Highlights

  • A Metal Gear Solid 3 remake should aim to improve the combat mechanics, making it more strategic and interesting, similar to Death Stranding .
  • The remake should minimize loading screens and incorporate seamless transitions to create a more fluid and immersive gameplay experience.
  • The addition of crouch walking, a radar or map, and more backstory for the Cobra Unit would enhance the overall gameplay and storytelling.

When it was announced that a remake of the legendary Metal Gear Solid 3: Snake Eater was happening, saying that longtime fans were happy about the news would be a massive understatement. For many people, this game is the very best the series has to offer, and it managed to combine an incredibly compelling and heartfelt story with Metal Gear Solid's signature action-stealth gameplay to create a game that has captured the hearts of so many people.

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The game provides a fantastic experience, but considering that it was released nearly 20 years ago, it's understandable that there are still a few areas that haven't aged all that well. The purpose of a remake should always be to retain what made the original game so special while modernizing the experience so that it's much more accessible for a modern audience, so hopefully Konami will aim to iron out these specific issues when the game is finally released.

7 Redesigned CQC

Snake Using CQC On A Guard

Despite there being plenty of high-level CQC taking place in some of the cutscenes in Metal Gear Solid 3, it was a bit of a joke when being used in the game itself. The regular attack is a two-punch and low-kick combo that looks pretty ridiculous in practice, but it's not nearly as bad as the comical choking mechanic.

This could feel pretty bland, and at worst, frustrating because of how unresponsive it could be, sometimes randomly missing the target even if they were directly in front of Snake. Konami should take note of Kojima's Death Stranding and try to make the combat a little more strategic and interesting for the remake.

6 Less Loading Screens

Metal Gear Solid 3: Snake Eater Loading Screen

Given the time that the game came out, it's understandable why the original MGS3 had plenty of loading screens since the game was structured into multiple separate zones. However, loading screens are slowly becoming a thing of the past thanks to modern technology such as SSDs, and it's already been proven in the remakes of Dead Space and Resident Evil 2 that incorporating seamless transitions in an open world is definitely an option, and it would make the gameplay a lot more fluid and immersive.

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A lot of games hide these loading screens into clever animations, such as Isaac Clarke taking an elevator to the next floor of the Ishimura for example, and considering how much Snake interacts with the environment, there could definitely be some creative ways to achieve this.

5 Crouch Walking

Snake Sneaking While Prone

Being able to walk, or even run in some cases while crouching might seem like a given for stealth games at this point, but the original MGS 3 didn't allow Snake to do this. Even in the HD collection, if Snake tries to move while crouched, he would simply go prone and start moving at a snail's pace which could often make the movement feel a little clunky and outdated, even for the time.

Fans have already seen how important crouch walking is with how it was used in Metal Gear Solid 5, and it's a much-needed addition that would just help speed up the general flow of the gameplay. It's also an easy way to allow Snake to conceal the noise of his footsteps since the AI is undoubtedly going to be a lot smarter this time around.

4 More Exciting Bike Sections

Snake And Eva On A Bike

On paper, the idea of firing a machine gun at enemies while in the sidecar of a motorcycle sounds like it should be one of the most memorable parts of a game, but it's unfortunately executed pretty poorly in the original game. Not only is the first-person perspective very jarring, but the section also just goes on for an extremely long time, with there being plenty of moments where there just aren't any enemies around to even aim at.

This is a segment that's in desperate need of an upgrade, even just switching to an over-the-shoulder camera angle and adding in a few more enemies would make it a lot more exciting. Despite how lackluster the moment is, it's still great for breaking up the slow and more methodical stealth sections, so removing it entirely would be a mistake, but it's definitely the individual segment of the game that could do with an enhancement the most.

3 Radar

Snake Running Through Grass

The absence of a radar or map of any kind in the original MGS3 has actually been somewhat of a divisive topic among the community. While some feel that it leans into the stealth-based gameplay, many find that it ends up making the game needlessly hard. This can be especially irritating if a guard has spotted Naked Snake, but there's no indication as to where they are which makes it difficult to react, especially since they blend into the environment so well.

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Maybe being able to see enemies through the walls like in the Tomb Raider reboot games for example would be a step too far, but it definitely would help modernize the game if a simple radar or special gadget of some kind could ping nearby enemies. It would be best to keep the range of this short so that it doesn't get in the way of the immersive stealth gameplay, but it would nonetheless be a welcome addition that so many fans have been clamoring for.

2 More Backstory For The Cobra Unit

The Fear Boss

Most of the Metal Gear Solid games have their own small collective group of like-minded villains that the protagonist will encounter every now and again to test their combat abilities up to that point. That group in MGS3 is the Cobra unit, soldiers who had been left behind after the Second World War and who were brought together by their loyalty for the Boss, but not all of them get much backstory in-game which is a real shame considering how fascinating they all seem as characters.

Each of them expresses a different kind of emotion felt in battle, including fear, sorrow, and fury. They're still extremely unique as characters thanks to their different fighting styles and strange mannerisms which are always a staple of Kojima's characters, but even adding some more info on their backgrounds through a codec call could be enough to flesh these guys out a bit more.

1 Faster Camo Switching

Camo Menu In Metal Gear Solid 3: Snake Eater

Eating food, treating wounds, and changing camos take up a big chunk of the gameplay in MGS 3, and while it's cool to see Snake munching on a snake the first time, it can get a little tiresome after a few hours. It also really hurts the pacing, especially in boss battles where a grand and epic shootout is going on, only for the game to stop to a halt in order to heal.

Being able to switch this to a quick wheel would be a much-appreciated change, and it would help those frantic moments stand out a lot more. The developers could even simply allow the player to apply a "favorites" icon to some of the camos or food options which can then be used on the go with the simple tap of a button.

Metal Gear Solid 3 Snake Eater
Metal Gear Solid 3: Snake Eater

Platform(s)
PS2 , PS3 , PS Vita , Xbox 360 , 3DS
Released
November 17, 2004
Developer(s)
Konami
Genre(s)
Stealth