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Metal Gear Solid series. Becoming a fan.


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#126
CronoDragoon

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Right, nationality -- If that's what you meant then I'm on your wave length now.

 

I should point that you mentioned loyalty, which isn't far from nationalism, and it essentially serves as a character trait of The Boss in Snake Eater for certain. But it isn't something that is shared by any of the other characters. Most of them have no loyalty to anyone but themselves. Not exactly what you'd call a recurring theme for the overall narrative. It serves a purpose though in the relationship between Snake & The Boss.

 

It's a trait of Naked Snake as well, concerning his loyalty to her. Whenever they meet this is what the conversation concerns. And ultimately the final choice is about loyalty to an ideal: in this case peace, as both the Boss and the US government are asking Snake to kill her in order to prevent all-out nuclear war.

 

I'm certainly not asserting that all MG games have a single theme that everything else ties into, by the way. What the "main" theme of the game is can vary between individuals, and how you visualize the web of discussion that Kojima constructs in each game (how he ties memes, for example, into digital information).



#127
TheChris92

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It's a trait of Naked Snake as well, concerning his loyalty to her. Whenever they meet this is what the conversation concerns. And ultimately the final choice is about loyalty to an ideal: in this case peace, as both the Boss and the US government are asking Snake to kill her in order to prevent all-out nuclear war.

 

I'm certainly not asserting that all MG games have a single theme that everything else ties into, by the way. What the "main" theme of the game is can vary between individuals, and how you visualize the web of discussion that Kojima constructs in each game (how he ties memes, for example, into digital information).

I agree, I did also mention that it plays a part in Snake's relationship with The Boss. Ultimately, it can be argued over whether or not he was loyal to her, to his employers, or to himself. The Boss even asks him this question, so I suppose you could argue the point THAT ALONE, makes it largely relevant. As long as the discussion is brought up, and it exist, then it's enough. Overall though from a broader perspective the major theme is designated as "scene" by Kojima, and along with it you have the usual critique of nuclear warfare, the Cold War, mixed together with the usual fantastical elements of Kojima, what could best be described as hyper-reality. 



#128
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About MG and MG2: I consider myself a pretty big MGS series fan, but I've never gotten through those games. They are just too dated for me. What I ended up doing was reading the text summaries that they have in the extras section of Metal Gear Solid's main menu. Reading through those summaries will, in my opinion, give you enough operating knowledge of the stories to understand any references or continuations.

 

One thing I'm looking forward to hearing from you is the way that the philosophical focus of each game reflects the time in which the game takes place. Snake Eater is very much about the question of loyalty, nationalism, and personal morality. That is appropriate for the Cold War era. MGS is largely about the way in which soldiers are used along with concerns of nuclear power spiraling away from "the big powers" into the hands of terrorists. MGS2 is about....well, even vaguely summarizing what it's about is a spoiler. Go in with an open mind.

I believe the time in which the game takes place certainly affects the storyline and ideas behind that story line, but this is not really important. What is really important is that the story contains pretty much all major things to think about regarding problems and challenges of modern and not so distant future human society. I think that exact dates of real life history events is not what matter in the games or even in real life. What matter is the events themselves, what part people with different mindsets took in the events and what were their motives and methods, and how exactly the events affected the world and the human society.



#129
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And, of course, it's very important that the story goes through the very well written characters with their own mindsets, feelings, and motives. Player can't affect the story by his own choices, but the messages behind the story are far more deep and instructive than in many games where player can actually make choices.

 

I really think that MGS series will become my favorite story of all times. I just need to experience it completely :)



#130
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I learned of it through the 1998/1999 Playstation Game and would watch my friend play it and fight all of the bosses and get the various endings. I recently got the HD collection (as well as Devil may Cry HD) for my 360 and have been tempted to play it (once I finish DAO and Skyrim)



#131
TheChris92

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As evident by his games, Kojima is also a giant movie buff -- The era of the Cold War was chosen because it's where the James Bond character has his roots, a character whom Snake was partially heavily based around. Most of the movies involving Sean Connery would involve a Cold-War fashioned atmosphere and setting. He wanted to go back to that classic feel of true bonifide espionage, in form of his iconic character Snake, although obviously he couldn't have Solid Snake due to the time-period and how it would conflict with previous games. Hence where the father, Big Boss, comes into play. The Cold War being an ideal choice due to not being an actual war fought on the battlefield, but one fought behind the scenes with information and espionage. The historical events are there for certain but they are at best a vehicle that exists to drive the plot, not necessarily superficial, but I think they manage to make the world of Metal Gear feel all the more accepting for us as players.

