Monday, September 30, 2013

Spec Ops: The Line download torrent




So much of it comes down to a question of influences: Conrad, not Clancy; BioShock, not Call of Duty. At first glance, Spec Ops: The Line looks like so many other military shooters, built of sand dunes and dusty fatigues and filled with the flash and sparkle of a thousand rifles glinting in the sun. Look again, though, and you'll see the setting's quietly fantastical, and the two-man squad under your command seem unusually tense - worn down, twitchy, even a little shell-shocked.
Yager's latest is trying to have it both ways, perhaps - Gears-flavoured stop-and-pop action one minute, The horror, the horror, the next - but the end result is interesting in its internal conflicts, and bold in its willingness to embrace its own confusion. Spec Ops: The Line is a game divided, and that isn't a criticism at all. It's actually the best thing about it.
This isn't the first shooter to draw from Joseph Conrad's novel Heart of Darkness, of course, but compare it to Ubisoft's attempt in the brilliant, uncompromising and frequently infuriating Far Cry 2 and you won't find too many elements in common. Far Cry 2 was a sandbox and Spec Ops is a corridor: it's a cover-based blaster in which you clear rooms of enemies, cast weapons aside to pick up new ones, and occasionally sit back to watch a set-piece unfold.

The Marlowe stand-in is Captain Martin Walker: Nolan North with a wrinkle in his brow and the past playing on his mind. North's in everything these days, of course, but that ubiquity actually works in Spec Ops' favour. You're so used to his breezy, knockabout presence that you're gently wrong-footed as his character slowly comes into focus. You're all set for a matinee hero and you don't expect a lead with a little more substance to him.
Walker's the head of a three-man team, and he's been sent to explore Dubai after it's been swallowed by the desert in a series of freak sandstorms. His hero, Colonel John Konrad, was meant to be leading an evacuation, but the storms got worse and he hasn't been heard of for months. Recently, strange radio signals have started crackling out from the centre of this extravagant, battered metropolis. Walker's the first one in afterwards and he discovers that the city has become a weird, crumbling battlefield: a shifting maze filled with wild men and charred corpses.
Dubai's a place where anything could happen, and although the Gears-style shooting gallery can be a little relentless at times, anything often does. As with BioShock, the setting for Spec Ops consistently elevates the action: you're flanking a turret, but you're doing it on the hundredth floor of a ruined skyscraper, with rowing machines and a fancy bar poking out from beneath the sandbags and ammo crates. You're inching forwards through narrow trenches, and then you look up and see the spiral arms of a department store's walkways interlocking overhead.


Games love to explore ruined beauty now that there are engines that are so gifted with rebar and rubble, but Spec Ops is something else entirely. The point isn't that Dubai is beautiful, because it isn't, really, when you get down to it. It's opulent, grotesque, and it was insane even before the sands poured in. Although Yager has a tendency towards trite juxtaposition - notice boards filled with posters of missing fathers next to a shop selling ball gowns or jewellery, say - the team offers plenty of moments where the effect is genuinely otherworldly.
You'll execute soldiers by smashing their heads against hotel flooring that is also a huge fish tank, you'll crouch behind sand-stripped Audis and you'll snipe foes while nestled between the legs of a giant lapis-lazuli giraffe. Spec Ops will take you to the world's plushest warzone - and it's definitely a place worth seeing.
You get Coppola as often as Conrad, of course, as the sweaty isolation combines with the absence of authority and the density of military personnel, turning Dubai into something that feels a little like Apocalypse Now's Vietnam. On occasion, the level of homage becomes smothering. There are a few too many fights that erupt beneath the distorting wail of dreamy prog rock, while an operatic helicopter moment suggests only that you're being strafed by the world's most bloodthirsty cineastes.
Although there are stand-out moments when Walker's called upon to make a "choice" - these generally unfold without the use of button prompts, which is entirely laudable, and typically require you to choose between two evils, which is unsatisfying but at least thematically appropriate - the best, most affecting sequences in the game aren't massive set-pieces and aren't epic conflicts between good and evil. They're brief, callous glimpses into the grim chaos of war - even a pared back video game war, built and played by people with little or no experience of the real thing - and they're delivered with the lightest touch and an absence of crash-zooms or lingering pauses. They're the instances when you ponder the fact that the third man out of the five soldiers you just gunned-down didn't actually look or act much like a soldier, or even a man, actually. They're the moments when you glimpse a pile of rags in the distance and - very Conrad, this - realise they probably aren't just rags.


