Metal Gear Solid Δ (Delta): Snake Eater – Review

Metal Gear Solid Δ (Delta): Snake Eater – Review

August 28, 2025 Off By Markus Norat
GAME INFORMATION:
Release Date: August 28, 2025
Players: 1 (single player)
Genre: Action, Adventure, Stealth
Developer: Konami Digital Entertainment & Virtuos
Publisher: Konami
Available languages: Audio: Japanese, English / Subtitles: Japanese, English, German, French, Italian, European Spanish, Brazilian Portuguese, Russian, Chinese (Traditional), Chinese (Simplified), Korean
Available on platforms: PlayStation 5, Xbox Series X|S, PC (Steam)
Age Rating: 18 years – Sexual Content, Extreme Violence, Digital Purchases
Game Time (optional): ~12 – 15 hours in the main campaign (longer if you look for collectibles and extras)
Game reviewed on the platform: PlayStation 5

Kept you waiting, huh?

Few games span two decades with the same emotional weight and design precision. Returning to Metal Gear Solid Δ: Snake Eater on the PlayStation 5 was, for me, a powerful mix of archaeology and novelty: I rediscovered a classic I’d known for a long time, but now dressed up with modern technology, punctual adjustments for comfort, and a curatorial care rare in the remake market. At the same time, I felt the friction between 2004 and 2025: a game that preserves almost everything, including its limitations, and chooses to modernize only what’s necessary to make the experience breathe at current standards.

I went in with two fears. The first: without Hideo Kojima at the helm, would we lose our soul? The second: would the remake try to “fix” what didn’t need to be fixed? After finishing the campaign (and spending hours on the extras), I left with a clear conviction: MGSΔ is an ultra-faithful remake that aims for the “best way to play MGS3 today” and hits the mark. It doesn’t reimagine; it doesn’t rebuild entire systems; it doesn’t try to rewrite what was already brilliant. It preserves. And, in preserving, it also inherits certain period flaws that you’ll notice, especially if you lived through the original.

Mechanics and Gameplay

I started with Modern Style and, I confess, it was difficult to return to Legacy afterward. The change to a third-person camera with over-the-shoulder aiming , the ability to aim and move simultaneously, the crouch walk , and the more responsive crawling transform the way infiltrations and confrontations are approached. The DNA remains stealth with improvisation : observing routes, manipulating attention, choosing when to neutralize, when to distract, when to disappear. But what previously depended on the “fight” with a dated camera layout now flows naturally.

The camouflage system remains brilliant and, in the remake, is more practical: holding the directional pad up opens a quick menu with uniform and face paint combinations appropriate to the biome, displaying the camouflage index variation in real time . This drastically reduces the number of pauses navigating menus. Holding down accesses an equally agile codec , with easier dialing. Small ergonomic touches that, together, reduce friction and maintain the pace of infiltration.

CQC (Close Quarters Combat) remains versatile: silent approach, immobilization , threat/integration to extract information, throws , and submissions. With the modern camera, positioning for a clean approach has become more predictable; however, running head-on at a guard and trying to initiate CQC can result in a “whiff” if you don’t pace your approach. It’s a system that rewards calm and cadence.

The survival pillar remains intact: stamina drops, hunger rumbles (and betrays), injuries require manual treatment (antiseptic, sutures, splints). Here’s another QoL gain: wound indicators and shortcuts that take you straight to the Cure when needed. It’s the same philosophy as 2004: combat is as tactical as your body’s logistics, with less interface friction.

Weapons and Physics : I noticed more noticeable bullet drop with tranquilizer weapons, which requires compensation for distance to land clean headshots. On the other hand, shoulder aiming and movement while aiming make emergency firefights (when infiltration fails) much less painful than on the PS2. Still, this isn’t a shooter ; going head-to-head works, but it goes against the design of the arenas and AI routines.

Speaking of AI : it’s consistent with the original, seeing more and hearing better than I remembered in Normal, punishing footsteps on noisy surfaces, sudden camouflage changes, and exposed profiles. But it also features exploitable patterns and, occasionally, conservative pathfinding , especially at the boundaries between micro-areas: crossing a “border” can break chases inelegantly. It’s one of those areas where fidelity matters more than modernization.