There isn't just placed emphasis on how the story is told but also what there is told, through literary techniques like Hyperreality -- something which you'll within post modernism, that takes elements of bonifide fantasy as genuine historical fact, to a large significant believable degree. It's what makes it work, and the reason why we are willing to accept the absurdity of things like the Shagohod or the Cobra Unit. Like in traditional post-modern fashion, Kojima cheekily implements real-life history with small fictional events of his own, subtlety added in, usually provided with clever and detailed exposition to perplex and make it hard to tell what's real and what's fiction? At the end of the day, the player will eventually seize to determine one from the other, and just accept it, which is what makes the whole process so clever. Injecting real world politics, people, science, and technology into the MGS series and using real world crises and events is somewhat of a staple for Kojima, going as far back as his earliest Metal Gear title released in 1987.

Snake Eater most certainly takes place in the world of yesteryear, 50 years or so, but it is still very much a product of today. In the modern Information Age of today, games have evolved to the point of being marketed and sold, the majority of the population forms their conception of the world based on the flood of media images that approach and flood from nearly every angle. It applies to any medium that utilizes the information flow, whether it is television, cinema, radio, the internet, or in this case, video game. The flow of media and information is sometimes so intense that fact and fiction sometimes become indistinguishable.
Metal Gear Solid 2 actually discusses this particular subject, so perhaps I've said too much :P

#132
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Metal Gear Solid is quite impressive for a game released so long ago. The story is really exciting and of course has deep philosophical thoughts behind it... Why and how people are becoming what they are. What does it take to understand and forgive. What stops so many people from starting truly understand each other. How all the memories of the old ways stop people from becoming truly civilized, don't allowing them to finally realize they are not mindless beasts fighting for the territory and resources and that the old ways have to be forgotten...

 

...MGS isn't as deep as Peace Walker, but still it forces player to think about very important things, and cry because of tragic scenes. Well, and visual part... It is quite impressive for such an old game. Did they actually use motion capture I wonder?



#133
TheChris92

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Metal Gear Solid is quite impressive for a game released so long ago. The story is really exciting and of course has deep philosophical thoughts behind it... Why and how people are becoming what they are. What does it take to understand and forgive. What stops so many people from starting truly understand each other. How all the memories of the old ways stop people from becoming truly civilized, don't allowing them to finally realize they are not mindless beasts fighting for the territory and resources and that the old ways have to be forgotten...

 

...MGS isn't as deep as Peace Walker, but still it forces player to think about very important things, and cry because of tragic scenes. Well, and visual part... It is quite impressive for such an old game. Did they actually used motion capture I wonder?

No, that's something they only started to adapt for the sequel -- MGS1 isn't as complex as 2 & 3  -- I didn't find Peace Walker to be that either, I found that game to be particularly weak in the story department, especially its villains Hot Coldman & Zadornov. But it's damn fun game to play with friends, especially the co-op stuff.

 

 

 

Metal Gear Solid explores the theme of genetics, which could be considered one of the overarching ones for the series as a whole. It's brought up later games too as it ascertains what makes us human and the reason we keep on living. We want to leave something behind for the next generation, something which is also further explored in Sons of Liberty (one of my favorites alongside Snake Eater). It settles on what exactly it is that decides who you are as a person -- Is your character defined by your actions alone or is it a written code within your DNA that compels you to be the way you are -- Throughout the game, Liquid would keep on spouting about his genes, and his genome soldiers, how he feels like garbage because he was branded the inferior clone to Solid Snake when the reverse was true after all -- Yet, Snake still overcame Liquid anyway. 

