You know, I’m reminded
of a conversation I had with my brother a couple of weeks ago. He was really excited about the then-upcoming
release of Revengeance; knowing that
I tended to keep a pulse on game reviews, he asked me if I thought it would get
good scores -- especially in comparison to the fresh-on-the-market DmC.
I gave him my prediction. “No, it
probably won’t get good reviews. There’s
no denying that it’ll be good, but the scores won’t be as high as DmC’s.
People will probably say the story is stupid, or confusing, or
something. Or some other flaw.”
And then the scores
started popping up. And indeed, it has
seen some favorable reviews -- not enough to put its Metacritic score over DmC’s, but it is a close race. That length seems to be a major sticking
point.
But if there’s one
thing that I’m starting to learn as of late, it’s that reviews are merely a suggestion of quality, not a
confirmation of it. Maybe my standards
have just become annoyingly high in the last few years, but the sheer number of
nines and tens from the gaming press seem to be less and less likely to
translate into a “great game, great experience”, at least in my eyes. I’m the kind of guy who READS the reviews,
not just glances at the score. And when
I read about issues with the new Tomb
Raider and issues with the new God of
War, I’m starting to fear that I need to start magnifying those problems to
figure out if a game is right for me.
Maybe I need to be doubly-negative.
If reviewers won’t be critical, I guess I’ll have to.
Which brings us back to
Raiden’s Ass Kicking Jamboree.
WARNING: You are in for a crap-ton of spoilers
if you read carelessly, so if you’re looking to play the game first with a
fresh perspective, do so immediately.
Also, don’t do what I did and forget that the Select button lets you
access the Codec and plenty of conversations with your pals. Cripes, I’m terrible at Metal Gear games…
Remember, I was
expecting reviewers to tear into the story, calling it either “immature” or
“convoluted” or something along those lines -- and by that logic, I would have
to double the negative points. And even
if they were positive, I expected either backhand comments about how the story
is passable, or find it inoffensive (at best) on my own once the game was in my
hands.
I guess I underestimated
the input of Hideo Kojima. I know a lot
of people take issue with his storytelling, and I’ll admit I can see both their
point of view and the flaws of the Metal Gear-Father’s style; I’ve yet to
forget falling asleep during MGS4’s hour
long cutscene. On the other hand, I like
MGS3 a lot -- especially the
relationship between Snake and The Boss.
Or just The Boss in general; she had a commanding presence, plenty of
impact on the plot, an interesting tale, and an almost palpable bond with
Snake. To say nothing of the last boss
fight against her, and the ending that follows.
Not being one for
politics or the military, I can’t say for sure how much Kojima’s works are
credible (though I’m assuming he and his cohorts have done their
research). But to be more precise, I
can’t say for sure how wise or effective it is to throw so many concepts at us
gamers. For the most part it’s easy
enough to follow along, and I’ll admit that there are plenty of interesting and
enlightening points. On the other hand, sometimes
it feels like the camera is being jerked to the left so we can have a
discussion about war and soldiers and such.
It’s not a game-breaker, but it is something I’ve come to expect of the
franchise. Same goes for the sheer
immensity of each cutscene, let alone game; you’d think that the guy would try
keeping things succinct and manageable, instead of reveling in his ability to
throw thousands and thousands of words at an audience with no choice but to
tolerate his long-windedness. And --
wait a minute…did I just describe myself?
Or at least some time-displaced Japanese counterpart?
Anyway, it’s easy to
spot elements of Kojima’s style, even if you aren’t fully-immersed in the lore
or his works in general. In fact, during
the demo when a few of the characters started going off about the political
climate, a part of me started getting a little unenthusiastic. Complex discussions about the nature of war
seem a little ill-fit for an action game starring a one-eyed cyborg ninja.
And to my surprise, the
full game seemed to agree with me. There
are some discussions, of course, but there are three important caveats that
prevent them from getting too unwieldy.
First off, the military-industrial complex junk is there, but it’s kept
under control -- it adds flavor without overpowering the rest of the meal,
because it’s wisely regulated. Second,
the game manages a good balance of its elements; it remembers that even if this
is a game featuring transhumanism and child soldiers (and worse), it remembers
that it’s still a game featuring giant robots, soldiers sanctioned to swing
around hammers, and purposeful shots of several characters’ CHEEKS OF
JUSTICE. Third -- and maybe most
important of all -- is that this is
Raiden’s story.
