The scores are already out there, but the proof is in the pudding--and the only way you can find out exactly why Metal Gear Solid 3: Subsistence (10, 10, 9.5) scored higher than Ghost Recon Advanced Warfighter (10, 9.0, 9.5) and Fight Night Round 3 (9.0, 8.0, 8.0) is by reading the full reviews in the April issue Electronic Gaming Monthly, which is out now. Other unexpected reviews in this issue include a bit of hate for Onimusha: Dawn of Dreams, lukewarm thoughts on Black, and some extended early impressions on Kingdom Hearts II. Also, Quartermann unearths a couple of juicy rumors: Apparently, Q's more reliable sources have info on Sonic and Spidey games coming to the Nintendo Revolution, and he also finds out when you'll getting your hands on Call of Duty 3.
While many rereleases beef up the original experience by adding a slew of new features to the core game (RE4's jump to PS2, Xbox's Ninja Gaiden Black), it looks like Kojima is trying to set an example by going all-out with MGS3: Subsistence. We know for sure that in Japan Subsistence will come with three discs: "Subsistence," which is the third-person-camera-enhanced version of MGS3: Snake Eater; "Persistence," where you'll find the Metal Gear Online multiplayer mode, plus additional extras (the secret theater and the Metal Gear games); and "Existence," which features all of MGS3's cut-scenes edited into a continuous three-hour movie. The Existence disc is for gamers who want to experience MGS3's story without having to, uh, actually play MGS3. At press time, it's still unknown whether the American release will include Existence disc as well.
We got some hands-on time with the Subsistence disc (enough to get to the fight with the Fear), and we're pleased with the new third-person camera. For comparison's sake (like what you can see in the screens on this page), you can just hit R3 to toggle between the original bird's-eye view and the new third-person camera. While we always assumed that the new camera would be pretty cool, we underestimated its impact.
For one thing, the bird's-eye camera didn't convey the proper scale since, well, it was from a bird's perspective. Parking the camera right behind (or around) Snake makes the game environments feel much more lush and immersive. All of that swaying grass that Snake would hide in looks much taller and feels downright cozy once your view is level with Snake's.
Because you can spin the camera around (a la Splinter Cell's), situational awareness is much better. Previously, the camera had a very limited range of movement, and you had to make use of either the first-person view or one of several gadgets to find baddies. While you can still do either, it's now pretty easy to just swing the camera around and notice enemies and objects on the horizon instead. For example, in Bolshaya Past Base (the small base with the electrified fence right before the first boss fight with Revolver Ocelot), you can see far enough to notice the parked helicopter way over on the other side. Heck, this almost makes the game easier at points, as you can now see most soldiers before they can see you. However, when you go into buildings (like the Graniny Gorki Lab), putting the camera right around Snake in an enclosed space makes things a bit harder to control, as the walls limit your situational awareness. The bird's-eye view is actually better suited for these situations. But overall, the camera makes such a significant difference that we cut our playtime off at the Fear so that we can savor the rest of the game later.
Rumbling Roses Konami Crossover
During our interview with Kojima, we snuck in a query about the Rumble Roses girls in Metal Gear Online:
OPM: Why did you decide to add Reiko from Rumble Roses to Subsistence? We know you like putting girls in your games, but why her in particular?
HK: Akari Uchida, the producer of Rumble Roses, came to me [one day] and said, "Can we collaborate in some way?" The thing was that.the guys on my team [the MGS3 team in particular] said, "No, we don't want to work with that game." So it didn't happen, but I always had it in mind that Mr. Uchida wanted to work with the MGS team. So when we were working on the online stuff for Subsistence, I wanted a hidden character, another character that you could control. I thought, "Oh, there's that deal with Mr. Uchida," so I said, "Why don't we work together now?" and I called him up. Actually, I wanted to go to Mr. Itagaki of Tecmo [first] to use maybe one of the DOA characters, but then [I remembered] the deal with Mr. Uchida that I couldn't fulfill back then, so I said, "I'll just go to him."
