Showing posts with label metal gear. Show all posts
Showing posts with label metal gear. Show all posts

Friday, June 27, 2014

Metal Gear Solid: Peace Walker (Kojima, 2010)



Metal Gear Solid: Peace Walker is the fifth entry in the storied Metal Gear Solid franchise (and the umpteenth entry in the entire Metal Gear franchise). Whereas the previous entry Metal Gear Solid 4: Guns of the Patriots featured series protagonist Solid Snake as an aging war veteran grappling with his purpose as a soldier in a near future world overrun by private military contractors, MGS: Peace Walker goes back to the past. If you'll recall, Metal Gear Solid 3: Snake Eater took place against the backdrop of the 1960s Cold War between the USA and USSR. In an ambitious piece of storytelling MGS3 told the story not of Solid Snake, but of his father, Naked Snake. MGS3 used the backdrop of the Cold War to tell the story of how Naked Snake would become the series antagonist Big Boss, in a move somewhat similar to how the Star Wars prequels told the story (however poorly) of Anakin becoming Darth Vader. It's just that MGS3 did it much, much better and is widely considered the best entry in the series.

Taking place in 1974, Peace Walker details how Big Boss and his band of mercenaries set out to create their perfect little haven from the world, known in later games as "Outer Heaven". The location for this outing is a unique one in videogames, taking place in the jungles of Costa Rica. Series director and mastermind Hideo Kojima uses this setting as a place to further elaborate on the machinations of the Cold War powers, with the Soviets and Americans vying for control of the Central America region in a bid for geographic supremacy.

The use of Costa Rica isn't just window dressing either. There's a certain character in the game who will go into exhaustive detail of the history of the country, its geography, its inhabitants, its flora and fauna, even why its coffee tastes so good. It's all rather excessive and rather unnecessary, and it doesn't help that the character relating all this info is rather precocious. It's really just another sign of Kojima's typical penchant for excessive detail.

What's also on display here is Kojima's usual blending of the hyper real with the hyper absurd. A perfect example: during the mission briefings a character will go into great detail on the grim implications of Cold War strategies and maneuvers, but while the mission is underway the enemy's state of mind is conveyed using Looney Tunes like "zzz's" hovering over a soldier's head to indicate that he's sleepy. This is such a well known aspect of the MGS series that the "!" mark appearing over an alerted soldier's head and the accompanying sound effect are absolutely iconic among gamers.

This leads to Kojima's unabashedness for breaking the fourth wall. Many modern games try to keep hidden that they are actually games that you're playing, often with tutorial sections given in-game reasons for existing (such as the tutorial stage being a boot camp where the player is being trained). Kojima dispenses with this notion - he wants to remind you that what you are playing is a game. This is quite noticeable in the often diegetic way that characters talk about functions in the game. A character might say something like "Remember Snake, hit the X button to reload your weapon!", with no attempt made to hide this mechanic behind some in-game veil.

Speaking of absurd, this character's name is 'Hot Coldman'

The game structure of Peace Walker is noticeably different than previous franchise entries. The game uses a mission structure where the player can choose which mission to undertake and the order in which to undertake them. I found this to be a refreshing approach to the standard MGS game, and I enjoyed that many of the missions were much shorter than in previous games. The player can even repeat the same mission again and again. This gives the game a stripped down approach, with many of the more advanced tactics of previous entries having been removed. This change in game structure is most likely due to the fact that Peace Walker was initially released as a game for the Playstation Portable, Sony's answer to Nintendo's Game Boy. Peace Walker was made available in the Metal Gear Solid HD Collection on the Playstation 3, where the first three entries in the series, along with Peace Walker, were given the high definition treatment to bring them up to modern graphical standards (this was the version I played).


Overall I greatly enjoyed Peace Walker. The stripped down approach to the gameplay and mission structure kept things feeling fresh, and the plot moved Big Boss's story forward in a big way. The game also makes great use of a comic book-like art style. This was initially seen very briefly back in Metal Gear Solid 2 when pictures of the Illuminati-like "Patriots" were shown in a hand drawn sketch style. In Peace Walker it's been expanded so that nearly all of the cutscenes are done in this style. It looks great.

Hideo Kojima has pretty abandoned the notion that MGS 4 would be the last entry in the franchise, having recently released MGS: Ground Zeroes as a sort of prequel to the upcoming Metal Gear Solid 5: The Phantom Pain, which looks to continue the story of Big Boss and how he ultimately becomes a symbol of evil (watch the trailer here). In a bit of a controversial move, Kojima dumped long time Snake voice actor David Hayter for... Keifer Sutherland. From the previews I've watched, it's just plain weird to hear Sutherland's voice coming out the mouth of Snake, even if  both actors share a similarly gravelly voice. Well, I suppose I better start playing Ground Zeroes, until next time.

Sunday, September 1, 2013

Play it Again, Zrbo: Metal Gear Solid 4: Guns of the Patriots


You may recall that back in 2009 I wrote a fairly long review of Metal Gear Solid 4: Guns of the Patriots. Recently I played through the game again and after re-reading my review I still have many of the same thoughts. It's still a masterpiece - I would go ahead and call it the most ambitious game ever made - but that doesn't mean it's the best or even most enjoyable game. I'd describe it more as really interesting.

Game director/producer/writer Hideo Kojima is still in desperate need of an editor. I spoke in my review of the outrageously long cinematic cutscenes that the player has the... um.. delight of getting to watch. It's true that part of watching these scenes are what gives the game it's charm, and yes, Kojima at least occasionally gives you something to do during these cinematic sequences (such as being able to view a flashback from a previous MGS game, or being able to take over a video camera), but it doesn't stop them from being occasionally interminable. I realized how quickly I got tired of Drebin, the arms dealer who acts somewhat like the Cheshire Cat (and who looks suspiciously like Wesley Snipes). Each time you defeat one of the game's bosses, Drebin calls up to deliver some overly long monologue on how the boss got the way she was and what she represented. Each story is overly detailed and long winded. They're a total bore and the explanations are frankly, just kind of silly. Here's one if you really feel like watching.

