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Gamebixby > Upcoming Games > Why the game never see another Metal Gear Solid 1
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Why the game never see another Metal Gear Solid 1

Published September 16, 2025 9 Min Read
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9 Min Read
Why the game never see another Metal Gear Solid 1
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tHis year was 1998. The shift from 2D games to 3D games is already on the ground, Super Mario 64and Final Fantasy VII Leading the price. The so-called stealth title trilogy was then released on PS1. The beginning of these titles was revolutionary Tenchu: Stealth Assassinthe experience that gave gamers a first taste of what stealth in a 3D environment looks like. Metal Gear Solid It then creates moments of forks throughout the genre that still echo today. but MGS1The heritage is not traditional. In fact, that identity is impossible to emulate, especially today.

https://www.youtube.com/watch?v=oick30_z7-i

One of the major decisive factors Metal Gear SolidThe unique identity of the hardware it has been relegated to. It has a certain vibe from early 3D games, and you get lost in the source with modern rendering techniques. You can almost feel the cold, desolate breeze of the island. The entire experience retains its cold bluish filter throughout, except for the green codec call. The snow falling around today’s snakes isn’t today’s groundbreaking, but the unpredictable trajectory of flakes combined with light fog and mist really makes it a mood of isolation and tension. This pensive and cold visual style is separated by moody music scores, even when occasional comedic alert stabs contrast in the way that Kojima is typically.

Another aspect of MGS1 I don’t think it’s a fusion of retro and innovation in gameplay today. Like the original Metal Gear The title of the 80s MGS1 It is mainly played from a top-down perspective. It’s a very common perspective in old arcade titles due to its simple 2D routing and rendering, but by the time it quickly became obsolete. MGS1 release. Metal Gear Solid It dynamically blends both top-down views and groundbreaking film framing. The overhead camera provided more accurate and competent stealth routing than over-shoulder viewing. This assignment of a traditional perspective on gameplay and a 3D shoulder perspective to newly developed films set the standard for story/gameplay framing. rear MGS1the game began to employ more dynamic cameras that shifted based on the story.

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This simple top-down camera angle is allowed MGS1An iconic stealth mechanism for prosperity and prosperity. First, there is the iconic audio/visual indicator. The stabs of the alert and the accompanying exclamation points permeate pop culture just as Snake’s jerky box disguise deserves a meme. These are all examples of a very punchy and memorable feedback process that shows the aspects of stealth gameplay. Just as top-down cameras allow for ultra-fast radar-driven levels of design, the prosperity of various indicators and UX also provides clear and clear feedback on what’s going on for players. Many modern games are trying to come up with surreal stealth vision cones and sound mechanisms. The level of detail in today’s game environment tends to obfuscate what’s most important in stealth games. Metal Gear SolidThe simple, clean top-down layout and alert indicators are as fresh as they were back then. Players will know immediately when they are in their opponent’s vision. And it’s clear where to hide. You won’t even compete with unobtrusive textures that don’t get in the way or even the fog of the PS1 era. MGS1 Super clean and unique. Today’s indie games love to emulate retro visuals and mechanics, but it’s unlikely to get another AAA stealth game exactly as punchy MGS1.

Nothing shows a great marriage with atmosphere and punchy mechanics MGS1boss battle. Sniper encounters are a typical example. On industrial battlefields, snakes are exposed directly to the gaze of snipers. As a player, you are tasked with navigating the trench and hiding from the shot of the rifle from above. It’s a tense feeling of being completely defeated and totally vulnerable. This theme continues throughout other battles. The codec call from Otacon suggests a sniper rifle location that can greatly assist in the two sniper wolf showdown, but most first-time attempts are less privileged.

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The incredible size of the hangars where players fight the Vulcan Ravens also underscores this sense of vulnerability. Snakes are like small spots compared to the Raven’s giant trout and the giant Gatling Auto Cannon. With the help of really handy radar and mini maps, the snake just makes him better in the end. The posts of the transport container provide a fun and engaging environment for creeping up to Raven and manipulating his shots.

Metal Gear Solid - Psychomantis

And of course, what should I do? Metal Gear Solid Will the retrospective be completed without mentioning Psychomantis? This boss battle has been a de facto example of a fourth-wall design in the game for decades. It’s a psychological battle more than relying on reflexes. And it’s a battle where players are forced to think outside the normal rules of video game logic. What other bosses have been overcome in history by changing the controller ports in the system console? Psychomantis forms a kind of personal connection with gamers through memory card reading. This psychic trick perfectly illustrates the type of gameplay/story integration that Kojima has been very common.

The quality of the story didn’t rely solely on memorable gimmicks and tricks. A glance at the talent of voice confirms that. No exaggeration, Metal Gear Solid It gave us the best voice acting of the PS1 era, but it’s not even close. I love the cheap voices of games Megaman 8of course, but MGS1 It provided presentations of unprecedented cinema quality in that era. And today, if David Hater is not a solid snake, then there is no other thing that can replicate the voice that was cast early. Metal Gear Solid Games, especially the first game. Many of the interactions occur within the context of a codec call. Important expositions and mission details are handled in codec calls within the universe, not menu tabs or text overviews. Furthermore, the codecs were extremely savvy in the gaming world. It helped to develop and establish the character’s context without breaking the immersion of settings with additional menu clicks.

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MGS1 02

The plot itself was unusual at the time. It took mature themes like nuclear war and genetic lethalism and did not reduce them to arcaded and simple thrillers. Theme of Metal Gear Solid It is explored in detail throughout the series, and sometimes explained by the characters in lengthy deer tricbs. Many essays are written on the subject MGS– Kojima’s iconic stealth series helped to promote the catapult of storytelling in the game to new heights.

However, I can’t capture the very strange and iconic vibe of the original PS1 at all. Metal Gear Solid did. flat Twin snakes The remake eliminated some of the old-school charm with cleaned-up visuals and ramped-up action. The classic minimalist tension of the PS1 original has been lost in translation, even a little. So the snake that backwashed the missile was clearly a rad, but I admitted it. Therefore, the original Metal Gear Solid It remains a unique gem from the PS1 era and cannot be easily replicated or captured.

Note: The views expressed in this article are those of the author and do not necessarily represent GamingBolt’s views as an organization.


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