I know that I’m
starting to sound like a broken record on this, but I’ll keep on repeating it
for as long as I need to. In my eyes, if the main character is bad, the story is
bad. No exceptions. They’re more than just our perspective in the
worlds we visit; they’re the defining factor of the story’s themes and ideas,
and the chief mover-and-shaker vis a vis the plot. That much should be obvious,
even for a greenhorn -- but that just makes the many, many, many times there
have been failures all the more baffling.
Then again, that makes the successes all the more gratifying.
And Raiden is indeed a
success. It isn’t just a matter of his
story being passable, or not getting in the way of the slice-and-dice
action. No, you are actually rewarded
for clearing a level or boss, as you should.
His story, and everything surrounding it, is a genuinely intriguing and
entertaining story, one that -- much like the rest of the game -- cuts off the
fat to be a lean but tasty meal.
I’ll get into this more
in a little bit, but here’s an example that shows what’s on display here. Late in the game, Raiden manages to take down
a boss that’s been giving him trouble since the opening hour. It’s a tough fight for sure (both for the
character and the player), but one that’s ultimately manageable. As I cleared the fight, my brother -- who was
watching at the time -- was quick to note that unlike the other bosses, this
one didn’t end with Raiden slashing him to pieces. Why?
“He has to give his dramatic monologue”, I said jokingly, but still
preparing for a lengthy death speech.
Except he didn’t give a lengthy death speech. He wasn’t exactly silent, but we didn’t spend
minutes at a time going over the minutiae.
He just…died. It came as a
surprise, but it makes sense in the grand scheme of things -- Raiden was in the
midst of a race against time, and this guy was just a roadblock. (You could make the argument that there was
absolutely no reason for him to engage in a sunset duel on the highway, but
then again he probably wouldn’t have let you pass if you didn’t.) What’s even more interesting is that he
actually doesn’t engage in much ideological mud-slinging with Raiden -- he even
goes out of his way to say something like “Haven’t we done enough philosophy
talk?” It’s bizarre, but only because
it’s such a foreign concept. Like,
that’s just how these things go: two guys meet, do a little (i.e. a lot of)
arguing, and then fight. The absence of
it, while probably the more ideal, is still a strange turn. A strange turn, but one that puts the
audience’s status above grandstanding atop a soapbox.
But it makes
sense. This is Raiden’s story, and
Raiden’s journey. And indeed, that’s
probably the best way to describe it -- along with what’s best for the game.
When I was thinking
about what I wanted to say for this post, one night (while eating some hot
dogs, natch) I had an epiphany. I ended
up coming up with something called “The Yo-Yo Dichotomy”, and I hope to be able
to keep it in mind for the future. See, I’ve
been working on a story for a while, and it has the potential to be either
great or terrible. It all depends on how
good of a job I do with the main character -- someone who skirts several thin
lines between good and bad. In the
context of what I’ve been saying for months now -- and even before that, I’d
wager -- creating a “badass” is tricky business. It goes beyond more than just being powerful
or doing lots of cool moves, and it certainly goes beyond having the
possibility of a crusty sponge. But with
my new idea in mind, maybe the reason I’m so hard on badasses is because
they’re not only sure to provide diminishing returns if you screw up; maybe
it’s because I’m dangerously close to writing a bad one myself.
There’s a scene early
on when the main character is in school, and everyone’s got a little time to
goof off. While he’s talking with his
girlfriend, someone in the background loses control of the yo-yo he’s been
playing with, and it ends up flying toward the MC. Now here’s where things get interesting: in
the earlier drafts of the story, the MC (in spite of barely paying attention),
manages to snatch the yo-yo out of the air with ease. In the most recent drafts, however, the MC
gets hit by the yo-yo. That’s a really
minor detail, right? Nothing to boast
about, especially if he screws up. But
here’s the thing: there’s a difference between a badass who’s
constantly trying to be badass, and a badass who’s allowed to look like a
goof. A good badass isn’t allowed to
shrug off everything and everyone, and can never, ever be in complete control of any situation. That’s defeating the purpose. Fallibility is a strength, not a
weakness. It’s a matter of making the
high-octane moments all the more potent when it’s time, rather than making
every moment a chance to show how cool a character is. It just makes the whole thing bland instead
of always-awesome. There needs to be an
element of humanity and levity, so that when your hero inevitably has his
punch-up with the lord of the dead, it makes the fight a lot more meaningful.
