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  • #31
    Not had much time to play it, its typical the game arrives on the same day as a family berievement of an estranged relative so been wrapped up dealing with that amongst other things, onto act 2 now though.

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    • #32
      Sorry to hear that Dude.

      Originally posted by randomwab View Post
      Although this is a stealth game, it’s much easier at most times to just play it like a shooter. And when I do play it like a shooter, it seems clear to me that when the stealth is stripped away from the game, Metal Gear Solid 4 becomes an average third person shooter.
      It's always been much easier to ignore the core gameplay concept of stealth and just gun enemies down. In fact, it was easier before. Of course this wasn't meant to be a shooter, so you can't expect it to be as robust as a game in that genre (though customization sure is). Yes, the cover system isn't as smooth but I wonder if it was revised to deter people from playing it as a shooter. Even as a shooter, a genre which I have no fondness for, it's easier to swallow than games like Lost Planet (the word generic comes to mind).

      Lack of memorable boss fights on the other hand is something worth noting, but that's a minor gripe given the scope of the game. I'm at Act 5 now, and so far the story is wrapping up things nicely. At this point, after 10 years, it's puzzling to see anyone complain about the series' trademark: long cutscenes. It was promised that SE would have short cutscenes and less emphasis on story, but that didn't happen back then, and you know the saying, fool me once...

      With MGS4, closure is better than dragging something forever after all.
      Last edited by Umon Daisuke; 06-16-2008, 02:08 AM.

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      • #33
        Originally posted by Umon Daisuke View Post
        In fact, it was easier before.
        By that, I assume you refer to Metal Gear Solid 3?
        As far as my memory serves me; at pretty much all points in the Solid titles prior to Snake Eater, "run and gun" would award you with nothing but a blocked exit that required you to do something about your alert status before you could pass through and progress the story.

        Originally posted by Umon Daisuke View Post
        At this point, after 10 years, it's puzzling to see anyone complain about the series' trademark: long cutscenes.
        I think the problem is the 10 year counting. To some of us, Metal Gear existed pre-Solid. Metal Gear Solid was pretty much everything fans had been waiting for over the past 8 years. For those who hungered for more, there was Sons of Liberty, which fixed up the gameplay a lot and provided a pretty solid piece of next gen-candy at the time of its release (Code: Veronica, Silent Hill 2 and Metal Gear Solid 2 were the 3 reasons for why a PS2 came into my house). However, the story in Metal Gear Solid 2 really tried too hard to basically be a damn "story".

        Originally posted by Umon Daisuke View Post
        Lack of memorable boss fights on the other hand is something worth noting
        How are the boss fights in Metal Gear Solid 4?
        I remember getting pissed beyond human and divine comprehension when playing through that game and at the same time hearing about how people praised those bosses as the best shit ever put on the market.

        The force that made me do absurd things in the old days, like play through games like Mega Man 2 on NES without getting hit a single time or getting all dog tags in Metal Gear Solid 2 was totally gone absent when I played MGS3.

        Some of the bosses felt like I was playing what I guess today best can be described as poor attempts at doing what has become stuff like Trauma Center (NDS/Wii).

        Other bosses were just retarded easy, as you'd always run around carrying some random shit your ammo greedy ass forgot about and it'd nicely save the day if you decided to use it in a boss fight.

        And then there was that damn THE END, everyone made it sound like it was the most epic thing since being a kid and stealing some binoculars from grandpa's summer cabin to spy on chicks wearing swimsuits (in stead of joining them in the water). And the end of the day, that fight took me a few minutes of my time the first time (none on the second, HARR HARR) and I was already pissed off by then thanks to some really shitty dialog writing.

        [/rant]

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        • #34
          I never really understood all the praise that the MGS3 bosses received. The Pain, the Fear and the Fury were all very generic battles, the only thing elevating them being the horrible cure system. The idea behind the End was good, but I do think it was flawed in its execution, if only because it really wasn't fun, and it seems that everyone skips the battle in every follow up playthrough.

          The Boss was the worst in the game though, and I really don't understand when people get all teary eyed when you mention it. When I played it, it didn't feel like an epic CQC showdown, it felt like she always had the upper hand in the fight, and she'd slam me to the ground, and I would have to pause the game, go to the cure menu, see what damage was done, fix it, and go back into the fight. There was nothing amazing about it.

          The bosses in MGS4 are all rehashes of previous fights, which they try and explain by giving them the animal names from the Foxhound characters of MGS1 and the emotions that the bosses unit felt in MGS3. In other words....

