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Metal Gear Solid 3: Snake Eater. The History of Stealth – Assassins, Thieves, Agents that Made the Genre

Hubert Sosnowski

The History of Stealth – Assassins, Thieves, Agents that Made the Genre
The History of Stealth – Assassins, Thieves, Agents that Made the Genre.

Metal Gear Solid 3: Snake Eater

  1. Developer: Konami
  2. Year of release: 2004

Metal Gear Solid 3 is probably one of the best stealth games of all time. Certainly a highlight of the series. Kojima took the elements that players loved in the first MGS, improved on them with his team, and unleashed the dormant power of the PlayStation 2. Snake Eater still looks good thanks to the excellent design of locations, vehicles and characters, despite being over fifteen years old.

We had a variety of tools, weapons and gadgets that we could use as we saw fit. Missions took place on closed, but spatial maps, and it was possible to complete them in several ways. Perhaps a dozen ways. Some of them were so bizarrely inventive that they deserve their own dissertations. Some people completed this, after all linear, game tens of times over. And they want more.

The atmosphere built by the jungle, and the set of interesting characters and exaggerated villains also did wonders for the game. They all ended up in a dramatic, but also very camp story, quite obviously inspired by 007's adventures. Because Snake Eater takes us to the turn of the 60s. and 70s, giving players control over Solid Snake's father, the future Big Boss. This allowed the game to feature the most standalone story in the series, which didn't require any knowledge of the convoluted lore. When it comes to the stealth genre, owes a few things to Snake Eater, including a complex, more dynamic camouflage system.

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Hubert Sosnowski

Author: Hubert Sosnowski

He ed GRYOnline.pl in 2017, as an author of texts about games and movies. Learned how to write articles while working for the Dzika Banda portal. His texts were published on kawerna.pl, film.onet.pl, zwierciadlo.pl, and in the Polish Playboy. Has published stories in the monthly Science Fiction, Fantasy, and Horror magazine, as well as in the first volume of the Antologii Wolsung. Lives for "middle cinema" and meaty entertainment, but he won't despise any experiment or Fast and Furious. In games, looks for a good story. Loves Baldur's Gate 2, but when he sees Unreal Tournament, Doom, or a good race game, the inner child wakes up. In love with sheds and thrash metal. Since 2012, has been playing and creating live action role-playing, both within the framework of the Bialystok Larp Club Zywia, and commercial ventures in the style of Witcher School.