Metal Gear Solid 3: Snake Eater – “One-Eyed Jack”

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From the title screen to the final credits, you can feel “Snake Eater” is Kojima’s land: the virtuous cut-scene directing, the stylized visuals, the characters with their brooding voices and dramatic performances, the crazy twisted plot scheme filled with glorified heroes and villains and sub-texts and outrageously overlong dialogs – Kojima always knew how to put on a show, and with each new game and improved technology he kept amping up his showmanship. However, the third title in the “Metal Gear” saga is a return to origins, both in chronology and thematic: the game takes place during the 1960’s, amidst the cold war scenario, with the protagonist being, for the first time, Big Boss. At the start of the action he’s dropped into an untamed jungle, with only a knife to survive, the tropical heat to endure, the ferocious animals to hunt for food and an entire army to do battle with – like in the first “Metal Gear”, the sense of a modern “Rambo” re-envisioning is pervasive through and through.

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Kojima follows this premise of the lone soldier in an hostile environment with absolute clarity: never has stealth made more sense than in “Snake Eater”, as the dense foliage and tree-lines serve as the perfect habitat for an invisible assassin. You really have to play the part of the cautious, ever-planning killer: slowly crawling by unseen, assessing the surroundings with your senses, peering the jungle with its lush greens, dark browns and all-encompassing blinding hot sunlight, listening to the chirping birds and croaking frogs and streaming creeks, until you can hear the faint sound of the steps of a soldier trampling the vegetation, and then you wait and wait and wait some more, until he passes by you while you’re hiding in the grass completely camouflaged and you finally strike death upon him, swiftly and silently, so that nature remains unturned and unsettled. It’s in these moments of pure stealth that “Metal Gear Solid 3” clicks and resembles Kojima’s masterpiece. The bosses, after the debacle of “Sons of Liberty”, also show a return to good form, with some memorable battles: the sniper duel with the End being the blossoming of the potential of the original battle with Sniper Wolf, and the confrontation with Sorrow showing off Kojima in his most enigmatic and allegorical, pitting Big Boss against an already dead enemy.

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There are many reasons to adore “Metal Gear Solid 3”, which is why it becomes so troubling to understand exactly who is the man behind the game. Kojima is capable of so much, yet wastes all that creativity and effort with his petty idiosyncrasies. There’s the toilet humor, the cartoonish hyperboles, the self-indulgent 60’s pop references and the constant playing with “Metal Gear” cannon – all of these compromising the depth of  the characters and storyline. But where Kojima’s excesses become simply unacceptable is in the game-play. For the player to have access to all those cool, but insignificant, gadget-y details Kojima puts in his games, every little button in the control pad has a dozen of different uses, making the control scheme a maximalist mess. Add an overview camera that is ill-fitted for the new setting and you have a number of issues that will constantly break up immersion. It becomes obvious that Kojima’s crew never thought of re-designing the original “MGS” style of game-play, and just kept adding stuff as they went by, to the point it became nigh unplayable. Simplification and streamlining would have done wonders for “Snake Eater”, as the later “Subsistence” and “Guns of the Patriots” would show.

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“Snake Eater” certainly has a more mature set of characters, and emotionally evocative storyline than its direct predecessor, which is why if it were not for Kojima’s obnoxious eccentricities, it might very well have been the rightful successor to the original “Metal Gear Solid”. But the truly infuriating thing is how its insignificant flaws can obfuscate the game’s grandiosity when it strikes that rare chord of pure bliss. Flaws that could have easily been removed, but remain as nagging reminders of Kojima’s unflinching desire to be cool and witty. Which is why Kojima needs an editing eye, something which he must surely have had many years ago, but now seems to have lost, like his protagonists, during some imaginary war with his ego. And until he learns that less is more, he will remain blind.

score: 4/5

King’s Field IV – “Out of the Light and into the Darkness”

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There’s a consensual, yet unspoken rule of modern game design which states that for a game to be enjoyable and entertaining, it can’t ever become hard or frustrating, lest players feel bad and lose interest. Surely, such lapallissade could only be a synonym of some obvious universal truth regarding game design, but the superficiality of such a crude assessment could only lead to a misconceived notion. The truth of the matter is, that in the realm of true games, for you to feel that warm sense of enjoyment and self-gratification, you need to overcome challenges. Challenges require skill, skill must be attained through training and trial and error, and trial and error is bound to lead to frustration, whenever the error part comes into place. The greater the challenge, the higher the sense of gratification. But big reward means big penalty, so difficult challenges come at great costs. The equation of “fun” is obviously more complex, but this small prelude should give you enough insight to understand that, while modern design may allow you a superficially more fulfilling experience, it will always lack the sense of accomplishment that difficult games can elicit. You simply can’t remove frustration from the equation without in the process removing part of the fun. Not all designers have forgotten this old truth of game design, and “King’s Field IV”, as its predecessors, comes exactly from such designers (Rintaro Yamada and Satoru Yanagi).

