Metal Gear Solid Series Ranking Polygon Metal Gear Reddit
With the debut of Metal Gear Survive, one of gaming's longest-running franchises closes the book on one era and begins a new one. For nearly three decades, Metallic Gear held a unique place amidst video game sagas. The series debuted in 1987 as the abstraction of a immature designer past the name of Hideo Kojima, and — with simply a few exceptions — Kojima shepherded each entry through the years. Unfortunately, Kojima underwent a messy divorce from Metal Gear publisher Konami toward the stop of development on 2016's Metal Gear Solid 5: The Phantom Pain, and the two have parted ways.
Then every bit Metal Gear embarks on its post-Kojima journey with a multiplayer survival game that bears trivial meaningful connexion to the long-running tale of Solid Serpent, Big Boss and the lumbering nuclear missile robots for which the series is named, I took the opportunity to go back over all 21 official Metallic Gear games that Konami has released in America through the years, ranking them from worst to best. I skipped the Metal Gear Online games, as those but ever shipped in the U.S. as bonus modes or discs with other games, and titles that never saw home release, like Metal Gear Arcade.
Which Metallic Gear game deserves the code name ... Large Boss!?
21: Metallic Gear Solid Mobile (Mobile/N-Cuff, 2008)
"Y'all know what would make Metal Gear Solid better? Playing it on a numeric keypad!" ... said nobody, ever. Yous do take to requite some props to the poor developers assigned to this joyless, thankless project: They actually managed to get together something resembling the skeleton of a PlayStation 2-era Metal Gear onto mobile phones (and, inexplicably, Nokia's N-Cuff). But this is not a game you'd always desire to play.
xx: Metal Gear (NES, 1988)
The Metallic Gear series began life on the MSX home figurer/console hybrid, a platform with almost naught presence in the U.S. And so, for the American market place, Konami had the game reworked for the country's favorite console, the NES. It was a smart business organization move in and of itself, but Konami went near it poorly. The team responsible for converting the MSX game kept nigh nevertheless components and mechanics, merely completely reshuffled the layout of the Outer Heaven fortress in which the action took place. In doing and then, the developers stripped out the fair sense of balance Kojima's team had so advisedly designed into the MSX original.
The consequence: a broken, unbalanced rendition of a good game. Many people lament the fact that information technology strips out the final come across with the imposing Metal Gear weapon itself (instead, you blow upwards a defenseless calculator like the tough guy you are). But the NES game'due south greatest failings are more than pervasive, and more subtle. Enemy line-of-sight mechanics are broken, and patrols are rerouted within the new level layouts. This makes it a lot more difficult for protagonist Solid Snake to move from screen to screen without triggering an alert on nearly every screen — a run a risk the MSX original reserved simply for the most hard sequences toward the end of the quest. On top of that, the radio advice system dispenses clues that the new layouts render inaccurate or irrelevant. It'due south a good affair this mess was built from the materials of a truly great and innovative game, or else Metal Gear would accept been expressionless in the water right hither. Kojima has said this is his least favorite Metal Gear, and we're inclined to hold.
nineteen: Metal Gear Solid Touch (iOS, 2009)
In the early days of iOS gaming, every game company on Earth recognized that it needed to get into that marketplace — without having the first clue about what to do or how to make money at that place. Kojima Productions' solution was to throw Old Snake into a shooting gallery based loosely on Metal Gear Solid iv. It'due south ... fine. Insubstantial, pointless, boring. But inoffensive. (Not that it matters, since it doesn't work on electric current iOS devices.)
18: Metallic Gear Solid 4: Guns of the Patriots (PS 3 , 2008)
The Japanese game development manufacture every bit a whole struggled to come to terms with the high-definition console generation, which strained the workflow logistics that had locked into place during the PlayStation and PS2 era. Kojima Productions didn't manage to contrivance that bullet. Its starting time HD creation, Metal Gear Solid 4, arrived delayed, over-budget and lacking many of the features early promotional materials had promised. The dynamic environments and constantly evolving battlefields that would force players to scramble to devise new tactics? The competing factions that Ophidian could partner with or betray? Nowhere to be seen. Instead, MGS 4 played out with a stifling, linear design packed with underutilized mechanics — a real pace backward later on the immersive jungles and mountains of Metal Gear Solid 3.
