Archive for March 11th, 2012

11
Mar
12

Things I Hate About Assassin’s Creed II and Metal Gear Solid (AKA Invincible Final Boss Syndrome)

I’ve played and completed Metal Gear Solid four times (twice for Playstation, twice for Gamecube). That is precisely three times more than I’ve completed any other game. I’m not sure what it is about that game that keeps on bringing me back. I suppose I like the meta stuff like finding Meryl’s codec frequency on the game box and switching controller ports to beat Psycho Mantis’ telepathy. Hiding in boxes, distracting guards, and catching a cold were small touches that went a long way to show me they put a lot of time and thought into the game. Despite my enjoyment of the game, every time I play it, I get super pissed off. For all the ingenuity and all the things it does well, it does just as many things horribly wrong. Here’s a short list:

  1. Radar doesn’t work while hiding under tables – What the fuck?
  2. Cut scenes are way too fucking long.
  3. Codec conversations are way too fucking long.
  4. Fake stealth.
  5. Shoot bosses in the face with 20 stinger missiles and they still survive.
  6. Top-down camera makes it impossible to see anything.
  7. The controls are completely fucked.

For it’s time, 1998, this was a landmark game. It was the first major video game that was like an interactive movie. And not one of those “interactive movies” like NightTrap where you watch a video reel of scantily clad girls and click a button every now and then. No, this was like you were the main character of some crazy espionage/action/anime film. The story really came to life, and the characters were intriguing and three-dimensional. It did things that no other game had done before. Plus, it was pretty fun. Continue reading ‘Things I Hate About Assassin’s Creed II and Metal Gear Solid (AKA Invincible Final Boss Syndrome)’




March 2012
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