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Playing “King’s Field” feels precisely like playing games from your childhood. You start the game without watching lengthy cut-scenes, or playing through tutorials that help understand the game. The minute you press the start button, the game starts in the proper sense, and in “King’s Field”, that means you’re bound to die from then on. In fact, that’s precisely what happened to me in the first ten seconds of the game, as I stepped on a piece of rock that caved into a pit of hot boiling lava, killing me in the process. No checkpoint nor extra lives; the cold dark game over screen loomed only with a load-game option which I could not use for not being able to reach a save point before my first death. The process repeated with a new game. On my second try though, I could see clearly where I had died, which meant that on my third attempt I knew which path to take to avoid certain death. This is the gist of “King’s Field” – you play, you die, you play again and avoid death till you die again, and slowly but steadily, you advance in the game. As you go by, you start to play the game almost as if you were actually in the game world, desperately clinging to your life, cautiously avoiding any suspicious looking room or enemy. The game’s pace helps immensely – your character trots and attacks very slowly, forcing you to plan every step very carefully. Loneliness, darkness and anxiety will be your only companions while the game lasts. For you will fear the game-space, because at any moment, you may die and have to repeat the long, extenuating track you took since your last save. Such hardships inevitably lead to moments of sheer despair when you die, but with a good deal of patience, you can mitigate such moments to mere interludes before the conquest of the next hard earned goal. In the end it all pays out, and you’ll feel as a true hero, one capable of conquering everything… till you die again, that is.

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The game’s atrocious difficulty serves as the perfect gameplay metaphor for the story the designers are trying to convey. Fantasy stories tell of grand knights capable of epic feats of strength, agility and mind, yet modern role-playing videogames give us challenges that even a baby can overcome. That is why “King’s Field” clicks into place and you get to actually ‘play’ the part of the conquering knight – the game needs to be hard for you to feel like a hero. That being said, it never pulls your leg in cheap ways, it’s all panned out consistently in the game-world, and the game designers were even kind enough to give you sparsely placed save points (shifting the game away from rogue territory). Despite the retro appeal and a limiting budget, the game still manages to make use of modern technology. The aesthetic thoughtfully applies lighting and physics effects to establish the oppressive and gloomy dark fantasy environment, beautifully complementing the dread you feel faced with the dangerous surroundings. In a nutshell, “King’s Field IV” is precisely what it sounds like: a classic first person view dungeon crawler with a fresh coat of paint. Like the recent “Dark Spire”, it’s retro-gaming at its best, completely conscious of its appeal, inherent strengths and flaws, but with the added expressiveness that modern platforms’ technology allows. It’s tough as hell mind you, but as rewarding as only old games can be. Now, where can I get that “Demon Souls”?

Wave Foam – “I love Eurogamer”

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I’ve been known, on occasion, to defend Eurogamer. Why, you may ask? Well, maybe because they have shown to be independent enough to review certain games in a less than unanimous way (“Metal Gear Solid 4’s” “outrageous” 8 in 10 comes to mind), maybe because they have good journalists who know how to write properly (unlike myself), or maybe it is just because they’re European like me, and us Europeans need to stick together, right guys? I guess it has something to do with us old-continentals having a different acception of what criticism stands for, one that is less commercially oriented and broader in terms of conceptual analysis. I guess you can call it a more serious, and heck, why not say it, pretentious way of looking upon reviews. Not that Eurogamer always shows that particular posture towards game journalism, but for some reason I seem to find it in their texts, from time to time. Like any redaction, Eurogamer has good critics and journalists and its fair share of not-so-good ones. But, like all magazines and newspapers, be they online or not, what truly defines them is their editorial criteria in terms of content. In other words, what and how they spend their hard-earned English with.