Like Naomi mentions at the end -- It's up to us to decide what to do with the short time we have on Earth. You are who you choose to be.



#134
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No, that's something they only started to adapt for the sequel -- MGS1 isn't as complex as 2 & 3  -- I didn't find Peace Walker to be that either, I found that game to be particularly weak in the story department, especially its villains Hot Coldman & Zadornov. But it's damn fun game to play with friends, especially the co-op stuff.

 

 

 

Metal Gear Solid explores the theme of genetics, which could be considered one of the overarching ones for the series as a whole. It's brought up later games too as it ascertains what makes us human and the reason we keep on living. We want to leave something behind for the next generation, something which is also further explored in Sons of Liberty (one of my favorites alongside Snake Eater). It settles on what exactly it is that decides who you are as a person -- Is your character defined by your actions alone or is it a written code within your DNA that compels you to be the way you are -- Throughout the game, Liquid would keep on spouting about his genes, and his genome soldiers, how he feels like garbage because he was branded the inferior clone to Solid Snake when the reverse was true after all -- Yet, Snake still overcame Liquid anyway. 

Like Naomi mentions at the end -- It's up to us to decide what to do with the short time we have on Earth. You are who you choose to be.

It's also about how the human society, events, and particular people affect each other. Those really sad moments... When the man who's ultimate goal was to kill as many people as he can, who never knew a different life or taste of making good things, decided to help Snake and Meryl and just before the death told that making something good actually feels nice... When Snake had to kill Sniper Wolf, who actually was a good person... Circumstances should never be stronger than savvy wisdom, but somehow in human society this rule often doesn't work.

 

...Somehow, the MGS series have the most touching emotional moments I've ever seen in games or movies. The developers must be really talented people.



#135
TheChris92

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It's also about how the human society, events, and particular people affect each other. Those really sad moments... When the man who's ultimate goal was to kill as many people as he can, who never knew a different life or taste of making good things, decided to help Snake and Meryl and just before the death told that making something good actually feels nice... When Snake had to kill Sniper Wolf, who actually was a good person... Circumstances should never be stronger than savvy wisdom, but somehow in human society this rule often doesn't work.

 

...Somehow, the MGS series have the most touching emotional moments I've ever seen in games or movies. The developers must be really talented people.

But see that's exactly it -- All of what you mentioned is related to the Human Genome -- Genes are said to be best described as a code that is written within every human. The game discusses whether or not it is the solo benefactor of who we are. Has our destiny and future already been decided for us? Several times the game tries to make the point that everyone is bound to their genes and to fate and that the only thing that matters is passing on genes to the next generation. The games main antagonist, Liquid Snake, born from the same genes as his brother Solid Snake, his polar opposite, wanted Big Boss body to save the Genome Soldiers and himself from a genetic disease -- He resents and curses his origins because he believed he was born as an inferior being. He obviously also reflects the sort of man Solid Snake could have become, if one would let his own genes dictate his fate. 

While genes are centric, it also elaborates on nuclear profileration

At the outset of the game, players are informed of how the science poses numerous medical benefits when Dr. Naomi Hunter explains: “we can remove genes which we know may lead to sickness or disease, and at the same time, splice in genes with beneficial effects such as resistance to cancer.” 

Yet, the base that Snake is tasked with infiltrating is guarded by an elite group of Next Generational Special Forces who are essentially genetically modified super soldiers. It’s not long before Naomi admits that gene therapy is harnessed by military powers in the development of so-called super-soldiers with scientists identifying and harnessing “more than sixty ‘soldier genes’ responsible for everything from strategic thinking... to the proverbial ‘killer instinct’.” 