It didn't help that MGS four likewise had to serve as the finale to the saga of Solid Ophidian and the Patriots, a loose narrative that Kojima pretty clearly never intended to resolve himself. With each Metal Gear sequel, Kojima painted the storyline into a corner and proclaimed himself washed with the franchise ... only to pace back in once his successors cried out for aid. All those intriguing but impossible-to-resolve mysteries had to come to a caput here, and much equally with the works of Kojima's hero J.J. Abrams (Alias, Lost), it all amounted to equal parts thwarting and paw-waving. Did someone say "nanomachines"? All of this led to a finale offering few interesting ideas, just Kojima leaning heavily on your happy memories of the previous games in the series. Snake deserved better.
17: Snake's Revenge (NES, 1990)
Despite its flaws, the NES version of Metallic Gear sold so well in the U.Southward. that Konami commissioned a sequel specifically for America ... without Kojima's input. The consequence is a strange offshoot that generally plays similar a clumsier take on the original Metal Gear while likewise trying to combine 2d side-scrolling platform action with stealth mechanics. It's strange and ugly and messy, though it's actually non as bad as its reputation would suggest. And information technology helped prompt the creation of the masterful Metallic Gear 2, then that's something.
16: Metal Gear Solid: The Twin Snakes (GameCube, 2004)
This GameCube-exclusive remake of Metal Gear Solid has a lot in common with the NES version of the first Metal Gear: It was put together for a Nintendo platform by people who didn't seem to pay much regard for the things that made the original work. Eternal Darkness developer Silicon Knights back-ported a number of mechanics from Metal Gear Solid 2 into its predecessor, but in doing so, the studio broke the difficulty residue. It turns out this game is a whole lot easier when y'all have access to start-person aiming.
And don't think the storytelling got off scot-free, either. Existent, alive movie director Ryuhei Kitamura (Godzilla: Final Wars) took a stylized, activeness-heavy arroyo to The Twin Snakes' cutscenes. They looked cool as hell, but they also completely undermined the script'south characterization of Solid Snake. By turning him into a superhero, The Twin Snakes betrayed everything that made Serpent so compelling: his earth-weary pessimism and his awareness of his ain primal limitations. Metallic Gear Solid on PlayStation may not look as good equally The Twin Snakes, simply it'southward still by far the ameliorate game.
xv: Metallic Gear Acrid (PSP, 2005)
When Konami announced a Metal Gear title for the PSP'south launch window ... no one could have imagined it would be this. Despite completely defying whatsoever existing conception of the series, though, Acrid turned out to be pretty interesting in its own right. It threw the tactical stealth action that fans knew and loved out the window, replacing all of that instead with something more like XCOM combined with a customizable carte du jour game. Weird, but since it landed in a decade where no ane was actually making XCOM games, it worked. And even with the genre alter and the move to turn-based combat, information technology still somehow feels recognizably similar Metal Gear. An outlier for the series, merely not a bad i.
14: Metallic Gear Solid two: Sons of Freedom (PS2, 2001)
The sequel to Metal Gear Solid attempted to practise a lot of things all at once: Be a sequel to a beloved masterpiece, serve every bit a technical showcase for powerful new console hardware and tell one of the medium's most subversive stories. No faulting Kojima for his ambition with this 1; unfortunately, for all that Metallic Gear Solid 2 aims to achieve, its goals frequently contradict ane another. Equally a story, it's a visionary piece of work that brilliantly predicted the impact of global digital communication networks and information (or rather, disinformation) on society. The plotline is basically a primer for everything we've seen in Western politics over the past few years. Equally a game, though? It's actually kind of a chore to play.
MGS ii's premise — players take the function of a man who turns out to be niggling more than a pawn in an attempt to create super soldiers by simulating Serpent'southward adventure in Metal Gear Solid — is fascinating, but it also means that on many levels this is but a rehash of the previous game ... which in itself amounted to a 3D recreation of Metallic Gear ii: Solid Snake. Protagonist Raiden's lack of agency may exist thematically vivid, merely in terms of actual moment-to-moment gameplay, it feels incredibly limiting. Information technology likewise has a tendency to get lost in navel-gazing near bloated — all the same ultimately irrelevant — plot points. MGS 2's biggest problem, really, is that it's but as well darned clever for its own good.
