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Tag: Metal Gear Solid Delta: Snake Eater

  • How Much Does The Snake Eater Remake Play Like MGSV?

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    I’m far from alone in the assertion that Metal Gear Solid V: The Phantom Pain featured some of the best stealth mechanics of the series. Were they packaged with a story and overall level design that did them justice? I say no to that, but I can’t deny that MGSV plays like a dream. Oh, and the plot twist was super neat, for the record.

    When Delta, the remake of 2004’s Snake Eater, was announced, many an MGS fan hoped that the game would play similarly to MGSV, and would perhaps even run on the celebrated Fox Engine.

    Folks, I’m here to tell you that’s not the case. As I alluded to in my review of the fancy new remake, Delta plays much like the MGS3 you remember from just about any of its re-releases over the years. Plus, it runs on Unreal. And in my experience, that worked out well. I experienced very few technical issues during my time with a pre-release build provided by Konami. I was not thinking about graphics engines; I was fully immersed.

    But let’s have a chat about how this game plays in its moment-to-moment gameplay and put Delta under the microscope to compare it against The Phantom Pain and the original Snake Eater as it exists in the current Master Collection.

    Movement and shooting

    Delta and MGSV feel very different in motion, but it does feel like there’s a similar animation framework under the hood. Delta has a slower pace to it. MGSV’s Venom Snake is a bit choppier in his movements (not choppy in a bad way, but he has a kind of rigid urgency in how he moves that doesn’t feel present in Delta). Play some animations next to each other and you’ll see similarities, but to me, both with what I can see and what I have felt while playing Delta for 30 hours, the new remake feels smoother even compared to the impressive, and somewhat speedier, gameplay of MGSV.

    © Gif: Konami / Claire Jackson / Kotaku

    Unlike MGSV, Delta does not feature a sprint option. Snake’s speed when you’re pushing forward on the analog stick (or the W key on keyboard) without using the stalking feature is his top speed. In my opinion, sprint wouldn’t have worked in the remake as the environments are just too small. They feel as dense and lush as a jungle should be, but even compared to those in MGS4, these environments are smaller. It’s a PS2 game after all!

    Snake’s forward roll from the 2000-era MGS games is back and it functions like you remember it. You can roll into enemies to damage them. Rolling is key to non-lethally damaging certain bosses, and is especially important when trying to beat Volgin without “killing” him.

    Snake can now hop over waist-high cover like in MGSV, something not possible in the original.

    A very odd, basically insignificant change for all but the most diehard MGS freaks (and I’m one) is that flattening yourself against an opened locker door does not close the door. Does this matter? Here, no. There aren’t many lockers in the jungle. Should we ever see a Delta-fied MGS2, however, I’ll make a case for keeping this quirk in that game.

    A side-by-side gif shows the difference in firing a rifle in Snake Eater's remake and in MGSV.
    © Gif: Konami / Claire Jackson / Kotaku

    Comparing the feeling of guns is a tough gavial to wrestle as MGSV features a wildly different palette of weaponry with different ammo counts, even among similar categories. Also, MGSV let you upgrade weapons to improve their performance. No such mechanic exists in Delta. What you find is what you get.

    A side-by-side gif shows Naked Snake and Venom Snake firing a pistol.
    © Gif: Konami / Claire Jackson / Kotaku

    Delta’s shooting feels like it splits the difference between the over-the-shoulder standard we see in every damn third-person shooter these days and what exists in the original Snake Eater. You can swap camera orientation to the left or right on the fly, like in MGSV. And the speed of shooting feels a touch closer to MGSV, but only on a very superficial level. It still feels like the pacing of Snake Eater, and you kinda have to play it to really feel what I’m talking about here. You’ll experience this most directly if you get caught and have to shoot your way out of a situation.