The cyborg ninja, which would be a figurehead for the series approach to futuristic warfare. The idea that cybernetic enhancements and replacement parts can rehabilitate people with crippling issues is a sound one, the cyborg ninja exists as an example of the devastating effects an individual can bear when the technology is taken to an extreme. By undergoing the process of cyberization, the game’s legendary soldier Grey Fox was able to escape death and live on to fight again. Nonetheless, his sense of humanity and purpose is lost as he fails to come to grips with his loss of humanity. He refuses to admit that he was killed back in Zanzibar, and thus he's become sort of a husk of the man he used to be. The after effects and potential danger that cybernetics can potentially cause is ever present. Unable to ever exist in any capacity outside of warfare and bloodshed, the cyborg ninja eventually becomes obsessed with the very death that eluded him. 

 

So, looking back you can say that Metal Gear Solid, while its plot itself might not be overly complex as its sequel, it certainly still has its own share of commentary on the human condition, social, cultural, philosophical, political, and psychological issues like gene therapy, post-traumatic-stres & child soldiers.



#136
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But see that's exactly it -- All of what you mentioned is related to the Human Genome -- Genes are said to be best described as a code that is written within every human. The game discusses whether or not it is the solo benefactor of who we are. Has our destiny and future already been decided for us? Several times the game tries to make the point that everyone is bound to their genes and to fate and that the only thing that matters is passing on genes to the next generation. The games main antagonist, Liquid Snake, born from the same genes as his brother Solid Snake, his polar opposite, wanted Big Boss body to save the Genome Soldiers and himself from a genetic disease -- He resents and curses his origins because he believed he was born as an inferior being. He obviously also reflects the sort of man Solid Snake could have become, if one would let his own genes dictate his fate. 

While genes are centric, it also elaborates on nuclear profileration

At the outset of the game, players are informed of how the science poses numerous medical benefits when Dr. Naomi Hunter explains: “we can remove genes which we know may lead to sickness or disease, and at the same time, splice in genes with beneficial effects such as resistance to cancer.” 

Yet, the base that Snake is tasked with infiltrating is guarded by an elite group of Next Generational Special Forces who are essentially genetically modified super soldiers. It’s not long before Naomi admits that gene therapy is harnessed by military powers in the development of so-called super-soldiers with scientists identifying and harnessing “more than sixty ‘soldier genes’ responsible for everything from strategic thinking... to the proverbial ‘killer instinct’.” 

The cyborg ninja, which would be a figurehead for the series approach to futuristic warfare. The idea that cybernetic enhancements and replacement parts can rehabilitate people with crippling issues is a sound one, the cyborg ninja exists as an example of the devastating effects an individual can bear when the technology is taken to an extreme. By undergoing the process of cyberization, the game’s legendary soldier Grey Fox was able to escape death and live on to fight again. Nonetheless, his sense of humanity and purpose is lost as he fails to come to grips with his loss of humanity. He refuses to admit that he was killed back in Zanzibar, and thus he's become sort of a husk of the man he used to be. The after effects and potential danger that cybernetics can potentially cause is ever present. Unable to ever exist in any capacity outside of warfare and bloodshed, the cyborg ninja eventually becomes obsessed with the very death that eluded him. 

 

So, looking back you can say that Metal Gear Solid, while its plot itself might not be overly complex as its sequel, it certainly still has its own share of commentary on the human condition, social, cultural, philosophical, political, and psychological issues like gene therapy, post-traumatic-stres & child soldiers.

Like really good books, video games with strong and instructive stories can teach right lessons. Devs, who make such video games, not just helping the game development to keep existing, but more importantly, helping to make humanity better. They are doing really important job, much more than just making money by developing and selling video games... I hope the entire game development could be like that.



#137
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New Phantom Pain trailer. Oh my...

 



#138
felipejiraya

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Kojima is full of himself but he sure knows how to choose music for his trailers.

 

Also, relevant.

 

tumblr_n6w9n0fpDR1t4wuoro2_1280.png


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#139
TheChris92

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That part with the ashes was just so unintentionally hilarious.



#140
AresKeith

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Kojima is full of himself but he sure knows how to choose music for his trailers.

 

Also, relevant.

 

tumblr_n6w9n0fpDR1t4wuoro2_1280.png

 

He makes the most random songs catchy 



#141
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Completed Sons of Liberty recently. What can I say, one more MGS game and one more example of masterpiece storytelling.

