Game Overview: ABDN Reviews MGS4

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

(SPOILER NOTE: Tim’s review, my review, and some of this post have MGS spoilers. Read at your own risk)

I’ve taken a few excerpts from Tim Rogers’ brilliant review of Metal Gear Solid 4 and I’m going to talk about them a bit. He totally threw us for a loop, revealing the game that is NOT ABDN’s best game of all-time, but revealing a game he firmly believes not to be. Let’s get started:

“If it’s a fact that Metal Gear Solid 4 sucks on purpose, we can hardly blame Kojima for that, either. Given his previously well-documented disinterest in the series, its having been promoted as his “opus” must have turned his stomach. It’s clear that Kojima’s priority was the game’s plot, and making sure it “satisfied” fans: like the world’s fattest kid circa 1989 winning a Toys R Us shopping spree, Kojima struts zombie-like into the warehouse of his past work and proceeds to remove absolutely everything from the shelf, dropping one item at a time into his bottomless shopping cart. He eventually gets up to the cash register, leaves the cart unattended, pulls his smokes out of his jacket, and steps outside.”

In this point I can’t help but hope that Kojima was in fact making a disappointing game on purpose. Sure, MGS4 wasn’t terrible, but after all the hype, after Metal Gear fucking Solid 3, I found myself thinking “Really? After that, this is what you bring to the table?” MGS3 was so good that I suppose surpassing it was either impossible for Kojima or, as Rogers says, not even the point of what he was doing. He made MGS4 because he had to. He made MGS4 basically a checklist for unanswered plot points because he ultimately wanted to be DONE. May Hideo Kojima never have to have as much control over or make another MGS game. The man, despite what Rogers thinks, is brilliant. I like to think it’s just a question of him finding a project that truly interests him again.

“By act three, the game has abandoned its neat little idea in favor of a far neater one: we are now following a guy through a European city. Snake is wearing a trenchcoat, looking like Gillian Seed from Snatcher (the fans swoon), and it’s quaintly foggy. Ironically, this proved to be our Absolute Favorite Part of the Game. Since age nine, we have wanted to wander a European metropolis after curfew, letting a shady man obliviously lead us to his shady headquarters. This is the reason we studied Russian and Chinese in elementary school while everyone else was busy pretending they knew something about sex. We carried this dream in the palm of our hand until college, when it dawned upon us that we could Actually Die from doing Stuff Like This, so we started writing about videogames in the first-person plural instead. Metal Gear Solid 4 manages to get the mood and the pace of Euro-man-stalking just right. Our target is “Side A”, and the enemy troops enforcing the curfew are “Side B”. We are “Side C”. The level design in this part of the game is ferociously cute: both we and Side A are in violation of Side B’s rules; while avoiding Side A’s detection, we have to ensure that Side A avoids Side C’s detection. This ends up pretty fascinating, whether you have watched the opening cut scene or not. Eventually, you get to the goal, and suddenly you’re riding shotgun on a motorcycle in yet another ropey on-rails shooting sequence. It’s like waking up from a dream about the Bahamas to find out you’re actually in Bermuda. Instead of intimately sharing military secrets with a woman you picked up at a poker table, you’ve got your mother asking you to shoot a helicopter down.”

I feel the need to interject that, despite Europe being compelling to Rogers and the ABDN crew, it’s rather dull compared to the actual MGS gameplay that I wanted. The gameplay of MGS3 was not about following a dude, although it’s also not too far. The dynamic of hiding from two forces is decently interesting, but its perhaps marred by the game itself. You CAN just take off the trench coat and continue running around in your octo-camo. You can just stun all the guards instead of sneaking around. Hell, you can just kill all the guards, so long as your mark doesn’t see it happen. The gameplay isn’t quite as compelling as the other sections, to me, even if the locale IS. Wandering throughout a European city in actual MGS fashion would be quite fun and worth exploring in the inevitable, but hopefully not Kojima-directed, MGS5.

“We will disclaim, right here, that we have, for the past decade of jacked-into-the-netness, chuckled and rolled our eyes whenever anyone complained about the length of the cut-scenes in a Metal Gear Solid game. Some people said they just wanted to enjoy the “gameplay” (like that’s a real word); some people said they just wanted to enjoy the “atmosphere”. It puzzled us, to the point of rubbing our bellies in amusement, that someone would dare to want to play Metal Gear Solid with absolutely no invested interest in the characters. It’s not that the story and the characters are necessarily great literature so much as they’re insperable from the game’s progression and atmosphere. If you only like the game mechanics, you’d be better off playing Pac-Man — it’s basically the same thing. Conversely, if you only like the story, you’d be better off reading a book. (Crucial: notice how we recommended Pac-Man for players who only like Metal Gear Solid as a game, whereas we recommended any book in existence for those who enjoy it as a story.) If nothing else, the original Metal Gear Solid had a dignified flow to it: the characters were all rough sketches, all vaguely likable. Conceptual Bullshit was kept to a minimum, and by minimum, we mean “Maximum, in Hindsight”. There was a fucking “boss” who you didn’t fight, who you instead met and talked to, and he died six hours before you even knew he was a boss. The game shows you this level of virtuosity for a while without once flexing its muscles in the mirror; at a certain point, it starts delivering soliloquies about love blooming on the battlefield; by this time, we are so into it that we can’t give up now. The game has worked its spell on us.”

