Quick notes on Metal Gear
Rising
· How you interpret Chapter 5 is kind of
insightful into how different people play and think of games differently:
To someone who is more interested in the
narrative, which is at that point hitting peak tension, the escape from Denver
is basically filler. They could’ve made it smooth sailing to the launch site,
but maybe the designers needed an extra 15 minutes or so of gameplay[1],
so that got thrown in.
For some players, it might be seen as a rare
instance where the game forces you to backtrack instead of taking you somewhere
new, so their complaint would be similar.
On the other hand, for action game devotee,
they notice that each of the four fights in the area, but they aren’t
incredibly difficult fights, so they might see it as simply a few short
set-pieces wherein they can bust out and do freestyle gameplay.
. . . I wanted to turn this into a short thing
about how I hope game criticism will be able to refine itself soon enough where
people have clear approaches to how they do things, but honestly, I’ve got nothing.
·
Metal
Gear Rising has the best game soundtrack of recent memory.
I’d also go so far as to call it some of the best metal released on 2013.
·
I love how the bandana Raiden uses to cover his
cut eye (more on that below) has a hexagon pattern on it that visually recalls
the aesthetic of Metal Gear Solid 2,
specifically the game’s opening.
·
I can understand the use of cinematic
quick-time events in this game. It all completely makes sense for this game,
and frankly, most of them are only examples of “optimized” gameplay. Other
methods of killing an enemy will work, but the cutscene endings and such allow
you to restore life and fuel. All of that said, I am murdering the designer of the next game I play that makes me mash
the joysticks. You know what happens when I do that? I have to take my right
hand off the buttons where they should
always remain and use my right palm to mash the joysticks and that shit
hurts. Yeah. Fuck that shit.
·
It’s interesting given that this game is the
possible start of a new sub-series starring Raiden that the gameplay actually
has a fair few parallels to the original Metal
Gear Solid: Enemy ranges of vision are a fair bit smaller than in the most
recent Solid installments, so even if
you’re ninja running, sometimes enemies won’t even perceive you.[2]
Sound is also no longer a factor when using stealth to approach a target. You
can run up literally right to a target’s back and then use the one-button
prompt to execute and as long as you don’t touch them then you won’t enter
Alert phase.
·
Of course, on the other hand, the fact that
this game has stealth, cardboard boxes, or sub-weapons that come from earlier
games in the first place might just be the Platinum team showing their
dedication to Kojima’s diamond tablets of source material. (Read: fanservice.)
·
Speaking of dedication to Kojima’s source
material: the PR leading up to this game’s release sounds like all the usual
bullshit you get when you hear that a new dev is trying to preserve a franchise’s
artistic qualities.
That said, scriptwriter Etsu Tamari I think
really does “get it.” Metal Gear Rising
is, politically and philosophically, absolutely 100% a Metal Gear title, and it’s enthusiasm to show that it is makes it
possibly the most thematically blunt Metal
Gear ever made. It observes and criticizes the relationship between war and
capitalism, it examines the relationship between mainstream media narrative and
truth, and it questions, more directly and aggressively than any other Metal Gear, the heroic nature of the
violence by which the protagonist reaches his ends. And if you didn’t
understand any of that, there’s a point where Raiden reidentifies as “Jack the
Ripper” and the ending has you beating the shit out of a redditor stereotype
named Senator Armstrong: He’s white, he’s rich, he’s a libertarian, and he
played college football at the University of Texas.[3]
(He’s also without question the game villain of 2013)
·
That said: The rogues gallery of a given Metal Gear title is always interesting
in one way or the other, either through strong characterization, or interesting
backstory, or both. And always through fantastic boss fights. MGR mostly just has really good boss
fights. (And I mean really good boss
fights.) Two of the major bosses are introduced right before you fight them, and
only one gets to leave an impression. (Monsoon is awesome in so many ways.) Neither of them are
particularly strong in characterizations or backstory. The other three appear
sparsely and don’t get much development either, including Senator Armstrong and
I am serious: why doesn’t this guy get
more screentime?! I haven’t loved hating a character this much since
I-really-can’t-recall when.
·
That plays into another thing that I can’t
really call “wrong” with this game, but I’mma bitch about it anyway: the
cutscenes in this game are really short, and in case no one has ever noticed,
the length of about every Metal Gear
gets sliced clean in half when you skip the cutscenes. Case in point, my final
playtime, including watching all the cutscenes and tons of continues was 5
hours. (Which blows my mind because there’s 2 hours of cutscenes in here.)
·
This is partially because, and most people don’t
realize this, stealth games are almost inherently action games, just with a
different aesthetic.[4] And
games that are primarily action-based rather than adventure-based tend to be
pretty short, even if you account for cutscenes.
·
Per above, Metal
Gear Solid 4 averages about 15 hours a playthrough for me, and around 8
hours of that is cutscenes. So yeah, only 7 hours of gameplay. So basically
yeah, Metal Gear games are the
definitive stealth games, but stealth games are action games.