 

The theme of modern society and things that people pass to the next generations not via the genes was represented really well. It's important too pass memories to the next generations, and at the same time some certain memories or in some cases lack of them always corrupt the future generations, forcing them to make terrible mistakes over and over again without learning the lessons of the history... Is it good to filter those memories, or even alter them in order to make humanity better? If so, who has the right to decide how the filter must work? Both uncontrolled and controlled memory flows can be deleterious to the humanity. Lack of memory control reduces humans' ability to evolve, while none of humans and organizations really ready to the responsibilities of taking full control over the flow of memories to be passed to the future generations.

 

And of course, as in each MGS game I've already completed, all those thoughts were told through the very strong and tragic scenario. Very well told instructive story. Playing through each MGS game causes some tears to spill...



#142
Liamv2

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Ooh that mean's you can now watch the greatest thing ever.


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#143
TheChris92

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metal-gear-solid-canon-series-checklist-

Completed Sons of Liberty recently. What can I say, one more MGS game and one more example of masterpiece storytelling.

 

The theme of modern society and things that people pass to the next generations not via the genes was represented really well. It's important too pass memories to the next generations, and at the same time some certain memories or in some cases lack of them always corrupt the future generations, forcing them to make terrible mistakes over and over again without learning the lessons of the history... Is it good to filter those memories, or even alter them in order to make humanity better? If so, who has the right to decide how the filter must work? Both uncontrolled and controlled memory flows can be deleterious to the humanity. Lack of memory control reduces humans' ability to evolve, while none of humans and organizations really ready to the responsibilities of taking full control over the flow of memories to be passed to the future generations.

 

And of course, as in each MGS game I've already completed, all those thoughts were told through the very strong and tragic scenario. Very well told instructive story. Playing through each MGS game causes some tears to spill...

What you summed up is essentially an overarching theme, yes -- But it's centric to that of MGS1. MGS 2 is what could at best be considered the first post-modern video game. This game is my favorite, but also the most controversial of them all, because it confuses un-prepared minds and thus turns them off. The game itself represents a post-modern narrative, where reality and game-world blends famously together. As a supposed rookie-agent Raiden, you're placed directly into his shoes within the game -- The game makes this transition as soon as it prompts the player to enter their name, nationality and blood-type, as revealed later, this is written on the dogtag given to Raiden. In a cutscene much later you'll be able to spot Raiden looking at it, and notice the name you wrote down. 

 

After control is shifted from Snake to Raiden, and you progress through the plot -- You start noticing recurring patterns -- the bloodied hallway, a Cyborg Ninja, a President that needs saving, former-special forces-being terrorist, heartattacks, remote controlled missile, a fight with a harrier/helicopter, A Snake being the main villain -- It all conspiciously sounds a bit too much like Shadow Moses, with good reason too. Things become more and more complicated, and Raiden starts to question reality after trying to assess everything that's happened. A Vampire, a woman who can't be hit by bullets. Note the occasionally odd remarsk in the Colonel's speech, or how the things the Colonel tells Raiden doesn't sit right with the people he meet. 

 

All of this led to speculation as to whether the game functioned as a simulation of Shadow Moses. What about the Tanker Incident in the beginning? Could that be Raiden playing a simulation of that event in VR? The talk of VR, and Shadow Moses being used as a paradigm for the entire S3 plan exercise. 

It's partially where the post-modernism come into play -- The parts that refer to Raiden questioning his own existence around him. Who are real and who are not? The girlfriend he thought he knew turned out to be someone else, she's nothing like how she was supposed to. The Colonel was just a highly advanced AI constructed by the Patriots to manage and control the United States, both government & public sectors alike -- It refers back to the central theme of Sons of Liberty -- Memes, information, we live in the information age and only the victor can write history. Anybody who controls the flow of information, ultimately also controls the flow of history itself. How much of ourselves can be controlled -- How are we coded into all this? Sons of Liberty evidently predicts the now-adays rise of Social Media, the rage of the Information Age and barriers between confidential private info and non-private being broken. It's quite scary.