I’m kind of thankful
that the impetus for this train of thought was a fictional yo-yo, because it
just has so many implications. Think
about it: in order for a yo-yo (i.e. a badass) to work, there have to be ups
and downs. Multiple levels; multiple
statuses. You have to know when to add
force, and when to let it ride. There’s
a difference between one badass and the next…but the most important distinction
is that the creator isn’t allowed to designate (or design) their character JUST
to be badass. The creator’s job is to
put their characters through situations of both high and low tension, and have
him succeed or fail as needed. The only
ones with the right to decide who is a badass is the audience. That’s all there is to it.
DmC Dante is the shining example of how not to do it. It’s bad enough that his highest-octane
moments come down to running on stuff, jumping off stuff, and being a
pissant. It’s even worse when you
consider that he doesn’t struggle against anything, or get told off, or question
himself outside of one incredibly forced conflict near the end. (You could argue that his development was
extremely subtle, but given that I named a good fifty plot issues -- some of
which pop up in THE FIRST FIVE MINUTES OF THE GAME -- I’m not too keen on
giving the developers any credit.) Yet
the most he’s allowed to alternate between is undeserved smugness and generic
empathy. He’s not even remotely dynamic,
either through his words or his actions.
Raiden, meanwhile, has
much more -- for lack of a better word -- “range”. On one hand, this is a guy who’ll fling a
mech the size of a school a hundred feet in the air, then run along its limbs
to continue his assault. On the other
hand, he’ll decide that the best way to begin a sneaking mission in Mexico is
to don a sombrero and poncho…and then abandon both as soon as he finds a way
into the sewers. On one hand, this is a
guy who’ll commandeer an unmanned jet by jumping from a helicopter and start
steering it by ramming his sword through its brain. On the other hand, he’ll start stuttering
when his operator’s strong accent makes him think he’ll have to take a
dump. They’re little things, but they’re
incredibly important both for the character and the story.
But The Yo-Yo Dichotomy
isn’t just about squeezing in a few laughs and making Raiden look like a
doofus. There’s at least one other
potential element to it, one that Raiden has and DmC Dante doesn’t.
Raiden gets his ass
kicked.
In the opening minutes
of the game, Raiden starts out in a good place.
He’s part of a band of do-gooders -- Maverick Security Consulting, a
benevolent PMC -- currently tasked with protecting an African prime
minister. He’s calm, he’s cordial, he’s
decked out in a nice suit, and he’s actually capable of cracking smiles and
jokes. When it’s time to fight, though,
you’d better believe he’ll fight -- good to know, considering that (as these
things tend to go) the Prime Minister gets captured and eventually killed. The culprits?
While they’re not the absolute masterminds, there’s still a lot of blame
to heap on Desperado Enforcement LLC., a none-too-pleasant PMC out to spread
war and strife for their (and to a lesser extent, the world’s) benefit and
profit. Naturally, Raiden ain’t havin’
that shit, so his adventure begins.
And it almost ends
before it starts. After the prime
minister’s death, Raiden engages in a train-top duel with a Desperado
supporter, Jetstream Sam. It doesn’t go
very well. In the midst, Raiden claims
that his sword is a tool of justice, while Sam scoffs at the idea and tells him
he’s just in it for the fighting and killing -- or at least that he SHOULD be
in it for the killing. Raiden intends to
prove him wrong, of course, but…well…
Sam is a reality check
in more ways than one. It’s an immediate
slap in the face for the player, the person who’s most likely to be riding high
after judo-throwing a Gundam. But of
course, it’s a way to spark Raiden’s story arc.
