Does Metal Gear Solid 3 Really Need to Be Remade?
Why remake Metal Gear Solid 3: Snake Eater?
In a certain sense, the answer is obvious. It’s still arguably the most beloved game in the franchise. Besides the original Metal Gear Solid, every other game in the series is some degree of controversial (or just old enough to be too friction forward for a modern player). It’s also the series’ heart, the entry that pumps meaning through every other. It’s the rare prequel that makes its predecessors feel stranger and deeper. The Boss’s misguided mission is perhaps still Hideo Kojima’s most profound idea; a nation of soldiers free from the state is absurd and yet appallingly resonant. The game’s final image of protagonist Big Boss saluting at the Boss’s grave has been parodied and cheaply referenced over and over because it is a moment of sheer sentimental force. It is impossible to think of it without feeling something. If Metal Gear Solid Delta merely competently recreates the original, it will inherit profound emotional import.
The remake is also in vogue. Whether loyal, as Delta purports to be, or only the same game in fits and starts, like Silent Hill 2, remakes have dominated the release schedule and the discourse of video games for years. The Resident Evil 2 remake has essentially replaced the original in the public imagination. They would likely not phrase it this way, but in some sense certain people like older games more. Beyond the nostalgia of youth, games felt like a fairer purchase In the past. Metal Gear Solid 3 is free of micro-transactions. It is an expansive adventure with plenty of secrets, but also something you could get through in a couple of weekends. It ties into the other games in the series, but tells a complete story on its own. Most of these were standard features back in 2004, but can feel totally novel now. Much has been made of Mafia: The Old Country’s 12 hour campaign, for example.
Another factor is that Metal Gear has floundered since Kojima’s exit from Konami. The publisher’s one stab at a post-Kojima Metal Gear was the fascinating, but deadening, Survive. Something of a shambling prodigal son, it populated the now vacant world of Metal Gear Solid V with zombies and fog. It was even more shaped by the survival game boom than its predecessor. Though it has its defenders, people largely hated it.
In Leigh Alexander’s poetic, meandering Metal Gear Solid 3 retrospective from 2014, she describes how surprising it was to set the game in a wild, relatively open space: “The ambitious, rebellious act of taking ‘level design’ outside of the familiar military buildings and molecular structures of the previous two games and depositing you, the eager player, into the wilderness. At the time MGS3 was unveiled, we’d never seen a character’s crawl physics adapt to uneven land before, to weave, snakelike, over its peaks and hollows rather than to skim along its geometry superficially.”
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