
Snake also doesn't have a "stamina" or "psyche" meter this time around, nor does he have a radar. Instead, players must zoom in with binoculars to "tag" enemies, making their movements visible even behind walls.
Elsewhere, the formerly near-sighted enemies are now better equipped for open terrain and can spot you from further away, especially if they're manning searchlights. Further stacking the odds against you, aiming is a lot harder to pull off from a distance as bullets are affected by distance and gravity.
In order to get that delicious insta-snooze headshot with your MK22, you'll have to aim a smidge in front of or above an enemy's noggin.
Thankfully, the punishment for a missed shot is less severe than it used to be, with foes sometimes attributing a stray tranquilizer dart to a mosquito. Another neat detail this more open format brings with it is player-controlled extraction points.
At any time Snake can summon a chopper to specific landing zones where he can leave the area or deposit POWs. The first time this happens it feels like a scripted event, but by the end of the main mission it shows its true colours as a slice of true tactical decision making.
Do you try to clear out a landing zone of its enemy population, or do you try to carry someone to a more remote location further away? Perhaps you'll be able to clear out just enough enemy forces that even if the helicopter is under attack you can make one risky push for it amid enemy fire?
If you go with plan C, is disabling the enemy's anti-air turrets enough or should you risk making a scene by planting C4 on that tank? Like many 80s games, some of the things you have to do in Metal Gear 1 and 2 don't really make sense, so thank goodness there's guides for them here, or I simply wouldn't know what to do.
User Info: albusfr. I can't remember how long it took me to beat the first MGS, but I think it was somewhere around hours when I skip the cinematics. User Info: silenttype User Info: extend. User Info: superdarkshadow. MG2 is longer, but explains better where you have to go, but still it's about 5 hours minimum for the first time.
I only played the subsistence version of this, don't know if there's anything different. I forgot to mention my times in MG1 and 2. MG1 took me something like hours or so on the first try. MG2 was a lot harder for me, somewhere around 8 hours or so.
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