Everything he’s believed in, and the creed he’s based his life
upon? Pfft. Waste of time; all that nobility and resolve
won’t save you from getting your eye and your arm slashed. So what’s an agent of justice to do? Easy.
MAKEOVER!
Raiden comes back
hardier than ever, making sure to leave his carved-out eye missing, presumably
as a reminder of the damage that’s been done (or to make him a dead ringer for
Snake/Big Boss; the fact that the real game starts after Raiden blows the first
mission is a dead-ringer for MGS3). His buddies operating as mission control note
that Raiden’s sounding a bit colder and angrier than usual, and while that’s
true every now and then, he’s still far from a battle maniac. He’s out to carve out a win in this fight,
this game, and this arc, but it’s as much a struggle to stop Desperado as it is
a search for his own truths.
It’s an inherently
simple story and setup, and one that’s no doubt been done before. It’s done fairly well in MGR -- again, it’s a very lean game -- but it is still interesting
to see Raiden struggle as a result of internal and external stimuli. If you weren’t aware, MGR is quick to remind you that Raiden is a former child soldier,
and even beyond that has had one brutal childhood…to say nothing of what he
went through in the games proper.
The events of MGR hit a little too close to home for
him, reopening old wounds and making him want to fight that much harder for
justice -- or at least what he perceives as justice. As a Maverick, he’s more than willing to bend
the rules -- or even paint himself as an enemy of the country -- if it means
stopping the bad guys. He’ll do what no
other man will…because failing to do so means that the organs of children will
continue to be harvested and made into a new wave of cyborg soldiers following
rigorous brainwashing/programming.
Yeah. That’s a pretty big part of the baddies’
plan, by the way. Not the only part,
mind, but a big part all the same. You
can’t really blame Raiden for going a little berserk.
But in order for
Raiden’s story arc to come to a close, he has to reconcile his nobility with
his ferocity. He has to figure out where
he stands; is it really true that he’s not fighting for justice, but to
retroactively take out his anger on those who’ll commit the same wrongs as
those done to him? Is everything he’s
believed about his opponents a lie, or just excuses he’s created to excuse
himself from guilt? Would he willingly
sacrifice his humanity just for a chance to play the hero -- and a bloody one,
at that? Is he even a hero? (Side note: his wife and son are, to my
knowledge, only mentioned in passing.
Talk about Father of the Year...though he could be a lot worse.)
There’s a moment around
the middle-ish area of the game when Raiden starts carving his way through
Denver to put an end to the madness.
Before he can make it to enemy HQ, Sam’s face pops up over a slew of
monitors in a plaza, each one declaring in perfect sync that Raiden’s resolve
and reasoning are hollow. Raiden has
believed up to this point that the people he’s cut down are just soldiers that
have made their choice, but are willing to die for what they believe in. Sam is eager to point out just how wrong he
is, though. Many of the people Raiden’s
been fighting -- up to and including Denver policemen who just happen to be
cyborgs -- are not only people who have become cyborg soldiers because of their
own horrible lots in life, but are entirely aware of the fact that they’re
going to die by Raiden’s hand. Worse
yet, they’re going to die, but they can’t do a thing about it; their bodies
might move on their own and their words may say otherwise, but once Raiden
turns on his sensors he can immediately hear the panicked thoughts of those he
fights.
My knee-jerk reaction
to that sequence was, “Come on, Raiden.
Are you kidding me? You should
know that you’ve been fighting humans this whole time.” But as the scene progressed, I kept on
thinking about it, and came to my own conclusions. The obvious one is that Raiden’s forcibly
been covering his ears this whole time (and his eyes on occasion, thanks to
that visor built into his face), treating his opponents as sandbags. When the illusion is shattered, he has to own
up to what he’s done, and decide what to do from there. He finds some semblance of an answer…with this being one of its chief tenets.
But you know what? I suddenly realized something -- something
that makes MGR’s story more credible,
thoughtful, and satisfying than what is on the surface. This isn’t just Raiden’s story, and Raiden
coming to grips with his nature as a killer.
It’s your story, too.