          Spoiler:


          Umon is right though. None of them are memorable. The only one that I somewhat enjoyed was Crying Wolf, but to be honest, I'd rather skip that battle in future playthroughs like I do with the End.

          Something I forgot to mention in my earlier post was the weapon selection. There's a hell of a lot to choose, and that's one thing I did really love. They're all modelled accurately and it's nice to see the majority of them being somewhat customizable with silencers, laser sights, flash lights, grips or additional weapons. The only thing is that it feels that you get the best weapons early on, and there can be no real need to try anything else. Drebin gives you the M4 at the beginning which is the most customizable, and very early on you get the P90, the RPG7 and one of the better sniper rifles (I can't remember its name -_-).

          And another minor gripe is that the game somewhat forces you to use the default handgun, as if I take the Operator out of my weapon menu, it'll automatically be back in the menu after one of the "fade into gameplay" cutscene ends. So at no point do I ever want to use any other handgun.
          Last edited by randomwab; 06-16-2008, 06:42 AM.

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          • #35
            so down, left it too late to get the L.E of mgs4 on play.com, now ebay want double the amount for it

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            • #36
              By that, I assume you refer to Metal Gear Solid 3?
              As far as my memory serves me; at pretty much all points in the Solid titles prior to Snake Eater, "run and gun" would award you with nothing but a blocked exit that required you to do something about your alert status before you could pass through and progress the story.
              To be honest, I don't remember this happening more than twice in the entire game in the Solid series, especially in MGS4. MGS3 placed a much larger emphasis on this element though, and luckily for me I was a stealthy player from the beginning. To be honest though, the first thing I noticed when I first booted up MGS4 was that it was very easy to run and gun. And plus, with the game throwing in excess of 50+ weapons at you (including some very devastatingly powerful weapons from both previous and other Kojima games *wink*) it's as if the game wants you to be loud and gunning.

              I think the problem is the 10 year counting. To some of us, Metal Gear existed pre-Solid. Metal Gear Solid was pretty much everything fans had been waiting for over the past 8 years. For those who hungered for more, there was Sons of Liberty, which fixed up the gameplay a lot and provided a pretty solid piece of next gen-candy at the time of its release (Code: Veronica, Silent Hill 2 and Metal Gear Solid 2 were the 3 reasons for why a PS2 came into my house). However, the story in Metal Gear Solid 2 really tried too hard to basically be a damn "story".
              The story is definitely ambitious, especially after viewing the conclusion of MGS2 and Snake Eater, but after completing Guns of the Patriots I've gotta be honest and say that Kojima has pretty much explained everything that anyone could ask. Mind you, one glaring example is the whereabouts of Nastasha Romanenko. God knows what she's doing - I'd assume she was on the run from the Patriots after writing that book but it would've been nice to receive closure on her story, since we did for everyone else.

              How are the boss fights in Metal Gear Solid 4?
              I remember getting pissed beyond human and divine comprehension when playing through that game and at the same time hearing about how people praised those bosses as the best shit ever put on the market.

              The force that made me do absurd things in the old days, like play through games like Mega Man 2 on NES without getting hit a single time or getting all dog tags in Metal Gear Solid 2 was totally gone absent when I played MGS3.
              There's definitely none of that Mega Man 2 "force" that you described in the boss battles, but the boss battles all play on Nostalgia. As Wayne said, a lot of the battles aren't rehashes per se but as I said before play on a heavy amount of nostalgia (and being a huge fan, I am happy with them). They are definitely better than MGS3 (I too thought Fury, Pain and Fear were very uninspired), and I also enjoyed battling them more than MGS2 as well. Nothing will beat MGS though. One thing I would've liked to see was the implementation of some bosses that were in the pre-Solid games, such as Running Man, Dirty Duck and Four Horsemen. Regardless, I still think the boss battles were pretty enjoyable.

              Some of the bosses felt like I was playing what I guess today best can be described as poor attempts at doing what has become stuff like Trauma Center (NDS/Wii).
              I'm not sure what you mean by this, can you elaborate? Which bosses in particular? Are you talking about fighting the GUILT / STIGMA strains?