About bosses : they continue to be a masterclass in systematic design . Cobra Unit ‘s duels remain memorable, each based on a distinct mechanical idea. The game still rewards curiosity and alternative methods (no spoilers), and brings back “historical tricks” that have become legend, some neutralized, others preserved. It’s the kind of encounter that ages well because it relies on clear rules and tools in your kit , not inflated numbers.

Difficulties range from Very Easy (with generous accessibility tools) to extremes that require perfect map reading and zero tolerance for mistakes. There are no intrusive tutorials ; the game prefers contextual hints and manuals . Those coming from modern stealth may struggle a bit to understand “how MGS thinks,” but the curve is fair.

Mechanical and metagame extras: In addition to the Kerotan , Δ adds the super-well-hidden GA-KO (ducks); there’s the return of Snake vs. Monkey (timed and addictive), theaters/galleries that unlock with reels earned from hold-ups ; and preserved “nightmare” content for those who save at the right time. It’s the kind of care that extends the game’s life without bloating the campaign.

Graphics

Built on Unreal Engine 5 , MGSΔ delivers a generational leap that honors the original art direction. The jungle is the showrunner: dense foliage , humidity that seems to permeate the air, puddles that distort the light, mud that stains uniforms and lingers in cutscenes for a while (the same fate as fresh cuts and scars ). The volume of the sunset filtering through the canopy creates silhouettes that aid both the stealth and the dramatic framing.

The character models were resculpted with exquisite detail: pores, micro-wrinkles, and micro-expressions in the scenes. At rare moments, I felt a slight ” uncanny valley ,” especially when the realism of the setting contrasts with the stylized features inherited from the 2004 movement and acting. Even so, the cinematography is superb: iconic shots are given new life without losing timing, cutting, blocking, or original language.

I loved the optional filters (one that evokes an action movie , another that recreates the PS2’s greenish tint ) and the material coherence between uniforms, metal, glass, and vegetation. The new compass item and the signage are discreet, supporting without being cluttering.

Not everything is perfect: there are occasional inconsistencies in secondary texture on smaller objects (cabinets, isolated rocks), and the modern camera sometimes gets too close in tight spaces, forcing micro-adjustments. The structure also persists in micro-areas with fades to black between them; visually, the cut is clean, but the stitching betrays the legacy of the original design.

Overall, it’s a polished and respectful piece of work that projects MGS3 into the present without turning it into something else.

Sound

Sound design is a necklace of small jewels. In the jungle , the mix gives prominence to environments : wind, leaves, insects, twigs crackling under boots, water cutting through stone. In stealth, this is information , not just atmosphere. Weapons have body and sonic recoil (tranquilizers are dry and discreet; rifles echo with more tail); explosions and flamethrowers occupy space without clipping the midrange.

The soundtracks are back in tune, with a synthesizing theme (yes, the game’s title song has a new recording with the same glam and melancholic espionage spirit) and incidental motifs that grow in bosses and set pieces . Silence remains a tool, and when music enters, it elevates without stealing agency.

The original voice performances have been preserved and remastered . This maintains the timing and emotional tone that helped establish the story. The result is intriguing: 2004 text in 2025 bodies , and it feels right at home. There’s self-conscious humor and dramatic scars in the same dialogue; this tonal approach is typical of the series and continues to work, although, for newcomers, some long expositions and dated jokes may sound eccentric. Technically, the codec clarity and spatialization of environments are excellent on the headset.

Fun

I had a lot of fun because the game gives you room to be clever . Few stealth games offer so many micro-decisions at every step: what I wear, where I creep, what bait I leave, who I interrogate, what risk I accept. Reading the environment becomes a game within the game. And when everything goes wrong (and it will), the new layer of control in combat avoids unnecessary frustration.

The campaign takes, for most, 12 to 15 hours the first time through, varying depending on approach and difficulty. It took me less time on the PS5 because I already knew the routes and puzzles, but I spent more time than in the original because… I was looking for ducks . The GA-KOs are vicious, hidden in an inventive way that makes veterans open their eyes again. Add to that the Kerotan , Snake vs. Monkey (with a leaderboard, great chase physics, and delightfully tight timing), and the galleries that unlock with reels , some exclusive to Δ , and you have a robust post-game without feeling like filler.

