NEStalgia

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NES box art for Metal Gear, the cover of NEStalgia episode 104

104 · METAL GEAR

▶ Game info
VerdictPlay it
ReleasedJune 1988
SeasonSeason 4
DeveloperKonami
PublisherUltra Games
January 31, 2020 · 1 hr 14 min · transcript available

As FOX-HOUND's (an elite black ops unit) newest recruit, going by the codename of Solid Snake, your mission is to infiltrate Outer Heaven and rescue your missing comrade, Grey Fox (who was captured after a failed infiltration), while gathering intelligence on Metal Gear.

Our verdict: Play it

Metal Gear is one of the first stealth games ever made, and on the NES it is a port of a Hideo Kojima game that Kojima had nothing to do with. Mike, Sean and Joe were all on this one. We kept finding good ideas and then finding the thing that broke them.

What it gets right

  • Stealth that almost works. Guards face a direction, and if you are behind an object they don't see you. Later the cardboard box hides you as long as you stand still. Guards fall asleep or announce their shift is up and wander off, so some rooms are solved by waiting.
  • Fists first. You start with a pack of cigarettes you cannot smoke, then fists. Sneak up and you win, get caught and you are in trouble, which teaches stealth in an age of go-all-in games.
  • A place worth mapping. Screens look different enough that you build the base in your head, and returning to a locked door with the right card key was satisfying.
  • The story. The transceiver carries real plot, Big Boss turns out to be the enemy, and the game even tells you to turn it off. We called it the biggest story so far.
  • Small touches. A remote-guided missile kills the circuit breaker, a guard on an electrified floor runs to the switch to zap you, and low starting health makes upgrades feel earned, like hearts in Zelda.

What's broken

  • No global alert. Walk off screen and everyone forgets you, and shooting hardly matters. The tension drains out.
  • Respawns on a menu press. Open the menu or transceiver and every guard in the room is back. The same trick refills ammo and rations, so the ammo scarcity we liked at first disappears.
  • Card key busywork. You pick the right one out of eight in the inventory, again and again, even while a gas-filled room drains your health.
  • The agents. They sit behind doors you would open anyway, so rescuing them feels like a penalty for skipping a room, though the rank boost is a real reward.
  • Glitches. Pressing right at the final room's door warps you to the last fight, and parking Big Boss in a corner makes him a target. Speedrunners use both.

Beyond the game

Kojima disowned this port. It was built by another Konami division from the MSX2 code in about three months, and the staff were told to make it as different as possible. There is no Metal Gear in it at all. We all want to play the MSX version. The NES game sold over a million copies, which brought us Snake's Revenge.

The bottom line

Play it. All three hosts voted no on the Essential Games List, for the same reason: it is fun, but nothing works. Joe compared it to playing Skyrim on the PS3 when touching water crashed the game. It is more interesting now than it was at release, a glimpse of Kojima thinking about games before almost anyone else. Joe thinks the MSX version might earn a place on a list of its own.

Written from our conversation in this episode.

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