Speaking of cinematics, all of MGS2's cutscenes are offered in Document, with the absence of sound (subtitles accompany each scene for reference). The main extra here is the ability to move the camera at any given time and also "jog" the cutscene. That is, move it frame by frame using the controller's analog stick. By zooming out of a scene, I could see how they managed to pack so much activity onto the screen while also optimizing on what the viewer didn't see at any given time—in the games first sequence, headlights from traffic only run within the field of view from whatever shot is taking place. Out of frame is an empty, car-less bridge, optimized to keep the realtime cutscene from slowing down to a crawl.
While the models, behind-the-scene featurettes and cutscenes are certainly informative, the true core of Document is the game's full script. Fans who have played through both MGS and MGS2 will find themselves scrolling through, stumbling upon new reinterpretations of the dialogue. For example:
Snake: This is Snake. Do you read me, Otacon?
Otacon: Loud and clear, Snake.
Snake: Kept you waiting huh? (the comment is directed to the player) I'm at the "sneak point".
The script appears to have differences from the final product as well: When Snake sees Metal Gear RAY for the first time, for instance, the opening title of "METAL GEAR SOLID 2: SONS OF LIBERTY" would have been superimposed over the screen instead of appearing at Snake's jump onto the tanker Discovery. Moreover, Snake's line, "Metal Gear?!" is intended to be the said in the exact same way as it was in the original MGS as well. Kojima wants gamers to feel the déjà vu before throwing them into Raiden's shoes it seems.

Somewhat nostalgic, in terms of gameplay, are the new VR missions (or should we say "exercises" now?) that Metal Gear Substance 2: Substance offers. Taking the same concept from Metal Gear Solid: VR Missions, Document includes 5 of the 250 plus VR Missions in Substance. I would consider this, of course, quite a tease - with only 5 missions offered there is probably so much more that will come as a surprise if you purchase Substance. Still, the challenges offered from five missions cover the spectrum of what's available for Xbox owners and what's to come for PlayStation 2 followers of the MGS series. The first is a simple run and hide "sneak" quest with the fifth and final "variety" VR stage providing a true test of dexterity: protect a downed Meryl from an army of approaching genome guards with a sniper rifle as your only weapon.
While I scanned through the script, background and cinematics, I couldn't help but feel like I was studying a piece of cinema. Of course, MGS2 heavily consisted of cutscenes—almost enough to constitute a movie. That in itself makes the game such a serious work, whether gamers enjoyed it or not. How often does a game become a piece of study after it's
played? There are so many layers to MGS2 that it's no wonder many gamers can easily pass through the game's details without a second thought. It's easy to see, after going through Document, that Kojima and team were working on something that was more than just a game but a more ambitious project where the game was just one part of a complex exhibit.
I'm glad that Konami and Kojima decided to go, to a degree, "open source" with their production. MGS2 challenged the standard of storytelling in videogames, creating a sort of discourse among gamers in the process. Kojima produced not just a game but a complex work of interactive art that has spawned not just one but many impressions on how far games can really go.
(Disclaimer: This review is based on the PlayStation 2 version of the game.)
- Published February 19, 2003
Amazon.com Recommendations
Purchases made through these links help support this web site.
|