It’s not about nations,
or ideologies. It’s not even about
profit, resources, or…et cetera, et cetera.
You know, it really
says a lot about the mindsets behind certain development teams -- and to some
extent, entire cultures -- when you’ve got Metal
Gear Solid 4 claiming that “war has changed” and Fallout 3 claiming that “war never changes”. And it’s almost funny how the first lines of
two really good games start with
words in complete opposition from one another.
It’s enough to discuss at length in a well-planned and in-depth blog
post…at least, it would be if MGS4 wasn’t
about five years old and it’s already been talked about to the point of
excess. Ah, if only I’d started blogging
a half-decade earlier…and I had the power to pre-empt every discussion ever to
appear on the internet.
Well, whatever. As you can probably guess, I finally got
around to trying Metal Gear Solid 4. I didn’t have a PS3 when it first came
out, and while my brother borrowed a copy of the game from a friend once we did have one, I didn’t even get around
to touching it. I was content with
watching, laughing along with him, and falling asleep during a cutscene that
had to be about an hour long. (I seem to
be really good at falling asleep on floors.)
But as I’ve said in the past, I’ve always had a fondness for the Metal Gear franchise, even if every
experience I’ve had with the games has led to sequences straight out of a
Hanna-Barbera cartoon. MGS4 is no different. I’ve just scratched the surface of it, but I
find it incredibly intriguing.
Stealth-bungler or not, I’d definitely like to play it at least a little
more.
Because whether or not
you think “war has changed”, there’s even more to think about. Maybe something everyone should think about.
It’s been a while since
I’ve had any thoughts about the MGS canon
(outside of Snake Eater, and Revengeance is its own separate beast),
but I’ll see if I can come up with a basic summary of MGS4’s context. Years after
the events of MGS2, more-or-less
super soldier Snake -- having aged rapidly thanks to a contingency plan to keep
his kind in check -- is called back to the battlefield to complete a
mission. Said mission in this case, at
least at the outset, involves our hero tracking down Liquid Ocelot and putting
an end to his plans before he/the Patriots/the La-Li-Lu-Le-Lo, maybe?/the
Legion of Doom can have their way. And
on top of that, said mission involves an old man being forced onto a
battlefield that’s changed dramatically -- a warzone full of nanomacines, ID
tags, mechs by the dozen, and much more.
On the plus side, I’m happy to report that Snake’s ass is still as ripe
and supple as a fresh Georgia peach.
It’s WAY too early to
say anything about the story -- and given my penchant for bungling my way
through Metal Gear games, I wonder if
I’ll ever be able to -- but if nothing else, I like the game so far from both a
story perspective and a gameplay perspective.
There are some niggling concerns that I have, like cutscenes going off
on long and nearly-pointless tangents (and if my guess is right, there are a
LOT of cutscenes). The controls feel
better than Snake Eater, though
there’s still a certain level of clumsiness to it…and why they’d add in an
ability to wake up downed guards is a mystery.
I’m partially convinced that enemies are placed in the exact positions they need to be to
detect you, even after you’ve snuck past another pair of enemies and feel
pretty good about yourself. It seems
like if you get into trouble, you can run to a doorway and funnel guards toward
you; after that, you just knock them out with CQC or tranquilizer shots until
you’ve got a pile of baddies in an impromptu sleepover. And S-tier crawling mechanics make it possible for Snake to join in.
But as it stands, I
really like the game. It’s left a strong
first impression on me -- that Game Over theme is SERIOUSLY unsettling -- and it’s exciting in a way that a lot of other games
have tried to be, but failed miserably.
Again, it’s too early to say exactly why that is with 100% accuracy, but
I want to at least make a few guesses. Feel
free to agree or disagree with me, especially if you’ve already finished the
game…as you likely should have by now.
The first thing that
stuck out to me was the fact that MGS4 starts
out in the war-torn Middle East…and in a 2013 context, it reminded me much too
quickly of Call of Duty. You know the drill. Screaming, faceless soldiers going at it
behind sandbags. Explosions blasting
near and far. An decaying, semi-urban
area with a generally dusty palette (it’s not 100% brown and gray, but it’s
notably yellow). It was enough to make
me wonder if I’d slipped in a distinctly-bloppier game instead. To the game’s credit, though, the first stage
isn’t the only one in the game; with areas like London, Shadow Moses, and…some
jungle/forest, I think, I probably won’t be left wanting for a bit of visual
variety.
