Top 7... Definitive MGS moments
We recount the seminal action-stealth series
3) Sneaking and spying
“Tactical Espionage Action” - or an action game that doesn’t want you to kill. Back in 1987, it was unheard of to favor not fighting over fighting in a videogame. Fast forward to 1998 and gamers had to relearn that nonsense over again. Belly-crawling, crouching and taking refuge in a plain ol’ cardboard box ensured your survival. When push came to shove, knocking out a guard was always a viable option, thusly proving your need to be aggressively passive-aggressive. Snake even begins MGS1 with a limited health bar that only grows with every boss he defeats, consistently driving home the point that you will fail unless you avoid fighting.
Undoubtedly influenced by MGS with props going to Tenchu (1998), other stealth games (Splinter Cell, Beyond Good & Evil, Hitman, Manhunt, etc.) popped up infusing traditional third-person action with sneaking. MGS2 ramped up the enemy AI with actual soldier-flanking in groups, rather than one armed guard actively searching you. To assist your fluctuating moral compass, you get a handy tranquilizer gun, meaning you can play the entire game without killing - bosses included (another feature to sell your mom on). The improved tech of the PS2 meant more subtle things to be aware of such as your shadow or spending too much time outside, where you can catch a sniffle. At least you can hide that guard in a locker or throw a nudie mag his way, right?
MGS3 ditched the radar, threw your ass in the jungle and told you to deal with it. Besides the obvious tall grass and tree climbing, your camo - selected clumsily through menus - blends you into the outdoors. MGS4 ditches the menu surfing and instead uses the OctoCam - think camo of the future - which appears to blend you handily into just about any surface via button tap.
“Tactical Espionage Action” - or an action game that doesn’t want you to kill. Back in 1987, it was unheard of to favor not fighting over fighting in a videogame. Fast forward to 1998 and gamers had to relearn that nonsense over again. Belly-crawling, crouching and taking refuge in a plain ol’ cardboard box ensured your survival. When push came to shove, knocking out a guard was always a viable option, thusly proving your need to be aggressively passive-aggressive. Snake even begins MGS1 with a limited health bar that only grows with every boss he defeats, consistently driving home the point that you will fail unless you avoid fighting.
Undoubtedly influenced by MGS with props going to Tenchu (1998), other stealth games (Splinter Cell, Beyond Good & Evil, Hitman, Manhunt, etc.) popped up infusing traditional third-person action with sneaking. MGS2 ramped up the enemy AI with actual soldier-flanking in groups, rather than one armed guard actively searching you. To assist your fluctuating moral compass, you get a handy tranquilizer gun, meaning you can play the entire game without killing - bosses included (another feature to sell your mom on). The improved tech of the PS2 meant more subtle things to be aware of such as your shadow or spending too much time outside, where you can catch a sniffle. At least you can hide that guard in a locker or throw a nudie mag his way, right?
MGS3 ditched the radar, threw your ass in the jungle and told you to deal with it. Besides the obvious tall grass and tree climbing, your camo - selected clumsily through menus - blends you into the outdoors. MGS4 ditches the menu surfing and instead uses the OctoCam - think camo of the future - which appears to blend you handily into just about any surface via button tap.
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