Drebin's back... sigh

Kojima's tendency for overly long and unnecessary explanations was most notable to me during the final movie-length cinematic that follows after you beat the game. For the entire game your character, Solid Snake, has been trying to figure out what the villain's big plan is. It's a completely over-complicated, overwrought mess that I won't go into here. By the end Snake's figured it all out, you watch about a full hour long cinematic that includes all the various characters, with each character given plenty of time to have their piece and say goodbye and then the credits finally appear to roll... Then the game drops a surprise by cutting to yet another cinematic, and brings back a character who at this point should be completely, irrevocably dead, who then proceeds to explain to you yet a whole other very different explanation of the events that just transpired during the game. My mind was so fatigued with explanations by that point that I barely followed anything this character was saying, I just wanted the game to be over. Someone has uploaded the entire shebang to Youtube, which you can watch here (skip to minute 57 to get to the fake credits).

I think part of the problem here lies with the fact that for all intents and purposes, Metal Gear Solid 4 was supposed to be the grand finale to the series, and since Kojima didn't plan on coming back to these characters, he wanted to make sure that each one of them got to say something and that anything that needed to be said was said.

And, inevitably, for whatever reason (money? fame? boredom?) Kojima has now gone ahead and announced Metal Gear Solid 5. Of interest is that instead of keeping long time voice actor David Hayter as the voice of Snake, Kojima has brought on board Keifer Sutherlund as the new voice. Now, Kojima is notorious with playing mind games with his fan base (MGS 2 is basically just one big mind fuck), and I know myself and a few others believe that this is essentially all a long con and that David Hayter will be there in some form or another.

So that's it. Metal Gear Solid 4 is an extraordinary game. The cutting edge graphics have been surpassed by this point, it's funny how they actually look a little dated to me now. The soundtrack is still phenomenal, but I went through that in my original review. I'll leave you with the opening cinematic of the game, with Snake's now infamous monologue (at least among gamers) on how war has changed, set to the beautiful "Love Theme":

Monday, August 3, 2009

Metal Gear Solid 4: Guns of the Patriots (Kojima, 2008)

Last year in 2008 Hideo Kojima unleashed the final iteration of the Metal Gear Solid series onto the world. Metal Gear Solid 4: Guns of the Patriots was met with both critical and commercial success, with some reviewers naming it the best videogame of all time. The editors at Gamespot awarded the game a rare perfect 10 saying "It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway." This statement could not be more true. Over the course of the past year I decided to see what all the fuss was about with this game series. During that time I've written several pieces detailing my thoughts on each iteration, examining their messages, themes, and purpose. I've finally finished my goal of playing through all four games, and just like those Gamespot editors, it's difficult not to sound hyperbolic when discussing Solid Snake's final mission.

Metal Gear Solid 4: Guns of the Patriots is a contradiction of sorts. At times it represents the height of what the medium has to offer. The story is larger than life, filled with grand themes and notions, bleeding edge game design, masterful production, memorable characters, and contains a sense of purpose like no other game. At the same time it is an overwrought, overblown mess, struggling to keep up with itself, and contains the most complex, complicated, most difficult to follow story in the history of videogames. There are moments where MGS4 is a colossal triumph, and moments where it reeks with overblown ambition.

I'd rather not go into the details of the story itself, as that would require it's own separate post (or several). Let's begin with the characters. In short, Kojima managed to include nearly every single character from every Metal Gear game into this game. And I mean everyone. Remember the poor soldier in the first game who was using the restroom? Yeah, he's in this game. It's like the War & Peace of videogames in terms of cast (the MGS database lists over 130 characters). But what's amazing about this is that Kojima actually manages to tie all these characters together into a (somewhat) cohesive story. The plot had been moving slowly until I reached the end of Act 3 (of five acts total) when suddenly Kojima managed to tie in the entire cast of characters, including those from the previous game which took place in the 1960s, in a move that showed just how deep his ambition was to tie all these threads together. It was like Kojima, instead of trying to corral this giant beast of a story into some pen, decided a better way to take control was to just grab the story by the balls and squeeze as hard as he could to force his will upon it.

As I said before, the game is full of contradictions. It speaks a message of peace and non-violence while simultaneously hyper-romanticizing the role of the warrior. At times the game strives to be ultra-realistic. Characters will go into painstaking detail about how a certain firearm works, or how a certain computer program functions. At other times the game gives way to guilty fantasy. This is most notable with the antagonists. The villians in the Metal Gear series have always been a bit over the top. This game is no exception. The main bosses in this game take place in the form of the Beauty and the Beast Corp., four lovely young women traumatized by war who've gone mad and are now instruments of war themselves. Each one has taken on a certain emotion, e.g. Raging Raven, Screaming Wolf. It's easy to laugh at the silliness of some of these characters. But if you look at it differently these characters are almost Jungian archetypes. Are they even meant to be real? Does Snake actually fight them, or could it be seen as Snake “fighting his demons”? There's a certain metaphoric quality to these characters. The way arch-villian Liquid Ocelot bristles with lightning, just as Volgin did in the previous game, could be seen not as an actual ability of his to wield lightning but as a metaphor for his power. It must be noted that the fantasy doesn't get in the way of the plot or is ever used as as Deus ex machinima. This quote from the Daniel Primed blog says it best: “While fantasy based elements are a rarely discussed staple of the series, these games use it only for metaphoric purposes and never to conclude storyline plot holes.” This leads me to my next point, these fantasy elements aren't really fantasy at all, but rather they should be seen as extended metaphors.

In essence that's what the whole game, the whole series even, is - metaphors embodied in characters. The whole series is just one big morality play, with each character taking on their part. This also means that nearly everything contains some sort of symbolism. Oh, is there ever so much symbolism in this game! One character could be seen as a stand-in for Christ, another the Virgin Mary (and simultaneously Mary Magdalene). A new character, Drebin, is the embodiment of the entire arms industry, even of capitalism itself, who also functions as a sort of Greek chorus/Cheshire cat, appearing to our hero in times of need to prod him along the path. There's even a bit of a Faust/Devil relationship between him and Snake. It's like an English major's dream manifested in game form.

