Monday, November 21, 2011

Metal Gear Solid And The Uncommon In The Common


I'm going to send you a love letter, my dear. Do you know what that is? It's a bullet straight from my gun to your heart." -- Sniper Wolf


I just published this Edge column about how I think it's important for designers and writers to remember to consider audiences who don't think the way they do. A lot of times people tell me they don't get why the MGS series is my favorite, so I'm finally going to try to tell you.

It's so important to my work in games writing to stay relevant and current. Oh well! Today, I want to talk about the original Metal Gear Solid.

I find it unfortunately impossible to replay these days, as it falls into the weird, choppy adolescence of the PlayStation era. I can't reconcile the precision of the gameplay with the rough look, and certain methods of moving and aiming that became more streamlined in later iterations are no longer intuitive to me. I love old games -- in fact, I often prefer them -- and I am obsessed with the tech driving new ones, but things that fall in between tend to displace me, no matter how much I liked them when they were current.

(Sidenote: I had a similar experience when I got Resident Evil: Code Veronica from Xbox Live Arcade -- as it's far and away my favorite Resident Evil, I was psyched to revisit it, only to wonder how the hell I ever managed to navigate that game with a character that controls like a tank).

Unfortunately, the excellent Twin Snakes remake is only on GameCube and I don't have one
anymore. But between Twin Snakes and original MGS1, I've played the game enough times to have indelible memories, which are only reinforced by the fact the characters, scenes and themes of MGS1 scaffold the rest of the series to come, and reflect themselves in every installment.

Actually, to a certain extent it was 1987's original Metal Gear that established certain key conventions: The unarmed infiltration mission where equipment needs to be procured on site; the necessity of rescuing a scientist; warring factions, and war weaponry so powerful it could destabilize the world.

By the time the series reaches its fourth game, it becomes so strange, a lattice of decades (Snake's first outing was actually in 1987, in the original Metal Gear). By MGS4, it's as much a game about video games as it is about Snake, his clone brothers and the morality of war. Hopefully in the coming days I'll get to explain what I mean by that bit in a way that finally satisfies me.

But the original Metal Gear Solid doesn't really indicate that degree of ambition. It seems, on its face, to be a sort of dewy-eyed homage to the sort of action and espionage films Kojima is known to admire, and owes a lot of its tone and style to them. Solid Snake's character design appears to owe more than a small debt to such stuff; he has the look of Kurt Russell's Snake Plissken from Escape from New York (the eyepatch comes later).

Recall that MGS1 released into a time when cutscenes, particularly FMV, were very much in vogue. This was when people my age used to bring friends home from school just to show them opening cinematics. It was exciting -- "it's just like a movie," was a common refrain, and at the time that wasn't a negative. We felt awed.

The idea at the time was that if only technology caught up a little bit, games could become great works of spectacle, capable of the same kind of emotional impact and thrill that our favorite films could provide. So a game that aimed more toward filmic narrative, with lots of dialogue and character, plentiful cinematics and scenes of dramatic, playable showdowns was very much in keeping with the appetites of the time.

Except even then, MGS was ambitious. To some extent, the series always reached beyond what players expected -- even beyond what they necessarily wanted. The most important convention established by the original Metal Gear is the idea that those who employ you, those who you trust for leadership, may turn out to be your greatest enemy.

Pulling that off relied on a pretty basic video game concept: All gamers know that a "boss" is "that guy you fight at the end". But it'd been a long time since we asked, boss of whom?

In Metal Gear, you learn that your boss --who gives you orders in the game -- is your final enemy, your Big Boss. Big Boss is his name and none will ever know otherwise for years to come.

Not an especially creative naming convention. In fact, it's straight up weird and it stays that way: The bad guys of Metal Gear 2: Solid Snake include Big Boss, Running Man, Black Color, Red Blaster and Ultra Box. That's only marginally less blunt than a Mega Man. And, I mean, I haven't even made fun of the name "Solid Snake" yet.

What's weird is that those naming conventions, relics of the late 80s, persisted with the launch of MGS1 nearly ten years later. As credits roll over MGS1s' cinematic intro and Colonel Campbell describes Snake's elaborate counter-terrorism mission, it's a funny note: FOXHOUND's demands include the remains of someone whose name is apparently still Big Boss.

It's as if despite Kojima's excitement about taking advantage of new technology to bring his strange film-hybrid gaming vision one step closer to life, there were some old school concepts he clung to -- and one would be hard-pressed to blame a lack of creativity, as we'll see later. Was it that he couldn't be bothered to reinvent those concepts, or that he had a use for them?