 

The evidence of the story’s post-modern aspects comes in large doses which occur few and far between in the actual plot. Post modernism is hard to define, as one of the aspects of the genre is to redefine and reinvent definition itself. “Despite its by now widespread acceptance, writing about postmodernism has always been made difficult by a lack of agreement about what the term refers to…[it] questions the condition of art itself” (Trachtenberg, 1). An art critic Suzy Gablik describes post-modernism as a genre where “anything goes with anything, like a game without rules. Floating images … maintain no relationship with anything at all, and meaning becomes detachable like the keys on a key ring. Dissociated and decontextualized, they slide past one another failing to link up into a coherent sequence” (Burke, “Post Modernism and Post Modernity”).
The first evidence of post-modernism comes when Raiden meets a character named Vamp. Vamp, who is a member of Dead Cell , is, quite simply, a vampire. How and why would a vampire be written into a military thriller/tragedy? It is obviously an attempt on the part of Kojima to interweave yet another genre-bending event into the story, and leaves the player/viewer quite perplexed. It seems as if Vamp, who seems very out of place compared to the other realistic characters in the story, is meant to “test our intellectual responses and our tolerance of the work,” which is one interpretation of why post-modernism exists (Butler, 2). Even more perplexing is Vamp’s role. He exists in the story simply to taunt Raiden; he has little relevance in the main plot.
Another instance of the post-modern collides with Raiden’s tragedy during the game’s final minutes. When it is revealed that Raiden’s military support he has been speaking to over the radio are not humans, but a system of computer programs, he begins to question his very existence. It doesn't help that the very dog-tag around his neck isn't his own, but the player's -- It symbolizes the fictional reality that clouded Raiden's eyes from the start, set up by The Patriots, so they might control him. During the long conversation at the end, the Colonel even lets him in on the reason why he was chosen. It was because he was the only one who chose to forget.
But that particular scene also symbolizes the beauty of the ending. It showcases Raiden's first step of making his own impact on the world, and find something for himself to pass on to the future. He breaks free from the player, from the fictional, the reality that wasn't his own, and becomes his own man. This is where the traits of post-modernism comes full circle.
 
I could write columns about this amazing game but I'll give it a pause for now. Next up there is the worst MGS of them all in my opinion. But you'll probably enjoy it. Happy playing.

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#144
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What you summed up is essentially an overarching theme, yes -- But it's centric to that of MGS1. MGS 2 is what could at best be considered the first post-modern video game. This game is my favorite, but also the most controversial of them all, because it confuses un-prepared minds and thus turns them off. The game itself represents a post-modern narrative, where reality and game-world blends famously together. As a supposed rookie-agent Raiden, you're placed directly into his shoes within the game -- The game makes this transition as soon as it prompts the player to enter their name, nationality and blood-type, as revealed later, this is written on the dogtag given to Raiden. In a cutscene much later you'll be able to spot Raiden looking at it, and notice the name you wrote down. 

 

After control is shifted from Snake to Raiden, and you progress through the plot -- You start noticing recurring patterns -- the bloodied hallway, a Cyborg Ninja, a President that needs saving, former-special forces-being terrorist, heartattacks, remote controlled missile, a fight with a harrier/helicopter, A Snake being the main villain -- It all conspiciously sounds a bit too much like Shadow Moses, with good reason too. Things become more and more complicated, and Raiden starts to question reality after trying to assess everything that's happened. A Vampire, a woman who can't be hit by bullets. Note the occasionally odd remarsk in the Colonel's speech, or how the things the Colonel tells Raiden doesn't sit right with the people he meet. 

 

All of this led to speculation as to whether the game functioned as a simulation of Shadow Moses. What about the Tanker Incident in the beginning? Could that be Raiden playing a simulation of that event in VR? The talk of VR, and Shadow Moses being used as a paradigm for the entire S3 plan exercise. 

