This is not to diminish the very real and impressive forward strides Solid took to advance the state of the art in video games. Rather, they were concrete references to the MSX/2 computer game upon which Solid based its entire design, 1990’s Metal Gear 2: Solid Snake. Most players didn’t realize that the script’s references to things like “Zanzibar Land” weren’t merely exercises in world-building. Metal Gear on the MSX Screen by Oleg Roschin, KonamiĪs a result, fans who had graduated from NES to PlayStation felt occasional flashes of deja vu while playing Solid - so many tank hangars, cardboard boxes and cigarettes! - yet only a handful of import enthusiasts understood how much Solid truly owed to what had come before. and European audiences only saw the NES port of the game, which had reshuffled and even removed key elements from its initial release on the MSX home computer. Though Solid was the third entry in the Metal Gear franchise, only the very first game (which was titled simply Metal Gear) had been localized for release outside Japan. It’s worth noting that at the time, few players-or at least, few American and European players-realized how much of Metal Gear Solid’s cutting edge design actually amounted to 8-bit concepts that had been tarted up with stylish, 32-bit trappings. Somehow, it carried a torch of innovation that helped shine a light for the medium’s future while simultaneously locking the Metal Gear franchise itself into a recursive, backward-facing loop from which it never fully managed to escape. Half-Life! Xenogears! Ocarina of Time! Spyro the Dragon! Thief! Parasite Eve! Pokémon! And, of course, Metal Gear Solid.Įvery one of the big games of 1998 deserves to be enshrined as a legend, but Konami’s Metal Gear Solid stands out from the rest for the seemingly impossible contradiction it embodied. In the annals of video game history, the tail end of 1998 went down as what we colloquially refer to as “a real humdinger.” Rarely have so many landmark video games appeared within a few turns of the calendar page. Personally I don't care since I just sit there and admire all those textures Here's the download if you want to try (or just build your own video game asset museum like me) I don't know how well they can be used as direct assets - they're kinda lo-res, divided into many small files and often at odd dimensions. Original PSX MGS is one of those games I value the visual style of - I was bummed out that there are no texture rips of it anywhere online - after some digging it turned out it actually isn't hard to do, just needed two different game unpackers and then a batch conversion of. As probably some of you know, I collect texture rips from 90's and non-material/shader based games in general, for inspiration and reference.
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