At the risk of giving the game an inflated Christly significance, it's impossible to think back on a time when Metal Gear Solid didn't exist. There is the now and the time Before Snake and no in between. But that's the interesting thing, for most of the gaming world Metal Gear Solid was kind of a sudden divine bolt of lightning from out of nowhere.
The Western world hadn't really seen much of Hideo Kojima up until that point, what with a lot of his projects - however significant they are sidelined onto doomed consoles or stuck without a localised version for years. Even the earlier Metal Gear games kind of just passed much of the world by without too much attention, and then, one day in 1997, everything changed. While footage of Metal Gear Solid had already been shown at Tokyo Game Show back in 1996 and earlier, it wasn't until E3 the following year that gamers really got a glimpse of what would go on to be one of the PlayStation's defining games. And from that point on, the hype was tangible.
"One thing you have to remember is that the first time the world saw this trailer, it was not just on some little TVs at the Konami booth," says Richard Ham, who was the design lead on the PlayStation's Syphon Filter. "This was on a gigantic jumbotron screen that towered over everything, I think it was the first time anything like that had ever happened at E3. And as I recall, every hour they would play that trailer, and for the entire convention this would become like appointment viewing - there'd be a huge crowd and so everyone would come and sit and watch. One thing I remember is being surrounded by a bunch of grizzled hardcore veterans screaming and whooping and hollering [as they] couldn't believe what they were seeing." The massive excitement surrounding that trailer even took Hideo Kojima by surprise, and naturally led Konami to push particularly hard on marketing MGS by the time it was released in 1998.
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Denne historien er fra Issue 261-utgaven av Retro Gamer.
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EVERCADE EXPANDS
We go hands-on with Blaze’s upcoming releases
Rock Band Unplugged
WHO NEEDS PLASTIC PERIPHERALS?
Super Woden GP II
In a world where additional extras are often hidden behind microtransactions and downloadable content it’s rather refreshing to find a game that comes loaded with an obscene amount of extras.
THE MAKING OF MICKEY MANIA
THERE WERE SEVERAL GAMES ON THE MEGA DRIVE FEATURING THE WORLD'S MOST FAMOUS MOUSE, SOME VERY GOOD (CASTLE OF ILLUSION), SOME VERY BAD (FANTASIA). AND THEN THERE WAS MICKEY MANIA, AN IMPRESSIVE TECHNICAL SHOWCASE FROM TRAVELLER'S TALES
PARKER BROS
BY USING ITS CONTACTS IN THE ENTERTAINMENT SECTOR AND FORMIDABLE MARKETING CLOUT, PARKER BROTHERS BROUGHT TITLES LIKE STAR WARS: THE EMPIRE STRIKES BACK, SPIDER-MAN AND FROGGER TO THE ATARI 2600 AND ITS RIVALS. RETRO GAMER HIGHLIGHTS THE FIRM’S BEST RELEASES
SNATCHER
AS HIDEO KOJIMA HAS BECOME A RARE CELEBRITY IN THE GAMING WORLD, SO HIS OLDER WORKS ARE INCREASINGLY REVISITED. BUT HIS 1988 CYBERPUNK ADVENTURE SNATCHER IS ALMOST UNPLAYABLE TODAY, LEGALLY, AND ONLY RECEIVED ONE ENGLISH PORT – WHICH HAS ONLY INCREASED ITS CULT APPEAL, AND COST
ULTIMATE GUIDE TARGET:RENEGADE
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THE MAKING OF Trivial Pursuit
IN 1986, A SMALL SOFTWARE HOUSE ON THE VERGE OF BANKRUPTCY LICENSED THE WORLD’S BIGGEST BOARD GAME FOR HOME COMPUTERS. IT CHANGED DOMARK – AND THE UK GAMES INDUSTRY – FOREVER
Donkey Kong
ABRIDGED TOO FAR?
THE SPECTRUM
IT’S ONE OF THE MOST ICONIC HOME COMPUTERS EVER MADE, AND IT’S BACK IN PLUG-AND-PLAY FORM. WE SPEAK TO THE PEOPLE BEHIND IT TO FIND OUT WHY IT’S TAKEN SO LONG, AND GET A CHANCE TO GIVE OUR FIRST IMPRESSIONS AHEAD OF LAUNCH