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Metal Gear Solid V: The Phantom Pain
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Adilegian
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PostPosted: Fri Mar 29, 2013 4:25 am        Reply with quote

Grant Dempsey wrote:
it's no good!

i can't do it!!!

COLONEL GOOD NEWS

WE MANAGED TO AVOID POSTING
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Adilegian
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PostPosted: Fri Mar 29, 2013 11:27 am        Reply with quote

Interstellar Dinghy wrote:
Quote:
it responds better to screwing around in the midst of a point-a-to-point-b progression rather than tensely planning/adjusting your way from point-a-to-point-b.


But why would you want that...

Fun + the pleasure of variable problem solving by the simultaneous presence of various, and variable, problems.

The tension of action-consequence is interesting, but I don't think that it's as supremely valuable as you and analogos are pushing. I actually think that Snake Eater is a better game for allowing that, mainly because it's what interests me more. It's a worse game as far as action-consequence goes, but I don't think that it's trying to be about action-consequence except for what's needed to make it a game and to make those various elements interact with each other.

This changes on European Extreme, however.

In my head, the ire directed toward Snake Eater/Act II on those grounds manifests in my head as Armstrong scowling "fuck this Montessori school bullshit," which I don't know if it's what y'all mean but it's a pleasant image and therefore.
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Adilegian
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PostPosted: Fri Mar 29, 2013 10:36 pm        Reply with quote

analogos wrote:
Adilegian wrote:
you and analogos


d-don't compare me to that chump.

I'm so sorry, I didn't mean to put you and yourself in the same category.

When will I let you out... of your cardboard box....
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Adilegian
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PostPosted: Fri Mar 29, 2013 10:39 pm        Reply with quote

Focus wrote:
i loved the first MGS demo so much.

you could use a gameshark to get the bandana + the other weapons, i believe.

I only got to MGS about a year and a half after its release when my little brother showed it to me. I guess hangoutitude introduced me to it, so thanks little bro.

Which territories did the demo include?
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Adilegian
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PostPosted: Sat Mar 30, 2013 12:03 am        Reply with quote

thestage wrote:
Remember the MGS2 demo? How it gave you like a code after you beat it that you could enter into some website for a score competition? And the top 100 or so people got their names on the dog tags in the game? That was cool. I almost made the cut ;_;

I really liked that they'd included that feature in the VR Missions when they released Substance. Unfortunately, I got to Substance on a used Blockbuster copy (yep back then) after the high scores had been well occupied. I could never knock anyone out of those brackets. I remember also being agog when the same scores for Twin Snakes were immediately blasted with times that I, at the time, was pretty sure was impossible without external hacks (something like ~30 min).

Kind of weird now that YouTube in some ways circumvents that need in a game. Cool that they included it at the time though. I noticed that they removed or suppressed that code from the HD Collection versions.
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Adilegian
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PostPosted: Mon Apr 01, 2013 3:17 am        Reply with quote

thestage wrote:
Adilegian wrote:
thestage wrote:
Adilegian wrote:
It's weird that there's the notion that people say they like MGS4 without offering defense or articulation of why and therefore fandrool.

Because we did.

So your move?


if a "formal analysis" is supposed to be a defense of a "like," then it is an extremely disingenuous formal analysis.

Answered above, rendering the rest of this post moot.

I'm pretty sure this is how you're going to try to push this, though, which isn't worth my time to address. If you have another direction, I'll respond again.