This morning I came to read this interview to Epic’s Mark Rein (“Gears of War”, “Unreal Tournament”). I don’t even know what got me into reading the interview in the first place, since I am not that big of a fan of Epic (they design good shooters, yay)… but I guess I was just bored with the absolute lack of news regarding video-games (I do have to write about something!). I recommend you read it, if only to see what passes for journalism in lala land (video-game land, that is). The gist of the interview revolved around Ellie Gibson (the “journalist” conducting the interview) having a one-on-one joke contest with the interviewee. Exaggeration? Quite frankly, no. Sure, she inquired about Epic’s plans for future games, DLC and all that silly talk gamers take for informative news, but for some unidentifiable reason, she decided to pose almost every question as a witty remark, which of course, solicited the same sort of response from Rein. The result is a funny interview that is almost completely devoid of any real information. She asks things like “You’re like a badass factory?”, “I’ve got about £3.97 on me, could I get one [Unreal Engine] for that?“, or simply states absurdities like “You sound like you’re on the shopping channel[…]. I keep expecting you go to, ‘Hurry, we’ve only got 42 Unreal Engines left!'”. When Mark actually got to explain something regarding the Unreal Engine, she edited the interview, replacing it with this: “at this point, Rein delivers a lengthy monologue about the benefits of Unreal Engine 3. For the sake of brevity, it can be summarised thus: ‘The Unreal Engine’s quite good, buy one.'”. I guess she just wanted brevity, after spending four pages with funny jokes. Or maybe his opinion just wasn’t funny enough. Well, this was just the tip of the iceberg of a really lengthy interview. It was clear the interviewer was having a laugh with this, and made sure the whole interview served to amuse herself and her readers. In the process, any informative quality that the interview might have possessed was thrown out the window.

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Now, I love humor as much as the next guy, and I can even understand that the particular style of a journalist revolves around some clever remarks, but this is a whole new level. It actually reminded me of a piece done by Gametrailers where Geoff Keighley did an impromptu “interview” of Cliff Bleszinski, and the whole thing ended up with a discussion on how more “badassness” Cliff’s games could muster, and how many chainsaws and blood he could insert in one game. Perhaps Epic just likes to throw funny interviews. But perhaps this is a sign of how poorly journalists spend their time, whilst listening to what the industry has to say. Sure, you might advocate, like myself, that the only thing Mark Rein could ever say that is remotely interesting is precisely the sort of whimsical non-sense the interviewer got him to speak. But that brings up a much more prominent point – if that was indeed the case, why bother interviewing him in the first place, and not someone else?

This sad interview is symptomatic of the media we have access to. We’re in an industry of toys for kids that never takes itself too seriously, or speaks in a serious manner (lest the kids lose interest). We’re in an industry that very rarely lets the real authors speak, and when it does let someone speak, it’s usually some corporate suit that knows as much about games as a recently hired Gamestop clerk. And now the industry  wastes these (so called) journalists’ time with interviews that bear little to any significance to the subject at hand: video-games. We do get to laugh at some pretty funny punch-lines, right? Meanwhile, somewhere out there, is a designer with something really interesting to talk about, and the only thing we get on the receiving end is some guy covering how badass a game can be. This is game journalism.

Persona 4 – “Pop-tastic”

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While the J-RPG genre continued its long winding spiral into mediocrity, last year’s “Persona 3” managed to turn the tables around, thanks to its ingenuous new take on its genre roots. A twisted hybrid between the hard-core dungeon crawling experience of the Megami Tensei cannon and a Japanese social sim, “Persona 3” proved that the genre needed not be confined in its ever more claustrophobic tropes. Alas, with only one year separating “Persona 4” from its predecessor, one could never hope that such a innovative trend would continue for the newest iteration. But that is by no means the same as saying that “Persona 4” is just another derivative sequel.

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Granted, structurally, “Persona 4” is exactly the same as its predecessor, with only some minor adjustments and additions to the successful game design template. But for once, that comfortable familiarity with the game-design model actually allowed its designers to invest in the areas where “Persona 3” was lacking. Despite its brooding occult themes, the last “Persona” already attempted to re-envision its traditional Gothic aesthetic (from Kazuma Kaneko) with Shoeji Meguro’s more upbeat, pop art vibe. The result was thus transitional, being somewhat mixed and convoluted, not only on a purely aesthetic level, but also in terms of its narrative expression, with the overall plot featuring a darker tone than each of the social sim’s quirky slice of life meets Japanese existentialism mini-stories. This is where “Persona 4” comes out as more mature and consistent work, with a more coherent body of aesthetic work, and a scenario (Yuichiro Tanaka and Akira Kawasaki) with themes that perfectly match the social sim structure and the pop aesthetic.

“Persona 4” has a very dense back-story, a sumptuous layered cake filled with twists, surprises and undertones. There’s a plot-twist heavy, occult crime mystery on top (in the vein of the popular “Death Note”); a reflection on human society’s unwillingness to face its true self, with each slice of life story providing lots and lots of nuances and variations on this same theme; and finally, under it all, there’s a deep philosophical reflection on the role that modern media (personified by the TV) plays in our lives, in the way that it shapes our perception of reality and ultimately, reality itself. Characters are funny and endearing, and since you get to spend so much time with them, you’ll establish an effective bound with them, just as you would while watching a small Anime TV series. There is still a lot of the old Anime J-RPG silliness, but it’s so in tune with the themes and style of the game, that it becomes thoroughly enjoyable (of course, the good localization job also helps the comedic lines to shine through).