The dichotomy of symbolism goes even farther. At times the drama is very Western (Shakespearian) at other times very Japanese. When I say Shakespearian I mean that in every sense of the word. Yes it contains those elements of great literature such as comedy, love, death, and tragedy, but it also appeals to the masses with it's occassionaly crude humor (lots of fart/poop jokes) and underdressed females. At the same time the game is very Japanese. The action sequences are straight out of a Hong Kong action flick (ok, not Japanese, but it has its roots in the martial arts). The females can occasionally act in a way Westerners might find old fashioned (like when one bride-to-be gets excited at the prospect of dutifully serving her husband). Occasionally there's that feeling that there's something you're not quite getting, like some cultural cue we're not familiar with. All together, it's this strange mix of Western drama and Japanese weirdness.


It's like the War & Peace of videogames in terms of cast.

To say the game can be melodramatic is an understatement. Since the whole game is essentially a vehicle for Kojima's message it can be nauseating at times when a character goes into an extended dialogue on the dangers of war or what have you. Like with the other games in the series, Kojima wants to make absolute certain that you get the message, so he'll have the characters speak these grand verbiose statements that go on and on and on. Kojima can be so blinded by his ambition that he doesn't know when to stop. Michael Abbott at the Brainy Gamer has an interesting piece on this aspect of Metal Gear and melodrama if you're interested in reading further.

I've spoken previously about Kojima's use of cinematic cutscenes in the series. It's an oft leveled criticism of Metal Gear that the cutscenes can be too lengthy, where it becomes less like you're playing a game and more like watching a film. This game is no exception. Before the game came out there were rumors about extraordinarily long cinematic sequences, so much that when publisher Konami let reviewers get an early version of the game for review purposes they were forced to sign a non-disclosure agreement saying they wouldn't comment on the length of those cutscenes.

Oh, folks, are they ever long. Usually they run from a few minutes to 15 minutes, with a few clocking in around 45 minutes. But then Kojima really outdoes himself when after the final confrontation the game goes into an epilogue that technically qualifies as a full-length feature according to the Screen Actors Guild. All in all there are over 10 hours of cinematics.

Which brings me to the next point: Kojima needs an editor. It's not that the game or the cinematics are too long, or even the story itself. It's his obsession over the nitty gritty details of the characters' motivations. We don't need an hour long explanation of how and exactly why the villian plans on using some computer program to accomplish his evil deeds, you can just tell us "The bad guy has item X, and that gives him power, so therefore we need to stop him!". Yes, it's cliched, but it's more effective than overly long explanations that barely hold up logically and which are ultimately inconsequential. Once again, our friend at the Brainy Gamer has an excellent piece on Kojima and his over-the-top ambitions. At the same time I have to confess that I somewhat enjoy these long, drawn-out explanations as it's what gives the series some of it's charm. Yes it's tiresome, but at the same time, have you ever played another videogame, or even seen a movie, that went into such detail over the Strategic Arms Reduction Treaty? I'm sure you haven't. So it's at times frustrating to have to wade through all of this talk just to experience the game, but at the same time, it's all part of the adventure. It's like going to a Tarantino film, part of the thrill is just watching the characters and their discussions on Big Macs and Like a Virgin.


The game contains all the usual flair that I've discussed previously in my other analyses. Both the graphics and the score are AAA in quality. In fact, the game has arguably the best graphics and presentation out there, I am convinced that those shots of Sunny cooking eggs are real. The locales and situations Kojima puts Snake in are amazing, from putting Snake on a cloak-and-dagger like mission where he must tail an informant in a foggy Eastern European city that recalls something out of The Third Man, to some extraordinary split-screen sequences that have you controlling Snake on one half while a glorious cinematic plays in the other half, the game does it like no other.

Like the other games in the series, the one seems at times self-aware of it's own existence, toying with the player through fake reboot screens and characters specifically mentioning the gaming hardware. The game also has a certain self-importance about it. Kojima knew he was crafting a huge finale to a wildly popular series, and this is evidenced in his song selection. The opening song is a pathos-filled dirge sung entirely in Hebrew; the closing song a cover of Joan Baez's "Here's to you" from the film Sacco and Vanzetti. It's like Kojima wouldn't settle for anything less than these heavy, burdensome pieces to give his work some sort of gravitas.

I want to say more but I'm not sure what I want to say. There's so many different points of discussion, one could write a dissertation or hold an entire lecture series on this one game alone. Hideo Kojima is perhaps the most gifted auteur in the medium, and the amount of ambition in this game is staggering. I'm just not quite convinced the game lived up to that ambition, though it is still far and beyond anything else in videogaming. This one quote I found online says it best:

“That’s not to say that MGS4 is a failure because it simply isn’t, it is one of the best produced pieces of media of our time which so happens to be under the control of a mad man.”

After playing the entire series all the way through I've come to the conclusion that though this game may have it's flaws, I just might consider it the best narratively-focused videogame of all time (as opposed to something like Tetris, which might qualify for the best non-narrative game of all time), though it's difficult not to take the series as a whole into consideration when making that claim. But this comes with the heavy caveat: for now. No one else has ever come close to what Kojima tries to accomplish in this game; his ambition is extraordinary and the fact that he can pull it off with only a few gripes is equally extraordinary. But as I said, this is just possibly the best videogame series for now. Another game developer with similar ambitions and creativity could probably do better if they could manage to just rope in their ambitions a bit. Well, that's it. If you've made it this far, I thank you for reading this. Till next time.

Monday, June 1, 2009

E3: The Beatles do the Rock Band thing/Minority Report is for realz yo

Today was the opening day of E3 in Los Angeles, the annual big electronics/video game expo. Among some of the highlights:

- Paul and Ringo came out to (somewhat awkwardly) announce/hype The Beatles: Rock Band (trailer here), which looks like it could be the most interesting iteration of the music instrument genre since it looks like you'll be living the career of the Beatles, from humble beginnings to the famous rooftop. I noticed that Yoko Ono was on stage for a moment at the beginning, except she conveniently disappeared a second before Paul and Ringo came out.

