Metal Gear Solid 4: Guns of the Patriots (PS3) - Let's Play 1001 Games - Episode 621
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Metal Gear Solid 4: Guns of the Patriots
from https://en.wikipedia.org/wiki/Metal_Gear_Solid_4:_Guns_of_the_Patriots
Metal Gear Solid 4: Guns of the Patriots[a] is a 2008 action-adventure game developed by Kojima Productions and published by Konami for the PlayStation 3 console. It is the sixth Metal Gear game directed by Hideo Kojima.
Set five years after the events of Metal Gear Solid 2: Sons of Liberty,[b] the story centers around a prematurely aged Solid Snake, now known as Old Snake, as he goes on one last mission to assassinate his nemesis Liquid Snake, who now inhabits the body of his former henchman Revolver Ocelot under the guise of Liquid Ocelot, before he takes control of the Sons of the Patriots, an A.I. system that controls the activities of PMCs worldwide.[1] It was released worldwide on June 12, 2008.[2][3]
Guns of the Patriots received universal acclaim, garnering perfect reviews and Game of the Year awards from several major gaming publications, including GameSpot, which claimed that the game was "technically flawless".[4] It is considered as one of the seventh generation's console gaming's most significant titles and among the greatest video games ever made. Its release caused a boost in sales of the PlayStation 3, where it sold over six million copies worldwide.
Metal Gear Solid 4 started development due to fan demand. Series creator Hideo Kojima had previously directed the prequel Metal Gear Solid 3: Snake Eater which was meant to end the series. However, people's demand to have a sequel to Metal Gear Solid 2: Sons of Liberty and clear the mysteries Kojima wanted to leave to the players' interpretations resulted in the making of Metal Gear Solid 4.[9] Kojima announced that he would be retiring as director of the Metal Gear series after Snake Eater, and would leave his position open to another person for Metal Gear Solid 4. As a joke, the new director was announced as "Alan Smithee", but in R, a 400-page book bundled with Metal Gear Solid 3's Japanese "Premium Package", the director was revealed to be Shuyo Murata, co-writer of MGS3 and director of Zone of the Enders: The 2nd Runner. He also contributed easter eggs to Metal Gear Solid 2: Sons of Liberty and Metal Gear: Ghost Babel. However, it was announced that Kojima would be co-directing the game with Murata after substantial negative fan reaction, including death threats.[10]
Hideo Kojima wished to implement a new style of gameplay which was set in a full-scale war zone. Kojima wanted to also retain the stealth elements from previous entries in the series, which made the team abandon the original "No Place to Hide" concept. The only announced war zone before release was the Middle East. Using several locations emphasized Kojima's original intention to present the world in full-scale armed conflict. Solid Snake was physically aged to portray to the player the games' overarching theme, "SENSE", and to assign them to a character whose task was to pass moral values to future generations.[9] Kojima's initial ending for the MGS4 would entail Snake and Otacon turning themselves in for breaking the law, and subsequently convicted and executed. This was avoided after negative feedback from the development team. Snake's experience across the series made the creation of new enemies challenging and encouraged staff to create groups of non-human enemies to rival Snake.