Rogers brings up a vital point about the REASON people play a Metal Gear Solid game. It makes sense that a blockbuster like the MGS series is not only attract people who firmly agree with the gameplay environment, but I too marvel at the people who complain about cutscene length, but claim to be fans. The game IS about long cutscenes. The game certainly has a specific aesthetic created by its controls and actually interactive portions (ie: the parts where there aren’t cutscenes), but without the context, I would think it’s quite boring. Then again, I’d say I’m a person who is mostly motivated by story. I’ve played abysmal games just to see their endings in the past and I continue to play mediocre and great games, like MGS4, just to see what happens at the end. It’s absolutely true that divorcing MGS from its cinematics is divorcing the entire reason for playing from the game. It just makes no sense otherwise.

“Hindsight will tell us that, in concept and execution and everything in between, Metal Gear Solid is better than Metal Gear Solid 4, though this hardly matters. What matters is that we have grown up, and Metal Gear Solid has grown down.”

This is absolutely true. I would have to take a second to very firmly point out that MGS4 is, by no means, a bad game, it does suffer from something no other Metal Gear game does: sequelitis. It tries too hard to be what is iconic Metal Gear for its fans as a conclusion to such a degree that it is less Metal Gear for doing so. Think of the Solid games starting with MGS. Sure, that wasn’t much more than a rehash of the elements of MG2 (in fact, elements of the MG games continually repeat, but that’s actually a major theme of the game (how brilliant is Kojima to make “laziness” translate into “artistic purpose”?)), but getting serious, it’s plain that MGS2 is radically different from MGS. You have a totally new protagonist running around through an environment that is fundamentally different from Shadow Moses. The game felt different enough to warrant significant fan backlash causing low sales of the third, also fundamentally different Metal Gear Solid 3, where you, the player, are now in the past, the tech is old and different, changing the game from Pac-Man to something slightly different. Snake is not the same Snake (although he arguably/genetically) is, you now have a camouflage system, you have to eat to maintain stamina, and you have to treat your injuries.

Meanwhile, here comes MGS4. There are some slight gameplay tweaks here and there with octo-camo and the Drebin weapon system, but you’re not doing anything fundamentally different from the past games. You even have a stage where you revisit an old locale. MGS4 suffers because it is too much like the MGS games of the past. Kojima should have continued to grow as he did with MGS3 instead of regressing to the asinine and stupid with monkeys in diapers and god-awful stupid cutscenes. See Rogers’ treatment of the fried egg dilemma in the same review for more on that.

“…the (seemingly) hour-long sequence in which Ninja Raiden Riverdance-Duels a gay vampire in order to buy Snake, Otacon, and their pet robot enough time to escape from the hell of South America via helicopter is a chief offender: look at those moves! The moment we, as a “player”, behold a scene in a “videogame” and think “Man, someone should make a videogame out of that”, the ghost is essentially given up.”

Also (mostly) a first for MGS4 is the sequence where we cannot control Snake’s (or Raiden’s) bad-assery. The only notably awesome action sequences outside of MGS4 I can think of that we did not, in fact, get to control happen in Twin Snakes (this was widely hated) and in MGS3 in one scene. There is ONE scene in MGS3 where Snake beats up on the Ocelots with CQC. Every other time Snake tries to be fancy with CQC in a cutscene, The Boss, Volgin, whomever, seriously kicks his ass and makes him look like a moron. EVERY OTHER TIME. The player should not ever wish to control a cutscene in a game. Games are created to allow us to control the cutscenes. This is the failure of Quick Time Events too, in my opinion. Too much abstraction involved with making the protagonist look amazing.

“Eventually, the game turned us off to the concept of entertainment in general. Eventually, the game makes us start drinking.”

While MGS4 was, by and large, a disappointment to me as I became a victim to hype and high expectations resulting from playing MGS3, it is not this bad. It’s got its rough edges and, as Rogers loves to state in his review, the cutscenes are a train wreck of awkward acting and dialogue that would make almost anyone embarrassed to be seen playing the game (I’m looking at you Johnny…while I’m at it, you too stupid monkey in diapers), but I still stand by my review stating that you should play it. I’m pretty sure that my review was full of disappointment over finishing a great series off with less of a bang, but more than a whimper, it’s definitely worth a play.

(Just when you thought they were over, welcome to another MGS-full post)

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