Metal Gear Solid is one of the most iconic franchises in gaming, and Metal Gear Solid Delta: Snake Eater is attempting to remake one of its best entries—no small feat, that’s for sure. But early impressions of the Snake Eater remake have been mostly positive, with outlets praising it for its faithfulness and impactful quality-of-life changes, including a modern control scheme and the ability to quickly swap camouflage.
But a facet of Metal Gear Solid Delta that’s remained a bit more obfuscated is how codec calls will function. In the original Metal Gear Solid 3, as in its two predecessors, codec calls paused the action entirely, taking players to a different screen where dialog exchanges between Snake and any number of NPCs would take place. Screenshots from the new Snake Eater indicate that there will be a shortcut for calling characters on the codec, but it’s not clear if the calls themselves will function in the same isolated, time-shifted manner as the original. Time will tell exactly how Snake Eater, and other possible Metal Gear remakes, choose to adapt this feature for modern audiences, which will help shape the identity of this next chapter of the series.
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The Pros and Cons of Metal Gear Remakes Changing How Codec Calls Work
Metal Gear’s Frequent Gameplay Pauses Are Relics of the Past
If the goal of games like Metal Gear Solid Delta is to make the series more approachable to modern players (it’s hard to imagine what other goal there could be), then putting the kibosh on the traditional codec call system might seem like a no-brainer. For better or worse, contemporary game design trends have shaped audience expectations, and a lot of Metal Gear newcomers could conceivably be put off by the disruptions that codec calls introduce.
Codec calls are certainly inconvenient. Having to pause the game and sit through what is, more often than not, a rather lengthy conversation with an NPC, even for minor issues like asking for directions, can harm pacing. Such problems are even more pronounced when NPCs call the protagonist himself, as these are disruptions that are thrust upon the player. Put in simpler terms, codec calls are frequently annoying, and allowing them to play in the background while the player tends to other gameplay concerns could make for a smoother overall experience.
Metal Gear Solid 5 has a nice alternative to codec calls: a character like Revolver Ocelot might call Snake during an operation, but these conversations play in real-time, allowing players to stay in the action.
Smoother Integration of Codec Calls Would Undermine the Metal Gear Identity
It’s obvious that altering codec calls, allowing them to play in the background, would be removing an iconic, crucial element of the original Metal Gear Solid games, but such calls have value beyond mere nostalgia. For one thing, the traditionally exposition-heavy nature of these codec calls demands close player attention, and having them play in the background while multitasking could lead to a lot of their content being missed. Sure, MGS5 has real-time calls, but it also has Mother Base, which gives Snake opportunities to interact with his allies. The older Metal Gear games don’t have these instances of downtime.
As previously mentioned, pacing can be quite important in games, especially in a story-driven franchise like Metal Gear. But earlier Metal Gear games work codec calls into their pacing: pausing the action for a quick chat with Major Zero or Para-Medic helps break up gameplay sections, and dedicated conversations with these characters help endear them to the player. Relegating such calls to the background in the name of modernity may wash away these inherent benefits.
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The core experience of the original, evolved and more immersive than ever.
A remake of the 2004 game METAL GEAR SOLID 3: SNAKE EATER, with the same gripping story and engrossing world, now with all new graphics and 3D audio that enhance the jungle atmosphere. Get ready for the ultimate survival stealth action experience.
The Cold War Crisis that started it all
In the middle of the Cold War, Naked Snake, the man who would later be known as Big Boss, infiltrates the Soviet Union to escort a defecting scientist, Sokolov. However, the mission ends in failure when Snake's mentor—The Boss, a soldier known as the mother of special forces—betrays him, and Sokolov is captured by Colonel Volgin of the GRU.
One week later, Snake returns to Soviet territory to rescue Sokolov and eliminate The Boss—a mission that will mark the start of a new legend, a mission that will mark the start of a new legend, against the backdrop of the ever-changing march of history.
- Engine
- Unreal Engine 5
- Prequel(s)
- Metal Gear Solid 2: Sons of Liberty
- Sequel(s)
- Metal Gear Solid 4: Guns of the Patriots
- Franchise
- Metal Gear Solid
- Number of Players
- Single-player
- Steam Deck Compatibility
- Unknown
- PC Release Date
- August 28, 2025
- Xbox Series X|S Release Date
- August 28, 2025
- PS5 Release Date
- August 28, 2025
- Platform(s)
- PlayStation 5, Xbox Series X, Xbox Series S, PC
- Genre(s)
- Shooter, Adventure, Stealth
- X|S Optimized
- Yes