13: Metal Gear Solid: Portable Ops/Plus (PSP / Vita, 2006/2007)
Konami'southward first attempt to bring the proper 3D Metallic Gear experience to handheld systems bumped up against a few critical issues, like the fact that the system it ran on — PlayStation Portable — lacked a correct analog stick for user-friendly camera management. This means, unfortunately, that Portable Ops feels clunky compared to more contempo Metal Gear games. Underneath the camera jank, though, Portable Ops introduced a template that most all time to come games in the franchise would prefer: The idea of base-building by rescuing hostages in bite-sized play spaces carried through all the way to the series' terminus, Metal Gear Solid 5. These ideas and mechanics would exist refined by later games, but there'southward plenty good here that Portable Ops deserves attention ... even if its entire storyline did stop up being completely dismissed in a single one-liner at the start of Peace Walker.
12: Metal Gear Acid 2 (PSP, 2006)
Revisiting the turn-based collectible card game format of the first Acid, this sequel does exactly what everyone wants in a follow-up: more of the same, but bigger and (this being Metallic Gear) a whole lot weirder. Heck, information technology even included a cardboard screen accessory that created a fake stereoscopic upshot half a decade before Nintendo came up with the 3DS. Acid 2 also looks a lot more like its namesake — the "acrid" role, that is, with a pulp, surreal colour palette and heavy cel-shading.
Acid 2 tells a story equally every bit trippy equally its visuals, but underneath information technology all yous'll still find hours of addictive, turn-based, tactical card-based gameplay, with twice as many cards to collect as in the first Acid and more combat options to get with them.
11: Metal Gear Solid 3: Snake Eater (PS2, 2004)
After faking out, misleading and more often than not disappointing fans with MGS 2, Kojima treated its sequel — actually a prequel — as a sort of amends. Where MGS 2 told a dense, meta-textual story, MGS three presented a straightforward (though even so occasionally twisty) Cold State of war spy saga. Where MGS ii limited its action to the sterile, linear corridors of an offshore oil refinery, MGS 3 sprawled across jungles and deserts, through military bases, and upward the the sides of mountains. Alas: MGS 3 also used MGS ii'southward command interface and stock-still camera perspective, which had barely worked in the previous game and proved completely unsuitable for this more than open, more immersive and more complex iteration on Metal Gear mechanics. There's an incredible game here, but it's kind of hard to love equally originally released.
x: Metal Gear Solid: VR Missions (PlayStation, 1999)
People often attack Metallic Gear games for getting bogged downward in their narratives and dialogue, but y'all could never accuse VR Missions of that. It takes the bonus training mode of the original Metal Gear Solid and turns it into a full, stand-alone championship featuring 300 different virtual reality training programs that forcefulness players to master every facet of Serpent'due south combat repertoire. While somewhat limited as a game experience due to its rigid construction and specific objectives from phase to stage, VR Missions remains the purest and well-nigh expansive exploration of Metal Gear play mechanics outside of, arguably, The Phantom Hurting.
9: Metal Gear Rising: Revengeance (PS3/Xbox 360, 2013)
Revengeance barely felt like a Metallic Gear game. Players controlled MGS ii hero Raiden once again, but this time in his indestructible gainsay cyborg grade rather than his wannabe Solid Ophidian guise. As such, it completely abandons the stealth mechanics that had been Metal Gear'southward basis for two and a half decades ... simply if yous're gonna go for pure action, there's no meliorate partner to help out than developer PlatinumGames.
Revengeance trades circuitous stealth in favor of intricate, reactive twitch skills. Its breakneck pace offers nix apologies for expecting players to perform at the peak of their abilities. And even though it ditches the sneaky design of its forebears, it carries forward the Metal Gear legacy of dense narrative and offers the single, solitary glimpse of the series' post-Snake time to come we'll ever see from Kojima himself. Nanomachines, son!