It's partially where the post-modernism come into play -- The parts that refer to Raiden questioning his own existence around him. Who are real and who are not? The girlfriend he thought he knew turned out to be someone else, she's nothing like how she was supposed to. The Colonel was just a highly advanced AI constructed by the Patriots to manage and control the United States, both government & public sectors alike -- It refers back to the central theme of Sons of Liberty -- Memes, information, we live in the information age and only the victor can write history. Anybody who controls the flow of information, ultimately also controls the flow of history itself. How much of ourselves can be controlled -- How are we coded into all this? Sons of Liberty evidently predicts the now-adays rise of Social Media, the rage of the Information Age and barriers between confidential private info and non-private being broken. It's quite scary.

 

The evidence of the story’s post-modern aspects comes in large doses which occur few and far between in the actual plot. Post modernism is hard to define, as one of the aspects of the genre is to redefine and reinvent definition itself. “Despite its by now widespread acceptance, writing about postmodernism has always been made difficult by a lack of agreement about what the term refers to…[it] questions the condition of art itself” (Trachtenberg, 1). An art critic Suzy Gablik describes post-modernism as a genre where “anything goes with anything, like a game without rules. Floating images … maintain no relationship with anything at all, and meaning becomes detachable like the keys on a key ring. Dissociated and decontextualized, they slide past one another failing to link up into a coherent sequence” (Burke, “Post Modernism and Post Modernity”).
The first evidence of post-modernism comes when Raiden meets a character named Vamp. Vamp, who is a member of Dead Cell , is, quite simply, a vampire. How and why would a vampire be written into a military thriller/tragedy? It is obviously an attempt on the part of Kojima to interweave yet another genre-bending event into the story, and leaves the player/viewer quite perplexed. It seems as if Vamp, who seems very out of place compared to the other realistic characters in the story, is meant to “test our intellectual responses and our tolerance of the work,” which is one interpretation of why post-modernism exists (Butler, 2). Even more perplexing is Vamp’s role. He exists in the story simply to taunt Raiden; he has little relevance in the main plot.
Another instance of the post-modern collides with Raiden’s tragedy during the game’s final minutes. When it is revealed that Raiden’s military support he has been speaking to over the radio are not humans, but a system of computer programs, he begins to question his very existence. It doesn't help that the very dog-tag around his neck isn't his own, but the player's -- It symbolizes the fictional reality that clouded Raiden's eyes from the start, set up by The Patriots, so they might control him. During the long conversation at the end, the Colonel even lets him in on the reason why he was chosen. It was because he was the only one who chose to forget.
But that particular scene also symbolizes the beauty of the ending. It showcases Raiden's first step of making his own impact on the world, and find something for himself to pass on to the future. He breaks free from the player, from the fictional, the reality that wasn't his own, and becomes his own man. This is where the traits of post-modernism comes full circle.
 
I could write columns about this amazing game but I'll give it a pause for now. Next up there is the worst MGS of them all in my opinion. But you'll probably enjoy it. Happy playing.

 

My mind was unprepared initially, and I have to admit that I was really confused back in Snake Eater, from which I started to experience the series. Cobra Unit was a unit consisting of superheroes with superpowers... in a setting that usually has no place for such things. At that point I decided to concentrate on the ideas behind the story, and the characters through whom the story is told. I understood the story is far from standard, it has elements that can be considered an absurd. But also I understood that it's just a beautiful and unique way to tell really strong and deep story. Also I kept in mind that the story was developed by Japanese people with their own specific view on western world. Initial confusion has gone, and in all subsequent MGS games I played I had absolutely no problems with some specific plot features. I became a fan.

 

It's really interesting to read your thoughts on MGS series. I hope to see more :)

 

As for the MGS I like the most... Well, I think I like them all equally as the parts of persistent story. I hope playing through MGS4 and Phantom Pain will finalize the whole picture... Just one moment I worry about. I read a little about Revengence. Looks like it was supposed to be about Raiden saving Olga's child and becoming a cyborg, but instead it became a sequel to MGS4. Somehow I feel that there will be a dissonance between MGS2 and MGS4 because of Revengence came another way. I hope that I'm wrong, though.



