Reviewed: October 26, 2002
Reviewed by: Mark Smith

Publisher
Konami

Developer
Konami

Released: September 24, 2002
Genre: Documentary
Players: 1
ESRB: Mature

9
8
7
7
8.0


Supported Features:

  • Analog Control
  • Vibration
  • Memory Card


  • The first thing you need to know about The Document of Metal Gear Solid 2 is that it is NOT a game, but rather an interactive documentary for that game. If Metal Gear Solid 2: Sons of Liberty was a movie (and many gamers and reviewers swear it is) then this would be the DVD supplemental material that you would expect on the special edition.

    This DVD is broken up into two segments; the “Making of” section and the “VR Training” section. The VR options allows you to play five missions – a very small sampling of what will be available in the upcoming Metal Gear Solid 2: Substance. You’ll whip through these in about 15-30 minutes and probably never come back unless you feel like competing for best time against yourself or your friends.

    The core of this title is the amazing documentary that tells you an almost dangerous amount of information. As I watched the movies and attempted to decipher the documents (many of which are in Japanese script) I felt I was an undercover spy gathering top-secret data from Konami to sell to another game developer.

    Perhaps the most consuming part of this title was the interactive walkthroughs for the various set pieces of the game. As an amateur 3D modeler and animator that enjoys tinkering with 3D Studio and some other tools, this was a highly educational experience for me.


    There’s no real gameplay aside from the sampling of VR missions, so I will dedicate this section to the interface and overall product design. The game starts off with an amazing movie consisting of a montage of scenes with scrolling text and excellent music. It looked like an intro to a James Bond movie.

    Once you get past the initial menu that offers you the choice of VR Missions or Documentary you are treated to a clever high-tech interface. Just like the game, this title uses the Square as positive confirmation of menu choices and the X to back out to previous menus. That took awhile to get used to again.

    Once in the main menu you can cycle through all sorts of topics and sub-headings for things like:

    • Characters
    • Mechanics
    • Background
    • Polygon Demos
    • Program
    • Sound
    • Game Plan
    • Script Staff
    • Chronicle
    • Special Footage
    • Items
    With all of these menus and sections you would think it would be impossible to navigate or easy to get lost. Not so. All of the content in this “document” is indexed and cross-indexed a dozen different ways. Here is an example:

    If I choose Polygon Demo I can pick from any of the 100+ scenes or set pieces from the game. I choose the bridge from the opening movie. The scene beings to play (sound is not available in this mode) and at any time I can stop the playback and take control of the 3D scene. I can use the controller to fly around the bridge, zoom along the pavement or follow the lighted curves of the suspension cables. I can even dive off the side and check out the rendered section of the nose of the tanker below.

    Now it gets even better. I can bring up the link menu with my trigger button and scroll through any of the main menu selections that have been linked to this section of the game. For instance, I choose Characters and I get a model of Snake in his raincoat. I can pan and zoom around the model and admire the amazing textures and lighting. I can even bring up a new control interface and adjust the color and lighting and even enhance with special effects like fog.

    The Character menu allows you to view the entire cast of characters in all of their various clothing along with all of their gear. You can equip them with all of their available gear like weapons, radios, shields and then have the characters move in various forms like walk, run, sneak. It’s the ultimate electronic version of “Dress-up Barbie”.

    Choosing the Mechanics menu will get you all of the gear or machinery for that section of the game. You can zoom in on the helicopter or pan around detailed models of the various Metal Gear robots. Marvel at the realism of the Harrier design and tinker with the color and special effect filters to your heart’s content.

    Those of you aspiring to become game designers will learn much from sections like the Game Plan, page after page of scanned in documents from the original blueprint of MGS2. Have a translator on hand, as this is all written in Japanese.

    Programmers will learn all sorts of useful programming tricks as Konami breaks down the PS2 hardware and describes how every byte of memory was allocated. They even provide samples of code from the game in their descriptions.

    Planning on writing a script or screenplay? Konami has included the entire original script showing how all events from the final game got their origin. There are even director’s pages with diagrams and notes showing how cutscenes are to unfold.

    For you music lovers out there, check out the totally interactive sound section that lets you pick any of the music tracks from the game then alter them according to any one of several possible themes such as caution, evade, alert, detect, etc. This allows you to hear just how subtle the music cues change during the game and how they impact the gameplay.


    The graphics in this title are exactly the same as those found in the original game. The ability to fly through sets and dynamically change all sorts of environmental variables and colors then see those changes in real-time is a stunning achievement in programming and presentation.

    There is also a wealth of behind-the-scenes video footage that is all excellent quality. You get to meet the Japanese voice actors who did the original character voices, and following along with the designers on their research trip to New York City. You even get to join in on the champagne celebration when the game is finally approved for release by Sony.

    The interface is slick and consistent throughout the entire package. Once you learn which buttons do what you will be flying through this interactive document and linking and cross-referencing information like a pro.

    The VR missions are worth noting even though there are only five. These are definitely a step up from the VR missions of the original game. The characters are all rendered with many more polygons and higher detailed textures. The levels are still flat-shaded cyber-constructs that look like an unfinished holodeck. You still have the 2D map insert with guards and their field of vision.


    Again, there is nothing here that wasn’t in the original game. The ability to play any part of the musical score may appeal to some and hearing the subtle mood changes was fun. The sound during the VR missions is just as good as it has always been.


    There is an amazing amount of information contained on this DVD. I spent nearly 4 hours the first night I popped in this disc and since then have logged over 12 hours wading through documents and flying through sets, not to mention dressing up Snake in his shades and bandanna.

    The Document of Metal Gear Solid 2 is priced at only $19.95, but unless you are a devout follower of the MGS series or are really interested in what goes into making an epic title like Sons of Liberty you may have trouble laying out the cash. If there had been more VR missions more people might be inclined to buy this title. As it is, this is nothing more than a DVD movie supplemental section without the movie.


    If you are an aspiring game designer, programmer, artist, or musician looking for an informative and educational insight into the world of professional game development then this title contains a PhD’s worth of knowledge. If you are simply a fan of the Metal Gear Solid games and want to add this supplemental material to your collection then you won’t be sorry. It’s a tremendous package and a concept I wouldn’t mind seeing done again for other big budget titles.