8: Metal Gear Solid / Ghost Babel (Game Male child Colour, 2000)
Past all rights, this attempt to put cutting-edge PlayStation masterpiece Metal Gear Solid on Game Boy Color should have resulted in unspeakable disaster. Somehow, though, Konami put together one of the finest 8-fleck handheld creations e'er. Its secret? Rather than trying to "demaster" the PS1 game for GBC, the developers congenital an entirely new game from the ground up, based around the workings of Metal Gear 2 for MSX. Narratively, MGS for Game Boy (catchily subtitled Metal Gear: Ghost Babel in Japan) appears to exist in some parallel universe where the Zanzibar Land incident of Metal Gear ii never happened, meaning that this render to Outer Sky takes place instead of MGS' Shadow Moses Island conflict. (If you read between the lines, you'll realize it'southward likely this story exists strictly as one of Raiden's VR training simulations, which makes information technology even cooler.)
Despite conveying over some narrative beats from the PS1 game — the lady soldier ally, the gormless reckoner nerd, the codec team expose — this take a chance quickly goes in its ain direction. Ophidian infiltrates a circuitous enemy fortress, faces off against an entirely new prepare of code-named weirdos with equally baroque powers and saves the world by demolishing yet another Metal Gear mech. Information technology'south remarkable how well the Metal Gear feel scales back downward into an 8-bit format, and Ghost Babel just oozes with detail and cleverness. Even the codec communications give each character's nonvocal dialogue sound effects a different tone to mimic the pitch of their corresponding voices. If not for the contemporary color-coded conveyor belt stage, and the fact that the mission breaks downwardly into stages rather than ranging across an interconnected, nonlinear setting, this would rank up there among the serial' best.
seven: Metallic Gear Solid v: Ground Zeroes (Various, 2014)
As well pocket-sized to be a full game, but far larger than a mere demo, Ground Zeroes fits into a strange place in the Metal Gear discography. It's an essential piece of work, though, serving equally a bridge between Peace Walker and The Phantom Hurting while setting up some narrative threads that would (mostly) be resolved in the fifth and final entry of the series.
Ground Zeroes ultimately served as a proof of concept: a convincing demonstration that Metal Gear could arrange to contemporary game design standards without sacrificing the franchise's unique essence (something Metal Gear Solid iv gave united states ample cause to doubt). Hither was a self-contained prologue to The Phantom Pain that dropped players into a rescue mission in a heavily patrolled military base and basically said, "Solve this problem still you like." And while you could see the fingerprints of games like Assassin's Creed and Splinter Cell all over information technology, at heart, Ground Zeroes nonetheless worked like Metal Gear. Stealth remained male monarch ... but this fourth dimension, you finally had a comfortable interface with which to do it.
6: Metal Gear (MSX, 1987)
The game that kicked off the entire series — the real starting time Metal Gear on MSX, non NES — holds upwards shockingly well more than than xxx years later on. It definitely suffers from its share of unfriendly 8-bit design quirks, including some profoundly mean-spirited one-way warps and a few actually oblique disquisitional items late in the quest. For the nearly part, though, Kojima and his team got and so much right in their first effort at tactical stealth action that many of the ideas that debuted here remain intrinsic parts of the series. Players sneak around, dodging enemy lines of sight and fugitive the use of noisy weapons. They receive objectives and clues alike from their support team via radio. They fight oddball bosses with goofy code names. And, of class, they go toe-to-toe with the eponymous walking nuclear tank at the very terminate before dealing with the terminal plot twist. It's an viii-chip armed forces combat game that works more like an action RPG such as The Fable of Zelda, and yous tin can still find a peachy adventure underneath those dated visuals.
v: Metal Gear Solid: Peace Walker (PS P , 2010)
Metal Gear seemed to lose its manner after Metal Gear Solid 3, and there was no reason to wait this unnumbered offshoot would fare any better. But no: Peace Walker took many of the promising-all the same-clumsy elements that appeared in MGS 4 and Portable Ops, and polished them to luminescence.
Kojima Productions unabashedly took inspiration from Monster Hunter with Peace Walker, integrating four-player cooperative mechanics into the Metallic Gear universe. These became nearly mandatory when battling the gigantic mechanical bosses ... not to mention the bonus missions that actually crossed over with Monster Hunter itself. The interface ended up being far friendlier than a 3D activeness game had any right to be on PSP, and information technology plays even better on PlayStation Vita or in its HD console remake incarnations.