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But more than everything else, the most pleasurable addition to this new “Persona” is its wonderful ambiance, which attempts to faithfully portray living in a Japanese town for whole year. You get to listen to all the rumor brewing of rural towns’ inhabitants, attend to religious celebrations, explore traditional and modern commerce, with all the kinky items and eccentric oriental cuisine, etc. It’s a true delight to watch the scenery as the seasons slowly turn with Mount Fuji in the background: the changing sky tones, as weather oscillates from day to day, and sunlight’s hues blend differently with the setting according to each season, the ever present cherry blossom trees either reflecting the vivacious light of spring and summer, or the melancholic brown of  autumn. Though the establishing of a coherent Japanese reality has come a long way from “Persona 3“, it’s not as consistent and well translated as in “Shenmue” or “Yakuza”. Nevertheless, it’s still very aesthetically refreshing when compared to its high fantasy peers. It’s for all these reasons that, despite being basically the exact same game as its forbear, “Persona 4” is still an engrossing experience. In fact, it’s so intricate and unique in its visual and narrative expression, that you can’t help but think that “Persona 3” was just an experiment to pave way for the fourth iteration. But “Persona 4’s” success effectively sucks this game-design path dry, leaving the difficult task of reinventing the wheel (again) to its hypothetical successor.

score: 4/5

Wave Foam – “Jenova speaks… and we’d do well to listen”

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Jenova Chen (“flOw”, “flower“) spoke at the Develop 2009 conference in Brighton. I’ve found two different excerpts of his talk, which you can access here and here. Besides mentioning that a new game is in the making (rejoice!) he mentions similar ideas to the ones I’ve discussed in my recent “State of the Art” editorials. I’d like to give particular emphasis to one sentence that I find of utmost importance – according to Gamasutra, while developing “flower“, Chen realized “that in the attempt to make a “fun” game, the team had blunted the emotional impact.” This is a crucial point of my “games can’t express emotions” ‘thesis’, and something I’ve argued for a long time.

Art is a vehicle of emotional expression and communication, the translation of an author’s personal beliefs, feelings and sense of aesthetics into the work of a specific medium. That’s why, for games to be an art form, designers need to focus on emotional expressiveness, and to do so there is no other answer than shunning ‘ludism’ and the ‘fun’ side of games. Because ‘ludism’ is the shape of traditional games, and games aren’t about emotion, they’re about challenge, competition, reward and penalty. That’s why they could never serve as proper inspiration for an art form. But in its current form, computer games’ interactive dimension can only express very crude, low level emotions – the ones it inherited from traditional games. And because we’ve been stuck with that (pseudo) emotional template, we’re still light-years away from the expressive power of a film, book, symphony or painting.

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This is the main reason why games “don’t have their own Citizen Kane” [yes, I’m pulling a “Citizen Kane” on you guys, you’ve earned it]. I don’t know what a “Citizen Kane” of video-games would look like, and quite honestly, I don’t think it even matters to this debate. Because whatever it looks (or will look) like, I’m pretty sure I haven’t seen it yet. And whoever thinks otherwise needs to watch “Citizen Kane” again, and appreciate how far cinema went from its genesis to that singular point in time. Games haven’t tread that path yet, and they’re pretty much where they were when they first emerged. Matter of fact is: video-games still aren’t able to convey madness, loss, nostalgia, hope, aging, infancy, memory, love, longing, or any of the other complex dimensions that are part of the wealthy, emotional tapestry of “Citizen Kane”. And in place of “Citizen Kane” you can place any other masterpiece of cinema, literature or music, that this fundamental truth will still hold. There is no “Citizen Kane” of video-games.

And while we’re on a fatalist note, let’s be honest, with the way things are going, it’s likely games never will achieve that high point. Designers blindly insist on this abhorrent paradigm of ‘fun’, and everyone seems to be on board with them. But for the interactive medium to evolve into a proper art form, it needs to move away from the language of ‘fun’, and into a new interactive language that can express emotions and complex abstract concepts. An emotional, artistic language. Right now, games aren’t artistic, they’re ‘fun’. For some that suffices. Not to me.

That is why I’m curious to see where this newfound truth will lead Chen, and other visionary creators like him, in future ventures.