Let’s be real
here. If you live in the States, you
probably know that in light of some relatively recent events and tragedies,
people are starting to look at video games in a more critical light. There are outsiders looking in who are
blaming video games for warping people’s minds, making them more violent and
eager to kill, or at the very least desensitized to violence. There are, of course, others who are willing
to give games a fair shake, and use (admittedly slow and inconclusive)
scientific evidence to figure out what games do to their players. Plenty of gamers have gotten pretty furious
about the mud-slinging, given that Mortal
Kombat has yet to result in anyone eager to punch out spines and turn into
dragons. But lately, gamers -- people up
and down the industry rungs -- have been wondering something: what if video
games ARE too violent? What if they DO
have an effect on us?
You could make the
argument that not every game has to be (or even is) a non-stop stream of
violence and gore. And you could make
the argument that games are more beneficial than detractors would suggest; some think that games could make you a better surgeon (good thing I’m such an ace at
Trauma Team). But what I say next, I say as someone that
loves the medium: have you seen some of the shit they’re putting
out these days? Conan O’Brien found
out the hard way that Lara in the new Tomb
Raider could have her head run through with a spike if you screw up a set
piece. Gears of War: Judgment’s promotional materials feature our “heroes”
clubbing enemies to death with a sniper rifle, which I’m pretty sure defeats
the purpose of a sniper rifle, let alone any given gun. I don’t even want to imagine what Kratos does
in the new God of War. And just when I think things aren’t going to
get any worse, here comes MGR with
its defining gameplay mechanic being the ability to tear enemies into
blood-spewing chunks. Great work lending
the medium some credibility, Platinum Games.
But believe it or not I
think Platinum Games actually offers a perspective on the discussion -- not an
answer, but at least items to digest. There’s
no denying that even if the game is extremely violent, it’s also extremely
fun. You’re killing off goons like a bikini-bottomed
tornado of steel, and the game rewards you every step of the way with awesome
cutscenes and points, and a ranking system that wants you to kill more
efficiently -- and of course, the positive reinforcement from the audiovisuals
(the effects of a successful Zandatsu being a prime example). You’re meant to be a killer. The people in your way aren’t living,
breathing people as much as they are notches on your gamer’s belt -- or rather,
masses of polygons and AI protocols. You
haven’t been feeling any sympathy for them, or thinking of them as anything but
a chance to show off and cut loose.
Raiden’s realization
(or reaffirmation) of his targets’ humanity is supposed to be a shock to both
the character and the player…BUT there’s a distinction. The thrust of the story is not violence is
bad, or that you’re a terrible person for indulging in violence; that would
just make the entire game a hypocritical mess.
The thrust is that you’re supposed to be aware of your actions and consequences, not stop them
entirely. You’re a killer, yes, and it
would be great if you didn’t slaughter your way to justice, but the important
thing is keeping in mind what you’re fighting for. It’s a question of “does the end justify the
means?” and lets you come up with your own conclusions; indeed, Raiden likely
comes up with his own by game’s end.
But there’s more to it
than that. The game asks you questions
-- many of which have been asked before -- but offer the potential for the
player to come up with his own answers.
“Does the end justify the means?” the game asks. And in my case, my answer is “No, not
entirely -- but it definitely makes a difference in the long run.” “Is fighting inherently wrong?” the game
asks. “Well, no, it isn’t. But pretending like it’s all a game and the
people you’re fighting are just drones are doing everyone a disservice.” And “Is it wrong to enjoy a good fight, even
if -- especially if -- it gets violent?”
And I say “No, of course not; video games or otherwise, conflict and
combat are ideas deeply entrenched in our minds. What’s important is being able to control
those violent impulses, and doing the right thing however and whenever you
can.” There’s a level of intelligence
here that’s palpable; in the same sense that South Park is a lot savvier than its felt fabric aesthetic suggest,
so too does MGR offer platforms of
thought underneath its cyborg showdowns.
And on that note, let’s
talk about the boss battles for a bit.
They really are the
highlight of the game. They’re fast, they’re
furious, and they rely on whatever skill and savvy you can muster. Still, I’m positive that the reason they’re
so fondly looked upon is because of the music that plays during them -- songs
designed to get your heart pumping, especially considering that the lyrics only
kick in when you’ve done enough damage.
