Monday, 6 October 2025

Metal Gear Solid: Delta Snake Eater Review

I'll preface this review by saying I'm not a fan of the original game this remake is based on. I played it because I wanted see if the gameplay was improved. I was already aware that the story was going to remain unchanged. It's esstentially something along the lines of the Destroy All Humans remake that came out a few years ago. Everything is the same but there are some gameplay changes. Despite knowing what I was getting myself into, I was surprised that the gameplay hasn't improved by much. It makes me wonder what even is the point it other than for people who really want modern graphics and controls. The existence of MGS Delta is as questionable as the MGS The Twin Snakes was. This time replace MGS1 level design with MGS2 mechanics with MGS3 level design with MGS4 and 5 controls and mechanics. Playing this remake is like rewatching an action movie I'm not a big fan of. At least Twin Snakes had the amusing value of being MGS1 with over the top Matrix fights.

The story of the game manages to be both overbearing yet empty at the same time. What I mean is that a good bulk of the game's story is at the start with the Virtuous Mission. There will be non stop exposition with small amounts of gameplay. This whole prologue is as long as a feature length film and most of it is just non stop exposition and characters talking. The opening briefing sequence goes on for so long when it could've been so much shorter. You sneak into a Soviet jungle, get Sokolov, get out. This is somehow way longer than it needs to be.

I'll give some credit in that the character of The Boss is at her most interesting here with lines like, "today's friends is tomorrow's enemies" and "the only thing you can believe with absolutely certainty is the mission". This is as interesting as she is ever going to get.

The middle half of the game is barren in terms of story and all you fight are one note generic bad guys with their most memorable traits is their ridiculous looks and names. They are no different than boss fights in platformers in terms of characterization and relevance to the overarching plot. For a story about a man becoming slowly becoming disillusioned by his own government that and why native people betray their own country, not much of this explored in the middle half and all of this is frontloaded at the end portions of the game.

There is never any bad calls Snake has to make or arguments with his superiors in the middle half. The support team is along for the ride.

Ocelot, The Boss and Volgin are the only "real" villains. Ocelot spends most of the game being a goofball to suddenly being the greatest secret agent ever. The Boss only shows up to stop Snake and report that he killed a Cobra member than leaves until her long monologue at the end. Volgin is an angry kid who thinks he's way cooler than he is. Everyone just lets him act like he's in control. All his accomplishments like owning the Philosopher's Legacy, the creation of GRU and firing the nuke at the start were mainly because of other people. His lightning powers are unexplained since he needs a last line of defense since he's not very strong or smart.

The gameplay changes? Everything is mostly the same except on the fly camo switching, crouch walking and sniper holstering. No quick select shockingly. The stamina system is out of place in a linear game like this since all it does is just make you check a meter every once and a while instead of a guage you have to constantly watch like in a survival game. The health and mortal wound system adds little to the game since health DOES regenerate even when wounded, it's just slower than traditional regen health. This only matters during bosses since they hit harder faster than Snake can regen. You'll be stockpiled with medical supplies by then. 

The level design follows the same rules as the industrial corridors in MGS1 and 2 but makes less sense for a jungle since they are supposed to be wide and open. You crawl from bush to bush like how you run and press against walls in those games. There could've at least been a larger and more interconnected jungle. The level design does shine a little more in the open mountain areas and the start of Gronji Grad but that removes the jungle which was this game's major selling and where much of the game takes place, it's also easier to deal with guard sightlines with the open space plus the addition of crouch walking which is harder to do during the interior and jungle levels due to their cramped nature.

Sniper holstering and crouch walking breaks The End and final battle. The former took a bit of time since using the sniper meant you had to be fixed to one spot but now you can pull out the sniper at any time making it for quick shots at the former. No more need to get up close and shotgun him.

The Boss has a harder time seeing you due crouch walking and partner that with sniper holstering and slo mo counter when she gets close and it gets noticeably easier. The hard part is getting the timing right for the first few slo mo counters. 

The Fury is the hardest due to how one hit by his flame can level Snake's health and how he can stay in prone and the flames can still widdle away at it. 

Overall, this remake changed the controls and certain mechanics but nothing to accomadate it all. This whole remake is just one big "why" outside of those who want a modern playing game.

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