- Confirming all the rumors, near the end of the show Hideo Kojima showed up and announced that the Metal Gear series was coming to the Xbox in the form of a new game (not MGS4 as people predicted). Another huge blow for Sony, who now have lost all of their major franchises to MS the last few years (Final Fantasy, Grand Theft Auto, Tekken).

- Microsoft managed to get Steven Spielberg on stage to help unveil a brand new motion-style interface currently still in production egregiously titled "Natal" (which only makes me think of fetuses). It's obviously Microsoft's response to the Nintendo Wii, but what they showed looked truly amazing. They've gotten away from controllers completely, allowing you to use your body as the controls. This was shown in an almost Minority Report style way, where you not only control the menus with your hands, but the system uses facial recognition so that when it sees your face it logs you in. Watch here.

- Yoggoth's arch-nemesis, game developer Peter Molyneux, was there, showing off some insanely futuristic (and probably insanely ambitious/will never get off the ground) application where you interact with a virtual boy named Milo on the screen, who looks incredibly life-like, and he recognizes you and has regular conversations, almost like a whole fictional person that you interact with. Watch the video to fully understand.

Sony and Nintendo better step up their game tomorrow and Wednesday if they're to beat what MS had today.

Tuesday, April 7, 2009

Metal Gear Solid 3: Snake Eater (Kojima, 2004)


Metal Gear Solid 3: Snake Eater is a commentary on the ever-shifting state of the world's superpowers and on how the wars and grudges these countries hold against one another are ultimately meaningless when history is viewed as a whole. Widely regarded by fans as a return to form for the series, Hideo Kojima not only continues to expand on the mythos of the world he's created, but continues to explore his distinct storytelling style and unique take on the American action-military genre.

Snake Eater is the third game in the Metal Gear Solid series, though it takes place first in the series chronology as it serves as a prequel. Kojima takes us back to the height of the Cold War in 1964. The tale Kojima spins deals with everything from the Cuban Missile Crisis, power struggles between Kruschev and Brezhnev within the U.S.S.R., to discussions about then-current films and ramen noodles.

We meet Snake about to be sent off to the swampy jungles of the fictional Russian province of Tselinoyarsk to retrieve a defecting Russian scientist. Upon his retrieval this scientist explains how a certain faction of the Russian army was forcing him to work on a terrible weapon called 'The Shagohod'. It's obvious to us, the player, that this Shagohod is a precursor to the future 'Metal Gears' which we've so lovingly encountered in the previous two games of the series.

As is usual a twist happens in Snake's plans, as just as he's about to escape with the scientist, Snake's mentor shows up - only ever referred by her codename 'The Boss' - and takes the scientist with her, and says she's defecting to the Russian side and joining an elite group of fighters known as 'the Cobras'. She then proceeds to throw Snake off a bridge to what should be his death, with Snake only managing to grab a hold of the bandana the Boss was wearing - the bandana that becomes Snake's familiar signature headpiece.

For the player this sets up the mystery that drives the game - why is the Boss - Snake's mentor and hinted-at possible lover (and even mother) and number one soldier in the U.S. - defecting to the Russian side?

Snake manages to survive falling off the bridge and is rescued, taken home to heal up, and given his new mission - eliminate the Cobras, rescue the scientist, and kill the Boss. This third time through a Metal Gear game this is all somewhat familiar. Kojima enjoys this style of splitting the narrative. Just like in MGS2, first there's an initial sequence of gameplay that lasts no more than an hour, a first act if you will, which functions as a sort of extended prologue. This is then followed by a second act, where the real 'meat and potatoes' of the story occurs.

By this third outing it might be useful to talk more specifically about Kojima's style and his use of certain motifs which carry the story. One such element Kojima likes to employ is what I'll call the "ritual game save". In all three games whenever the player wants to save their progress in the game they have to go through a certain in-game routine. The player must essentially 'phone-in' to headquarters, speak to someone (always a female) to tell them he wants to save. This is always followed by some sort of conversation with the female, usually with a lot of flirting.

In the first game it was Mei Ling, a cute Chinese-American girl who always told Snake these useful proverbs that at first seem somewhat serious but by the end of the game got a little wacky (an example of Kojima toying with the player). These proverbs usually fit with the context of what was happening at the moment. So, for example, if there were a lot of enemy patrols in the vicinity she might give a proverb saying to the effect of "it's better to avoid confrontation and be sneaky rather than fight".

In Metal Gear Solid 2 in the opening 'Tanker' chapter the save is carried out by Snake's scientist buddy Otacon who attempts to emulate Mei Lings proverbs but doesn't quite get them right, functioning as a kind of subversion of Mei Ling's advice (watch here). In the second act these game saves are carried out through conversations between Raiden and communications officer/girlfriend Rose, where they discuss their relationship and what it means to be in a relationship (watch here).

In Snake Eater saving happens with the communications officer codenamed 'Para-medic'. This time instead of proverbs or relationships, Para-medic likes to talk about films and usually tries to relate those films to what Snake is encountering in the game. Here's one discussing Godzilla. Watching this clip clues you in to Kojima's fondness for self-referential jokes, like how Para-medic bets they'll still be making Godzilla movies in 2004. In another conversation Para-medic tells Snake about a new movie she's just seen called From Russia with Love. The Major in charge of the mission is apparently wild about the movie and, with the writers playing completely to the audience, the Major says "007 is the biggest thing to come out of England since the Mayflower. I wouldn't be surprised if they made 20 more of those movies!" The James Bond references are further explored during the opening title sequence, a brilliant send-up to all 007 movie openings.

It cannot be stressed enough that Kojima enjoys borrowing heavily from film. Just watch the opening scene, complete with an initial quote which sets up the theme of the game, the opening shot of the airplane flying through the clouds, and the starring credits fading in and out. It looks like something straight out of the Hunt for Red October. Also in this scene you'll notice Kojima subverting players expectations again. When we first see Snake here he's wearing a mask that makes him look like Raiden from the previous game. He even dons the same breathing apparatus that Raiden wore as he made his initial swim into the Big Shell.