              And then there was that damn THE END, everyone made it sound like it was the most epic thing since being a kid and stealing some binoculars from grandpa's summer cabin to spy on chicks wearing swimsuits (in stead of joining them in the water). And the end of the day, that fight took me a few minutes of my time the first time (none on the second, HARR HARR) and I was already pissed off by then thanks to some really shitty dialog writing.
              People reckon it took them 30 minutes plus to beat him but it took me no more than ten and that was only because I was terrible >_>

              And another minor gripe is that the game somewhat forces you to use the default handgun, as if I take the Operator out of my weapon menu, it'll automatically be back in the menu after one of the "fade into gameplay" cutscene ends. So at no point do I ever want to use any other handgun.
              This REALLY annoyed me, especially when I wanted to keep it old school using the SOCOM. =P

              Umon is right though. None of them are memorable. The only one that I somewhat enjoyed was Crying Wolf, but to be honest, I'd rather skip that battle in future playthroughs like I do with the End.
              I reckon I'll remember them. The way they're presented is interesting at best and the way they are characterised will make me remember them. The battles themselves, as I said before, played on Nostalgia (especially Crying Wolf). I think it was an interesting concept to add back story to each of the members following their demise, since they were too fucked up to do so themselves. It kinda made them more human, I thought, and although not exceedingly interesting to an average people I found it interesting from a psychological perspective.

              MY BIGGEST COMPLAINT THOUGH WAS LACK OF CODEC! Why on earth did we only get two contacts. Mind you I didn't mind our non-Otacon contact, but I used to always love calling up different people during boss fights to see what they think, and perhaps even get some more information on their origins (I'll never forget the origin speech for Mantis, how he dove into someone's mind and took on the persona of that person, who was a serial killer himself, or how Sniper Wolf could wait for days, weeks even months for her prey.)

              Still, I'd give it an 8/10 as a game and a 11/10 as an interactive movie (I shamelessly stole this quote from someone else but I still agree with it.)

              EDIT: If anyone is looking for the North American collector's edition, including the blu-ray disc, vastly superior box artwork by Yoji Shinakawa and the soundtrack, VideoGamesPlus just got a few more in. Not sure how good the price is but I picked one up (marking my third purchase of the game >_>)

              EDIT AGAIN Oh wait, they're all gone >_>
              Last edited by James; 06-16-2008, 08:15 AM.

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              • #37
                I just want to go back to the earlier comment and about the focus of Metal Gear series... while I understand the connection to MG and MG2SS, the general focus of MGS4 is the Solid series at it's core (and kinda Portable Ops) which is why, clearly as this topic is showing, the nostelgic references to the titles that have existed in the previous 10 years and little else.

                I'm not belittling the earlier titles in this sense.... I played the NES version of Metal Gear in 90 or 91 at a friends house, but never got to finish it (as far as "action" titles he enjoyed the more direct action titles he had like Die Hard, etc.) and while the MSX existed here I never saw MG or MG2 here. I only finally played them when I got MGS3S in 2006. I wish I'd had the chance earlier.

                Back OT, I haven't yet finished MGS4, I've gotten to the 5th act and haven't yet proceeded beyond the mission brief... and while certain elements in themselves have dissapointed me and while there are certain plot decisions made I don't like... I'm struggling to fault the plot on it's own.

                Someone said it exactly as I was thinking at another forum I was at, but it's kinda hard when you have to answer everything that elements of the story won't dissapoint... half of what made the earlier titles exciting is the plot teased you enough to be interested but left enough details out to let your mind go wild on what it could actually be. Once you get stuff explained to you it can be fairly dissapointing.

                I have to give KojiPro props for general story consistancy. There is a bit of retcon here and there, but I've never seen a series keep as cohesive with it's plot like the MG series... and I think they also deserve far more credit for that than anything else.

                Gameplay has been generally good... it feels like an extention and improvement over MGS3 which I like, but I do agree it faulters compared to other titles out there as people have mentioned. On it's own merits I'm happy enough with it though on the basis it's Metal Gear because for the series it was a good step. That goes the same on the cutscenes... I mean sure they've said they'd try and cut down on the excess but whe you have to show as much as you do and answer everything you can clearly... well cutscenes have to take place in length. It's a double egde. Clearly the lack of codec and the voice over action sequences is their general answer to cutting down the excess. Most hardened fans of the series don't seem to like this fact... so it seems like (disc size apart) it was a bad idea.... additionally which is a shame too because this game is a fan game... no doubt about it. Sure anyone who hasn't played MG before could play this but they won't get anything out of it like someone who's played the series.