One would have to guess the latter. MGS1 became better known for its bosses than for the particulars of its plot; probably that game's slate of unusual major confrontations remains its defining trait. The succession of Decoy Octopus, Vulcan Raven, Sniper Wolf and Psycho Mantis demonstrates precious little more innovation on the naming side; just like most MGS characters, they get a basic title (the adjective-animal conjunction is particular to members of the FOXHOUND unit). They don't sound very interesting, and yet they are.

When Kirk Hamilton and I did The FFVII Letters, we discussed how simple abstractions can become extremely affecting in context, because they leave us room to fill in our imaginations. Generally we do learn about the personal histories of Snake's enemies and their motivations as we guide him to engage with each -- but one of the singularly interesting things about the MGS games is that the gameplay itself is always an abstraction of the story.

The battle with Sniper Wolf, for example, thematically reflects who the woman is. We learn she became a sniper so that she could exact her revenge for the traumas she suffered in the center of a warzone. The battle of marksmen against her is staged in an open snowfield, where distance and precision are paramount and cover is scarce. The player feels vulnerable, and and the tenuous balance between stalking Wolf to becoming her one-bullet prey is anxious. Most people who play that scene fall silent, breath held.

It's not just cerebral, unusual boss design for its time. The quiet tension of the fight, the footfalls crunched into the snow, the distance from rarely-glimpsed Sniper Wolf herself, and the eerie, lonesome howls of the wolves with which she keeps company are an excellent reflection of her spirit. She is being characterized by the player's gun combat against her, quite rare in games about war. It doesn't really matter what her name is. She's illustrated through the player's experience.

But of course, even people I've met who dislike Metal Gear games remember Psycho Mantis. The most sinister of the FOXHOUNDs, the spectre of his influence haunts the player throughout the game -- a black-clad telekinetic who wears a mask to keep out the thoughts of others, and to veil his face from the burns he sustained after his fear of his father woke his aggression and he incinerated his hometown.

The character is creepy enough, but in another breach with what's perceived to be his obsession with imitating movies, Kojima used Psycho Mantis to famously break the fourth wall between the game and the player. The fight with Mantis is designed so that the player genuinely feels like his game hardware is on the fritz; Mantis can even "read" data from games on other memory cards and report back to the player on what he or she appears to like. Ultimately Mantis can "cause" Snake to defy the player's controller inputs -- to beat him, you have to become "invisible" to him by plugging your controller into the second port.

It's a fun trick now, good for old-school anecdotes; many would consider having experienced it once to be crucial to a well-curated gaming background. But back then, it was revelatory. As with the rest of MGS's boss design, Psycho Mantis' ability to pass through Snake and "invade" the player's space used design to illustrate the character.

In that respect MGS could be said to hold onto some of the primitive traditions of earlier games just so that it could subvert them. Since when did the sprite with a life bar and the word BOSS and little else to recommend him get to express himself through game design in the way that Wolf, Raven and Mantis get to do?

That approach to designing all of the interactions in Metal Gear Solid games -- making them innovative from the design side in a way that gave those moments expressivity from the character side -- is one of the things that especially sets the series apart, and it was MGS1 that defined it.

Best of all, those boss fights characterize Snake, too -- or, they let the player characterize Snake. Who is this ultimate soldier? His world is full of people who think they know, allies and enemies alike, and no one ever seems to be right. Or they all are, to some degree, with the deciding vote cast by the player's concept and play style. Vulcan Raven predicts that Snake will never get respite from war, always haunted by the spirits of his enemies. He'll be shown right a decade later.

That common complaint about the cutscenes, like the director is divorced from the value of interactivity? I advise anyone who thinks that to consider MGS1 more closely.

Throughout MGS, every character and boss reveals to you the ways their childhood and their relationships with family or lack thereof shaped their lens on war and informed their actions. At the end of the game, Snake learns where he himself comes from: He, like his rival, Liquid, are "sons" -- direct copies, more like -- of Big Boss. Isn't it interesting to think of your ultimate rival as your original progenitor, an ending that's a beginning?

Hang onto that idea of begin and end. The series comes right back round to it. Meta. I love meta.

More soon.

22 comments:

nemryn said...

I forget where I heard it, but it's been said that the fact that The Sorrow has a life bar, but it's empty, is extremely important.

SVGL said...

we'll get to mgs3, don't worry

Brukaoru said...

Good write-up Leigh. I have to say I'm surprised you would find Twin Snakes to be excellent though.