t feels like chaos, but it never plays like it. If anything, Spec Ops is a little too slick when it comes to the action that's taking place within this depraved, defeated arena. It's hard to complain too much, though: the usual range of guns and grenades all feel wonderfully nasty and precise, your enemies come with a few interesting variants - the heavy, the shotgunner and, worst of all, the gymnast guy with the knife - and your squad responds to simple commands with a realistic kind of harried efficiency. When they're not offering chit-chat that serves as a barometer for how bad the overall atmosphere has become, you can instruct them to focus fire on specific targets, let off flashbangs or even heal each other. Or you could leave them be, and they'll choose their own shots well enough, taking cover, moving forward and rarely, if ever, jogging mindlessly against a low wall.
As a shooter, Spec Ops is not bad at all. But while the game separates you from your squad, throws you back together and sends you down into exposed streets and up against entire tower block façades riddled with snipers, the ceaseless grind of the battle may start to become tiresome towards the final third of the campaign. However, when the rooms start to blur and one turret section gives way to the next, at least the sand's there to provide a few nice moments.

Its use is heavily scripted, but it's handy to be able to shoot out panes of glass or bring down buttresses, burying enemies beneath the impromptu dunes, and there are also visibility-reducing sandstorms rigged to blow through town at certain moments, staining the world red and filling the landscape with ragged shadows. Beyond the main campaign, there's multiplayer too: a familiar though extremely playable muddle of modes, load-outs, levels and perks that gains an awful lot from its smart, booby-trapped maps. And behind it all there's always Dubai, with its tightly-constructed horrors, its skyscraper sparkle and its oppressive, brooding gloom.
Perhaps Spec Ops is ultimately more successful as a place than as a story. The narrative, while delivered with a surprising earnestness, quickly becomes a little tangled in its mix of false choices and real choices as it fumbles its way towards apportioning blame. So it settles, instead, for the easiest option available to a video game, a little light commentary on the nature of fate - and perhaps the contradictions inherent when players interact with scripted linearity, too.

Meanwhile, although the campaign tries to have its COD as well as its Conrad, the two never quite mesh. How could they? It's so much fun to shoot people here, and it's so hard to feel genuinely bad about it afterwards, no matter what horrors a cut-scene unveils. However your own final confrontation plays out, regardless of the micro-decisions you've made along the way, it may well feel stagey and subtly false. And for all the focus on character, Spec Ops finds no true access to Conrad's greatest tool: interiority, revealing the deepest, most abstract thoughts of Marlowe, the connections he makes and the imagery he invokes.
It tries, though. It tries to do something special, and it tries to create something memorable and something strange. In Dubai itself, it genuinely succeeds, perhaps because the reality of the place is already so gaudy, so cloyingly, oppressively weird, that it provides a good hard shove in the right direction before the first bullet's been fired. There are such a lot of shooters these days, and so many tend to blur into each other if you're not careful. This one won't, however - and that's quite an achievement.

Sunday, September 29, 2013

Brothers in Arms: Furious 4 download torrent


Brothers in Arms: Furious 4








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The reaction to the announcement of Brothers in Arms: Furious 4 by Brothers in Arms fans was at best mixed, at worst downright hostile. This offshoot flies in the face of what we expect from the Brothers in Arms series. It doesn’t center on the 101st Infantry. It doesn’t feature Matt Baker. It isn’t a realistic tactical shooter. And it doesn’t offer a soppy view of American heroism in Europe.
I had exactly the same reaction. Yet after watching four Gearbox devs play through an early mission… I’m absolutely fine in taking a break from Baker.