                Additionally on that the game seems... short. Not only in the distance between gameplay to cutscenes but it's general gameplay amount is short. Every time I finish an act I kinda reflect on what else could have been put in place to make it longer. The first two acts feel the longest gameplay wise and my dissapointment with Act 4 is I love going back to it so much I wish they could have allowed us access to more of the area we know so well.

                Right now I don't have much else to say and while I think I want to respond to more comments in here, but I think I can't do this until I finish. I'll be back once I do that.

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                • #38
                  Originally posted by Nemesis556 View Post
                  To be honest, I don't remember this happening more than twice in the entire game in the Solid series, especially in MGS4. MGS3 placed a much larger emphasis on this element though, and luckily for me I was a stealthy player from the beginning. To be honest though, the first thing I noticed when I first booted up MGS4 was that it was very easy to run and gun. And plus, with the game throwing in excess of 50+ weapons at you (including some very devastatingly powerful weapons from both previous and other Kojima games *wink*) it's as if the game wants you to be loud and gunning.
                  But that's part of the problem. The game isn't at its best when you're running and gunning. It really does become a lot of work, with the controls almost fighting you. And with so much emphasis on it in this title, it's easier to see that it's not a strong action title.

                  Originally posted by Nemesis556 View Post
                  The story is definitely ambitious, especially after viewing the conclusion of MGS2 and Snake Eater, but after completing Guns of the Patriots I've gotta be honest and say that Kojima has pretty much explained everything that anyone could ask. Mind you, one glaring example is the whereabouts of Nastasha Romanenko. God knows what she's doing - I'd assume she was on the run from the Patriots after writing that book but it would've been nice to receive closure on her story, since we did for everyone else.
                  I do agree that attempting to answer every single question in the saga is a large ambition, and I do give them credit for pulling it off. But it does feel half-assed in some areas. The nanomachines have become the fairy dust of the series, solving countless questions. And having characters return so they can wrap some questions up and then pass on felt like bad writing. Was there no other way these questions could have been answered?

                  As for Natasha, does Metal Gear Solid 2 not shed light on her? Her ex-husband, was Richard Ames, and as I remember, she was one of the founding members of Philanthropy, set-up with Otacon and Snake using the money she made from the book she wrote.

                  Originally posted by Nemesis556 View Post
                  This REALLY annoyed me, especially when I wanted to keep it old school using the SOCOM. =P
                  Yeah, that's when I noticed it first. Act 4 made me want to keep with the nostalgia by equipping the SOCOM, yet it kept giving me the Operator. And I didn't really want to carry two handguns around. Anyone know if the same thing happens with your assault rifle? I think most cut-scenes show the M4, so if I had, say, the G3 equipped, would it swap it out?

                  Originally posted by Nemesis556 View Post
                  I think it was an interesting concept to add back story to each of the members following their demise, since they were too fucked up to do so themselves. It kinda made them more human, I thought, and although not exceedingly interesting to an average people I found it interesting from a psychological perspective.
                  That was one thing that surprised me and, to a point, disappointed me. I'm so used to the boss telling me there sob story that it came as I surprise when Drebin was telling me, but those codec calls were so damn long and boring. Even give Drebin a web cam so I can look at his face when he's telling me there story.

                  Originally posted by Nemesis556 View Post
                  Still, I'd give it an 8/10 as a game and a 11/10 as an interactive movie (I shamelessly stole this quote from someone else but I still agree with it.)
                  I'd say an 8/10 overall for me. It really did feel like a let down in a lot of areas, some that could have been easily fixed.

                  Originally posted by Rombie View Post
                  I just want to go back to the earlier comment and about the focus of Metal Gear series... while I understand the connection to MG and MG2SS, the general focus of MGS4 is the Solid series at it's core (and kinda Portable Ops) which is why, clearly as this topic is showing, the nostelgic references to the titles that have existed in the previous 10 years and little else.

                  I'm not belittling the earlier titles in this sense.... I played the NES version of Metal Gear in 90 or 91 at a friends house, but never got to finish it (as far as "action" titles he enjoyed the more direct action titles he had like Die Hard, etc.) and while the MSX existed here I never saw MG or MG2 here. I only finally played them when I got MGS3S in 2006. I wish I'd had the chance earlier.
                  I think one interesting thing to note here is how little they reference MG and MG2SS, compared to how much they reference Snatcher and Policenauts. I mean, the entire Act 3 is how a next-gen Snatcher should look, with Snake's disguise looking very similar to Gillian Seeds outfit. And the mention of how Dr Madnar pieced together Raiden with robot pieces, as well as a lot of little references to the game within the mission briefings.