Peace Walker even managed to find a manner to comprise all the elaborate storytelling the series is known for, without it being intrusive. For the first time in Metallic Gear, most of the plot exists in the form of optional supplemental materials that you can (merely don't accept to) mind to on your own time. Of course, the story itself is ludicrous equally e'er, so it's not like Metal Gear lost its essential goofiness here. But Peace Walker served as a critical step toward both The Phantom Pain and the engrossing base-building of Metal Gear Online, and information technology feels wonderfully rewarding from start to finish. Beyond the finish, really. In that location's every bit much to the game after the credits ringlet as there is earlier.
iv: Metallic Gear ii: Solid Serpent (MSX, 1990)
If the original Metallic Gear offered a convincing instance for the potential of stealth-oriented game design right out of the gate, this sequel made the argument ironclad. Metal Gear two: Solid Serpent took all the elements of the commencement game, from silenced pistols to hiding in paper-thin boxes, and expanded them into ane of the most complex and sophisticated games of its era.
At the same fourth dimension, the game matched its mechanical improvements to a far more involved storyline. No longer limited to terse radio transmissions, Metal Gear 2'southward plot played a much larger role in shaping the flow of the action, and turned Solid Serpent and his peers into legitimate characters rather than mere pixel avatars. Despite running on a platform that was well on its way to obsolescence by 1990, Metal Gear 2 incorporated advanced concepts similar itch, luring enemies into traps with audible sound, a huge arsenal of weaponry and fifty-fifty — in the last showdown — an risk game-similar sensibility, as Ophidian was forced to improvise a weapon on the spot. Information technology might well exist the single most sophisticated viii-scrap game always designed, and Kojima barely had to update its tools and mechanics when bringing the series into 3D for Metal Gear Solid; he basically just remade Metallic Gear two with polygons.
three: Metal Gear Solid (PlayStation, 1998)
A landmark work for the medium, even if it was just a thinly veiled retread of Metal Gear 2. That didn't affair, though, because Metal Gear Solid offered an enormous leap forward in terms of what a story-driven action game could be. Much of its impact resulted from the way it seamlessly wove together action and cutscenes. That's something nosotros take for granted now, simply 20 years agone, no ane had managed to pull off the difficult trick of telling a story through elaborate, in-engine movie segments that could blend invisibly into thespian-controlled game sequences. Metal Gear Solid eschewed pre-rendered CGI in favor of real-time visuals paired to the most convincing vocalisation acting to have appeared in a video game to that point. Information technology was jaw-dropping ... even if the characters did have a bad habit of jabbering on for far too long via "codec" radio about philosophical tangents.
Presentation was only part of the story, though. Metal Gear Solid and all its comic book drama helped propel a rock-solid activeness game that, like its predecessors, heavily emphasized stealth and avoidance. The shift to from eight-bit sprites to 32-scrap polygons went a long way toward edifice immersion: Snake could (and often had to) shift into outset-person mode to fire missiles or crawl through narrow ducts. Polygons had a liberating effect on the game'southward memorable boss encounters, likewise. Snake had battled gainsay helicopters and Metallic Gear mechs earlier, merely never with such intensity.
Finally, Hideo Kojima's famous attention to particular helped push the game over the edge into truthful classic status. From papers flight and computers sparking as Snake battled an invisible ninja robot in a series of office cubicles to the fact that yous could sneak safely past a lair of wolves past hiding inside a cardboard box they'd peed on, Metal Gear Solid rewarded players who experimented with and explored the extremes of its innovative sandbox.