    A gif shows the differences between aiming and shooting in first person across the original Metal Gear Solid 3, it's 2025 remake, and MGSV.
    © Gif: Konami / Claire Jackson / Kotaku

    A non-animation-related change Delta makes from the original concerns how the tranquilizer pistol functions. There’s a distinct bullet (dart?) drop over a distance, Making this pistol dramatically less OP. To me, this is a huge win as the tranquilizer gun, while essential for the series’ meta commentary on violence, made it too easy to quickly put a number of guards to sleep, often diluting the sneaking experience. In Delta, you’re gonna have to get closer to the enemy if you want to put them to sleep without doing a bunch of physics in your head to calculate where that dart is going to land. This makes for a more challenging and immersive experience.

    Close-Quarters-Combat (CQC)

    MGS3 introduced CQC to the series, deepening the way you would enter and leave combat. Before this, Snake had a simple punch-punch-kick animation and the ability to flip an enemy or grab them in a chokehold, from which you could either knock them out through strangulation or snap their little digital necks.

    MGSV expanded CQC to include all manner of new moves such as throwing an enemy up against a wall, stealing their gun, or going all Neo on a swarm of enemies with a rapid series of punches on multiple targets when surrounded. In Delta, you still get that old familiar punch-punch-kick animation with three taps of the melee button. It feels a little awkward to be honest, being mapped to the right trigger on a controller, but that button serves as your CQC command here, just as it does in MGSV.

    An animated gif shows the difference in grabbing an enemy in the original Snake Eater, the remake, and in MGSV.
    © Gif: Konami / Claire Jackson / Kotaku

    Snake’s moveset is otherwise just like it was in the original (at least as far as I can tell after 30 hours). You can grab with similar speed and movements; you can toss an enemy down to the ground by combining the CQC button with a directional movement. This feels easier to do in the Remake than it does in the original. Holding enemies up at gunpoint, however, is a little trickier. You have to be real close to do it. I didn’t hold up enemies a whole lot during my playthrough as I found I wasn’t close enough and ended up getting spotted too often. Maybe with future playthroughs I’ll get a better sense of that, but it feels harder than it did in the original, and even compared to MGSV.

    A gif shows a CQC throw in the original Snake Eater, the remake, and in MGSV.
    © Gif: Konami / Claire Jackson / Kotaku

    CQC in Delta sticks very close to how it was in the original game. There’s a more dramatic flair at work in the animation that can sometimes feel different, but Snake typically grabs and tosses enemies at a similar pace as in the original Snake Eater.

    It feels like Snake Eater, it tastes like Snake Eater (with a bit of hot sauce)

    While Delta has clearly taken some cues from MGSV, and maybe it even borrowed some animations here and there, the experience of playing this remake almost never feels like Phantom Pain. Yes, Snake can now crouch walk and transition to crawling in a way that doesn’t exist in the original Snake Eater, but otherwise everything feels like an analog copy of the original. Analog in the sense that it’s not a pure copy, and features a few quirks of its own.

    Snake crawls out of cover to fire at an enemy.
    © Screenshot: Konami / Claire Jackson / Kotaku

    When in battle, Delta also feels dramatically more similar to its original in my experience. Phantom Pain is snappier, faster, conceived as a modern third-person shooter. The new camera style of Delta can make things easier (veterans should probably start on Hard mode, as I mentioned in my review), but you’re still in trouble when the enemies spot you and start increasing in number. It is hard, as it was in the original, to shoot your way out of situations. MGSV, in my experience, could let you be more of a bloody menace if you so desired. Delta, however, aims to preserve the outnumbered, outgunned feeling of the original.

    Delta’s unique additions to the Snake Eater formula feel grounded in its roots with gentle modern modifications. A Snake Eater mod of MGSV this is not. So if you’re like me and hold that 2000’s-era MGS experience in high regard, get ready for a wildly satisfying modern tweak of a legendary stealth game.

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    Claire Jackson

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  • 5 Disappointing Things About Konami’s Metal Gear Solid ‘Master Collection’

    5 Disappointing Things About Konami’s Metal Gear Solid ‘Master Collection’

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    Metal Gear Solid: Master Collection Vol. 1 gathers some of the best games ever made and puts them all on modern platforms in one convenient package. Unfortunately, a laundry list of weird caveats and shortcomings at launch make the new anthology hard to celebrate. Why is one of the best franchises in gaming history not pulling out all the stops?