                  Jonathan and Ed of "Rat Pt 01" are named after Jonathan Ingram and Ed Brown, the main characters of Policenauts, and in the Japanese version of MGS4, they both have the same voice actors as they did in Policenauts. There dialogue at the end of Act 3 is the exact same as that of the Policenauts Epilogue. Raiden having white blood is also a reference to Policenauts, as it's the same as what the Frozeners used in that game, the first generation artificial blood (although Raiden was already using a version of this in MGS2, the third generation "red" artificial blood). His body armour also has the "Tokugawa" label as well as several other things in the series.

                  Originally posted by Rombie View Post
                  Someone said it exactly as I was thinking at another forum I was at, but it's kinda hard when you have to answer everything that elements of the story won't dissapoint... half of what made the earlier titles exciting is the plot teased you enough to be interested but left enough details out to let your mind go wild on what it could actually be. Once you get stuff explained to you it can be fairly dissapointing.
                  The only reason I felt disappointed was because some of the stuff was setup in previous games, yet they use different answers which don't really fit as well. And I really feel that they didn't need to answer everything. Psycho Mantis was never explain and I feel he remains a much stronger character because of this. Same for Fortune.

                  Originally posted by Rombie View Post
                  Gameplay has been generally good... it feels like an extention and improvement over MGS3 which I like, but I do agree it faulters compared to other titles out there as people have mentioned. On it's own merits I'm happy enough with it though on the basis it's Metal Gear because for the series it was a good step. That goes the same on the cutscenes... I mean sure they've said they'd try and cut down on the excess but whe you have to show as much as you do and answer everything you can clearly... well cutscenes have to take place in length. It's a double egde. Clearly the lack of codec and the voice over action sequences is their general answer to cutting down the excess. Most hardened fans of the series don't seem to like this fact... so it seems like (disc size apart) it was a bad idea.... additionally which is a shame too because this game is a fan game... no doubt about it. Sure anyone who hasn't played MG before could play this but they won't get anything out of it like someone who's played the series.
                  I just wonder if they couldn't have made the cut-scenes more interactive, or worked more of them into gameplay, ala one of the boss fights in Act 4. They did take baby steps in this direction with the flashbacks and L1 moments, but having played games like Half-Life 2, I just feel that more people should be learning from its example now.

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                  • #39
                    The Boss was the worst in the game though, and I really don't understand when people get all teary eyed when you mention it. When I played it, it didn't feel like an epic CQC showdown, it felt like she always had the upper hand in the fight, and she'd slam me to the ground, and I would have to pause the game, go to the cure menu, see what damage was done, fix it, and go back into the fight. There was nothing amazing about it.
                    honestly ? that sounds like you sucked pretty bad at the game and didn't use the CQC reversal on her even once during the fight.

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                    • #40
                      I cant 'kill' The Boss, I use the knockout hanky and I win. ^^
                      She doesn't touch me and it's not cheating. =)

                      Comment


                      • #41
                        Yeah, I really don't get the knocking MGS3's bosses get. They were all very well done, and more importantly, original.

                        By that, I assume you refer to Metal Gear Solid 3?
                        All of them for the most part, until you get a cinematic of a checkpoint. MGS3 made things easier because of the broken camo system, which believe me, is no longer an issue here.

                        I understand your disappointment about the lack of an old school element in MGS3. MGS4 does have something similar in the way of items (umm.. music for your iPod) around. All in all, I'd say it's similar to MGS than the other game flow-wise. It can get chaotic if you're not stealthy, which is important given the open environments for most of the game.


                        I think the problem is the 10 year counting. To some of us, Metal Gear existed pre-Solid. Metal Gear Solid was pretty much everything fans had been waiting for over the past 8 years.
                        ------
                        Possible spoiler for those with the LE
                        ------

                        Kojima actually does regret the complexity of MGS2's story, and allegedly, he was going to make the story simpler than MGS. Fan expectations apparently steered him to the other direction. Not sure how truthful that was, but considering how many revisions MGS4 went through, I believe it.
                        ----------

                        I played the original and MG2 on the MSX2 in 1990 and 91 respectively, and I'm not going to pretend that I had expectations and was anxiously looking forward to MGS. I was 10-11 years old, and the series was niche. Older fans weren't even expecting a comeback with MGS, and were pleasantly surprised. My cousin (he's 40 now) was one of them and bought a PS1 in 98 for the game. Gaming culture was very different in the late 80's-early 90's, that's for sure.

