The cut-scenes have long been the object of criticism in the Metal Gear Solid series with particular attention being given to their length, MGS4 doesn’t do anything to address these criticisms, while the inclusion of a pause function softens the blow somewhat it doesn’t mask the fact that the cut-scenes are just as long if not longer, the lengthy codec sequences have been removed but the cut-scenes have been extended to compensate for this, for some this will be a point of criticisms but for those looking for closure these cut-scenes provide answers to many of the series’ long standing questions, for those not looking for answers the high production values are likely to be engaging enough to keep you from hammering on the skip button. One of the most satisfying aspects of the cut-scenes is the small amount of interactivity within them, at various points during the cut-scenes players may be prompted to press L1 to look through Snake’s eyes or to press X to view flashbacks, while these sound insignificant they are integral to the story-telling and also contribute to the nostalgic theme of the game.
The gameplay in Metal Gear Solid 4 will feel familiar to anyone that has played the previous games, each iteration in the series has refined the gameplay (with the exception of the CQC controls in Snake Eater) and MGS4 has refined the gameplay to near perfection, the once cumbersome controls have been given an overhaul and now feel natural to the point that even the most complex maneuvers can be easily performed in the heat of battle. Taking a cue from the western approach to shooting controls the game features the Resident Evil 4/Gears of War over-the-shoulder view for aiming, along with the first-person viewpoint this provides a more satisfying and precise way to dispatch with enemies and is flexible enough to let you shoot yourself out of any situation, those choosing to run and gun their way through Metal Gear Solid 4 will find the controls to be more than accommodating. The sneaking has also been streamlined, actions such as pressing up against walls are now contextual button presses which means that the players fingers are free to do other tasks such as peeking out of corners and shooting, there has also been the addition of a stage of movement between standing and crawling, whereas in previous games pressing ‘X’ from a standing position would effectively take Snake into a crawl now Snake transitions into a crouched sneaking mode, this allows players to Sneak silently without enduring the mind numbingly slow pace of crawling. Snake is also equipped with a suite known as OctoCamo, this suite takes on the texture of any surface Snake presses up against, as well as being visually pleasing it eliminates the menu dependent camouflage system used in Snake Eater, by automatically changing camouflage and dispatching with the menu the player remains immersed in the game and sneaking is far more satisfying. In addition to the traditional sneaking and shooting gameplay there are also a number of unfamiliar gameplay types, while it is tempting to talk about them they may be considered a spoiler to many people, it’s safe to say that MGS4 doesn’t just stick to what it knows, it varies the gameplay and adds some new elements, the only problems is that they’re quite brief and since they occur just before the game goes into full on narrative mode you probably won’t get to spend as much time as you’d like with them.
Although the progression in the game boils down to ‘get from point A to point B’ and is ultimately linear there are a number of alternate routes and approaches that can be taken to reach the designated goal and the environments are open enough to facilitate exploration, the routes are suited to different playing styles, players can opt to blast their way through the middle, sneak their way through the battlefield by sticking to the outskirts, or get to higher ground for a mixed approach, exploration is rewarded through weapon and ammo pickups as well as the occasional special item such as costumes.
The Metal Gear Solid series has had some of the most creative boss battles in video game history and while the bosses in MGS4 aren’t on the same level as Psycho Mantis or The End they are still a cut above most boss battles. While some battles can boil down to finding the boss and then shooting it others require far more finesse with factors such as wind direction and footprints in play, other battles may require the player to utilize various items in order to figure out the trick behind beating a boss. The boss fights while enjoyable (and in some cases quite memorable) are a bit unnecessary; the bosses are all given different personalities and a tragic back story, these feel like an afterthought and ultimately take a backseat to the overarching Metal Gear storyline.
Metal Gear Solid 4’s biggest achievement is in storytelling, Kojima has created an incredible story that manages to tie up all the loose ends and address all the unanswered questions (yes, even the arm) but it also serves as Kojima’s mouthpiece and this is the game only real flaw. It successfully provides closure on the series but does so at a cost, the balance of gameplay and storytelling takes a serious hit towards the second half of the game, in order to provide said closure Kojima uses the majority of the second-half of the game to tie up the loose ends; so players will find themselves mostly watching cut-scenes, and while there is a reasonable amount of gameplay it isn’t the type of gameplay that players have become accustomed to up until this point, it is restrictively linear gameplay focused entirely on narrative, to some this will be to the games detriment but to others this will be exactly what they play the Metal Gear Solid games for, these small bits of gameplay are synergy between gaming and storytelling at its best and are compelling and engaging enough to have you jump out of your seat and scream at the TV.