Metal Gear Solid (PlayStation) review"Stuck somewhere between awkward social commentary and a one-series war against interactivity. " |
Video gamers consider Hideo Kojima quite the big deal, but not as big a deal as Hideo Kojima seems to consider Hideo Kojima to be. Though he’s been around the block a few times and headlined the creative end of quite a few projects, he fell into worldwide provenance when Metal Gear Solid stopped toiling away on obsolete Japanese gaming rigs and started their arduous love affair with Sony consoles. Hideo’s been in the news again telling the world how he’d love to palm the franchise off onto someone else, but there’s no one good enough to continue his legacy. This struck me as an odd remark, because Metal Gear Solid contains nothing but self-congratulatory, overly-pretentious dribble and stifled sexual aggression spread egregiously over scant actual gameplay.
Not ready to take my word for it? Check this shit out:
Mmmm, repression.
This espionage opus starts life with the completely not cliché trope of tempting a retired super spy out of retirement because he’s, like, totally the only person alive that can save the world from a group of super agents all named after adorable animals who have stolen a giant walking robot with a nuclear warhead strap-on and have taken the entire world hostage. This only exists to give opportunity to cut away to tedious and grainy stock footage of atrocities while overlong soliloquies about the evils of war are painfully plastered throughout. Point being, for all his anti-war posturing and pseudo-academic babbling, if Hideo Kojima displayed half the intellect he’s regularly credited with by the gaming audience, he’d be writing “The Logic of Withdrawal”, not directing ostentatious video games.
Super-duper secret spy Snake, then, torn from his life of comfort, has a magic communicator grafted to his inner ear, called a codec, which is secretly the game’s main focus. Not even the slightest happenstance will unfold without Snake’s support team calling him up before and after the event to discuss it in great detail, while Snake obediently repeats the last half sentence of every remark so it can be explained to the player ad nauseum in between furious assaults on the forth wall. Snake’s first big challenge is bypassing the horrors of a waist-high pipe! Understandably worried that frustrated players will give up and play something less taxing when faced with this behemoth of a challenge, you quickly receive a call telling you the button you need to press to crawl. (Spoilers: it is X.) Later conversations stop gameplay dead to explain, slowly and carefully, in the tones of someone talking to a very young child, how to perform complex actions such as saving your game and moving. Answering your codec – which is rarely not ringing -- often leads to more patronising lectures, explaining modest game mechanics or breaking down the plot for your simple(r) mind to better digest.
Bypass that dreaded pipe, and you find yourself in an area patrolled by similarly dreaded Genome soldiers, biologically engineered super-troops cloned from the baddest of men ever to live. On paper, they’re one man armies tooled up with state-of the-art gear and blessed with almost superhuman abilities. In reality, they’re half blind meandering pansies with the attention span of a goldfish. Your handy radar (don’t worry; someone on the codec will explain to you, in great detail, how it all works) shows not only any hostiles in the area, but their cone of vision as well, which extends to several feet in front of them, and suggests peripheral vision is a trait largely discouraged in super soldiers. If, despite all their shortcomings, you manage to alert one to your presence, they will sound an alarm, jam your radar, (don’t worry; someone on the codec will explain to you, in great detail, how it will all revert back shortly) and charge you en masse. To escape, sit quietly in a dark corner for a handful of seconds, or just run back the way you came, and chill for a few. The search will be called off and all your would-be pursuers, despite only seeing you mere seconds ago, will completely forget you exist.
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Staff review by Gary Hartley (September 05, 2014)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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