(Side note: the game’s composer, Jamie Christopherson, is also
responsible for the music of Onimusha:
Dawn of Dreams, which not only has some fantastic music in its own right,
but one of my favorite video game songs ever.) It’s very easy to assume that the lyrics are
supposed to represent the boss’ thoughts and voices, and in many respects
that’s the case. But even so, I have my
own theory.
Once he tunes into
their frequency, Raiden can hear the thoughts of cyborgs he’s about to cut
down. So what if during their duels, he
ends up hearing the bosses’ thoughts and having them mix with his own? What if their feelings and ideas are being
forced inside his mind by virtue of them trading blows -- two fighting spirits
and wills melded into one another?
Now, hear me out on
this. I like the music in this game, but
there’s a part of me that feels like the tracks are a little…well,
juvenile. Like they’re the kind of
roaring declarations of freedom/rebellion you’d hear from Linkin Park or any
number of songs used in the average Naruto
AMV. It skirts a dangerous line, but
I think it’s a smart move; Raiden’s loss against Sam has pretty much knocked
him into a state of internal flux, so it’s only natural that he tries to figure
out who he is once more. So in one
sense, you can argue that the developers -- and Christopherson -- knew their
audience. In another, you could argue
that the chaotic nature of these songs represents the clash. Just listen carefully to the songs; in this
case, let’s go with Mistral’s theme.
It’s a reflection of
her nature, of course, and as you’d expect it has vocals spearheaded by a
female vocalist. But if you think about
it, couldn’t these lyrics apply to Raiden just as well as Mistral? If MGS4
is to be believed, Raiden could have stepped off the battlefield and lived
with his wife and son in (relative) peace.
But he came back to fight and slash his way from one corner of the world
to the next. Why? Because, arguably, “he finally found what he
was looking for -- a place where he can be without remorse.” There’s an undeniable state of flux to each
song, because he’s coming to grips with the fact that he’s not so different
from the Desperado cyborgs. In fact, the
one time when the music is at its “calmest” is the final boss theme. You’re more likely to perceive the song as
something sung by Raiden instead of the burly last boss. As for the lyrics…well…just listen for
yourself.
I suspect that one of
the greatest strengths of the game is its ability to stay memorable (fitting,
considering the scoffed at micro-discussion on memes). The moment-to-moment encounters are striking
enough, especially when you meet a new enemy type for the first time and have
to figure out how to beat it. The boss
battles are even more memorable, with the music just serving as the icing on
the cake. I won’t soon forget cutting a
frozen Mistral, and accidentally leaving nothing but a pair of legs standing in
place. Nor will I forget parrying
Monsoon’s smoke screen assault, one rapid blow after another. Nor will I forget being able to break through
Sundowner’s armor with some well-placed cuts, and slashing the big boss to
pieces as he flew towards me. Nor will I
forget hitting Sam with my palm blasts, and realizing that in order to parry
some of his attacks, I had to wait longer to input the command than usual.
And then there’s Senator
Armstrong.
Who’s Armstrong, you
ask, o spoiler-loving reader? Well, he’s
the main baddie of the game -- one who’s used all the turmoil up to this point
(and more) to engineer a conflict and secure himself a spot as the new
president. Admittedly, it’s kind of a shaky plan -- it
almost feels like Armstrong’s borrowing from the Resident Evil school of thought where he’ll further his political
goals by causing a global catastrophe -- but it is defensible, in that he’s
trying and somewhat succeeds in altering the American mindset. Still, what people are going to remember is
A) his “alpha-male” approach to life, B) the savage beatdown he gives Raiden,
C) the insane boss fight that looks like it’s taking place in hell, D)
NANOMACHINES, SON, or E) all of the above.
Indeed, Armstrong has a marked presence on the end game, and his
presence alone is enough to elevate MGR to
a whole new level. He’s a thematic fit
in terms of gameplay (he relies solely on his technology and brute force to win,
versus Raiden’s battle-honed skill) and in terms of story (he wants a world
where the strong rule unchecked, and Raiden -- in spite of fighting for the
weak -- is a worthy successor and kindred spirit). But in spite of all that, there’s a bit of a
problem with Armstrong.
And indeed, there are a
few problems with the story in general.