·
I cannot
be the first person to point this out, but the title is an obvious play on
words. It’s not Revengeance it’s “RE:
Vengeance”. Vengeance is the central theme of Raiden’s narrative arc, as we
come to observe Raiden’s actions less and less through an altruistic and
humanitarian lens and more as weakly justified expressions of his own repressed
anger.
·
I might write more about this, I definitely should at least, but Metal Gear Rising actually has one of
the most surprisingly solid narrative constructions I’ve seen recently. It
starts with a character being of a certain perspective, it gently, and then
relentlessly questions and deconstructs that perspective, and the character is
left fundamentally changed. Its thematic intentions are subversive, but its narrative
construction is Storytelling 101.
·
Here’s the difference between Metal Gear Rising and the typical lame
bullshit that passes for “moral ambiguity” in most games: most games do “Yeah,
vending machines full of blood . . . Take it easy Dracula, they’re still human.”
And that would be it. MGR on
the other hand starts its story there,
thematically speaking, and follows it down a rabbit hole to the point where
Raiden, at the end of the game, completely lacks anything resembling moral
authority. THAT is subversion.
·
Per the note above, Raiden actually fails
almost every single objective in this game. That is not insignificant: He fails
to prevent the assassination of N’mani despite describing his work as “security,”
and after succeeding to rescue the harvested and unharvested children from the
Desperados, he learns that this was a way to distract Maverick and Raiden from
Senator Armstrong’s plans[5],
and when he goes to Pakistan to prevent those plans from being carried out, the
World Marshal PMC uses the attack on the base to make Raiden the villain and
use him for the same purpose, his murder of Armstrong likely contributing to
that.
·
In addition to that: failing to morally justify
the action he takes against World Marshal, Desperado, and Senator Armstrong,
Raiden makes a psychological regression back into the ultraviolent persona “Jack
the Ripper” that we saw when he was a child soldier.
·
Worth mentioning in relation: the Metal Gear games typically use the loss
of an eye to depict a character who is evil or is becoming evil (Solidus Snake,
Big Boss), so we’ll have to see where a possible sequel takes that plot thread.
·
Metal
Gear Rising: Revengeance is definitely my favorite game this year.
- Austin
C. Howe, Maryland, 2013
[1]
The average chapter is much longer than 15 minutes, but this is a very short
game.
[2] “Perceive”
is the word I’ve heard used around the Metal
Gear fandom used to refer to when an enemy in a Metal Gear game “sees” you outside of their field of vision, and
thus they investigate where they spotted you.
[3] Go Razorbacks!!
[4] Deus Ex is mostly an exception, I view
it as stealth being the central focus of what is otherwise a WRPG: what’s
important is not so much mastering a system of sneaking more so than
customizing the ways in which you sneak (or choose not to sneak at all.)
[5]
Too long to not footnote: assassinate the President on Pakistani soil,
exploiting American nationalism to create a groundswell of support for a second
war on terror, which the game states in no uncertain terms has been a complete
and utter failure.
Concerning the hexagon motif in MGS: http://www.youtube.com/watch?v=Kn9dfDheSSo
ReplyDeleteI agree about revengeance being spot on when it comes to what makes the series tick. It totally feels like a Metal Gear Solid game, only more condensed, and I was positively surprised because I didn't expect it to match the tone so well and not only reuse what has been already (even if MGS has always been about doing just that to the extreme*, like endless variations on a theme in a 30 minutes classical piece of music), but also carry on the tradition, thus planting seeds for future games within the universe of MGS (for example that Snake is truly obsolete now in this future that is portrayed - if he is even alive that is), while also taking off from the political implications of war and media of the world of MGS before, and creating something new (for example that the Patriots are no longer needed, seeing as how their memes has spread to every citizen already - the panopticon is empty, yet people fall in line simply because they have been taught to monitor themselves into obedience/mainstreamness). New times, new threats, swiping what has been before under the mat, yet keeping it alive at the same time, seeing as precisely this has been what MGS has been about - warriors not finding their place in a new world (ala Fight Club, or the samurais when the meiji era began), or political/conspiratory climates which change the rules of everything you thought, friends turning out to be enemies, old threats turning out to be diversions, etc.
Apologies for the longest sentence in the world. :P
*http://www.deltaheadtranslation.com/MGS4/index.htm
Thanks for linking that essay, but I think it should come as no surprise that Howell's work is the foundation for how I look at Metal Gear (it should be the basis of any interpretive work on the series, frankly.)
DeleteAlso, if you haven't already, look at what I published in June: a full-scale Howell style dissection of the first MGS! (Spoilers: it's just as Postmodern as 2 and 4, people just didn't notice.)
I agree on Howell being canonical when it comes to MGS critique. I read the one on Sons of Liberty back in the day, but didn't realize he wrote the one on Guns of Patriot until two years ago or something, but I enjoyed it almost as much, even if my mind is more difficult to blow these days, seeing as the path to good game critique is wide open by now. :)
DeleteAnd yeah, Free Will & Defiance is what caught my attention to begin with on this blog. :) (through critical distance iirc)