The game is a four player co-op shooter, played online with friends, or with bots. Think of mapping Borderlands XP and upgrades and unique character abilities to Wolfenstein. It’s hyperactive, gory and stylistically all over the place – mixing chainsaws, Nazi’s, pulp English accents and the Eels into a complete dogs dinner of ideas – but it’s held together with sheer enthusiasm and a kind of insane filter of stupidity. Furious 4 goes above and beyond to entertain you.
The demo opens with our Furious 4 setting out to kill Hitler. ‘Somewhere in Germany’, says the overlay, Hitler has been hiding out in a castle. The road to the castle is via a funfair, and guarded by mean looking airships and hordes of guards.
It begins with simple run and gun mechanics, with a level of cartoon gore that was unexpected. Nazi heads pop into the sky when clipped in a head-shot. Ragdolls pinwheel when caught in the blast of an explosion. And corpses are flung back with violent force when caught with every character’s unique off-hand melee/flung weapon – tomahawks, pick-axes and cattle-brands.
Furious 4 has elements of a skill–shots. Every few minutes in the demo, the team is presented with a challenge; blow up three explosive barrels, or snipe three gas pots as you drive through a German pub. It also transplants some of Call of Duty’s perk systems to a single player game – with XP rewards for killing set numbers of infantry, or getting set numbers of headshots.

The XP is spent on buying perks – in our demo Montana, a character with a giant gatling gun, upgraded the bear traps he was carrying around with a grenade, placing them around a pub the team had to defend and gleefully watching Nazi soldiers panic as they realised their fate.
The demo climaxed with an attack on a dual rotor helicopter thing in front of a giant ferris wheel. The action paused for a moment to explain the objective; an arrow appeared with the caption ‘Blow This Up’. First, jetpack toting Nazi’s had to be shot down, before the player grabbed a rocket launcher and show down the helicopter. The chopper smashed into the ferris wheel, freeing it from it’s scaffold, which then wheeled into the towers of the Bavarian castle the team were meant to be assaulting.
At the start of the demo, the Gearbox team were keen to point out that they would still be producing a sequel to the Brothers in Arms: Hell’s Highway, continuing Matt Baker’s story. But I think Furious 4 shouldn’t be viewed through the lens of the previous Brothers in Arms games. It’s silly and stupid, and over-the-top. But it’s also outrageously entertaining, and I left the theatre with a grin on my face.

Saturday, September 28, 2013

Prototype 2 download torrent



Before jumping into Prototype 2, there’s something you need to know: its opening moments are kind of awful. Where the first game started us off with a fully powered-up Alex Mercer wreaking havoc in Times Square, the second begins with Sgt. James Heller, a revenge-obsessed but otherwise unremarkable soldier on Mercer’s trail, slowly stalking the virus-powered force of mass destruction in an improbable attempt to kill him with a knife.
Acting as a glorified tutorial, the game’s first hour or so holds your hand to an embarrassing degree, forcing players through linear tasks designed to teach them about the new powers Mercer gives Heller. This while the starting area (possibly based on Jersey City) is socked in with thick fog. It’s a disappointing, cheap-looking opener, but it’s worth powering through for the freedom and immense potential for fun that comes when the game finally opens up.
Like the first game, Prototype 2 sets players loose in New York as a near-indestructible superhero/genetically altered horror, where you fight zombies, hulking mutants and a sinister private army called Blackwatch. Blackwatch patrols the city under orders from the even-more-sinister Gentek corporation, which Mercer identifies to Heller as the real bad guys, thereby redirecting Heller’s revenge mission toward them and making most of the game about dismantling their monster-creating operations.