Such as…
1) Who the hell is this guy?
It’s telegraphed
relatively early that Armstrong is going to be the last boss -- and even
without the hints you can intuit that he’s the main villain, because
videogames. But in spite of his
bombastic finish, he’s removed from a huge chunk of the action. If this is what he’s like at the end of the
game, can you imagine what would have been gained if he was there from the
start? I feel like the story would have
been better served if Evil Mike Haggar Armstrong had a stronger presence…or
at the very least, added a bit more allusion to the fact that he had his own
giant hexapedal tank. There is a counter
to this, but then again it just highlights another potential problem.
2) Sam could have been the last boss.
This should be
obvious. Sam is the one who shakes
Raiden from the outset. Sam is the one
who continues messing with Raiden’s head and calling him out at opportune
points. There’s bad blood between them,
and while they do get their grudge match later on, Sam could have served as a
great endgame challenge; after all, he is something of an anti-Raiden (more
than any other character, arguably, though the others do get to make the
connection). It just feels like a missed
opportunity.
3) Raiden’s world tour bonanza!
My understanding of the
Metal Gear franchise is that --
barring MGS4 -- they tend to take place
in a single location and have most, if not all of their events take place
there. MGR opts instead to have Raiden travel all over the world, with his
jump from A to B becoming a plot point later on. It’s not exactly a full-on fault, but the
movement from one location to another is a bit frenetic. We’re in Africa! Now we’re in Mexico! Now we’re in Denver! I know the game is set up in an arcade-esque
strong of fights, but it feels like a disservice to gloss over locales so
quickly.
4) Uhhhhhh…
Uhhhh…that’s all I’ve
got, really. I mean, there are minor
complaints that I could make, and issues I’ll notice in another playthrough,
but as it stands I’m VERY satisfied with the finished product. In fact, I feel like I have to debate a certain point raised by
comments and reviews.
-1) We don’t know the Desperado bosses intimately…and that’s a good thing.
People have argued that
these bosses come out of nowhere, are poorly explained, and vanish without as
much as a pre-death monologue. And there
is some merit to that argument…buuuuuuuuut I think that in the grand scheme of
things, it’s better this way. Let’s set
aside the fact that it’d add some unneeded fat to this very lean game. Remember, these are soldiers meeting on the
battlefield; there’s only a certain -- maybe even superficial -- level of
sympathy we’re allowed to have for our enemies.
We’re right, they’re wrong, and our cause is the only one that
matters. Given that, isn’t it more
appropriate to avoid dredging up too much information?
But there’s another
reason: sometimes less is more. We don’t
know a damn thing about Jetstream Sam when we meet him, and when don’t know a
damn thing about him when he dies. We
can reason things about him, but everything else about him is shrouded in
mystery. So why is that a bad
thing? I say it’s good to have this
enigmatic soldier who loves to fight standing in our way. Once more, he highlights the difference
between himself and Raiden, and serves the latter’s arc all the more; it’s the
age-old struggle of will versus reason.
In this case (and with the other bosses to a lesser extent) there’s no
reason to weigh that mystery down with backstory that’s ultimately
pointless. They’re going to be cut down,
and what happened to them in the past won’t change anything. And on that note…
-2) Bladewolf is awesome.
…Actually, this doesn’t
have anything to do with it. I just
figured I’d be doing wrong if I didn’t mention this guy. And while we’re at it, thank you Platinum
Games for making a black character who isn’t a wacky sidekick or a fight-happy
wall of muscle.
And with all that said…
-3) This is a good game.
And more specifically,
it’s a power fantasy.
There really is no way
around it. The fact that you’re playing
as a one-eyed, feather-haired, super-strong cyborg ninja who at one point
drifts his way through a city street should be an obvious tip-off. And indeed, you are playing as an
ultra-skilled badass who takes on several other ultra-skilled badasses in
fights that wouldn’t be out of place in Shonen Jump.