                        I do know that the cinematic aspect of the old games were longer, and even overdone to an extent for their time. Take that and 20 years later, and you've got a wonderfully evolved series that didn't stray from its roots while maintaining a modern sense.

                        It's not an easy task, which is why I'm more appreciative of MGS4. The series is still in a league of its own.

                        Comment


                        • #42
                          I see alot of peeps are dissapointed, I was slightly at some parts, the whole stealth idea has gone out the window and now its all guns guns guns lol not that i'm complaining about that. Just to clarify ya can use snakes old SOCOM on act 4 even though its not the SOCOM its the mrk 23 not the tranq gun and has a LAM and more or less looks like one his quote he says, says it all lol, and its found under the truck where the original SOCOM was found in the 1st game on the heliport. I give this game a full 10/10 its a unique metal gear expierence that had me on the edge of my seat it has minor problems but I don't have much of a problem apart from MORE CODEC MOMENTS!!!!! XD

                          Comment


                          • #43
                            I do agree that attempting to answer every single question in the saga is a large ambition, and I do give them credit for pulling it off. But it does feel half-assed in some areas. The nanomachines have become the fairy dust of the series, solving countless questions. And having characters return so they can wrap some questions up and then pass on felt like bad writing. Was there no other way these questions could have been answered?
                            I too was surprised by this. Nanomachines played such a minor role in the original MGS, with Naomi explaining they simply allowed her team to keep track of his vitals and allowed them to administer pain killers in the event of pain. Well, when I think of it, they're a much more primative SOP. To be honest, I assumed that Vamp just had some weird power for "surviving" following his history in Romania, and Fortune I can only assume was telekinetic for some reason. What was the perhaps biggest disappointment was the truth about Liquid Ocelot. I thought they'd be tapping into the fact that The Sorrow, a channeller of the dead, was Ocelot's father and that would explain Liquid's take over of Ocelot. Instead they resort to Nanomachines explaining said behaviour AND also why Vamp couldn't die. It must be asked though - although Screaming Mantis had power over people's nanomachines, could Psycho Mantis really control people or was he just the same?

                            As for Natasha, does Metal Gear Solid 2 not shed light on her? Her ex-husband, was Richard Ames, and as I remember, she was one of the founding members of Philanthropy, set-up with Otacon and Snake using the money she made from the book she wrote.
                            I don't think so, I don't remember Ames saying anything about her. Maybe I just misread a document somewhere but as far as I know we know nothing of what she is up to. All I remember reading was she used the royalties from "In The Darkness of Shadow Moses" to set up Philanthropy and alledgedly recruited Otacon, Snake and Mei Ling to her cause. Snake even mentions that he "doesn't know what happened to her after the Shadow Moses incident" and that "She is probably still a heavy smoker". The only logical conclusion I can deduce is that she is on the run from the Patriots because of her book?

                            Anyone know if the same thing happens with your assault rifle? I think most cut-scenes show the M4, so if I had, say, the G3 equipped, would it swap it out?
                            I put my M4 away for the ridiculously overpowered guns but still found myself wielding it after certain scenes. Was a tad annoying.

                            That was one thing that surprised me and, to a point, disappointed me. I'm so used to the boss telling me there sob story that it came as I surprise when Drebin was telling me, but those codec calls were so damn long and boring. Even give Drebin a web cam so I can look at his face when he's telling me there story.
                            From as long as I can remember, I heard most of the back story from codec sequences for boss characters, not the boss themselves. MGS1 had Naomi, but I don't remember HOW I found out about Vamp and the collapse of the church.

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                            • #44
                              Snake tells Raiden in MGS2 about Vamp's little accident in a Church and the drinking of relative's blood to survive.

                              Comment


                              • #45
                                Still not finished yet, well into Act 4, Really enjoying myself so im trying to avoid spoilers *meaning i've avoided alot of peoples posts*

                                But http://www.deltaheadtranslation.com/MGS2/DOTM_TOC.htm is a pretty interesting if self indulgent account of events and analysis into MGS2 I found pretty interesting.
                                Have to say I agree with alot of it, as I always found MGS2's plot to be very interesting and well laid out which was why I hated the Fisher Price attitude Konami adopted for MGS3 with basic explanations, and lack of dialogue in boss battles etc.

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