I mentioned in the beginning that most fans of the series considered Snake Eater to be a return to form. What I meant by that is that fans were disappointed with MGS2 because they wanted to play as the hero, Snake, but instead had to play whiny voiced hero-in-training Raiden. I, for one, enjoyed playing as Raiden. I believe those fans who found themselves disappointed with the previous game missed the point that Kojima didn't want us to play as the hero, but instead wanted us to experience the narrative from the perspective of an outsider observing the hero.

When the player initially sees Snake in this opening scene looking like Raiden the initial thought is "Oh no, am I playing as Raiden again?" The answer is of course, no, Kojima is just having his way with you.

This method of making the player aware that the game is playing with them is endemic of Kojima and the Metal Gear Solid series. From the British Film Institute's 100 Videogames Screen Guide:

What is most interesting about Metal Gear Solid, however, is that for all its filmic intentions, it is a game that is supremely confident with its game-ness. At various points, characters draw attention to their presence in a videogame, or even to the paraphernalia of videogame hardware and interface. Where intuition might tell us that rendering the interface transparent or even invisible might be the most effective means of creating immersion or presence in the narrative and world of the game, Kojima and his team brazenly remind the player of the constructedness of this experience. This is postmodern media in playable form.


Whereas the theme of the original Metal Gear Solid was genetics, or 'gene', and the that of its sequel being a discussion on the nature of information, or 'meme', Snake Eater's theme is 'scene' - the climate in which events occur and the impact it has upon them. From the Metal Gear Wiki: "Scene deals heavily with Relativism, the idea that concepts such as right and wrong or allies and enemies are not absolute or eternal; but instead are personal and transitive, shaped by our cultures and the times we live in." Unlike past games I was aware of what the theme was going into this game. Funny enough I didn't really catch any major strands of the theme until near the end of the game when the Boss gives her big speech. This speech is typical of Kojima's style in that he wants the player to understand his intention so he tends to lay it down rather heavily when he does.

In this speech the Boss describes a realization she had while on one of the first manned missions into space. Having witnessed the Earth from so high she realized that national boundaries are just a figment of our beliefs, and over the course of time those nation states that define those boundaries slowly change their relationships with those other powers. Examining history as a whole those relationships that define the current political 'scene' are rendered meaningless, as today's enemy is tomorrow's ally, as she makes the point when speaking about Russia (and 'prophesizing' that one day the Cold War will be over when we're fighting a new enemy). From the Wiki: "The Boss is a victim of circumstance. Her "scene" - Cold War Era America - forces her to, ultimately, give her life. Snake is forced to kill his former mentor due to a "scene" he not only has no control over, but has no knowledge of." By realizing she's only playing a part in this Cold War 'scene' she realizes the meaninglessness of defining things in absolutes, in terms of right vs. wrong. She realizes that her actions as a solider are rendered pointless, leading her to accept that the wars she fights are ultimately futile.

The Metal Gear series has always been about the futility of war, each game examining that futility through a different lens. The original game was about how we pass on our culture through our genes. The second game examining how we define our culture through its accumulated knowledge. Now this third game deals with how we define our culture through our relationships with one another and the meaninglessness of defining those relationships as right or wrong.

A few final notes. I should point out how well the game pulls off being a prequel. Whereas other more well known prequels deliver a sense of inevitability - we already know Anakin will turn into Darth Vader for example - Snake Eater managed to completely surprise me. It wasn't until about two-thirds of the way through that I began to realize that I was witnessing the birth of a major character, arguably the most important character in the entire series, and I hadn't seen it coming at all, yet when it finally came together it happened so naturally that I was pleasantly surprised with how well it was pulled off.

I also have to give a nod to Harry Gregson-Williams' score. The Metal Gear series has always had amazing music, but Gregson-Williams manages to outdo himself in this game. From the bluesy take on the Metal Gear theme titled 'Old Metal Gear', to the previously mentioned over-the-top opening song performed by Cynthia Harrell, Gregson-Williams delivers a dramatic and exciting score. Adding an infusion of some Spanish guitar into the stirring Metal Gear Solid theme gives us one of the most memorable music pieces to ever come out of videogaming.

That's it for my look at Metal Gear Solid 3: Snake Eater. Now that I've completed these three games I can finally play the game that got me interested in starting this series in the first place, the fourth and final part of the series, Metal Gear Solid 4: Guns of the Patriots. Until then, happy gaming.

Tuesday, February 3, 2009

Another Contender

In my quest to play through the Metal Gear Solid series I've begun the third chapter of the saga: Metal Gear Solid 3: Snake Eater (yes, that's the title!). Ladies and gentleman, I think we have another contender for the Best First Levels in Videogames. I am continually impressed with what this series has to offer. Hideo Kojima must be some sort of mad genius, as he is able to expertly take traditional western-fare and infuse it with a distinctly Japanese flavor, and by that I mean, a distinctly strange flavor. It's almost as if Kojima sat around watching western action films his entire youth and then attempted to go make his own in videogame form, but with everything not quite how we've come to expect from such films, and all done in a quirky, something's-a-little-bit-off kind of way. You could even say he's like the Japanese equivalent of Quentin Tarantino (is that going too far?).

Take for example, the opening to Metal Gear Solid 3. This time Kojima is aiming for the prequel treatment. We find Solid Snake traipsing around the jungles of southeast Asia sometime during the late 60s/early 70s. The first hour of the game opens with Snake dropping into the jungle via parachute, encoutering old foes from the previous two games (or are they new foes since this is in the past?). The gameplay is all done quite expertly. But what really seals the deal here is the opening song which plays once you've finished the cold opening, like, say, a James Bond film! Oh, did I say that? Because the opening song that plays is nearly a shot-by-shot parody/send-up of every James Bond opening music video ever made. And just like Kojima is want to do, there's just something not quite right about it.