Yes, you did, which I saw afterward. But if my response is "moot," it is only because you essentially took back the original post. If you hold that there is a relationship between the quality of a thing and the existence of an analysis of a thing, then you have to justify that relationship, which falls outside the parameters of the analysis. You don't get to point to an analysis of a thing as evidence of the quality of a thing (to say nothing of the quality of the analysis). I would hold that if you "get [something] out of thinking about MGS4," then either the thought is banal or there is nothing unique about MGS4 that would produce the thought in the place of anything else. You did not say that the narrative/canon grounds holds any value, you said that you felt "at home" with it, which is just another way of describing fandom, which falls into the loop of the empty, minute canonization that produced it. Hey look, it's Mei Ling! etc. That MGS has latched onto you in this way is an accident. For a generation of up and coming would be ideologues, the accident is Harry Potter. So it goes. In this case, if MGS1 were as bad as MGS4, this periphera would not even exist in the first place, and neither would your interest. The game exists as the weight of the mindset you are evincing. To apply that mindset directly back into it reads like a vulgarity to me. At any rate, you are tying the "value" that you have taken from MGS4 specifically to the act of "researching and writing" your essay. That's methodology, not object. There is a huge cottage industry (largely academic) in analyzing any and everything under certain, specific methodologies, and then producing scholarship. But the worth, such as there is any, comes from the methodology and the texts that have formed it, not the object in question (another topic, but whatever). If you enjoy ruminating on MGS4, that is because you enjoy ruminating. And if you get to get something out thinking about MGS4, then I get to get something out of thinking about what that might mean. You don't get to privilege one and denounce my harping on the other without confronting the mindset you've already said you hold.

This is basically MGS3. The irony, Jack.

I've debated on whether or not to respond to this, and I decided that it's worth doing so however loosely if only because this happens in a public space and I think that it's worth responding from what you've written to the community. This will probably work as a catch-all response to posts of this stripe, actually.

These ideas are OK, but you're not doing enough with them. You turn your focus too often toward the people you're responding to than to the ideas themselves, and you identify the people you're responding to with the ideas. It comes off as bullying, which I don't know if that's what you mean but that's the result.

Since no foundation for this worldview is given, it requires none to dismiss. This creates an alternate reality thread wherein the topic of discussion is this worldview. This is what I'm not interested in discussing, especially as far as its restrictions chew up my character and spit out an arbitrary nature to my attachment to the series, underscoring a lack of volition and choice, "the times, jack," etcetera. Your data's insufficient for that conclusion, and it always will be.

If you want to talk about the analysis, then that is, of course, on the table. If you want to talk about me, you're on your own.

Them's the rules.
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Adilegian
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PostPosted: Tue Apr 02, 2013 1:58 am        Reply with quote

Toups wrote:
did everyone forget that today is april 1??

Too busy remembering what day it is tomorrow probs
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Adilegian
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PostPosted: Tue Apr 02, 2013 2:24 am        Reply with quote

Toups wrote:
Grant Dempsey wrote:
Toups wrote:
did everyone forget that today is april 1??

Yeah, but this isn't the first time Hayter's talked about this. And Kojima talked about it too, several days ago. And Kiefer's already got Hayter's part, at least in the trailer. And a tweet by Hayter seems a strangely low-key climax for a relatively long-term April Fools' joke that Kojima Productions has to be in on too. And.........!


it just seems like conspicuously dating it april 1 is a little... idk

I'm just saying like, it's totally possible that he's attempting another mgs2 level troll. I don't know.

I'm cool with snake having a different voice, given that the series is kinda of dead to me anyway after mgs4

I mean granted I still haven't played peace walker, but it's just hard to care as much as I used to

What system would you be playing PW on Toups? I know that plenty of us here have it on PS3, and The Way To Play that game is co-op. The design makes the most sense playing with a buddy/with buddies.
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Adilegian
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PostPosted: Tue Apr 02, 2013 2:26 am        Reply with quote

shrugtheironteacup wrote:
Then I jumped off a bridge.

This doesn't happen until MGS2 philistine.

Also maybe MGS3 but, uh, "jumped" might be the wrong verb there.
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Adilegian
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PostPosted: Tue Apr 02, 2013 2:27 am        Reply with quote

Also shrug what is your feeling on MGS1 at this point?
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Adilegian
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PostPosted: Tue Apr 02, 2013 2:52 am        Reply with quote

Felix wrote:
Peace Walker is really sparse and easy and sloppy (the boss fights are fun co-op but it's not exactly Metal Gear). definitely didn't redeem post-2006 MGS in any way for me.

It tries to straddle two different design ideas, portable episodic gaming and coop. The model for this, obviously given the in-media acknowledgements, is the Monster Hunter series. I wanted Peace Walker's non boss fights, including the vehicle battles here, to demand more of me by way of sneaking or at least to respond better to those attempts.

