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    megatronsf's GameLog for Metal Gear Sold 2: Sons of Liberty (PS2)

    Friday 8 February, 2008

    Summary:
    This game was especially difficult to pick up in a short amount of time. It is extremely realistic in the way that the main character Raiden navigates all the maps. The game was released on March 8th to European countries by Konami Computer Entertainment, and actually had to have its entire plot changed because of the original plan to have it take place in Iraq and Iran. Due to the terrorist context of the game, this was far too close for comfort. The game is extremely versatile, and has vast levels with seemingly endless maps, but even through all this complexity, there is always only one place to be going, and one objective to complete at a time. There is no question in my mind however, that this game's controls are far more complex than most PS2 games.

    Game play:
    I had to spend a good ten to fifteen minutes just getting used to the controls which were precise, yet only as ridiculous as the amount of actions that Raiden can actually commit. Anything from leaning around corners to watch for potential enemies to crouching while sniping long-range can be done, but usually requires that every one of your fingers be on a button at any given time. The default action button was one that I found to be especially useful for small tasks such as opening lockers and doors. The array of tasks that one has to complete to pass through a level is really what impressed me about this game. Once you get the hang of the game, I suppose it's not as difficult, but I could see myself playing this game for months without beating it. The fact that your character is attempting to remain covert through most of it makes the game not only suspenseful, but also very time-consuming. Instead of straight rifles, you are equipped with tranquilizer guns and thermal weapons that can freeze bombs. There are also cameras stationed in almost every room which of course have to avoided unless you wish to have all of the supposed terrorists come after you.

    Gameplay#2:
    This time around, I played the terrorists threat level where Raiden's objective is to deactivate all of the bombs in this large quarry of elevated water towers. The whole time Snake Pliskin is in the corner of the screen giving you directions toward the next objective within the overall attempt to disarm the terrorists' bombs as they are dispensed throughout the area. There were many smaller tasks that had to be taken care of such as hiding at appropriate times, or else the occasional shoot out. Figuring out how to crawl, and sneak around on the ground became a very essential aspect to this prologue level because of it's c extremely covert nature. I also found that the only times I would ever recieve ammunition, health (rations), or weapons would be when I was hiding, crawling or sneaking.

    Design:
    The graphics in this game are some of the best that I have seen for the PS2, and Konami really has set the level as far as versatility of character in the case of Raiden, and Pliskin throughout the very complex storyline that is Metal Gear Solid. The different views can be interfering at times, but for the most part just aid in the gameplay. For example when a camera is near, the view always includes it to allow you to avoid being detected. As I said earlier, the aspect of suspense in the game is crucial, but there is no doubt that the level design, and structure certainly accentuate that uneasiness at every corner.

    Comments
    1

    Please post your game logs in two separate entries. Your summary contains mostly irrelevant information - details of the development and release aren't appropriate here, what we want is an overview of the game itself (genre, theme, art style, platform). Your gameplay sections are good, but your design section is a bit short. Overall a decent quality game log.

    - Ian Rickard (your TA/Grader this week)

    Tuesday 12 February, 2008 by inio
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