How does Snake's move to 3D stack up at E3?
Kojima Productions first showed off MGS 3D last year as nothing more than an interactive movie. At the time the 3D video blew everything else on the 3DS out of the water with the exception of the also video-only Resident Evil Revelations. I was understandably excited to play MGS 3D this year, but it seems that this game might not make it out of the swamp.
MGS 3D is a 3DS port of the 2004 PS2 title Metal Gear Solid 3: Snake Eater. The demo is the first stage of the game, in which Snake is dropped into a jungle and tasked with finding his target.
While the game looks as if the move to the 3DS left the title no worse for the wear, the controls leave much to be desired. The loss of the second analog stick seems to have affected the game in significant ways. Snake is moved via the Circle Pad, the camera is controlled with the face buttons, various actions (such as switching weapons, crouching, and "act") are controlled with the D Pad, and aiming and shooting or Close Quarters Combat (CQC) are done with the shoulder buttons.
It took quite a long time to get used to controlling the camera with the face buttons. While it certainly isn't broken, it is counter-intuitive. After the necessary adaptions were made, the game was playable, but it seemed to constantly feel like a slight barrier between myself and the action. The touch screen does take on some of the control options, such as the weapon configuration, and that is a welcome alternative to the D Pad.
On the small screen it can be difficult to judge the action. Everything in the game's art design is based on Earth tones, so sometimes spotting enemies takes some getting used to.
It took two play-throughs of the demo to get accustomed to MGS 3D, but ultimately I was able to get Snake under control and complete the objective with relative ease. The game does retain the Metal Gear Solid "feel", but the demo still left me a bit cold. Hopefully the game will receive some refinements before it finally comes out later this year.