But the reason why I
like this game as much as I do is because it’s a GOOD power fantasy. There are multiple levels of thought running
underneath the surface, asking you to consider your actions and beliefs. Raiden may be a radical cyborg, but he’s also
a father who’s globetrotting the world instead of spending time with his son,
occasionally indulging in his violent impulses and only just now realizing how
much harm he’s done to the people who’ve stood in his way…and then continuing
to fight because he knows he needs to carry on as much as the world needs a maverick
ninja. There are things that are being
said and left unsaid, spoken and thought, that make this game more than just a
chance to show off some flashy moves or peddle some dime-store philosophy. This game -- its writers, its developers, et
al -- had something to say, and communicated that with the means available to
them with gusto. It’s a game that you
can not only enjoy on multiple levels, but find merit and satisfaction no
matter how deep you feel like diving in.
There’s an extremely
telling moment in the last few minutes of the game. Even though Raiden has beaten Armstrong,
Desperado, and put a damper on the baddies’ plans, he’s still out there
fighting for what he believes in -- even if it does make him a killer. He knows that the job isn’t done; he knows
that beating the bad guy isn’t the be-all and end-all to a conspiracy that involved
the harvesting of children’s brains. He
knows he has to keep on fighting. He
knows that there are going to be consequences, both because of what happened
throughout the game and his own righteous kills. He knows that it’s not over -- as the song
goes, “violence breeds violence, but in the end it has to be this way.” In a sense, he’s growing up. And that’s really all I could ask for out of
games.
And I’ve gotten it. I ask for challenging, impactful gameplay,
and I got it. I ask for thoughtful,
meaningful scenarios, and I got it. I
ask for a tale that manages to weave in smarts and simplicity, spectacle and substance,
savvy and spirit, and I got it. And
amidst it all, there’s no shortage of laughs to be had. No shortage of joy, wonder, amazement, and
genuinely good times, all wrapped into a short-but-sweet package.
So to that -- all that
and more -- I say thank you. Thank you,
Kojima and pals. Thank you, Platinum
Games. Thank you, Raiden. Thank you, Metal Gear. Thank you all
for doing the one thing that any game, no matter what the style, no matter what
the genre, should do.
You’ve made me
happy. Very, very happy.
Excellent coverage! I'm still playing through the game myself, it probably doesn't help that I have a meticulous playstyle and try to search for absolutely everything before I continue on, but it's been a blast so far. Those water striders in level three are a giant pain in the ass though.
ReplyDeleteI was actually thinking about mentioning those guys, but I had a brain fart and couldn't think of what animal they were based on. So I left them off. (Though come to think of it, what sort of evolutionary track and habitat could create such a creature? Nature's weird sometimes...)
ReplyDeleteIn any case, good to hear you're having fun. It really is a trip -- and if I hadn't let a buddy borrow the game, I'd probably be playing it right now. Guess I'll just have to make due with the withdrawal symptoms. Like pretending my remote is the hilt of a HF Blade.
Just beat the game on normal. It took a while because I wanted to get all the collectables on the first playthrough, so I was replaying levels a lot. I have to say that it was a great experience. The only fight I really had trouble with was Armstrong, and even then it was the Blade Mode part (I found an admittedly cheesy way around it). I'm looking forward to unlocking more and just dicking around. The VR-Missions are incredibly difficult though. I'm not sure I have the willpower to grind out golds in all twenty of the original ones, let alone the fifty dlc ones.
ReplyDeleteOh, I figure that you may also enjoy this playlist: the extended versions of a lot of the tracks: http://www.youtube.com/playlist?list=PLB-O2GTFANKW8Y4CSxkgvn83u6EMh_b31 rather well made.
ReplyDeleteYeah, I have to give the VR missions -- and the DLC, by extension -- a shot as soon as I'm able. Can't say I have any intention of getting high ranks in any of them, so long as I manage to complete them. I'm not one of those mastery-type gamers, after all...and even if I was, my turtle-speed reflexes wouldn't be too beneficial.
ReplyDeleteAnyway, great to hear that your experience was...well, great. It really is a fantastic game, and just what I needed after a string of disappointments. It may be asking for a lot, but I hope that other developers can take lessons from MGR and work them into their own games, one way or another. Either that, or the game itself gets enough momentum to warrant a MGR2. I wouldn't mind that, like, at all.
Now if you'll excuse me, I'm off to YouTube. "Red Sun" beckons.