For the first time, the "authentic" Japanese versions of Metal Gear and Metal Gear 2: Solid Snake will be available in the States. Metal Gear suffered a horrible translation (e.g., "I FEEL ASLEEP!") and some odd changes in its first trip Stateside, while Metal Gear 2: Solid Snake never came out here. Over in Japan, both games were recently released in cell-phone format, and we're guessing that the enhanced cell-phone versions are the basis for these upcoming U.S. versions. For Metal Gear, the cell-phone version added both new difficulty settings (an easy mode) and Boss Survival mode, which lets you fight all the bosses in succession. Additionally, the famous "Infinite Bandana" from the MGS series makes an appearance. The cell-phone version of Metal Gear 2 also received the additional difficulty setting and boss modes, as well as tweaked appearances of characters. In the original MSX version, character portrait icons on the radio resembled movie stars, but now these portraits are based on MGS illustrator Yoji Shinkawa's designs. Additionally, the cell-phone version of MG2 has minor gameplay tweaks, such as item icon changes, changes in land-mine usage, and visual indicators that display variances in sound when walking over certain types of terrain. On top of all this, both games will sport a fresh translation that is more in tune with Kojima's vision.
Raiden Rave
Raiden Is a Cool Dude, Really! Kojiima's Not Joking!
When we talked with Mr. Kojima, we asked him some questions about his most controversial character, Raiden:
OPM: What is it about Raiden and you nowadays? He's in that [secret theater short] in Subsistence, "Metal Gear Raiden" [Kojima also referred to it as "MGS3: Snake Eraser" at TGS--Ed.], where he appears in this amalgamation of cut-scenes but is screwing everything up, which results in the colonel shouting "TIME PARADOX!" every time he does so. He's the most severely punished character in that scenario. You never intended for him to be the source of such derision, but now that he is, you've picked up the baton and run with it and are clearly enjoying yourself by doing it. When did you decide, "OK, I'm gonna mess with Raiden, too"?
HK: The thing is, I don't hate him. I fool around with him because [my team and I] like him; we spent a lot of time putting him together. But the fans ended up not liking him, and that I accept. Since I want my fans to enjoy my games, [I said to] myself--who came up with the character--"Why not fool around with him?" I tried to cast him in some cool role in [Metal Gear Solid 2: Sons of Liberty], but it just didn't work. That's why now I'll make him the clown in the movies.
OPM: And you recast him as Raikov in MGS3. So for Subsistence, who decided to make Raikov--at least in the online portion of Subsistence--impervious to men's magazines? [A popular tactic in Subsistence multiplayer is throwing down Playboy-style magazines to distract the enemy--Raikov is immune to their alluring effect--Ed.]
HK: I decided. [Laughs] The whole thing with Raiden/Raikov in MGS3 is that there are actually many people in Japan who like Raiden. There are people who want to play as Snake, but there are also people who want to play as Raiden. But I wasn't going to do the same thing as [in] MGS2, where you [have] to play with Raiden, because I know [some] fans do not like him. That's why I basically put Raikov in the game, so you could see Raiden, and [why I] also offered the mask, so people who wanted to play as Raiden can have Snake wear the mask.
OPM: Since you have this virtual cast of characters, do you foresee bringing Raiden back for MGS4?
HK: Raiden is going to be in Metal Gear Solid 4. But it doesn't mean you're going to control Raiden.
OPM: Is it the real Raiden who will appear in MGS4, or just a character who looks like him?
HK: It is that Raiden, not someone who looks like Raiden. But I'm going to announce here, I'm going to make [it very] clear, that once you finish playing MGS4, you're going to like Raiden very much.
OPM: It's interesting to see how you're putting such effort into salvaging Raiden's reputation. It's like Saving Private Raiden.
HK: The thing is, I always knew I was going to do that with Raiden in MGS4--that's why I can humiliate him as much as I want to with "Metal Gear Raiden," because I knew that I was going to make people like him after MGS4. Knowing that there's going to be that comeback, I could do whatever I wanted to him in "Metal Gear Raiden



