Showing posts with label rehash. Show all posts
Showing posts with label rehash. Show all posts

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.