While the gameplay is the same as MGS1, I found the cutscenes in TS to be utterly ridiculous. (I also found the voice-work to be lacking the same quality-emotion as the original game).

One could argue that it's probably no more ridiculous than MGS2's cutscenes, but the way Twin Snakes handles them turned me off completely, I sold my copy because I wouldn't want to play it again. I find MGS1's scenes to be much more realistic and less over-the-top. I also thought certain scenes were way out of character.

For example: (SPOILER for MGS1/Twin Snakes): In MGS1, when Snake goes to save the ArmsTech president Kenneth Baker, Baker tells him he forgot the code to contact Meryl. Snake simply says "damn!" and then the conversation moves on. In Twin Snakes, when Baker tells Snake he forgot the code, Snake has a mental breakdown, spazes out likes he's having a seizure and pulls out his gun and aims it at Baker's head!

This scene, along with some others, totally made me despise the game. It was so ridiculously out of character (and opposite of what happened in MGS1) that I was absolutely confused by what I had just seen.

Anyway, sorry for ranting a bit. I very much love and enjoy playing MGS1 to this day. I think it's an awesome game. But I wouldn't recommend Twin Snakes, it's just not the same.

SVGL said...

That's funny. I don't remember the scene you describe happening... weird!

I remember not noticing a terrible degree of difference with Twin Snakes. But then, it has been kind of a while.

Nitz the Bloody said...

The problem with Twin Snakes' cutscenes was that, by making everything so much more stylish and over-the-top, Silicon Knights made the kind of game that Metal Gear's detractors think it is. They weren't about the kind of deep characterization that Leigh so eloquently talks about here-- they were seeing Snake pulling off bullet-time moves, the kinds of scenes that could've been playable but weren't, but didn't have any inherent story value.

I still prefer the original version, primitive graphics and all.

kona said...

Awesome writeup as usual, Leigh. Reading your synopsis on MGS1 brings back to memory all of the little things I had forgotten I loved about that game. It also makes me remember how rotten I felt for killing all those bosses. Kojima made sure that every single one of them had unique and personal reasons for fighting and outlined how in war, everyone comes out a loser.

I remember you linking to that Modern Warfare 3 review that touched on the fact that characters in games about war today are total unlikeable jerks. It also said that war is glorified far too much, and that players are actively encouraged to be as jerky as humanly possible with no foreseeable consequences.

This is not so in Metal Gear, a series where you are haunted(!) by the ghosts of the men you've killed in a dream sequence/boss fight, and are allowed to complete any of the games with almost no casualties. In an industry seemingly filled with developers and players that lust for more war, more guns, and more conflict, Hideo Kojima is a voice in the wilderness, reminding the world that war is indeed, hell.

Really looking forward to the rest of this series, especially your thoughts on MGS2. As much as I loved 1 and 3, I felt dumb for not “getting” MGS2. That entire game just flew clear over my head, even though I really wanted to like it.

Bo Tiberius said...

Little to say, other than:
1) Interesting, raised some ideas I'd never thought of.
2) Also love Meta. Enough so that I have a tattoo that simply says Meta. Ironically, most people misread the font and think it says Mega and start asking if it's short for Megadrive which infuriates me to no end >_<;

Daniel said...

The cyclical nature of Metal Gear has always been a theme that people don't seem to get. I've read in a few places, "But the story is the same story every single game!" Yeah, that's the point. War is always repeating and it's the same situations with different players over and over again. It's inescapable for Snake.

Aside from probably being a gun nut, I'd say that the Metal Gear series has always convinced me that Hideo Kojima is a pacifist at heart. He's at his most overtly preachy about it with MGS and its blatant non-proliferation stance, but I'd say MGS3 is his best realized anti-war screed.

@kona: My favorite part about future MGS games is that they do not require you to kill anyone (but one major kill in MGS3 that is devastating if you've avoided killing, like I do).

Matthew Glidden said...

Your write-up convinced me to swap for a friend's Twin Snakes disc (flawed or not) and drop it into the Wii. Time to catch up on the last 20 years.

And I hope Sniper Wolf delivers that line in a Dennis Hopper voice. Crazy.

Blue Velvet - Love Letter

Mr. Monkey said...

*Sigh*
My first MG game I played was SoL Substance on the Xbox 1... I didn't like it! Was a 'Splinter Cell' guy. Later on I invested in a PS2 slim (was a sony hater due to the death of the Dreamcast - Xbox had Jet Set/Grind Radio & 'rumours' of Shenmue 3) Picked up DMC1 & Ico.... realised that I 'had' been missing out.

