Posts Tagged ‘ metal gear ’

Snatcher – “Childish Fiction”

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Back in the 80’s, games couldn’t stand further from cinema; while film had already achieved its pinnacle as an art form, the state of the art for the video-game realm was embodied in the likes of Miyamoto’s “Legend of Zelda” or “Super Mario Bros.”. Good games not withstanding, these works were meant for young kids and teenagers, their cultural and artistic value being relatively small, if at all existent. It was then expected that video-game developers would turn, sooner or later, to cinema as a way of finding inspiration for video-games. The first steps in that direction were given in the late 80’s; amongst those early visionaries was Hideo Kojima.

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“Metal Gear” (1987) was Kojima’s first video-game, an ode to Hollywood pop references of  the 80’s, with “Rambo” serving as a major inspiration, but also borrowing elements from “Escape from New York” or “Terminator”. “Snatcher” was its followup, but then, Kojima chose to pay an hômage to one of the greatest movies of all times – “Blade Runner“. It’s impossible not to think  too much about it, as every element in “Snatcher” seems to derive at some level, from Ridley Scott’s masterpiece: from the dark cyber-punk depiction of the future, to the ever-looming menace of a race of killer cyborgs (though in “Snatcher” they resemble more closely Cameron’s “Terminators” than the actual replicants), down to main characters’ personalities and visual characterization.

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As an unofficial interactive translation to “Blade Runner”, “Snatcher” is a success. The player embarks on a noir mystery, searching for clues regarding the main character’s past, while simultaneously hunting down killer robots that mask themselves as humans. Despite the game being incredibly linear, there seems to have been a great effort in making players feel like a true Private Investigator, by making them solve clever criminal puzzles, through the discovery of each piece of evidence and its consequent interpretation. And though, in essence, the game plays like a simple text adventure game, it makes excellent use of its sparse aesthetic elements, using simple animations as a form of emulating film, and upping the tempo with well placed sound effects and music, which can heighten the sense of discovery of a particular clue or anticipate a nearby plot-twist. There are also a few  shooting sequences to punctuate the investigation; these add a much needed surprise factor to whenever a cyborg is found, further enhancing tension while the player is investigating clues.

It is obvious that “Snatcher” goes as far as the medium could go at the time it was designed. Kojima creates his own devious world filled with his trademark post modern humor, and all these little references to Hollywood cinematography, but he never ceases to impregnate it with a consistency and level of detail that simply doesn’t exist in most games today, let alone those from twenty years ago. He also does a thorough background search on the scientific, social and political themes that he then molds and solidifies into an arresting thriller, filled with intrigue and drama. Like all of Kojima’s games, “Snatcher” elevates the writing quality of the means, in a search for the narrative depth that we grew accustomed to in cinema.

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And yet, one can only get a bitter taste when Kojima so often invites a comparison between his video-games and the 7th art; a comparison to which all his games fall on the short end of. “Snatcher’s” aesthetic, while clearly inspired by the noir-ish ambiance of the movie, features warm color palettes [more prevalent in the later versions than in the less detailed, yet more consistent, MSX original] and an upbeat electro-jazz soundtrack, which clash severely with the gloomy dystopian mood. Kojima’s writing, though light-years ahead of his peers, is polluted with Anime tropes and immature sexual jokes that can only be seen as childish, especially when compared to the somber nature of “Blade Runner’s” drama. Not to mention that the most important story layer of “Blade Runner” – Philip K. Dick’s own existential dilemmas – is completely absent from the video-game; in exchange, we get a story about an egomaniacal soviet scientist who wants to take over the world. In film, we get a powerful existentialist science fiction drama, but in the video-game version, we get a Saturday morning Japanese cartoon… sadly, it’s the story of our means.

score: 4/5

Headhunter – “Metal Gear Arcade”

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SEGA is probably one of the best and most influential software designer companies. However, its genesis lies in arcade-style videogames, and because of that, it’s a company that never made a successful transition into modern day videogames; yet nobody can say they didn’t try. When Sega was supporting the Dreamcast (which is probably the most underrated console ever), it tried to develop and publish modern games like “Headhunter” (developed by Amuze), but failed in the end to convince the blind Sony fans.

Much has been said about “Headhunter” being a copy of the famous “Metal Gear Solid”; though the comparison is inevitable, due to the Hollywood-like plot and stealth mechanics of both games, “Headhunter” is a sufficiently different game to be held on his own merits. Actually, if there is a game that resembles “Headhunter” is “Syphon Filter”, and not “Metal Gear Solid”. Why? Because “Metal Gear” has always been a more cerebral game, where every step requires careful consideration. Now, “Headhunter” is more of a shooter with stealth elements, than an actual stealth game, which, when you think about it makes perfect sense, considering Sega’s roots; it’s like an arcade take on “Metal Gear”.

Controls are simple and clean, allowing the player to easily choose between silently killing each of his enemies one by one without alerting them, or to simply blast his way through a level. Everything works pretty well, except for the stealth kill that is pulled off by pressing the shoot button… which means shooting a stray bullet instead of choking your adversary. Apart from that, the game handles action pretty well, with a straightforward level design keeping things direct. To avoid monotony, there are a few action-adventure elements, like “Resident Evil” style puzzles, and even a bike riding mini-game, that allows the player to travel to different missions.

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“Headhunter’s” plot, while not exactly breaking the mold, leaves little to desire. In the near future, American society is overwhelmed with crime and corruption (which is kind of like the present); a business man named Christopher Stern designs a solution: create a network of headhunters that track down and kill wanted criminals, offering bounties for their organs. You play as Jack Wade, Stern’s protégé, who is the number one headhunter that for some unknown reason becomes amnesiac after the death of his protector. He then embarks, with the help of Stern’s sexy daughter, on a journey to unveil a plot to take over the world (how original), which unfortunately, means you’ll predict most of the twists, way before they happen. There are two reasons that make the somewhat silly script stick. First, voice acting: the actors that play the parts are right on, even if Jack Wade sounds too much like a Clint Eastwood rip-off, which adds a much needed degree of credibility to the fairly obtuse narrative. And two, the tone: instead of going for the ol’ classic Hollywood realism that plagues so many videogames, “Headhunter” doesn’t take itself too seriously, adding intelligent humor whenever possible. Moreover, the script is filled with satire and irony, ending up creating this aura of criticism to certain aspects of USA’s politics and its surrounding media circus. It’s not by any means a shallow plot, and the fact that it is reminiscent of Paul Verhoeven’s classic movies, like “Robocop” and “Starship Troopers” only helps.

The surrounding package is not very exciting: there’s little if any interesting work on the art department (everything looks realistic and “normal”), and sound design is okay; on the upside, there are some james bondesque orchestrations that are really catchy. It’s not a remarkable game in any way, but it manages to achieve what can be expected of a sega classic: well executed straightforward entertainment.

Overall: 3/5