However Snake Eater is up there with Resident Evil 4 and Metroid Prime as one of the greatest games of that era.
Funnily enough, I just finished that game again today!
With MGS2 out of the way, I marathoned through
Metal Gear Solid 3: Snake Eater. Again, from the HD collection.
Replaying was a glorious experience. Just as MGS2 ensured me that my memories of a so-so experience weren't inaccurate, so too did Metal Gear Solid 3 remind why I love it so much. It stands up with the original Metal Gear Solid as an exceptionally refined and well paced experience that almost never lets itself go. The MGS series, on a mechanical level, often reminds me of a Grasshopper product. If Grasshopper had the budget and time that KojiPro had. And by this I mean as much as I enjoy the titles, I've never felt they were
truly refined and tightly designed in mechanics. Certain elements of every single Metal Gear game feel a little bit rough and a little bit clumsy. It's not like, say...Bayonetta, Quake 3, Mario, Vanquish, and such, where a
very refined and responsive set of skills are at the forefront of the experience. Sometimes in Metal Gear Solid you don't just have to learn what mechanics are available, but what any single situation is expecting you to do with those mechanics. This is the rougher side of Metal Gear: finding out how the game wants you to play, and doing so.
But Metal Gear Solid 3 does an exceptional job of keeping its core mechanics responsive and reliable throughout, giving you more of a sandbox playground feel to many of the encounters and level designs. It also has the same
excellent quality of the most creative games, where the game almost never relies off stretches of repetitive gameplay and formula. Like Resident Evil 4, almost every single area, encounter, and set piece in MGS3 is designed in a way that makes it unique. This gives the game a feeling of tremendous scope, as you can never really relax into a single formula. Just as Resident Evil 4 seemed to throw one new idea after the other every time you turned a corner, so too does MGS3 retain fresh concepts, level design, and formula really from start to finish. Outside of maybe one or two set pieces, it never lingers on a concept too long. Just the right amount of time to spark your interest and analysis, then experimentation and mastery.
As a game in a long standing series, MGS3 also represents
exactly what more series should do: it's distinctly Metal Gear at its core, retaining many core philosophies of design, but also rebuilds and remixes elements in new ways to keep them fresh. No view cones, or traditional radar at all. Most of the game taking place in outdoor environments, and thus less predictable and geometric cover to hide behind. The camo system changes the way you sneak, and the way guards respond to the player, to a system of spotting probability versus the hide-and-seek formula of MGS and MGS2. It's different enough to require players adapt to an entirely new method of sneaking and screwing with enemies, yet still has that iconic Metal Gear system at the core. And similar, if smaller, changes are littered through the game: the new healing system that emphasises regeneration and managing wounds instead of ration handouts. Continually depleting stamina that requires you hunt. Batteries powering the limited electronic equipment you have. It's Metal Gear, but
different Metal Gear, rather than simply expanding or repeating the core formula, and exactly what developers should think of when giving a franchise a breath of fresh air.
KojiPro's trademark cheesy, frankly terrible script is still here, but MGS3 is a lot more grounded than MGS2, and most of the info dumps are kept relevant enough to have actual context to the plot and characters. The final stretch of the game and the traditional twists and reveals are much more plausible and interesting. The Cold War theme, and the origin of Big Boss, give the story good framework that doesn't rely on having to tie itself into a previous game or continue a character's story arc. It's a stand alone experience that, while massively integral to the overarching Metal Gear narrative, can be played pretty comfortably without any of the other games.
I love the Cobra Unit too, their characters and powers more closely resembling a colourful cast of enemies like FOXHOUND in Metal Gear Solid versus the shitty Dead Cell cast in MGS2. They're theatrical and silly but that's exactly I want. It's like battling Marvel villains, mutants, some crazy dude with crazy powers that make him unique. I also really like most of the fights, with the exception of The Fear and The Fury. The Fear is a good idea badly executed in that it's far too easy. Once you get a bead on him he's toast, and you can chew through his health or stamina with easily chained headshots. The Fury is also a good idea, but badly executed because it's a bit of a pain, the feedback on flame animations and what constitutes as burning kinda shitty. I wish they didn't animate his flaming of hallways in such a way that the flame decal appears through solid walls. It doesn't hurt you, but it's confusing and disorientating visual feedback of what's actually happening. All the other fights are pretty rock solid.
The HD port was really good, though not quite as consistent as MGS2. I mean, it's pretty objectively superior to MGS3
the original. Higher, more stable framerate. 720p visuals, and full screen cutscenes. Game looks
gorgeous and, like Resident Evil 4, has stood the test of time in presentation better than MGS2. But unlike MGS2 HD the famerate isn't quite as locked. I don't recall MGS2 ever dipping, not once. MGS3 HD does a couple of times, usually when the screen is super busy with decal/transparency effects. It's rare, but I noticed it. Not much of a complaint though, as even at its lowest it's still higher than the PS2 version's best. I only noticed two other issues: a slightly bugged out water reflection shader near the end of the game, though that may have been in the original as it's over a huge vista, and it's not super noticeable. And two bizarre black pixel graphical issues on the left and right side of Big Boss' nose/mouth. It looks like a poly seam. Again, small issue, but strange they didn't pick up on and iron it out.
What else is there to say? For me, Metal Gear Solid 3 represents a similar kind of game design and quality that peaked during the last legs of the previous generation, represented in other games like Resident Evil 4. It's a
big game of tremendous scope and variety, with a strong focus on a solid gameplay formula kept interesting through creative, snappy level and encounter design. It's paced in such a way that, as said, it never lingers on a concept too long. There's always some new challenge or idea around the next corner. And thus I feel it, along with the original Metal Gear Solid, represents what KojiPro are capable when at their most focused and talented.