
Introduction
When I first played Metal Gear Solid on the PlayStation in 1998, it didn’t feel like just another video game. It felt like I was stepping into something bigger, something closer to cinema than anything I’d ever seen on a console before. Hideo Kojima’s vision turned what could have been a simple stealth action game into a landmark title that forever changed how I looked at video games.
Background
I had dabbled with the original Metal Gear and Metal Gear 2: Solid Snake later in life, but back in the late ’90s, Metal Gear Solid was my first true introduction to Kojima’s world. The jump to 3D and CD-ROM gave the team the tools to build a fully realized spy thriller. From the moment I infiltrated Shadow Moses, I was hooked. The story wasn’t just about sneaking into a base, it was about conspiracies, betrayal, identity, and questions of morality that stuck with me long after I turned the console off.
Why It Stood Out
What grabbed me most was how the game presented itself. The cutscenes felt like they were directed by a filmmaker, not a game designer. Kojima’s use of sweeping camera angles, close-ups, and dramatic zooms gave the story weight, making every scene feel alive. It was the first time I really believed that games could tell stories on the same level as movies.
The bosses were unforgettable. Psycho Mantis messing with my memory card and forcing me to switch controller ports is something I’ll never forget. Sniper Wolf’s battles were as emotional as they were intense, and each boss encounter pushed me to think beyond just shooting my way through.
On a technical level, Metal Gear Solid pushed the PlayStation harder than most games of its time. The character models were detailed and expressive, with subtle touches like Snake’s eyes darting during Codec calls. The environments, from snowy outdoor fields to cramped ventilation shafts, used clever texture work and lighting tricks to create atmosphere within the console’s limited polygon budget. Real-time cutscenes used the in-game engine rather than pre-rendered FMVs, which not only made them flow seamlessly into gameplay but also showed off just how much the PlayStation hardware could handle. Even the game’s sound design pushed boundaries: fully voiced dialogue across multiple discs was a rarity back then, and the use of positional audio made every footstep, gunshot, and Codec call feel immersive.
But beyond the obvious, Metal Gear Solid felt special because of the little innovations that no one else was doing at the time. The AI was surprisingly advanced: guards reacted to sound, spotted footprints in the snow, and even investigated noises when you knocked on walls. The Codec system gave me tactical advice and character moments in a way that felt natural rather than like a tutorial. The game even broke the fourth wall, from Mantis reading my save data to the puzzle of checking the CD case for Meryl’s Codec frequency, it constantly reminded me that Kojima was toying with player expectations.
There were clever gameplay flourishes everywhere. Using cigarettes to reveal laser tripwires, faking my death with ketchup in the prison cell, or realizing that wolf pups would become friendly if I let them urinate on me while hiding in a box, these touches gave the game a personality that made experimentation worthwhile. Even the structure itself pushed boundaries: multiple endings depending on my choices with Ocelot’s torture sequence, seamless cutscene integration, and smart use of elevators and vents to mask loading kept me immersed at all times.
And then, of course, there was the music. From the haunting main theme to the tense infiltration tracks, the soundtrack was a masterpiece. It gave Shadow Moses its atmosphere and made key moments hit that much harder. Honestly, it’s one of the best soundtracks I’ve ever heard in a game, and part of why the original remains so special to me.
Regional Differences
I eventually discovered Metal Gear Solid: Integral, the expanded version released in Japan in 1999. It added new difficulty settings, bundled in the VR Missions, and introduced a first-person mode that let me see the game’s environments and gunplay in a whole new way.
One of the most fascinating changes was the inclusion of English voice acting. The original Japanese release of Metal Gear Solid featured Japanese voices, while the international version shipped with English ones. But Hideo Kojima had actually designed the game with English dialogue in mind from the very beginning, believing it better matched the tone and cinematic feel he was aiming for. With Integral, he wanted to bring that original vision to Japanese players, allowing them to experience the game as he had always intended.
The VR Missions themselves have an interesting history. They were originally created as a training tool for the development team, short, stripped-down scenarios designed to test the stealth mechanics outside of the main game. Kojima and his team quickly realized these challenges were fun in their own right and decided to expand them into a full-fledged set of missions. What started as internal experiments eventually became its own release in the West (Metal Gear Solid: VR Missions) and one of the highlights of Integral.



Legacy
The influence of Metal Gear Solid is hard to overstate. It reshaped stealth as a genre and set the standard for cinematic storytelling in games. Without it, I don’t think we’d have series like Splinter Cell or the same kind of narrative focus we see in franchises like Uncharted.
Then came The Twin Snakes on GameCube in 2004. At first, I was excited to revisit Shadow Moses with updated visuals and mechanics, but it didn’t take long before I realized it wasn’t the same experience. The cutscenes leaned into over-the-top action that didn’t fit the tone, and worst of all, the music felt weak compared to the original masterpiece. For me, that soundtrack was part of what gave the PlayStation version its identity. Without it, Twin Snakes just fell flat. It’s a big part of why I never warmed to that remake, the heart simply wasn’t there.
Even so, the original PlayStation release remains a milestone. Its mix of stealth, story, cinematic direction, and technical achievements made it more than a game, it was an experience that defined the PlayStation era and left a mark on the entire medium.
Looking Back
Looking back, Metal Gear Solid wasn’t just a highlight of my gaming past, it was the moment where I realized games could be art. It absorbed me in a way nothing else at the time had managed. The characters, the storytelling, the unforgettable music, all of it came together to create something that felt revolutionary.
It’s also more than just a classic to me personally: Metal Gear Solid is my favorite game of all time. I make a point to revisit it every year, often multiple times, and each playthrough reminds me why it left such a lasting impression. No matter how many years pass or how many sequels or spiritual successors come along, nothing compares to that first time I set foot on Shadow Moses. That was the game that changed everything, and to this day, it remains one of the greatest experiences I’ve ever had.





Very good write-up brother!