But don’t let looks
deceive you. There’s a difference
between what’s on display in MGS4 and
what’s on display in the “average” modern military shooter. And it starts with the obvious difference.
Snake is old.
It’s nowhere near an
intangible. Snake may still have the
build of an Olympic athlete (at least if that flattering OctoCamo is any
indication), but some of his animations have him doing things like tending to a
sore back. This is not a man that
belongs in a battlefield dominated by new technology and new imindsets, but
here he is with his old ways…literally his
old ways, thanks to a bit of work from Hideo Kojima and crew. It’s the sort of thing designed from the
get-go to make you say, “Hey, wait a second!
He doesn’t belong out here!” It’s
the direct approach -- almost ham-handedly so, given that Snake/Kojima are
consistently dragged out to play in spite of them wanting to leave behind the
battlefield -- but it still works.
There’s a level of
vulnerability on display almost from the moment you’re allowed to move Snake
about. The very first area puts you in a tight expanse crawling with bipedal
mechs, and if you’re anything like me you won’t make it through without eating
a robotic roundhouse or six, then scurrying away to whatever hidey-hole you can
find.
Otacon explains that Snake has no
reason to start a fight, and he means it; he has no allies on the battlefield,
meaning that everyone around you is effectively an enemy. Thanks to ID-tagged guns, every weapon you
pick up at the outset is unusable; stealth is virtually the only option you
have, even when you gain access to a few working guns. (Although why Otacon would wait to give Snake
guns before he entered a combat zone is a question best left to wherever
Kojima’s tucked his lost marbles.)
You’re alone and outnumbered, with verifiable killers waiting around
every turn. If and when you trip a
guard’s alert, you may very well start cowering behind a box, praying that he
doesn’t notice you as he trots past.
It’s possible --
probable, even -- that the stuff that I liked in the first part of the game
fades out as Snake’s arsenal increases (or I get better at the game). But for now, I’m more than satisfied, because
the stuff that I liked is the stuff I WANT from video games like this: tension.
I find it baffling that MGS4 did
pretty much everything The Last of Us did,
but better. The enemies are a bigger
threat. The stealth isn’t just
railroading me toward murder. If I screw
up, there are palpable consequences. The
game makes me feel tense, whereas TLoU wants
me to be tense. It’s a key distinction
that makes me want to go back to one game, while I haven’t even touched the
other since I finished it. Sorry, Joel
Grumpybuns, but Snake’s got you beat.
And he’s even older than you.
Well, physically at least.
So yes, I’m 100%
convinced that a top contender for 2013’s Game of the Year has long since been
beaten, and no amount of hanging out with Not-Ellen Page is going to fix
that. And while we’re on the subject,
any given modern military shooter has long since been beaten. Whereas bloppier affairs will make all the
explosion and gunfire little more than window dressing, MGS4’s warzone doesn’t just feel like something you’re in. It feels like something you want to get away
from…as you should, because it’s a damn
warzone. It’s pretty likely that
there are a number of other elements that make MGS4 more successful than other games; sound design is one of them,
arguably, and even if the controls aren’t always convenient I’d say it’s a
functional flaw to de-emphasize and make you wary of combat. But for now, I want to switch to a different
topic.
MGS4 came out in 2008, and in some ways it was a killer app for the
then-struggling PS3. It’s a game that
been around as long as some console generations, but it still looks good today,
still plays fairly well, still manages to engross, still stands as an important
part of the MGS canon, and -- as far
as I can tell -- still feels contemporary, if not just-slightly-ahead of the
times. The game, and its franchise, are
famous for a reason. So why is it that
in 2013, other games -- games with resources and research and reputation, or
just the virtue of being newer -- feel like they’re behind? It’s the sort of
thing that makes me want to ask a legitimate question, and look for a
legitimate answer.
Have games learned
anything from one another? Or rather, are we at a point where games are ready to stop learning from each other?
That sounds like a dumb
question, but hear me out. We’re at a
point in the industry’s history where almost any game can be made. Any game.