Helping each other accomplish different goals with the boss fights is where I got the most pleasure out of this. Adapting strategies for the sake of another person's goals feels great.

I maxxed out everything in my ZEKE.
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Adilegian
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PostPosted: Tue Apr 02, 2013 3:03 am        Reply with quote

Ni Go Zero Ichi wrote:
Adi I am going to get Peace Walker for PS3 just to play it with you (and I guess whatever other Selectbuttoneers are interested). I held off for a while because I was concerned the portable-minded level design would be unsatisfying on a console, and also because you can't transfer saves if you're playing on Vita (or so I'm told), but fuck it, I still don't have a replacement PSP and I'm not getting that Vita any time soon. Let's play over the summer.

Hell yes.

Four player boss battles are a lot of fun in that. I was talking about this with analogos earlier... the game's really good about letting more advanced players downgrade the weapons they're using specifically for a fight in order to meet the challenge on a cohort's level... rather than, say, blasting an early boss into a crater with post-post-endgame weapons (you'll understand what I mean when you play it).
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Adilegian
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PostPosted: Tue Apr 02, 2013 3:50 am        Reply with quote

Bape Escape wrote:
i'd be happy to play more Peace Walker, there is plenty of stuff I've never tried and stealthing through it is both hilariously easy and equally fun. If you happen to be one of the unlucky saps that plays on both Vita and PS3, transfarring is a painful process

I transfarred from PSP to PS3. I was disappointed that it didn't convey any of the accomplishments by way of trophies, instead requiring that I earn them again.

My complete Metal Gear ZEKE... forever invisible on PSN....
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Adilegian
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PostPosted: Wed Apr 03, 2013 4:31 pm        Reply with quote

Would like if this were somehow foreboding press material to give us hints of what to expect from PP.


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Adilegian
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PostPosted: Sat Apr 06, 2013 11:09 pm        Reply with quote

Someone asked me in another context if I thought the end of MGS4 was good or not. I figured I'd crosspost here since it's been a topic in this thread.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I think that it served a purpose that runs below the surface of the evident narrative. I think that MGS4's core is a metanarrative that, like MGS2's, gives rise to a lot of apparently bad elements (like, in MGS2, Vamp being a vampire-not-a-vampire who runs on water). These apparently bad elements appear, as the adverb suggests, bad when taken as events whose meanings are self-evident.

There are enough cues in MGS4 that point toward a metanarrative whose movements are as broad as the base of material the game has to work with -- that base being no less than the entire Metal Gear Saga.

The evident narrative is sloppy because its details obey the metanarrative. The metanarrative communicates with the player in terms that utilize the evident story while also utilizing patterns of organization that underlie the evident story.

In a sense, MGS4's story is as much about its working through its own disorganization -- curing its own defragmentation -- as it is telling an evident story. This suggestion is sometimes met with a skepticism, even incredulity, that adheres to a very concrete and literal sense of what storytelling is.

Here's perhaps another way to explain my position. Narrative and metanarrative communicate using different techniques. They can be provisionally described as different languages for communicating to an audience. For the sake of illustration, let's liken narrative communication to Finnish and metanarrative communication to Anatolian. If you're looking for a coherent story in Finnish, you're probably going to be confused by someone telling you a story using Anatolian.

Anatolian comes off as bad Finnish if you think that only Finnish exists.

So I think it's a good ending that a lot of people didn't enjoy because the metanarrative was underemphasized. It also requires an abstract, non-linear approach to thinking about storytelling that isn't delivered easily, which requires an investment that a lot of people aren't interested to make.
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Adilegian
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PostPosted: Sun Apr 07, 2013 1:13 am        Reply with quote

TXTSWORD wrote:
I would be interested but I do not understand for I am of lesser intelligence.

I don't think that it's a matter of intelligence but a willingness to ask a different set of questions.
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Adilegian
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PostPosted: Sun Apr 07, 2013 4:47 am        Reply with quote

TXTSWORD wrote:
I guess I feel as if I don't know what I don't know. What questions should I be asking?