Oh sure, it's got the soulful female vocals (man they really need to get Tina Turner to sing this song), they've got the big band sound, they've got the trippy silhouette images (they forgot the naked ladies though), but the lyrics... At first they sound typical, but when they start to get going they're just... Well, here's an example: "Someday you'll go through the rain/And someday, you'll feed on a treefrog" Huuuhh?? Please, just watch and enjoy for yourself:



I love it. I can't get the song out of my head. It's just so spot-on. What's even better though? Watching other people sing the song on youtube! Hot Girl, check. Girl in her bedroom, got it. These two guys take the cake though, tell me which one you think is better, the one labeled The Definitive Cover, or the "WTF were they thinking?" Karaoke guy? I could seriously watch these all day.

Monday, January 5, 2009

Metal Gear Solid 2: Now In Bitingly Satirical Webcomic Form!

Did reading my piece on Metal Gear Solid 2 get you interested in experiencing the game but you don't want to go through the motions of playing it? Don't fear! Someone has gone ahead and translated the entire experience into hilarious satirical webcomic form. Live Journal member Hiimdaisy has put up four pieces that go through the entire plot of MGS2, but done in a way that just makes the whole thing funny while staying true to the actual game. I laughed my ass off through all four pieces, though if you haven't played it you might not find it so brilliant. Check out "Let's Destroy Metal Gear Again!" Part One, Part Two, Part Three, Part Four.

Wednesday, December 24, 2008

Metal Gear Solid 2: Sons of Liberty (Kojima, 2001): The Mega Analysis


Upon the release of Hideo Kojima's 'Metal Gear Solid 4: Guns of the Patriots' earlier this year, critics heaped praise onto this final chapter of the Metal Gear saga. The review at Gamespot, my preferred site for reviews, begins with this:

"Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway."

I am not here to talk about this game. I'm here to talk about 'Metal Gear Solid 2: Sons of Liberty'. I haven't played the fourth title yet, but what that review says about the fourth title I would apply to the second. I'm going to go ahead and say that for me, this was the best videogame narrative I've ever experienced. By the time the final credits rolled I was so blown away that I had trouble sleeping that night, trying to make sense of what I had just experienced.

Speaking to a good friend a few days later, I said that it's almost a shame that MGS2 is a videogame, in that it requires you to play it to experience it, that you can't just sit back and be a passive observer. But that's also the beauty of it, because the game begins to toy with you right off the bat, leading you down further and further rabbit holes, which eventually start to break the fourth wall, leading up to a point where you, the player, are the one being played.

It's difficult to talk specifically about MGS2 without giving too much away. It's told in two chapters. The first chapter begins with you, back as Solid Snake, investigating a tanker leaving New York harbor in the middle of the night. It's been two years since the Shadow Moses incident, the name given to what happened in the first game. Snake now works with Otacon, the scientist and inventor of the original Metal Gear, for a group named 'Philanthropy', with the goal to rid the world of all Metal Gears, which have now become widely available since Ocelot, one of the main baddies from the first game, made off with the test data after the Shadow Moses incident and sold it on the black market. Otacon has learned (under mysterious circumstances) that a new version of Metal Gear is being transported on this vessel and Snake is being sent to investigate. Snake makes his way onboard, and let's just say things don't go as planned, resulting in the tanker sinking just off the coast of Manhattan.

Then the real story begins. In chapter 2 you start off as Snake, or at least you think you're Snake, being given a briefing in a scene eerily reminiscent of the original Metal Gear Solid. You're reminded about an oil tanker that sunk off the coast of Manhattan two years ago, and how the government came in and created 'The Big Shell' - an offshore platform built to clean up the mess. Just like with the original MGS, you're told that the President was touring the facility when terrorists took over the platform and are demanding a ransom, otherwise they'll kill the President and blow the Big Shell, resulting in an even greater environmental disaster. Then, in a bizarre twist, you're told that the leader of the terrorists is Solid Snake himself! And then it's revealed that you, the player, are not Snake, but Raiden, an effeminate whiny-voiced soldier who's had extensive training in virtual reality scenarios but who's now on his first real world mission.

This completely throws you off as the player, for you know what happened two years ago with the tanker, you just played that part, and now you're not only told an alternate history of those events, but you're told that Snake was responsible (which he wasn't)! And on top of that you're not playing as Snake, the hero, but as some other guy! What's going on here??

Things get weirder. Colonel Campbell, who, just like in the original MGS commands the operation, informs you that he had to get a replacement communications officer due to some unforeseen circumstances. For the replacement he's picked... Rose, your girlfriend? Raiden is baffled by this, as are we. Over the course of the game Raiden will have many conversations with Rose via Codec, a sort of video-chat player Kojima uses as his primary narrative device. These talks with Rose are often lengthy discussions on the meaning of relationships, the importance of communication, and the importance of trust. I've never witnessed such conversations in a videogame, and even most television and movies don't go into such painstaking detail of how conversations in relationships can play out. Plus she refers to Raiden by his real name, Jack. So we've got Jack and Rose, a la a movie about a sinking ship, I don't think this is just coincidence. Watch an example of these conversations here.

More bizarre things happen. As the story progresses you run into a man who looks and talks exactly like Solid Snake (voiced by the same actor), but who goes by the ridiculous name Iriquois Pliskin. You meet another Cyborg-Ninja, just like in the original game, who gives you a gift from some group called the 'La Li Lu Le Lo'. As the game goes on the rug is continually pulled out from under the player. Twists within twists. Eventually the game itself (or is it Kojima?) starts to toy with you, implementing fake game over screens ('Fission Mailed' instead of 'Mission Failed') and other bizarre happenings that break the fourth wall.


And then comes the finale, where the game becomes so bizarre and ridiculous I didn't know what to think. I was reminded of the infamous boat ride scene in Willy Wonka and the Chocolate Factory where you begin to think the director is either crazy or he's just having his way with you. I thought, "Has Kojima just lost it at this point? Is he just messing with me knowing that I'm too far involved not to continue?" Things got so strange near the end that I called out to my girlfriend in the other room to come witness what I was seeing to make sure I wasn't crazy. I thought that perhaps Kojima was some alien genius whose brain functioned at a higher level because I have no idea how he thought this stuff up, wrote it, and executed it so brilliantly. It's like some bizarre combination of the intricate and meticulous plots of Umberto Eco, mixed with the surrealness of David Lynch, and topped off with a dash of eccentric Japanese anime flair.