In most cases, technology is not a limiting factor anymore; with the
right resources, a team can make anything they want. But we’ve seen what happens too many times
when developers lose sight of that potential, or lose sight of reason. Conversely, we’ve seen what happens when
developers wisely use their resources, along with a heaping helping of
ingenuity and vision. Frankly, part of
the reason I’ve put off making a “Top Ten Favorite Games” list is because I get
the feeling that all but a few of them would be from this generation. And frankly, I think that’s awesome. I know what games can be like when companies
use their heads…and I know what games can be like when companies just swing
their wallets around like battle axes.
But at this stage in
the industry -- when we’re at a crossroads between one console generation and
the next, and I still feel like the current hardware isn’t being tapped, even
if others disagree -- I feel like I have to take a step back. Maybe we all do. All things considered, this is an industry
that almost by definition thrives on moving forward. Evolution.
Getting bigger, and better, and showing you that with every button you
press. But with a session of MGS4 behind me, I’m starting to wonder if
by moving forward, lessons from the past -- or even the present -- are getting
forgotten or outright ignored.
Games (and the devs
behind them) have made mistakes before, for one reason or another. But whether it’s by the same team or from a
rival group, each new game offers a chance to improve and fix the issues its
forebear might have had…in theory, at least.
Every CoD game has the chance
to make its campaign actually worth playing, but Blops2 was content with making the traitor a traitor just because
he wasn’t white. And then when EA
decided to get in on the modern military shooter action and go all in with Battlefield 3, its campaign was (as far
as I know) universally panned. At least that game had the multiplayer and
general gameplay mechanics to back things up, but then Medal of Honor: Warfighter came out and botched that, too. Spec
Ops: The Line seemed to get it more than others, but bear in mind that it’s
a game that came out before something like Warfighter. As it stands, Spec Ops seems like nothing but a happy little mutation, like
waking up to discover you have the power to make sandwiches with your mind.
Modern military
shooters aren’t the only ones with problems.
For years conventions and press conferences have had speakers strutting
on stage and talking about “innovation”, but when all’s said and done that
innovation just ends up being “do what someone else already did.” Or if not that, then “do what someone else
already did, but worse.” Rock
Band shook up the music game scene by adding in drums, a mic, and an extra
guitar, and Guitar Hero responded
by…adding in drums, a mic, and an extra guitar.
The poor Tony Hawk franchise
ended up drying out because those that took the reins forgot or ignored the
lessons of earlier games; instead, they just threw in a plastic skateboard that
barely worked with the game.
I still
like PlayStation All-Stars even if no
one else does, but anyone who says that it’s not a Smash Bros. clone -- and one with its own set of issues, at that --
is just fooling themselves. There’s a
reason why I refuse to call DmC by
its full name. And if at any moment the
guys behind Final Fantasy 13-2 took a
look at Chrono Trigger instead of
shoehorning in fetch quests, pointless dialogue trees, QTEs, and knee-jerk
reactions to plyer complaints, they would have made a better game
realized they should have chucked the whole project into the trash.
…Oh wait, I thought of
one more. “Do what someone else already
did, but for no reason.”
This shouldn’t be that
hard. And I’ll prove it with Indigo Prophecy, of all things.
One of the more notable
mechanics of the game is a stress meter that shows up occasionally in the
bottom right corner of the screen. Do
something right or relaxing, like get a lead on the case or hang out with your lady
friend, and the stress meter will rise, all the way to the maximum level
of…neutral. Okay. Anyway, if you screw
up or let the story get out of your control, the stress meter will go
down. The man in the meter’s display
will go from standing to the
orz position -- and if for any reason the meter should bottom out, you lose
the game. I guess the character du jour
just gives up or commits suicide; I wouldn’t know, since the Two Best Friends
LP never reached those depths. (They
just faced and endured the game’s unique blend of “sadness”.) Much like the past three Quantic Dream games,
it’s a mechanic that shows promise, but ends up missing the mark.
But they weren’t wrong
for trying to include a “stress meter”, or tension meter, or whatever you want
to call it. Frankly, I’ve been thinking
of ways to implement it into a game just for kicks. See, there was an
article over on EventHubs -- and my own personal failings at fighting games
-- that reminded me of the importance of keeping one’s cool during a
conflict…or anything, really. The
possibilities are there; imagine a game, for example -- a fighting game, just
for argument’s sake -- where you have a standard health bar, a super meter, and
a third gauge that measures your character’s psyche.