#145
Liamv2

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Revengeance is just a continuation of the world after MGS4 it's barely connected to the over arching plot. It mostly focuses on Raiden's character arc and the state the world is left in.



#146
Seival

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Revengeance is just a continuation of the world after MGS4 it's barely connected to the over arching plot. It mostly focuses on Raiden's character arc and the state the world is left in.

This is why I didn't include Revengeance to the checklist. Also I believe this is the reason for some people to call Revengeance non-canon.



#147
Dominus

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This is why I didn't include Revengeance to the checklist. Also I believe this is the reason for some people to call Revengeance non-canon.

Platinum Games and a Coherent Narrative go together like Sonic The Hedgehog and Werewolves. I'd played all of the main games except for that one, saw a bit off YouTube, and ran promptly away. For a game like Bayonetta I don't mind as much, but I'd rather not touch their version of MGS. They know Over-The-Top action better than most, and Raiden's MGS4 revamp fits the description fairly well... But I can imagine how the story turned out.

-Summoned Wall Of Text-

MGS2 definitely went in those directions, and became way more obvious during the later half. It's a pity a lot of people were turned off by that game. I regret nothing.
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#148
Liamv2

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Nobody has said if it is or isn't cannon so I just count it until told otherwise.The plot is nonsense but amazing nonsense is so self aware of how plain ridiculous MGS is sometimes and takes the ever living ****** out of it.


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#149
TheChris92

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My mind was unprepared initially, and I have to admit that I was really confused back in Snake Eater, from which I started to experience the series. Cobra Unit was a unit consisting of superheroes with superpowers... in a setting that usually has no place for such things. At that point I decided to concentrate on the ideas behind the story, and the characters through whom the story is told. I understood the story is far from standard, it has elements that can be considered an absurd. But also I understood that it's just a beautiful and unique way to tell really strong and deep story. Also I kept in mind that the story was developed by Japanese people with their own specific view on western world. Initial confusion has gone, and in all subsequent MGS games I played I had absolutely no problems with some specific plot features. I became a fan.

 

It's really interesting to read your thoughts on MGS series. I hope to see more :)

 

As for the MGS I like the most... Well, I think I like them all equally as the parts of persistent story. I hope playing through MGS4 and Phantom Pain will finalize the whole picture... Just one moment I worry about. I read a little about Revengence. Looks like it was supposed to be about Raiden saving Olga's child and becoming a cyborg, but instead it became a sequel to MGS4. Somehow I feel that there will be a dissonance between MGS2 and MGS4 because of Revengence came another way. I hope that I'm wrong, though.

You're welcome -- I'll write some more for my analysis of MGS2: Sons of Liberty some other time since I feel like I missed out some parts of the stuff above.. Whenever you play it again you might notice a few things you didn't before, such as Johnny "the guard who guarded Meryl's cell" has a cameo appearance, maybe you missed a few codec convos, maybe you'll notice some vague hints or details, hinting at the game's postmodern and almost simulation like nature, or hints towards the S3 plan and how similar the setting is to Shadow Moses.

 

I wasn't a big fan of MGS4 for several reasons but I liked its ending just fine even if some of it was jarring. But that's me.

I think it's important to note that Kojima is a big fan of western culture and I think Metal Gear Solid is the pretty respectful and coherent in its localization effort. I mentioned in my previous post about Snake Eater, that Kojima mixes supernatural and fictional historical events together, in such a fashion that players will eventually not notice or distinquish between reality and fiction. There's usually always explanations or circumstances that elaborates on their absurd abilities, like Psycho Mantis. The Cobra unit though was a bit of a mystery along with Volgin but I think it added to that particular game's mystique  by making the supposed villains ominous.

 

The whole thing about Raiden rescuing Olga isn't really that much of an important plot point for the overall story. It's well summed up in Guns of the Patriots without too much fuss. Don't worry about that. 



#150
TurianRebel212

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Amazing series, MGS and HALO are probably the greatest series in video game history. Can't wait for 5. Ground Zeroes was WEAK but I think 5 will deliver.... I hope.