Really, though, it’s all an excuse for tearing all around New York City – now expanded from Manhattan (which is now a monster-infested “red zone” and isn’t explored until the game’s final act) to two new, less interesting islands that geographically correspond to Jersey City and Brooklyn – and wreaking as much high-speed havoc as possible against pretty much everyone and everything you see. To make this more interesting, Heller evolves an assortment of powers over the course of the game, most of which involve transforming his arms into really gross-looking weapons.
These include a pair of giant claws; a huge, armor-piercing blade; a whiplike tentacle called the Whipfist; a pair of shields that can parry enemy blows and briefly stun them; the Hammerfist, which unleashes devastating blunt-force attacks and can raise spikes out of the ground; and the Tendrils, which – with a charged-up attack – will send tentacles shooting out of enemies in all directions, grab onto whatever’s nearby and then rapidly contract, smashing them with cars, chunks of rubble and other enemies. There’s a similar move called the “Bio-Bomb” that Heller earns later on, which turns humans into tendril grenades, sucking anything nearby into themselves before exploding messily. Throwing one of these into a civilian-crowded sidewalk and witnessing the resultant explosion is nothing short of hilarious, and as much as we’ve used it, it still hasn’t gotten old.

As wild and gory as the combat is, though, it comes with its share of problems, mostly related to the somewhat shaky lock-on system. The game can get pretty crowded and chaotic as the action heats up, and it’s sometimes hard to stay focused on the targets you want to hit, thanks to lock-on's tendency to prioritize bigger enemies. This makes it hard to aim at inanimate objects, or to consume humans when your health is dangerously low during boss fights. Heller himself is part of the problem, too, as his powers can be hard to control at high speeds, causing you to overshoot targets, run up walls when you meant to run around them, and tackle distant non-threats instead of, say, the tank you were trying to hijack.
There’s more to the game than combat, though, and Heller has a few new, less destructive powers that play a significant role in the sequel. In addition to getting some of Mercer’s best abilities (like gliding and throwing cars) almost right off the bat, he can send out a radar pulse to hunt down certain targets. Using it correctly means getting to high ground, sending out a pulse and watching for where it bounces back from. It’s clumsy at first, but with a little practice, it’s a much more interesting way to track your prey than just following a blip on your map.




There comes a point while playing Prototype 2 when you realize the marketing campaign was a lie. The Homecoming trailer weaves this heart wrenching story of a soldier who told his family to trust the government and how it cost them their lives. With that pain, Sgt. James Heller becomes a relatable character and we want to see him use his superpowers to exact revenge on those responsible. But that motivation is lost when the game starts and Heller begins shoehorning curse words into every other sentence. The emotional connection to our protagonist is severed. Heller becomes an angry caricature, and Prototype 2 becomes an enjoyable but predictable action title.


If you skipped the original Prototype, you won't have an issue jumping into the sequel. About 14 months after the events of the first game, New York City is once again in the grips of a viral outbreak -- supposedly at the hands of Alex Mercer, the antihero of the original title. Heller blames Mercer for the death of his family, and through a 14 or so-hour game (if you do all the side quests), it's our job to rain vengeance.
The story doesn't get much deeper than that. You'll partner up with shady characters throughout the journey, and they'll feed you missions that usually end with Heller beating the hell out of a bunch of soldiers or mutants. The setup is repetitive, but the action is entertaining.
Prototype 2 gives you five weapons to morph Heller's hands into, and you assign two of them to the face buttons. See, Heller's powers -- given to him in a WTF moment by Mercer -- allow him to create these tools of destruction, leap tall buildings in a single bound, and ingest people so he can steal their memories and shapeshift into their forms. He's also packing the ability to turn people into bio-bombs. So, know that.
It's a delicious recipe. Leaping into the air, targeting a foe and swooping in for a claw attack that beheads the bad guy is fun. Sneaking around a base disguised as a solider and absorbing unaware enemies is cool. Prototype 2 excels at making you feel like a badass. Completing tasks levels you up so you can move faster, fly farther and become invulnerable to gunfire. Absorbing specially marked characters upgrades your abilities so you can pounce on victims from farther away and increase the range of your Whipfist.
With each mission, you feel Heller getting stronger and stronger. Brutes that used to be the bane of your existence eventually become your pets and the first helicopter you KO with an uppercut will leave you feeling like the apex predator of New York City.
On top of that, developer Radical Entertainment nails what work works in open world games -- collectables. New York City is broken into three zones, and each section has a slew of side tasks to knock out. There are infected lairs to clear, teams to kill and blackboxes to find. Although you'll need to find these locales, the general areas are marked on your map. This is awesome and led to me spending an hour knocking out side missions as soon as I stepped foot on each island.