Picked up SoL Sub again, my mind far more open to new ideas... I played it for two-three days straight, the famous Digital Campbell meltdown occurred for me at 4am... He told me to turn the game off... METAbabyMETA

Next game was the GC remake, which I loved and cried over, then played SoL again straight after. I started to tell people, you played Metal Gear? Like I was a Kojima Shill... I had to share this amazing experience with everyone who would listen.

Snake Eater was the first game I bought twice Standard & Subsistence, started me down the path of becoming the semi-serious game collector I am today.

Now my ringtone is the codec sound I still regret not buying the Naked Snake Rah Medicom figure. Just imagine if I stuck with my original dismissal of the series? My gaming outlook would have turned out very bleak indeed...

Fantastic write up Leigh, may update my (deadagain) blog to write up in more detail my thoughts of the series (with better punctuation, less train of thought) Another thing that makes me shudder, without you... I never would have joined twitter, or took the plunge on Persona 3/4, there's another scary thought! It would be like the LaLiLuLeLo 'won'

Codysseus said...

I remember leaving my playstation on all night because my madcatz memory card had stopped working and I had just got to the Vulcan Raven fight...and died, died, died. I love very few games as much as MGS. It's become tough for me to sit through the cutscenes at this point in my life, (still haven't finished MGS4. But, its take on the military industrial complex make it stand out all the more in the wake of the last two Call of Dutys' star-studded "war is fun" advertising campaigns.

Thanks for illuminating some of the reasons why those characters resonated so much with me as a little guy.

Jacob Paul said...

It's been a long time since Metal Gear Solid debuted in 1998, and I really think a lot of modern gamers don't really understand the tremendous impact it had on the industry at the time. I'm glad to see you writing these articles and helping enlighten people to the genius of this series.

After all, it is the only game I know of that had the nerve to implement the back of the game's CD case into a puzzle, not as a form of copy protection, but because it was just a really creative thing to do.

Han said...

I can see where your love for MGS comes from. Most FPS games lack the ingredients to engage the player on any other lvl than 'aim shoot'.

Kevin said...

What I always liked aboiut MGS and tried to explain to detractors is, as a game in its own right, the series is very, very good. You could skip every cutscene and communications and you're left with a game that is very solid, enjoyable, and tense on a foundational level.

Tiemachine said...

I played Code Veronica for the first time a few months back. This was after playing the original Silent Hill for the first time so I'd been bedded in with the tank controls but I have to say I don't really have a problem with the concept.

It's (and its) form follows function - intended to provide a mechanic that fits with the story it wants to tell - and I love the fact it's a mechanic that's difficult to work effectively when the sheet hits the fan.

leetdood said...

I agree with some commenters that Twin Snakes cut scenes were sort of over the top.

Mostly Snake using a Hind D missile like a skateboard.

Carlos M. said...

There will be some spoilers here on the MGS series. You've been warned.

There were other issues with Twin Snakes (TS) aside from the Matrix-inspired cutscenes. Feel free to correct me on any details I've misremembered, as it's been several years since I last played the Gamecube remake.

From a design perspective, Twin Snakes is a marriage of MGS1 level design and MGS2 player mechanics. Specifically, TS retained the environment layout of the original MGS almost to a fault while imbuing Snake with the abilities he gained in MGS2, primarily first-person shooting, and the availability of the tranquilizer gun. Since the original MSG1 layout was designed without consideration for the player's ability to shoot the tranq or most weapons in first-person view, the player became overpowered in TS. The row-like arrangement of walls and cover placements allowed the player to remain safely away in the open, opposite a short-sighted, vulnerable guard. This all-too-common scenario enabled the player to safely shoot the enemy without the risk of being caught. In the original the player could not attack in first-person view without drawing attention, and had to rely more on getting dangerously close to enemies in order to read patterns efficiently and sneak successfully, since taking out enemies silently from a distance was not an option.

The level design of every MGS game has evolved to encourage and challenge newly introduced player mechanics, which is why Twin Snakes feels a bit broken here. Naturaly, it would have been more work on Silicon Knights and Konami to update more of the level layout to match the MGS2 mechanics, but this would have likely produced an even more engaging game.

In addition to the disparity between level and system design, there were a couple of development decisions that, as a fan, I disagreed with. Firstly, the decision to rewrite a soundtrack that was so instrumental in setting the iconic dark atmosphere of the game's setting. Secondly, the decision to rerecord the original lines. Not only was the opportunity to add new dialog missed, but some of the actors failed to play their characters with their original accents and personalities. Plus, pay close attention to how Snake sounds in the original MGS against every subsequent game in the series. David Hayter's gruff voice was less forced, sounding more realistic. I've always liked how he played Snake, but I prefer the results of his first shot at the character.

