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Review: Metal Gear Solid 4: Guns of the Patriots
Posted by Art Green, 114 days ago

 Rating Preview
 Fun Factor
 9.0 
 Graphics
9.5
 Sound
8.5
 Multiplayer
8.0
 Single Player
9.0
 Controls
8.5

Bullets whiz over your prone body as you sneak through the forest. Mortar fire can be heard in the distance, screeching above. The mortar strikes the ground with force, kicking up dust, dirt and debris, eliciting a wince. You keep going - after all, you’ve got a job to do.

You continue your long, slow crawl through the muck. From the east comes a squadron of militia fighters who do not notice you hiding in some high grass. They push forward while you follow close behind, careful to not arouse suspicion. Soon enough, the rebels begin to engage private military corporation (PMC) troops that are entrenched in their base. Amidst the chaos, you start to circle around the battlefield, but soon find that your initial pathway is cut off by a machine gun that will surely tear you to shreds if you continue on. Pulling back, you quickly check your map for another way to evade these two factions. Confirming that a hill to the west will do the trick, you slither to your destination, successfully evading all combat.

Soon after, you’ll meet up with Drebin, a cool, calm, no nonsense kind of guy who will be your supplier of all sort of explosives, weapons, ammunition. Having access to Drebin’s shop will allow you to tailor your battlefield experience a bit. To be sure, Metal Gear Solid 4 is a stealth action game first and foremost, but there are some concessions here for someone who likes to run-and-gun, first and foremost being the tighter controls, while Drebin keeps you supplied with enough ammunition and firepower.


After purchasing some much needed supplies, you forge ahead. Using your Solid Eye, which allows you to view where enemy forces are, (radar and binoculars) how concealed you are from them, as well as allowing an infra-red option to help you in the darker locales, you spot two PMC soldiers patrolling a road that you need to travel along. Swapping to your tranquilizer pistol, you take aim for the first. A shot to the neck drops him in one fell swoop. His partner turns around, puzzled at the sight of his fallen comrade. Before he gets a chance to investigate, you plug him with two tranquilizer shots, just to be safe. Staring at your pistol, you’re shocked at how easier the controls are than past missions, and you’re thankful you’re not fighting from an over-head, top-down viewpoint. Laying still, you allow your “OctoCamo” suit to readjust to fit the terrain that you will be traversing up ahead. You move forward. Coming up to another PMC base, you take shelter behind a concrete block. You try to take cover behind it, in the hopes of being able to take pot shots at the enemy, then ducking back down into cover. Sadly, Snake wasn’t equipped with this seemingly basic ability.

After infiltrating a compound for a person of interest, you make your way around another battlefield. A bulldozer for the now friendly militia (because you did not fire at them in previous parts of the game) is destroyed, slowing your progress to find this “person of interest.” Destination points on your mini-map direct you to destroy two doors that seemingly lead to where you have to go, though it is clear after many attempts to bust down the doors that your map is mistaken. Instead, you will have to go elsewhere, as you mutter under your breath about the poor direction. This will not be the only time that poor direction will cause some discomfort, most noticeably when you encounter certain boss characters in the game. Not only poor direction, but an extremely “gamey” cheesiness comes into play during a specific boss encounter, where the solution does not necessarily logically flow. Through persistence, constant Codec calls to Otacon, or through a desperate search of online guides, you’ll eventually find the solution, but wish that the challenge was in the fight, rather than finding a convoluted weak point. This is the weakness of the second half of the game, which is heavier on boss fights and plot, rather than intense battlefield situations. For fans of Snake’s saga, this will not be a problem; for fans of the excellent gameplay that Metal Gear Solid 4 provides, it’s a bit of a let down.

 Our Rating for Review: Metal Gear Solid 4: Guns of the Patriots
9.0
Fun Factor
+ Intense combat environments that make you feel apart of the battlefield.
- Poor direction of certain boss fights and certain areas of the general single-player
9.5
Graphics
+ Arguably some of the prettiest environments crafted in games today. Character models also stand out as superb.
- Some low-res textures here and there that are a bit jarring next to the fantastic visuals the game provides otherwise.
8.5
Sound
+ Voice acting is phenomenal throughout.
- Soundtrack is surprisingly understated. Outside of the title track and the songs that are peppered in between each of the Acts, the are no stand-outs. They’re still good, just nothing up to standard that MGS2 se
8.0
Multiplayer
+ Tactical, strategic gunplay.
- Is unlikely to pull anyone away from CoD4, Halo 3, etc.
9.0
Single Player
+ Fantastic beginning half of the game. Cut-scenes full of action, as well as story elements that will never get old to series faithful.
- Overdramatic storyline may turn off some individuals. Things happen to characters that defy reason.
8.5
Controls
+ Vastly improved, more Western-friendly controls. Takes some time to adjust still, but you’ll no longer be fighting the controller.
- Certain omissions to the control scheme that seem like they should have been included (most notably the complete lack o
9.0
Overall
Metal Gear Solid 4 deserves to be played by any serious game fan. In terms of cinematic presentation, the game has no equal in this medium. But most importantly, the game has seen a serious overhaul that it is much more approachable to people that couldn’
 

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