And while that's rad, it kind of points out one the problem with Prototype 2. I was playing to complete it -- to get the 14 blackboxes in the green zone and to get Heller's tendrils to level four. The grinding is fun, but I couldn't have cared less about why this priest had me attacking the 400th Blackwatch soldier that looked just like the 40th.
Even though becoming this ultimate killer is cool, it doesn't hide the fact that nearly every mission is running into a base, forcefully assuming an identity, and exiting the alert. It doesn't hide the fact that the animations for many of Heller's moves look like those of the nearly 3-year-old Prototype, which look like those of the nearly 7-year-old The Incredible Hulk: Ultimate Destruction.
Outside of the animations, Prototype 2 still doesn't look like a 2012 blockbuster game. Blackwatch badges are muddy on characters, and Heller's absorbing animations are clearly going through his body and not into it. The best example of all this comes as a stabbing scene at the very beginning. The knife goes into the body, but it's just gliding in like it's stabbing air -- the moves have no impact.


Grand Theft Auto 5 download torrent gta v


Put simply, Grand Theft Auto is a British creation that says big things about America. While GTA IV was a classic New York immigrant's tale,GTA V crosses coasts to comment on the hectic and the hollow that is Los Angeles, on the city's fascination with surface and its industries of image and light. So long as we're listening, anyway – otherwise it's a familiar, technically astounding playground of male power fantasies and might.
Mirroring the frantic intersections of LA, GTA Vhas three heroes with entwined stories that players can leap between at any time. This banishes the occasional complaint of pastgames – becoming mired in a particular area or mission – and is part of a wider move towards playability. GTA V is confident enough in its pleasures to dissolve the structures that once propped them up. The huge map, for instance, is explorable all at once and not in instalments, while mid-mission checkpoints remove lengthy restarts.
The result efficiently speeds players into the game's action, and even better, improves the action. Missions are more varied, mechanics more robust and even divergent tasks – trying yoga – feel purposefully embedded into the story. But for all the effort spent onGTA V's story-led experience, the greatest thrill is breaking away from it. The world captures the texture and sound of California with uncanny precision, providing the tools to race through, fly over or thoroughly destroy it as one sees fit.
This clash of sophistication and savagery is central to the contradictory heart of GTA. Its radio stations deliver a cruel, precise mimicry of media fear-mongering even as you lightheartedly torture terrorism suspects. In a way, this is a key characteristic – GTA demands to be irreverent on its own terms. But the expertise and brilliance of the best game of the series by far has enough of weight to say without the needless noise of outrage.

