Metal Gear Solid Delta: Snake Eater review – A reverent remake of one of gaming’s best

Konami, once known for console games, stepped away from that scene in 2015. However, we now have a Metal Gear Solid 3 remake and an upcoming new Silent Hill game to look forward to. Interestingly, the year 2015 also saw Konami removing Hideo Kojima’s name from their games and promotional materials. Yet, during the opening minutes of Metal Gear Solid Delta: Snake Eater, his name was displayed at least six times. The developers responsible for the remake seem to have made a conscious effort to acknowledge the legacy contributors of the game. It seems that time can indeed heal even deep-seated wounds, as is evident in the public reconciliation between Konami and Hideo Kojima, who’s now collaborating with Norman Reedus and Geoff Keighley on a project.

Still, no matter how much some things change, some stay the same…

Here’s my attempt at paraphrasing the text in a first-person perspective, focusing on expressing enthusiasm as a fan:

First off, I must admit that MGS3 remains remarkably flamboyant – Ocelot, could you please tone down the meowing? My wife is giving me side-eye, you know. David Hayter’s Naked Snake grunts more than a Minecraft villager, repeats everything he hears, and seems to harbor some unusual affection for his pistol. He’s constantly outmaneuvered by his female mentor, which, if released today, would have basement dwellers, addicted to social media reels, labeling it a “humiliation ritual.” Afterward, he’s always calling his support team like a child seeking comfort from their mom after a schoolyard bully. Each female character in the game seems determined to flash their cleavage at every opportunity, and the villains are rather grabby little oddballs, to the extent that there’s an upfront content warning: “Fellas, this game is a bit old-fashioned, if you catch my drift.” There’s even a tommy gun that sprays hornets. Yet, it’s all part of what makes MGS3 – despite some of its over-the-top elements and because of others (definitely not the grabby stuff) – one of the greatest games ever made.

The team at Konami has approached the original Metal Gear Solid 3 as if they were restoring a historic cathedral. They’ve preserved its historical significance and legacy, but also fixed structural issues and brought back the vibrancy of its beautiful stained glass windows. Now, we have a new version of Metal Gear Solid 3 that outshines even the best cutscenes on Konami’s pachinko machine.

If you’ve never experienced the original version, you might be curious as to why there’s such a commotion. Let me clarify it for you, even though I am your adversary: Here is an explanation, before I eliminate you from the game.

Metal Gear Solid 3: A blend of Rambo’s action-packed adventure and Bond’s stealthy espionage. The game involves an infiltration operation that takes you through dense jungles, towering mountains, and fortified facilities with the objective of rescuing a scientist and neutralizing a mechanized tank equipped with nuclear capabilities. The approach to achieving this mission is flexible – you can opt for brute force or stealth, choosing your own path. Initially, you begin with minimal equipment, but as you progress, you’ll gather resources to expand your arsenal, allowing for a diverse range of playstyles. While it’s possible to charge through the game gunning down enemies, it also allows for ghost-like playthroughs where no lives are taken and you remain undetected.

In simpler terms, this game originated during an era where the triple-A gaming industry had yet to establish common standards for game design and controls, allowing for a lot of innovative experimentation. Games like Metal Gear Solid and its sequels and spin-offs stand out as unique stealth games, with Snake Eater incorporating survival aspects and camouflage. Instead of the usual on/off detection in other stealth games, MGS3 uses a percentage to determine your visibility based on your surroundings and clothing. This remake enhances these features by considering the dirtiness of your outfit, making you nearly invisible when covered in mud or crawling through sludge, while leaves transform your fatigues into a camouflage suit. The improvements are subtle but they enrich the gameplay without altering the intended experience negatively.

In this game, the developers intentionally maintained the regions you traverse identical to the initial version, creating smaller stealth puzzles interspersed by loading screens. The diversity is impressive, ranging from expansive indoor environments reminiscent of classic Metal Gear Solid locales to dense jungles where you can observe enemies from a tree limb or skulk between mounds on a mountaintop amidst howling winds and helicopter flyovers. While part of me ponders the idea of them introducing changes, such as eliminating loading screens, it would significantly alter the game, so it’s logical. After all, why tamper with one of the greatest games ever created? Daring to do so might seem unwise.

In the new version, the game visually represents Snake’s injuries during battle. Unlike before, where you could only see a list of injuries in a menu, now each wound stays on Snake’s body throughout the game. His clothes become torn and bloodied, old wounds heal to form scars, creating a physical timeline of your gaming experience. This feature adds an immersive touch, making it feel like you’re truly in a dangerous situation, outnumbered and outgunned deep behind enemy lines.

In the original style of play, you can experience the game as designed by Kojima, featuring a fixed camera and the traditional ‘piss filter’, or opt for the New Style with a more contemporary third-person perspective for Snake. The new camera system adds an extra layer to the gameplay, offering a fresh feel while sometimes presenting additional challenges because the fixed camera usually allowed you to spot enemies from various locations, making it easier to determine enemy positions and navigate. However, the downside is that it becomes harder to distinguish what areas are explorable, requiring you to frequently consult your map when entering new zones to know where to go. Nonetheless, you’re free to revert back to the Legacy Style whenever you prefer.

As a devoted fan, I must admit that despite the contemporary control setup, there’s still a hint of awkwardness to the gameplay – some intentional and some not. The intentional part is when I accidentally run into an enemy while trying to grab them, exposing my position if I get too close. The unintended issues arise when Snake faces the wrong direction; he tends to take a few steps forward before turning when I press in another direction, which can be problematic as it often reveals me to guards on the other side of cover. Let’s not even discuss the process of standing up after being knocked down – it’s an ordeal all by itself!

Though certain elements may not hold up as well as they once did, a large portion of it remains as captivating today as it was in 2004. The exhilaration of scaling the ladder with music swelling, choosing between confronting the old sniper or letting nature take its course, and the adrenaline-pumping Shagohod chase – these moments continue to resonate strongly. Camouflage stealth remains as innovative now as it was then because no other game has replicated it quite the same way, and close-quarters combat (CQC) still gives you that John Wick feel when you grab an enemy, break a rib or two, disarm them mid-flip – what a rush!

The enemy soldiers exhibit an unexpected level of intelligence, surpassing that of many contemporary adversaries. Although they wear balaclavas, hiding their faces, they display more character than certain individuals. They operate in teams and communicate, meticulously searching for you, examining objects from all angles, and even tossing grenades to clear paths where they can’t follow. Over the radio, you can overhear them discussing your movements, with the speaker often addressing you directly. Remarkably, you can interfere with these transmissions in various ways, including by destroying their walkie-talkies.

Since it’s a very accurate remake, there’s plenty of background information. It’s similar to Kojima’s style, where every detail about the story is explained, even those irrelevant to the plot. Some of this additional information can be obtained by talking to your contacts, but there are at least three hours of pre-set cutscenes. However, much like other outstanding games from that era, it’s intended for repeated play, aiming for improved experiences and results. Consequently, you’ll likely skip all the cutscenes during your second playthrough, which is when the game truly shines – when you strive for runs without alerts or kills.

During game saves, you might engage in a casual chat with one of your handlers who shares a passion for movies, reminiscent of Hideo Kojima, a renowned film enthusiast. In this conversation from 20 years ago, a younger Kojima confidently predicted that Godzilla films would continue until 2024, and indeed they did. Although the creative teams have evolved over time and passed the torch, the essence of those classic films remains. If Metal Gear Solid games are still being developed 20 years from now, I’m convinced that Konami’s developers hold Kojima’s legacy in high regard, ensuring it would make him proud. Change is constant, but great work stands the test of time.

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2025-08-22 11:17