If you’re on the speedrun/pacifist team , the game measures you and rewards you with titles , camos , and items that change your next run. And yes, there’s an online mode announced for post-launch focusing on stealth and hunting; since I played it on day one on PS5 , I couldn’t test it.

There’s a catch: those who wanted new areas , new routes , or reimagined AI might feel a bit overwhelmed by déjà vu . There aren’t any major structural surprises; the fun lies in relearning the engine with better tools , and I enjoyed that very thing.

Performance and Optimization

On PS5 , the game offers Performance mode (target 60 fps ) and Quality mode (visual emphasis, 30 fps ). I spent most of my time playing in Performance mode. In open terrain and standard infiltrations, the frame rate is stable ; I noticed occasional drops in cutscenes (especially those with cinematic slow motion ) and during alert phases when many enemies and effects are present, nothing game-breaking, but noticeable .

Area transitions with fades work like micro-loads: they’re fast on the SSD, but constant , and this breaks the flow for those expecting full continuity in 2025. On the other hand, general loading is almost instantaneous ; autosave is discreet and life-saving; no crashes or relevant bugs appeared in my session.

The camera can occasionally stutter when it’s stuck in corners; I also noticed animation commit in some actions (e.g., leaning against the wall when I just wanted to jump), which requires more precise timing. Part of it is intentional (giving weight to the actions), part of it could be smoothed out. In audio, there are no pop or desync issues .

Overall, MGSΔ is well optimized on PS5, with points of attention that should be of interest to those looking for 100% stability at 60 fps and modern spatial continuity.

Conclusion

Metal Gear Solid Δ: Snake Eater isn’t a “remake-reimagining” à la Resident Evil 4; it’s a preservation-remake with surgical improvements . I highly recommend it for two reasons. First, because MGS3 remains, in terms of story, bosses, and sense of authorship, a monumental work . Second, because this is the best way to play it today : contemporary controls, sensible ergonomics, polished audiovisuals, well-chosen extras, and Brazilian Portuguese subtitles that finally open the doors to more people.

That said, it’s not a package that tries to please everyone. Those who wanted a modernized structure , reworked AI , and the complete elimination of PS2 borders will see conservative choices: micro-areas , cuts between scenes , and unchanged routes and guard placements . For me, the decision makes sense; MGSΔ largely utilizes a design that still works, but I recognize there was room to be a little more daring without betraying its identity (merging adjacent areas, refining chases between zones, offering camera options with pullback).

Overall, I recommend it without hesitation to both newcomers (an ideal entry point into the chronology) and veterans (the “definitive” experience of one of the best games ever made). If you’re looking for a comprehensive reinvention , adjust your expectations; if you want to revive and present Snake Eater at its technical peak, this is the game.


Positive Points:

  • Impeccable Modern Style : shoulder-mounted camera, moving aim, crouching step and crawling more useful.
  • Exemplary quality of life : quick camouflage/codec menus, wound indicators, general ergonomics.
  • Well-designed audiovisual : living jungle, coherent materials, re-recorded theme, informative ambient sound.
  • Chefs continue to be a reference in systemic design, with alternatives and secrets.
  • Bonus content worth your time: GA-KO, Kerotan, Snake vs. Monkey, galleries/theaters, and hold-up collectibles.
  • Subtitled in PT-BR and with several difficulties, great for new audiences.

Negative Points:

  • Structure in micro-areas with constant fades: the spatial continuity of 2025 is missing.
  • AI maintains exploitable patterns and conservative pursuits at the edges between zones.
  • Camera sometimes too close indoors; some animation commits “hold” actions.
  • Occasional frame rate drops in cutscenes and effects-heavy alerts in Performance mode (PS5).
  • Little structural boldness : the same positions and routes surprise veterans.

Rating :
Graphics: 9.2
Fun: 9.0
Gameplay: 9.3
Sound: 9.5
Performance and Optimization: 8.2
FINAL GRADE: 9.1 / 10.0

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