Metal Gear Solid, that of PSX, the one that the polygons of their modeling dance to, is still a formidable and very enjoyable piece. A couple of days ago I went back to him to remember him and to look at something that Hideo Kojima has said a few times: it doesn't matter if a videogame has long kinematics, as long as they are well shot, its lighting and performance is well achieved and has lights quality.
All the initial kinematics shot with the game engine, how it goes from this to the codec and how it merges with that first playable plot that serves as a tutorial continues to work very well in full 2019, because it is well done. Although the technical muscle does not accompany, the levels of production and direction are very high.
My pulse does not tremble when I write that the Metal Gear Solid tutorial is one of the best we have had the pleasure of playing. That little time in which we have to wait for an elevator to go down to get into it and climb to the surface is very rich. It allows us to understand that Genome soldiers are human, panting, sleepy and surprised. We also know more about Snake and all his repertoire of basic skills, and there are even small hidden elements: two portions ready to be found if we look well, puddles and rats.
It is worth putting Metal Gear Solid back on a console and playing even if it is only this first and small stretch. Not only because it puts in value Kojima's way of directing video in a game, also because of the ways he has to mix interaction with its suspension. This director's passion also extended to the voices. For him it was important that there were quality actors playing his characters and, of course, the dubbing that has this title has just put the icing on one of the most special works in our industry. As an appetizer to Death Stranding, you know.