Metal Gear Solid Review
1998Konami Computer Entertainment JapanGame
The moment games discovered they could be directed, not just designed.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Exceptional | |
| Gameplay | Good | |
| Overall | Great |
Metal Gear Solid is where the medium learned what a director's voice sounds like. Shadow Moses is one continuous, coherent location, shot with camera angles chosen like a storyboard, and the codec conversations turn a tiny cast into a radio drama about genes, nuclear deterrence, and what soldiers are for. The boss encounters remain a highlight reel of invention: Psycho Mantis reading your memory card and making you swap controller ports is still the most famous fourth-wall break in games, and Sniper Wolf's duel weaponizes patience itself. The actual stealth, judged coldly, is simpler than its reputation, a top-down radar game of vision cones where getting spotted mostly means running to the next room, which is why gameplay sits at B. But the fusion of performance, score, and pacing was so far beyond anything else in 1998 that the overall experience still feels like an event.
Metal Gear Solid at a glance
Official site- Platforms
- PlayStation
- Developer
- Konami Computer Entertainment Japan
- Year
- 1998
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