Land a few hits or a
nice combo, or maybe fend off an opponent’s attacks with a strong defense, and
the psyche gauge -- represented in this case by an electrocardiogram
-- will start going from the neutral yellow color to a cool blue, and have an
even pace. But if you’re taking a beating,
lose the life lead, can’t get a hit in, or (for true sadness) don’t land that
super, and the psyche gauge will turn red, and start bouncing like crazy. At a base level it’d be something that
affects a character’s performance -- maybe affecting their meter gain or stat
parameters -- as well as a visual cue for how a player’s doing. It’s a way to make the covert more overt, and
make that tension more tangible as a result.
And it could go even
further than that; if you’re taking a real beating and go into the red, you can
use that built-up tension to have your fighter temporarily enter a sort of
berserker state -- kind of like Marvel
3’s X-Factor, but, say, adding to attack and speed while subtracting from
defense and meter gain, or maybe just disabling certain moves. Conversely, if you’re in the blue you can
enter a different super mode -- one
that doesn’t give quite as large stat boosts (if at all), but lasts a bit
longer enhances the properties of your character’s attacks for even better
combos. Think of it as something like BlazBlue’s new Overdrive mechanic. Here are some videos for comparison.
Admittedly, it’s an
idea that could use a bit more work (fine-tuning the system so both modes have
risks and rewards might be vital). And
to be fair, outside of the super mode mechanic I’d assume my psyche gauge idea
has been done before. Xenoblade Chronicles had a system in
place where characters would get fired up or discouraged depending on their
battle prowess, and if you didn’t offer encouragement they’d start to really falter in a fight. I’ve never played Eternal Darkness, but if what I’ve heard is right it has a tension
meter as well, albeit one that noted a character’s sanity. Hell, even MGS4 has one that goes up and down depending on Snake’s mood -- and
it carries over into cutscenes. (Give
him a working gun and he’s happy. Loudly
make note of how old he’s become, and watch the gauge bottom out.)
Indigo Prophecy’s probably not the first game to add in a tension
meter, and it probably won’t be the last.
But no matter how well it worked in that game -- or not -- what’s
important is that there are plenty of opportunities to improve on it. Basic concepts can be taken and expanded upon
to the point where they’ve become something entirely original. The
Legend of Zelda begat Okami. Doom begat
BioShock. Street
Fighter II begat damn near every 2D fighter made since. They all have that basic DNA inside them, but
the games that are worthy of being revered and remembered are those that take
lessons from the past and evolve from them as a result. “This is a good mechanic,” a wise dev might
say. “But what can I do to make it even
better?” Or if not that, then “I like
this, but it has a few problems. Maybe
if I add in a few tweaks, it’ll make for a better experience.”
The gaming climate has
changed for everyone, from the lowly gamer to the executive sitting atop his
gold-encrusted throne. I would expect
that by now, the games we play would continue to take massive steps toward
becoming something truly remarkable…and yet I can’t load up Destructoid without
being confronted with news like “Developer X is aiming for a broader audience”
or “Game Q is now has this feature, because every other game has it and thus
Game Q will become better.”
There’s a
severe lack of vision, and I can’t shake the feeling that it’s because devs are
looking to their sides -- to each other, at the most superficial level --
without looking backward to the past the industry is built on, or (more
troublingly) looking fiercely at the works of others, and understanding what did/didn’t work without just copying what did/didn’t work. I can almost guaran-damn-tee that we’re going
to see more “grizzled older fellow partners up with cute female sidekick” games
in the future, and I sincerely hope that A) the right lessons are taken from
them without just copying them to match their success, and B) the lessons are
actually a fit for what they were going for in the first place. Or, you know, don’t even copy someone else and come up with your own idea. But if playing “follow the leader” is a must,
at least do it right.
Gamers today expect
more from their games. I certainly
do. And I’ve seen others that do, as
well. But it’s not THAT hard to satisfy
us…well, it’s not that hard to satisfy most, but my standards seem to be high
to the point of notoriety. That said, a
game as “old” as MGS4 is primed and
ready to give me everything I want and more out of a game…so why aren’t
others? Why am I more afraid of the next
console generation than excited? Will
things get better, or worse? And
when? I wouldn’t mind knowing, because I
want to see what devs can do with my own eyes.
With enlightenment well-engraved into their hearts and minds.
Gaming has
changed. When the mentality is under
total upheaval, gaming becomes awesome.
…Please accept this
picture of Sackboy Old Snake as an apology for butchering that line..
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