Friday, September 27, 2013

Metal Gear Solid download torrent

Metal Gear Solid Review














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Metal Gear Solid is the game that has been sending chills down the back of this industry for over two years. Konami leaked bits of information about it here and there, but there was no hiding the notion that Metal Gear Solid would be an adventure of epic proportions. Now, all the waiting has ceased, and the game is finally upon us. But does Metal Gear Solid live up to the years of hype? That really depends on your perspective.
At its core, Metal Gear Solid is truly a lesson in stealth. Forget about running into rooms with your gun blazing, leaving nothing alive but an occasional rat. Here, living by the gun readily equates into dying by the gun. Why bother fighting the guards when you can just sneak around behind their backs, crawl along walls just out of the sight range of surveillance cameras, and hide behind boxes?
Unlike most other games, Metal Gear Solid really knows how to tell a story. You, as retired supersneaky agent Solid Snake, must infiltrate a base that has been overrun by terrorists. These terrorists, however, are members of your old unit, a top secret organization known as Fox Hound. The hounders are sitting on a supersecret new weapon and enough nuclear warheads to send the planet back to the Ice Age. Your mission (no choice here - you're forced to accept) is to infiltrate the base carrying nothing but a pair of binoculars and a pack of smokes, check up on a couple hostages, find out if Fox Hound even has the ability to carry out its apocalyptic threats, and if it does, stop it. The storyline unfolds in a seemingly never-ending collection of cutscenes, all extremely well rendered using the game engine. The game doesn't need FMV to clog up the process (given the amount of time spent watching cutscenes, FMV probably would have made MGS a three- or four-disc game), although it does use video in a few isolated cases and uses it reasonably well. When you first start playing the game, you truly do feel like you're constantly in danger. There are so many ways that guards can be alerted to your presence. The most dangerous, of course, is sight. If you enter the line of sight of a guard or a camera, you've got a fight on your hands. Luckily, their lines of sight are represented by big cones on your radar. Simply stay away from the cones, and you'll never get spotted. If you stomp through a puddle of water or across a metal catwalk, fire off a weapon, or knock on a wall (great for luring the dummies to their doom), nearby guards will hear the noise and check it out. They'll even follow footprints in the snow. If you're spotted, a bunch of guards come out of nowhere and start playing target practice with you. This also starts a two-part timer. The first part of the timer is the danger timer. During this time, guards are extremely alert, and they scurry around, hoping to find you. If you can manage to stay out of sight, the second timer starts. During this time the guards don't look for you quite as actively. If you can stay hidden during that time, the guards stupidly assume that you must have run away, and simply return to their posts. No increased patrols, no manhunts. They just forget they ever saw you and continue to wander aimlessly. While it's understandable that this had to be done for gameplay purposes (getting spotted once and playing the rest of the game with tons of guards on your tail wouldn't exactly be fair), it comes across as more than a little silly. Plus, all of these guards are badly in need of some corrective eyewear, because they can only see about 20 or so feet in front of them. Heck, you can even shoot a guard in the back of the head (it takes multiple shots to kill), and he'll just look around, not see anyone, and go back to standing there like an idiot. When you're not running behind the backs of the foolish guards, you're encountering various puzzles and bosses. Most of the puzzle aspect is totally ruined by your radio, which allows you to check in with different people throughout the game. They'll also frequently call you, sometimes to advance the story, and they'll always tell you exactly what to do next. Your colonel frequently drops you a line to lay heavy concepts like "Snake, push the action button to climb down the ladder" on you. Also, after most major encounters, your buddy, the colonel, checks in and basically recaps what you were just told. Usually it takes the form of "Didn't (party x) just tell you that (item y) is kept in (location z)? Hurry, Snake! We're almost out of time!" It needlessly interrupts the game and makes you feel as if you're an eight-year-old with attention deficit disorder instead of a trained killer. All this really sucks any difficulty the game could have had right out. While none of the puzzles are really hard in any way, having them spelled out to you before you've even started on them is just plain stupid. Even though the game has multiple difficulty settings, they all suffer from this problem.