2: Metal Gear Solid 5: The Phantom Pain (Various, 201 5 )
Speaking strictly in terms of gameplay, Metal Gear Solid 5 should pinnacle this list. Even more then than Ground Zeroes, it perfectly marries the series' core principles of stealth and experimentation to a modern, open-world, quest-marker sandbox. The game's structure allows players to shift smoothly from covering vast tracts of country in a bustle to tense, hibernate-and-seek scenarios in which every motility counts and getting the drop on an enemy patrol can mean the deviation between success or failure. Furthermore, The Phantom Pain builds on the base-building concept introduced by Portable Ops and Peace Walker, creating the sensation that you're setting upwardly an ground forces that constantly has your back. Each circuit y'all undertake presents you lot with a huge palette of tactical and combat options, such every bit silent melee takedowns and relying on sniper companion Quiet to gun down enemy patrols before they even realize yous're there. Information technology'due south a game that you lot can easily play for a few dozen hours ... or a few hundred.
Unfortunately, play mechanics only business relationship for half the entreatment of Metal Gear, and The Phantom Pain drops the ball with the other half of the game: the story. Not since Star Wars: Knights of the Erstwhile Commonwealth 2 has a game reeked so potently of corporate suits maxim "ship it!" without actually stopping to see if information technology was in fact in a shippable state. The Phantom Pain leaves a great deal unresolved, and many of the plot points it does wrap upwards — including basically everything to practice with primary antagonist Skull Face — cease abruptly and without any real satisfaction. It doesn't aid that what little dialogue main character Big Boss (or rather, "Big Boss") utters is read past new voice actor Kiefer Sutherland with all the enthusiasm of a man doing a decade's worth of income taxes in a unmarried afternoon.
Usually, these narrative shortcomings might non be critical. In this day and age, such problems tin exist resolved in a patch, downloadable content or a sequel. In this detail case, though, the game represents the series creator's final word on his three-decade life'south work. Sadly, that word amounts not to a definitive exclamation point just rather to a one-half-shrug and a abaft, uncertain ellipsis. You'd like a piddling more finality, you lot know? The Phantom Pain plays beautifully, simply its muted, inconclusive resolution (such equally information technology is) keeps information technology from achieving its full potential.
1: Metal Gear Solid three: Subsistence (PS2, 2006)
After a warm critical reception and disappointing sales, Konami went dorsum to the well with Metal Gear Solid three and reworked the original Ophidian Eater release into the far more satisfying Subsistence. This revamped version included an asymmetrical competitive style (the original Metal Gear Online), along with tons of bonus textile that included a goofy crossover with Sony'due south Ape Escape franchise and the first official English-language releases of the series' formative MSX releases.
Equally for Metal Gear Solid 3 itself, Subsistence didn't change that much. Simply what it tweaked counted for a lot, modernizing the photographic camera and controls in a mode that helped make the game far more than appealing. Suddenly, its emphasis on cover-up and wilderness survival became engrossing rather than punitive. Subsistence'due south improvements immune the quality of the underlying game to polish through at last — and what a vivid game it was.
MGS three turned its predecessor's design upside downward, giving players a series of large, complex environments to navigate and a vast array of tools with which to conquer them. Although some of those systems were never more than superfluous (especially the need to perform self-surgery later every minor combat injury), the others worked together in harmony. Mechanics similar camouflage, close-quarters combat and nonlethal takedowns immune each player to approach a given scenario from the angle that all-time suited their personality. Meanwhile, the prequel nature of the game set the action in the '60s, which gave Kojima and company license to rethink some of the standard tools in Serpent's arsenal. This resulted in greater immersion and enhanced challenge by throwing out gameplay crutches of previous games like the Soliton radar arrangement, forcing players to more thoughtfully collaborate with the world and the enemy soldiers that populated it.
And and so there were the boss battles — the glorious, inventive boss battles. Each one introduced its own rules and objectives, yet all of them built on the same core mechanics that Ophidian (and players) had to work with. That meant y'all could exploit the workings of the game to develop boss tactics besides "shoot them until they die." For example, The Fear's stamina-depleting power forced him to suspension every one time in a while to restore his force by eating food ... so you lot could flim-flam him into eating spoiled food to poison him and cake his stamina recovery. The duel with The Stop could play out in a matter of moments or across the infinite of hours. And the last showdown with The Boss, Snake'due south mentor, managed to cover both a mechanical and emotional climax to the game. While hereafter Metal Gear titles would meliorate on or refine Subsistence's intricate collection of systems, no other game in the franchise has combined pattern brilliance with raw human emotion similar MGS 3. Information technology's truly the standout moment in a series divers past greatness.
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