I can't describe the ending without ruining the story, but it ends with a whole treatise on the nature of self and truth, the importance of faith and free-will, and how our past is linked to our future as a species. In attempting to understand everything I stumbled across this site (it's one huge spoiler, you've been warned) which is devoted entirely to a discussion of the finale. I found this part was a good summation of the first two MGS games:

"The first Metal Gear Solid deals with the question, 'How much of a human being is defined by the genes?'. Naturally, the theme for the second is its complimentary part, 'How much of a human being is defined by information?'"

Update: This last Christmas day my dad gave me a catalog from MIT press to look at to see if there were any books I might be interested in. I ran into this book, which appears to deal with what I think Kojima was trying to say. Also, I've read that Goedel, Escher, Bach is another good place to start.

That's it for my look at Metal Gear Solid 2: Sons of Liberty. I'll leave you with the closing credits to the game, set against shots of New York City and Federal Hall (where the game ends) with a great accompanying jazzy piece of music that fits perfectly. Stick around for the end to hear Snake's final monologue (and click on Part 41 if you dare to listen to the final Codec call, a Metal Gear tradition, major spoilers!).

P.S - Did I forget to mention there's a part where Raiden runs around naked? You can watch a short X-Play retrospective of this memorable incident.

Friday, December 19, 2008

Can Love Bloom on a Battlefield? - Metal Gear Solid Conclusion


It's taken me a while but I finally finished the original Metal Gear Solid. In terms of plot, so much has happened since our last outing that it's hard to wrap it all up, but I'll try. Hideo Kojima, the creator of the series, really enjoys large, complex plots. Essentially, Snake learns that he has to stop the Metal Gear from firing. He also learns that he's been injected with a genetic virus called "FoxDie" which is a virus programmed only to kill certain people with a certain genetic makeup. Snake learns that he was injected with FoxDie so that he would infect the terrorists trying to take control of Metal Gear when he came into contact with them, but he learns that it is designed to kill him also. Basically his whole mission was a setup by the government from the beginning - in order to cover up the secret of the Metal Gear project, which if exposed could cause huge tensions between the superpowers of the world, Snake was injected with FoxDie. When he came into contact with the various terrorists they would be exposed to it and die (thus why the DARPA chief died of a mysterious heart-attack, because he wasn't the DARPA chief at all, he was one of the terrorists in disguise! Still following?). Snake also learns that the leader of the terrorists, Liquid Snake, is actually his twin brother. You see - they were all part of a genetic experiment during the '70's called the 'Les infantes terribles' project, which was designed to create the ultimate super-soldiers from the cloned DNA of 'Big Boss', the bad guy from the original Metal Gear games on the old NES (and whose remains the terrorists are asking for as part of their ransom). Snake and Liquid share the same genetic code and that's why Snake will also die from FoxDie. In fact, we learn that Gulf War syndrome is a byproduct of the genetic engineering, because all those soldiers over there were injected with stuff that essentially caused their genetic makeup to change to that of Big Boss's. Oh yeah, that Cyborg-Ninja that Snake encountered earlier? Turns out he's the brother of Naomi, one of the operatives on your team (who injected you with FoxDie to begin with), but he's not really her brother, he's actually her parents' killer!!! If you're wearing your tinfoil hat and have Art Bell's number on speeddial at this point don't be ashamed.

So as we can see, Kojima likes his plots complexo-to-the-maxo. But ultimately (and thankfully) not much of the plot is relevant to our discussion. Metal Gear Solid deals with a lot of themes not usually found in videogames. At the end of the story Snake knows that he's going to die from the FoxDie, but he doesn't know when. In fact, Naomi (who's brother was the Ninja) tells him that he'll die when his time is up, but until then he should "live life!" Kojima explores destiny and fate here. If Snake could die at any moment, then what's the difference if he didn't know he was infected at all? Should he let that control his life?

Kojima also deals here with finding purpose in one's life. Throughout the game Snake is constantly asked "what are you fighting for?" If he's just a mercenary, does he have actual beliefs, or is he purely just a gun-for-hire? During one of his conversations with Master Miller (who ultimately turns out to be Liquid in disguise), Miller says to him that the only difference between a murderer and a soldier is that the soldier is killing for a purpose. Do we need to give ourselves over to something greater to find purpose in life? At the end, Snake escapes from the compound with Meryl (the Colonel's niece) and decides he'd like to finally give his life purpose by giving himself to Meryl. Watch the final cinematic here (skip to 4:15 to get to the actual speech by Naomi addressing this topic).

Speaking of love, the scientist who Snake helped rescue earlier, Otacon, delivers one of the more awkward lines in the history of videogames. During his time being held hostage by the terrorists Otacon falls in love with his captor, the female terrorist sniper. Later in the game, after he's been freed by Snake, Otacon approaches Snake and asks him "Do you think love can bloom, even on a battlefield?" Though its hard not to chuckle when you hear this line, it's Kojima once again driving home the point that we need to live life for a purpose, that we can't just live for ourselves, but that we need to live for something greater. Watch the scene here.

So, is Metal Gear Solid art? It's hard to say. The game certainly has a strong message. While most other games in the same league (I'm looking at you Halo) have larger than life heroes and a grand, epic scale, their messages are ultimately pretty thin. But with Metal Gear Solid Kojima is actually trying to tell us something, that we need to give our lives purpose by giving it over to something greater, whether that purpose be a life of military service or love to another, and that we need to protect that love by avoiding war, weapons, and conflict. Unfortunately most of this message is conveyed during lengthy cinematic cutscenes which technically aren't part of the gameplay, but more like watching a movie. Perhaps as a compromise I could say that the game isn't art, but the story and message contained within is.

Until next time when I get into Metal Gear Solid 2 (which is even more crazy and complex), I'll leave you with this trailer which just premiered today for the upcoming Metal Gear expansion pack for the cutest game in the world, LittleBigPlanet.