    Out October 24 on PlayStation 5, Xbox Series X/S, Switch, and Windows PC, Metal Gear Solid: Master Collection Vol. 1 has been stalked by controversy for months now, with questions about subpar performance on Nintendo Switch and a lack of bells and whistles on “next-gen” platforms like PlayStation 5, Xbox Series X/S, and PC. The anthology features five main games—Metal Gear, Metal Gear 2: Solid Snake, Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater—and includes the oddball Snake’s Revenge and the NES and Famicom ports of Metal Gear as bonuses. But now that it’s finally here, it’s hard not to be disappointed by how publisher Konami has gone about assembling it.

    First up is the lack of a visual upgrade on new platforms, or parity with the original versions on Switch. As shared prior to release, Metal Gear Solid still only plays at 30fps across all versions (it was never remastered for 2011’s Metal Gear Solid HD Collection by Bluepoint Games). The Switch version of Metal Gear Solid 2 and 3 are also locked at 30fps (MGS2 originally ran at 60fps on PlayStation 2). All three games max out at 1080p as well, with no 4K resolution options for the stronger hardware versions.

    Read More: Kotaku’s Metal Gear Retrospective Series

    Even without any big improvements, Konami notes that the launch versions still suffer from various bugs and performance issues it plans to patch sometime in the future. A full list of the shortcomings was provided to IGN. “Across Metal Gear Solid 1, 2, and 3, bug fixes are also planned, specifically on MGS2,” the site noted. “Konami warned the game may significantly slow down in certain cutscenes, which sounds worrying. A patch to reduce processing load is planned.” Visual options like CRT scanlines and the ability to switch between windowed and full-screen mode in the options menu in the two MSX games are also MIA at the moment.

    There’s also the laggy pause button. Konami added the option to pause during cutscenes, a long-requested feature for the story-heavy stealth series. Footage from copies of the game that leaked early, however, showed that it can take up to 10 seconds for the game to register the pause after the button’s pressed, taking some of the shine off the new option. It’s still unclear if that’s intentional or will be patched down the road.

    The Metal Gear Solid: Master Collection Vol. 1 is, perhaps less surprisingly, encountering issues on PC as well. Initial Steam reviews are very mixed, with players complaining about unintuitive keybindings, poor UI, and a lack of aspect ratio options. “Take this with a grain of salt, the game literally just launched, but damn the video settings, button mapping, and poor UI/UX for the collection is pretty sour,” wrote one player. “I am sure it will improve over time, but yikes.”

    Most galling for me personally are the games altogether missing from the physical Switch version of the collection. In North America at least, only Metal Gear, Metal Gear 2: Solid Snake, and Snake’s Revenge are actually on the game card. The three Metal Gear Solid games, which are the main ones advertised on the front of the box, must be downloaded separately. As someone who treats their Switch like a physical repository for retro remasters and re-issues, it’s frustrating to have to rely on an internet connection and a temporary online storefront to have access to all-time classics. It sounds like the Japanese physical release at least also includes the first Metal Gear Solid on the game card.

    Many of the initial reviews for Metal Gear Solid: Master Collection Vol. 1 have noted these shortcomings while still pointing out that at the end of the day these games still play great and remain some of the most profound meditations on geopolitics, war, and the military industrial complex the medium has ever produced. “I think it’s great that such a huge swathe of Metal Gear history is now readily available and easily playable on modern systems,” writes The Verge’s Jon Porter. “But there’s also a part of me that thinks Konami missed an opportunity to give Metal Gear Solid in particular a fresh coat of paint and update it for a modern audience.”

    The video game industry is generally so bad at preserving its past I wish it would go all out when it decides to finally take the opportunity to repackage old games and sell them again. If that means charging more so be it. I’d gladly pay $100 for the definitive edition of all of these games. Maybe we’ll eventually get that one day. In the meantime I hope Konami’s planned post-launch updates give the collection some of the additional love it deserves.

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    Ethan Gach

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