Ok... Metal Gear Solid 4. The culimination of Metal Gear's 100+ year storyline, seven canon games, and nearly two decades of Kojima's life. Since MGS1 made this series cinematic, gameplay has always been the series' weak spot. That said, it has evolved consistently from MGS1 to MGS2 to MGS3 to MGS4.
From a gameplay standpoint, MGS4 is a brilliant evolution. The problem here is that the player never really needs to use the new gameplay elements to their full extent. Only during Act 1 did I ever feel that I was being challenged to use the new gameplay systems. Once you get the Solid Eye and the Mk22, you can comfortably revert back to everything you've done since MGS2. Although the beginning of Act 1 was a brutal adjustment, I loved how it forced me to adapt and learn new ways to play MGS. I was pretty disappointed that, upon arriving in Act 2, I could play the game almost exactly as I played MGS3 and forget everything I learned in Act 1 (except for one very important thing: Always help the rebels!
I also really like how Konami has added lots of little gameplay surprises to mix things up this time around. For example, the tracking segments in Act 2 and the follow-the-spy segment from Act 3 both delighted, though the former's impact is greatly reduced if you're an item collecting nut like myself and insist on exploring everything. The farther I got into this game, the more I realized that this game is much more fun if you play it like it's a movie and stop trying to make it be a game (stop worrying about collecting and customizing and just get out there and do your thing... it's actually easier if you follow this mantra too). Additionally, I strongly disagree with Jay about the rail sections. I loved them in MGS3 and I love them here as well. They increase tension and keep the cinematic feel flowing fast and hard.
For an MGS diehard, I will now say something that I'm sure other MGS fans will take issue with: boss fights in MGS games suck. They do. The gameplay and controls are always horribly suited to these encounters and this problem has been present in every single MGS game. These fights are lengthy, frustrating, obtuse, annoying, and more than anything, cruelly remind you that the fantastic experience you're having still clings to its 1980s gameplay roots. From a gameplay standpoint, the boss fights are by far the least enjoyable parts of MGS4. In fact, I can honestly say that the only boss fight I actually enjoyed in MGS4 was the cathartic final fist fight.
Unfortunately, my disappointment with boss the fights extends beyond their gameplay. MGS1 still stands head and shoulders above the others in terms of bosses for the simple reason that the bosses in MGS1 have personality, history, and pathos. You really like these guys and defeating them means something, however irritating the actual process of doing that may be. Each successive MGS title has made bosses less significant. The grotesque Dead Cell members have some story behind them, but they're never fleshed out the way FOXHOUND is in MGS1. MGS3's Cobra Unit is barely detailed at all, and MGS4's pitiful B&B Corps is completely wasted. All you get about them are very barebones after-the-fact recaps from Drebin, making them completely meaningless. They have no bearing on the story whatsoever and serve to be mere obstacles.
Like Angela, I feel that the introduction of the customization and Drebin points system should have brought a better save system with it. It's quite frustrating to have to reconfigure everything back to the way you want it if you die before reaching a new checkpoint. This is particularly problematic in the early parts of the game where checkpoints don't come as frequently as they do later in the game.
I like the Drebin point system and the function it serves -- the economic implications and how they dovetail with the story are particularly clever. That said, the need for this system completely dissolves after the second act, as does most of the related gameplay, so it almost seems silly that this game has such an enormous arsenal of weapons that only completists will ever use. Still, it's a neat little system, certainly more practical than the tiresome eating and healing systems introduced by, and thankfully discarded after, MGS3.
One particular gameplay element I felt was somewhat underdeveloped was the affinity system. There are some really cool things you can do with this system, particularly in Act 2, and I would have liked it if said system hadn't been abandoned after Act 2. It also would have been nice if the game itself would have been less vague on how to benefit from this system. I have most of my knowledge of its workings from the extremely well written strategy guide, and it's a shame that Otacon doesn't give you better guidance as to how to employ it.
To condense the gamplay as I was playing the game, I began to get the impression that, with the exception of Act 3's unique gameplay motif, each act evoked a different MGS game:
Act 1: For me, this really felt like MGS4. You're forced to adapt to a very different kind of MGS experience, and only this act showcased the "No Place to Hide" tagline that Kojima promoted so heavily.
Act 2: This act is clearly MGS3. Aside from the very cool PMC vs. rebel stuff, the level design and gameplay structure is straight out of MGS3's outdoor sections.
Act 3: As mentioned earlier, the central part of this didn't really feel like any previous MGS game, but I thoroughly enjoyed it. In fact, when I first received control of the trench-coat wearing youthful Snake, I immediately began humming the first few bars of "Minnie the Moocher." Don't really know why, but I was having a blast, either way.
Act 4: This evokes MGS1 not just for the obvious reason, but also because this part of the game brings back some of the more careful timed "look before you leap" gameplay elements from MGS1 and MGS2.
Act 5: The final act brought back memories of MGS2 for a couple reasons, the most prominent of which is that it features very little gameplay and a lot of story. It also reminds me of MGS2 simply because it is set on a ship, has one of those damn doors you have to jam the triangle button to open, has a boss fight where you do a lot of shooting (the Frog Battle and Screaming Mantis fights reminded me of the Vamp fight from MGS2), and has you trying to complete basically the same objective as you did in MGS2.
Still here? Good. Now let's talk story. First, I'm immeasurably pleased that this game finally, FINALLY, ties up the clusterfuck that was MGS2's storyline. One wonders what this could have been had MGS2's storyline not been absolutely ridiculous. It's kind of a shame that Kojima had to make an entire game with a huge amount of ret-conning over the entire series just to explain what happened in MGS2, but I will give him credit for his dedication to seeing this through and finishing it, however overly complicated, dragged out, and downright incredulous some of what happens in this game is. I would love nothing more than for this to truly be the end of it, but some of Ryan Payton's comments leave me fearing that they aren't going to truly let this arc go yet. I say LET IT GO. Move on. Make the next MGS have nothing to do with this arc. Please?
As a side note, if you want to actually understand everything that happens in this game and how this game ties everything together, I second Angela's sentiment that you should absolutely read the wonderful synopsis and interpretation that is included at the end of the strategy guide (but only after you've finished the game, of course). While you may (like me) not agree that the level of complexity that Kojima has woven into this massive conclusion is necessary, at least you will learn exactly how it's supposed to fit together.
So, while the preceding 1,383 words have been largely critical, I have to say that they leave one critical component out. And that is that all four of the main MGS games are more than games. They are experiences. They achieve what the game industry completely failed to do in the early 1990s: successfully blend movies and games. The MGS series achieves this spectacularly, and MGS4 is no exception. All four games are amazing experiences, and should not be missed. It is for this reason that despite all of the above, I enjoyed nearly every minute of MGS4 (with the notable exception of the extremely cheap Vamp fight... my friends tell me that Campbell will call in and tell you what you have to do, but this never happened during my play through and I had to use the guide to know how to beat him). Was it worth the $530 (tax inc.) less the free $100 Wal-Mart gift card? I don't know that I'd go that far, but it was great fun and, for the last week, I was Solid Snake.
And now, the requisite series rankings. Only MGS1-4 are considered.
Best Story
01. MGS1
02. MGS3
03. MGS4
04. MGS2
Best Gameplay
01. MGS4
02. MGS3
03. MGS2
04. MGS1
Best Overall
01. MGS3
02. MGS4
03. MGS1
04. MGS2