The difficulty settings weren't in the Japanese version of the game, and they really have a "thrown in at the last minute" feel to them. The game's easy setting is equivalent to the Japanese version. Normal difficulty changes the game a little bit, but not enough to really make a difference. Hard steps up the amount of damage you'll take and also disables your radar. Extreme difficulty is locked until you beat the game once, and it also is sans radar. Now, the trouble with this is that the gameplay was really designed around using the radar system effectively. Without it, the only way to see guards is to use the first-person view or to peer around corners. Unfortunately, you can't move while in the first-person view. The time you take to stop and look for guards may be the time that one of them turns around and sees you. Meanwhile, you're in a viewpoint where you can't even hide, let alone fire a weapon. This wouldn't be so bad if the view was pulled back a bit, but most of the guards you shoot or avoid won't ever be on the screen. If they make it onto the screen, chances are they're already shooting at you. While the game surely has its share of problems, it must be said that the game presents itself extremely well and really is fun to play, even if it is almost completely devoid of challenge. The control is extremely well conceived, and inventory selection is especially elegant. But don't even think of playing Metal Gear Solid without the Dual Shock controller. This game is probably the first to really make perfect use of the vibration functions and really goes a long way to maintaining the suspension of belief in both its timing and its subtlety. Once immersed in the world of MGS, you honestly do feel like the star of a spy-styled thriller. Whether you're silently breaking the necks of guards or merely pounding the circle button while strapped into a torture device, you really do feel like the fate of the world hangs in the balance. It's a great ride and a reasonably captivating story, which, considering you spend more time watching the story unfold than actually playing the game (it's been said that the game has ten times as much dialogue as the average movie), really helps the game. There are so many cutscenes and other stops in gameplay, that the game itself almost seems like a collection of minigames, inserted to keep you from tuning out the plot. The storytelling is not perfect, though. About halfway through the game, the storyline takes a dramatic turn, and the rest of the dialogue is basically one big antinuke, antiwar message, peppered with lots of "How could I have involved myself in such an evil scheme?" speeches. If I wanted to be preached to in such a way, I'd go to a rally. Still, there are enough twists and turns in the plot to keep it interesting in spite of its obvious and annoying antinuclear agenda. From an audio/visual standpoint, Metal Gear Solid is truly incredible. While the game's textures may be on the grainy side, the detail with which everything is rendered is truly amazing. There's no 2D trickery here - everything is rendered in 3D, right down to the littlest details, like items residing on desks and maggots festering on rotting corpses. Everything looks real and acts in an extremely realistic way. The animations are very well done and run at a nice, smooth rate. A touch of slowdown pops up when multiple enemies are on screen, but it really isn't too noticeable. The soundtrack and effects are totally unmatched. The music has an ominous feel that perfectly sets the mood of the game. The sound effects are extremely well done, from gunfire to the little click you hear when picking up an item. The effects also vary depending on your surroundings. If you're out in the middle of a snowstorm, shots will sound muffled. If you're in a tight room or ventilation shaft, effects take on an appropriately echoed sound. Also, unlike most translations, the English voice work in Metal Gear Solid is surprisingly good. What they're actually saying may be a bit hokey and cliched at times, but at least they deliver the dialogue with the right amount of conviction.
To say that the length of the game is disappointing is generous at best. Even if you were to watch every single cutscene and fumble around a bit at the beginning while learning the controls, you would still finish the game in around 15 hours. Once you know exactly what to do and skip as much plot as possible, you can run through the game in three hours or less. Konami attempted to add value in the form of the various difficulty settings, as well as incentives to play through the game again, but no amount of special items and visual tweaks (Gee... the cyberninja is red this time. Yea. Ooh, now I'm wearing a tuxedo. How... exciting) make Metal Gear Solid worth playing through more than twice, and even playing it through a second time just to see both endings is stretching it a little bit. Its brevity is simply appalling. While the game is definitely worth purchasing, you could easily rent it for a couple days and see everything that is worth seeing. Five years from now, when we look back upon Metal Gear Solid, what will we see? The game definitely is revolutionary in many ways. It breaks new ground in gameplay and truly brings the video game one step closer to the realm of movies. It is, without a doubt, a landmark game. But the extreme ease with which it can be mastered and the game's insultingly short length keep it from perfection. Plus, do we really want games that are more like movies? If Hideo Kojima, the game's producer, was so set on this type of cinematic experience, he should really be making movies instead of games. While Metal Gear Solid currently stands alone, it stands as more of a work of art than as an actual game. It's definitely worth purchasing, but don't be surprised if you suddenly get extremely angry when you finish the game the day after you brought it home.