“This is already the best game ever”: One of Metal Gear Solid 3’s Biggest Drawbacks Has Been Remedied In MGS Delta

With Metal Gear Solid 3's remake drawing closer to release, fans are excited to know that Konami is adding many quality-of-life updates.

Metal Gear Solid

SUMMARY

  • Metal Gear Solid Delta: Snake Eater will feature many of the same mechanics introduced in the 2001 release.
  • Konami has taken the liberty to improve some mechanics in the game to improve the experience.
  • One of these changes allows the player to switch between camouflage options seamlessly.
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At the time of its release, Metal Gear Solid 3: Snake Eater was not only one of the best games on the PlayStation 2 but also one that introduced the most innovations. From taking out enemy ration depots to using venomous snakes as weapons, Kojima put a lot into this game that made it stand out.

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That’s not to say it was perfect, by any means. There were quite a few gripes players had with the game, and this was before the time of OTA updates that could fix issues with a patch. Well, with Konami now working on the remake, it seems they have listened to feedback and changed one feature that affects an important mechanic in the game.

Metal Gear Solid 3 Remake to Make Avoiding Detection More Intuitive

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Early on, user interface and experience in gaming weren’t of paramount importance for developers. With technology having advanced exponentially over the years, developers are now looking at making the gaming experience as intuitive and smooth as possible. So, when remakes such as MGS Delta roll around, the developer wants to see how they improve on the original experience.

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The original Snake Eater had a lot going for it, but many desired a departure from the fixed-camera top-down perspective. So, Subsistence was released and offered the player a third-person view of the adventure. Kojima’s input was crucial for these choices to be implemented, and it’s unclear how the franchise will continue without his involvement.

What we’ve seen so far of the remake looks promising. On his mission navigating the jungles and facilities of Tselinoyarsk, Big Boss may be required to engage in combat, but he would prefer to slink by unnoticed. In the original game, the player could change their camouflage by pausing the game.

New screenshots from the remake have revealed that Konami is now making this a seamless mechanic. Much like the weapon and item selection menus, the camouflage menu will also appear on the screen. This quality-of-life improvement is going down well with the fans, who are now even more eager to get their hands on this game.

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Environmental Factors Affect Snake’s Camouflage Rating in Remake

Snake from the Metal Gear Solid 3 remake by Konami aiming his gun.
The Metal Gear Solid 3 remake is eagerly awaited by fans. | Credits: KONAMI

While the story may be a bit fantastical, with bosses exuding an almost supernatural quality to them, the 2001 release was fairly realistic. Enemies would be weakened if you blew up that area’s pantry and even developed stomach poisoning by eating rotting food. The remake is going to continue this trend, as the player will need to be wary of where they step so as not to attract attention.

It was revealed earlier that the mud, leaves, and other forest detritus that stick to Snake’s shoes and clothes will leave a trail for enemies to follow. Not only can they spot your footsteps on the forest floor, but heading into a facility will also track muddy footprints leading right to you!

But it’s not all bad, as the leaves and mud sticking to you, while in the first, will also act to up your camouflage rating. Laying down or running into water sources should help to remove these stains, but it would also reduce the effectiveness of natural camouflage.

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What are you hoping to see added to the game? Let us know in the comments below!

Sagar Nerala

Written by Sagar Nerala

Articles Published: 449

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.