Aside from the soundtrack, these issues could have been a consequence of a desire to stay faithful to the original game, to the franchise, if I can venture a guess. Players' memories of MGS1 are the way they are because of how they played the game, which is a result of how the world is laid out, what the supporting characters said and didn't say, etc. Changing too much of that in a remake might be careless and confuse players ("did this happen in the original, or in Twin Snakes?," etc). I'd say Mr. Kojima is very protective of the series' history, and as a result, he's protective of his players' memories. It's probably another reason why he chose to keep using the name "Big Boss" in MGS1. The story in Metal Gear happened the way it did, and it's not getting rewritten (the game may get remade since it's so primitive, but the story will be the same, only with additional exposure). Had TS been allowed a big departure, and been labeled as the definite version of MGS1, would MGS4 have included that memorable dream sequence at the beginning of Act 4, for instance, or could it have succeeded in drawing a nostalgic response from the player as a result of the accurate, unchanged replication of Shadow Moses?

Carlos M. said...

(Annoying character limit)

With all that said, I've played MGS1 a lot, particularly the PS1 version, and despite its dated look I still recommend it over Twin Snakes. While there are many reasons why I hold Metal Gear Solid in the highest regard as my favorite game (along with MGS3), I'll just share a minor one since this isn't my blog and I've already written quite enough:

While many games pit a single hero against seemingly insurmountable odds, Metal Gear Solid is the only game where I felt such difficult odds were successfully communicated from cutscene to play. Snake is just a man, and he was taking on dudes that were seemingly supernatural. Snake had to fight each member of FOXHOUND on their turf, at their own game. Snake wasn't the master sniper obsessed with his prey, yet he beat Sniper Wolf in a sniper fight. Snake wasn't the one with telepathic powers, yet he was able to outsmart Psycho Mantis. Snake couldn't hold, let alone fire, an aircraft-issue M61 Vulcan rotary canon Gatling gun with his bare hands, yet he violently defeated Vulcan Raven with the use of force. He beat every member of FOXHOUND at their best. He beat a fucking Hind D by himself, and the supporting cast acknowledged all of Snake's accomplishments in a way that made it seem worthy of praise, of awe. This is partly what made playing MGS1 a joy. And despite the original plot element that Snake was the genetically superior brother, his accomplishments are further augmented when we find out in the credits that he's actually the genetic reject of the twin brothers. In other words, Snake
as a character was handled mighty well in a videogame, and that only helps in engaging the player more in the game's world.

Again, this is still a secondary yet valid reason for liking MGS. The bottom line is Metal Gear Solid is a great franchise because it's incredibly entertaining to play, and when the cutscenes are done right, as far as content and timing, they're able to significantly enhance the play experience... to put it simply.

Daniel said...

@Carlos M.: A lot of people complain about MGS:TS losing the accents, but I think they did that because the old accents were borderline offensive. I don't think Mei Ling or Naomi retained their stereotypical accents in any of the sequels, but I may be misremembering

Erik said...

MGS snared me tightly. I've loved every MGS game since it. Many friends of mine don't understand it, particularly with the fourth game given the long talks and cutscenes. But god, I just love them so much.

My favourite fight will probably always be Gray Fox, though. For some reason his story was the most appealing to me.

Drew Norton said...

I am, unfortunately, one of those people who wrote off the MG series because of past poor experiences with Sons of Liberty and Kojima's unnecessary cut-scenes. However, your suggestion about the series' self-reflexive nature is interesting. I'll have to give them another shot. I've been interested in meaning in games and how game play can create a mood or send a message, and I think that your analysis of these boss fights reveals them as great examples of this.

However, I maintain that video games should move away from cut-scenes as much as possible and designers should figure out how to design games that tell their story through the game. Cut-scenes are terrible about breaking tension, at least for me. Anyway, interesting stuff, thanks!

Gmaes said...

The issue along with Twin Snakes' cutscenes ended up being that will Buy Runescape Gold, start by making every little thing a lot more stylish and over-the-top, Silicon Knights in combat produced the kind of online game that Metal Gear's detractors still find it. They wasn't regarding the type of heavy portrayal that Leigh so beautifully references here-- they were experiencing Snake pulling off of bullet-time goes Runescape Money, the kinds of displays that will could've already been playable yet wasn't, yet was without any purely natural story value.

I even now choose the unique edition, old fashioned graphics and.