Instead, Metal Gear Solid 2 was an event. It didn't have a release window, it had a fucking D-Day: a global countdown of breathless excitement and sophisticated marketing, backed by a games press ready to lap it all up and spew it back out. The recently-launched PlayStation 2 was (once again) being heralded as a new dawn for gaming, described not as a machine of primitive bleeps and bloops anymore but of "emotions" and "jacking in" to the fabled living, breathing worlds. MGS2 was the game that was going to show how far the medium had come. In terms of hype, expectation, and cultural awareness, it was to games as The Phantom Menace was to cinema.It was also nearly as shitty.On the morning of March 9, 2002, I sat dumbfounded as the credits rolled on MGS2, having played it for 14 straight hours after getting it on launch day. To say I was a fan of the series is an understatement. I was a fanboy. I loved MGS, with its grand mixture of stealth mechanics and Hollywood production values (the voice acting especially), its coherent and clever approach to making players feel like they were the driving force in an imaginative, intelligent big-budget thriller that felt like a movie and played like a dream. I'd never seen anything like it. Nobody had.I had the expensive Premium Package version: it came with dog tags and a T-shirt, which in keeping with games industry logic (and average player BMI) was a thousand times too large for any mammalian body. It also arrived a day later than my friends' normal copies, and I nearly cried. I completed all 300 stages in the spin-off (stop-gap, cash in, take your pick) MGS: VR Missions to play as the Cyborg Ninja for about a minute. I bought anything with the Metal Gear Solid brand on it. At a time when I should have perhaps been worrying more about exams, whether Adidas poppers were really still acceptable, and girls, I was theorizing about Solid Snake's next step.
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A few hours of blindly browsing this is likely to reward you with a more coherent story than 'MGS2'
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