Monday, December 15, 2008

Rehash: The Saga Continues (part 2)


Here am I back with part two of my analysis of the original Metal Gear Solid. Since our last outing with our hero Solid Snake, Snake has infiltrated a warehouse full of nukes. He was told by the now-dead weapons company exec that he needs to find Dr. Hal Emmerich, creator of the Metal Gear project. After facing off against a ninja-cyborg (who seems to know Snake from somewhere else), our hero finds Dr. Emmerich. The Doctor, who prefers to be called Otacon, explains just what the titular Metal Gear is. The project is to create a giant bipedal walking battle tank fully armed with nuclear warheads, able to fire its nukes from anywhere on the planet. Unfortunately Otacon thought the Metal Gear would be used only for defensive purposes (really?!), only now realizing that his project will probably be used for something more nefarious. Kojima creates parallels here with the guilt of those who took part in the Manhattan Project. Not fully realizing the implications of nuclear technology, some of those scientists felt regret the rest of their lives. It's actually layed on pretty thick here, with Otacon revealing that his grandfather had been involved in the Manhattan Project and that his dad also just happened to be born the same day as the bombing of Hiroshima.

Kojima seems to enjoy laying things on thick. As we saw with the eight minute long speech against nuclear weapons in our previous outing, Kojima really likes to drive the point home, if not even overshooting it. It's like he wants us, the player, to know that he is specifically addressing us. This goes against the writer's adage of "show, don't tell". Sometimes it seems that Kojima would just rather tell us. It can definitely pull you out of the game.

And it would seem that Kojima likes to pull the player out of the game. Continuing on, Snake meets up with Meryl (pictured above), the Colonel's daughter (it's a long story but the Colonel who's giving Snake orders has a niece who joined Fox-Hound before they went renegade). What's interesting here is Kojima's use of "self-reflexive awareness of the game as a game" (I stole this from the Brainy Gamer, excuse me). After meeting up with Meryl you exit out into a hallway. Meryl calls attention to the fact that guards are no longer patrolling the hallways, which she finds odd. Then Snake replies, "What happened to the music?" It's then that you realize as the player that the game is talking to you, because, in fact, the music in the game really has stopped playing. The tense spy-action background music, something the player probably never paid much attention to before, has ceased playing. I had trouble finding a good clip of this. For now go all the way to the very end of this one to watch this scene.

Imagine in a film if during a particularly quiet scene one of the characters mentioned that there was no music. How odd would that be? After this strange little scene plays out you enter a new part of the building where the music starts back up again. When you get a call on your radio, one of the characters working with the Colonel specifically asks you if you've heard any strange music lately, and Snake responds with something along the lines of "Yeah, when I entered this part of the building I started hearing a little tune". Kojima seems to enjoy playing with you, the player of the game, not just the characters involved in it.

That's it for now, I'll be back with my final analysis of the original Metal Gear Solid next time.

Thursday, December 11, 2008

Rehash: The Saga Begins


[I've just recently completed Metal Gear Solid 2 and plan on writing my analysis and thoughts on it soon. At the moment though, my mind is still reeling from everything I just experienced and it may take a bit for me to get my thoughts down properly. For the time being here's a rehash of the first part of my analysis of the original Metal Gear Solid which I posted on ludology 101 a few months ago (and which you probably missed since it's basically a dead blog). Enjoy!]

I've recently taken it upon myself to try out the Metal Gear series. Just a few weeks ago the final chapter of the series, Metal Gear Solid 4, was released. As I've posted before, it's been receiving rave reviews, with some reviewers calling it one of the best videogame narratives ever. After procuring (on-site?) a Playstation 2 and a copy of the original Metal Gear Solid (1998) I've begun my journey.


The man behind the MGS series is Hideo Kojima. He is both the creator and director of the series. One of the problems with videogames not being taken seriously as an art form could probably be attributed to the fact that games are made by many, many people, so there's usually no one identifiable person who leaves their distinctive mark or stamp on a game unlike a director of film. This is not the case with the MGS series. Hideo Kojima, who is seen as a sort of auteur in the videogame community, is the driving force behind MGS. Some people think of Kojima as a visionary- a complete master of his craft, able to tell amazing, complex (actually, really complex) narratives. Others see his games mimicking cinema so much that they say he's in the wrong business, that he should be making films instead of videogames. For an interesting look at Kojima check out this article at the Brainy Gamer which compares and contrasts him with D.W. Griffith.

Metal Gear Solid starts out with the main character, Solid Snake, being given a mission to infiltrate a nuclear waste disposal facility in the Bering Strait which has been taken over by a rogue private military contract group called Fox-Hound, of which Solid Snake used to be a member. The game relies on you, as Snake, to sneak around and figure out what's going on.

What makes the game interesting, at least for me, is that the story is basically an analysis of the American military-industrial complex told from a distinctly non-American perspective. The whole gameplay revolves around stealth. Fighting is usually a last resort, with sneaking around making the game much easier than if you try to fight everyone you see. I find this in contrast to most American made games, which usually have you shooting anything and everything, with violence being the easiest, if not the only answer. Whole books have been written on America's fascination with violence, but the contrast between a Japanese vs. an American take on the subject shows here when your character doesn't fight all that much, even though you're told you're a top tier secret agent with deadly skills.

The other observation I've made so far is just how anti-violence prone this whole game is. There have been increasing anti-war/anti-violence themes and messages cropping up as I go along. Currently I'd say I'm a quarter of the way through the game. After rescuing a kidnapped weapons company executive (think Halliburton) the player is treated to an 8 minute long cutscene which goes into a whole history lesson about post-Cold War nuclear weapons disposal, how much nuclear waste is created each year, out-of-work Russian scientists looking for a job, and a whole diatribe on the evils on nuclear weapons. Watch it here (skip to 5:15 to get the real history lesson).

As the length of just this cutscene shows (and there are many more lengthy cutscenes), Kojima is fond of fashioning his games like they were films, and I'll explore that further in another analysis.