Metal Gear Solid 3D: Snake Eater Review (Nintendo 3DS)

The Metal Gear Solid experience makes a mostly effective transition to Nintendo’s portable system.

People could argue for hours on end about which Metal Gear Solid game was the best.  Some would say that the original PS One release can’t be beat; others feel that Peace Walker was a significant move forward for the series; and some will even swear up and down about Sons of Liberty rocking hard, even with the odd inclusion of a nude Raiden.  However, most of the consensus believes that Snake Eater, the third chapter in the series, is truly significant, if only because it takes place in a different time, telling the story from a new point of view.  And if you somehow missed this story, you have another chance to catch it, this time on the Nintendo 3DS with Metal Gear Solid 3D: Snake Eater.

The story is roughly the same as before.  Instead of controlling Solid Snake, you’re instead placed in the shoes of an agent back in the 60’s by the name of Naked Snake.  His mission is free and clear – in order to prevent fallout that could lead to a nuclear war, he must eliminate someone known as The Boss, who in fact mentored him a while back.  But getting to her isn’t easy, as he must also deal with agents within her Cobra Unit, including The Fear, The Sorrow and, in a fight that many feel is one of Metal Gear’s biggest highlights, The End.  Yep, all of those moments have been thrown in here.

We’ve already seen reduxes of Snake Eater on other platforms, including Subsistence on the PlayStation 2 and Snake Eater’s inclusion in Metal Gear Solid HD Collection for Xbox 360 and PlayStation 3 last year.  But this version is different because, well, it’s portable, and it’s in 3D.  Konami has actually done a superb job cramming this game into the 3DS, and making it look just as crisp and detailed as the console versions.

But with that cramming comes certain limitations, mainly in pausing.  We found ourselves traveling and needing to find a save point for the game, but, unfortunately, between the cut scenes that can’t be skipped and the CODEC conversations that seem to drone on longer than we’d prefer, we ended up having to start the system back up and go back to the last starting point.  It would’ve been more convenient for Konami to throw in some kind of quick save feature, so we didn’t have to interrupt the experience or unnecessarily go through it again.