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Reviews VideoGame / Metal Gear Solid 2 Sons Of Liberty

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Stolidus_Snake Since: Apr, 2014
04/30/2014 23:29:02 •••

It's up to you

There's something unique about Metal Gear Solid 2: Sons of Liberty. This game is not your typical sequel, not even your typical video game. If a sequel is understood as a work that purposefully follows the conventions of a previous instatlement, then this is a work that knows that it is a sequel, and makes use of the tropes relevant to sequels to deliver a message. Whether it succeeds at it or not is debatable, but the mere fact that it tries already sets it apart from other games.

Previous Metal Gear games share story and gameplay elements to different degrees, so Hideo Kojima knew what fans expected with the new release and he deliberatedly subverted many of the tropes found in the series. Most notoriously, the player doesn't control Snake for most of the game; a new character, Raiden, becomes the player's representation; a move that frustrated some fans. This is just one of the many ways that So L doesn't give the player what is wanted; MGS 2 seeks to deny the player the fun he/she wants to have. That doesn't mean it lacks production values; the stylized design Metal Gear is known for is there: The sorroundings have a detailed, realistic feel to them; the characters, designed by MGS household artist Yoji Shinkawa, share that elegant appearance that's unique to him. The graphics showcase the PS2's capabilities perfectly, especially considering the game was released early in the game's lifetime; in fact, more than a decade later, they still look good. The music, this time with a more minimalist, beat-oriented sound, reflects the mood of the different situations well; sound effects are crispy and appropriate. Aesthetically, MGS 2 has a lot of work put into it.

But let's go back to what makes MGS 2 special: the way it adresses the player. Many games boast a "profound" or "intelligent" storyline. But few have done anything new or daring to present it. This game tries to affect the player in a different way: pure deconstruction. It analyses and shatters its own traditions to make some points; as a consecuence, the player may not get what was promised, but it is a necessary evil: Kojima sacrificed the players' satisfaction in order to make a statement.

The resulting experience can be pretty divisive. Personally, I like it. It's my favorite Metal Gear game. I just recommend to play it, then make your own mind. It's up to you.


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