Well lemme preface this a bit.

The series's rearrangement of its own materials -- the metanarrative form or reorganization of familiar content -- to create the narrative has already been established as "fair game" for MGS storytelling. This is what MGS2 was about, which was made oblique toward the end of MGS2. The particular means by which this was accomplished -- destructing the particulars of MGS and restructuring those particulars in such a way that the connections were unfamiliar while the details were recognizable -- indicates a willful manipulation of old content to serve new ends.

Precedent can create false expectation, yes. Precedent also creates speculative room for those same elements to recur. The form or organization of MGS2 -- a meaningful reorganization and repurposing of prior game materials -- makes that kind of analysis necessary to at least summon and address as a storytelling technique familiar to the series before writing off the game as understood. It also creates room for the attempt to try to apprehend the game as built in ways similar to the ways that MGS2 seems constructed.

MGS4 is a game screamingly about MGS. The cathedral near the end of the third act is decorated with paintings of the settings and characters from all of the games. The game's themes are repetition and fragmentation. The game crams virtually every single firearm from the series (and even the gaiden title) as a playable weapon. MGS4 is a scattered memory dump of the whole series.

Questions asked:

What patterns arise in this game?

How do those patterns relate to patterns in previous games in the series?

Does the game give any suggestion that these relationships could be in any way meaningful?

How do those patterns -- how does that organization of familiar materials -- cohere with expectations?

How do those patterns diverge from expectations? For example, why would a flashback sequence triggered by an action by Old Snake refer the player to a similar image to Big Boss?

Why would the ending of a game featuring so many different characters combined from different "slices" of MGS be given isolated endings that finally follow up on the promises rewarded at the end of their respective games? What broader pattern of associations, if any, exist to justify this conclusion?

Part of MGS4's difficulty comes from the fact that it is targeted at MG Saga fans. It requires investment in the series, its backlog, its retcons, etc for those familiar elements to become apparent, much less meaningful.
So these are the questions: looking at what the game does and asking why it does those things, and asking even those questions a couple of different ways.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The catalyst for my thinking about the game came from the latter monologuing sequences from Otacon and Big Boss, where the themes of emergence (everything comes from zero), defragmentation (patriots system as a fragmentation of stable patterns), and confused identity (inability of SOP and patriots to remain an entity with clear purpose). This suggests that something similar to MGS2 is going on whereas nothing similarly catalyzing appears in the presentations of MGS3, Portable Ops, or Peace Walker.

Observing the patterns is one thing. Finding reason to consider those patterns valuable as objects of inquiry is another. MGS4 gives it.

On the other end, MGS4's approach to storytelling is esoteric, made even more difficult by the volume of material that it contains.

MGS2 built itself out of tropes from MGS1 as well as previous games in the Metal Gear series (recall screens of MG1 showing up in the center of the CODEC when AI Colonel goes on the fritz). MGS2's metanarrative was easier to detect because (1) the game told you about it and (2) most players would have been familiar with the necessary details from MGS1.

MGS4 takes from much greater source material, not necessarily in terms of depth but in terms of sheer breadth. This automatically makes it less accessible since it requires being familiar with a series whose active audience dropped significantly as fallout from disappointment with MGS2.
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Adilegian
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PostPosted: Tue Apr 09, 2013 3:47 am        Reply with quote

Dark Age Iron Savior wrote:
I know this is a dumb question, but has Kojima or someone similar stated that, in the plot dump during the after-end of MGS4, Big Boss is definitely not lying about anything?

(not that such matters can't be retconned at later dates, of course)

dawg didn't you hear

naomi told him everything

the most reliable source of informaohwaitaminute
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Adilegian
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PostPosted: Tue Apr 09, 2013 4:03 am        Reply with quote

Grant Dempsey wrote:
Dark Age Iron Savior wrote:
I know this is a dumb question, but has Kojima or someone similar stated that, in the plot dump during the after-end of MGS4, Big Boss is definitely not lying about anything?

(not that such matters can't be retconned at later dates, of course)

Would it matter if he did even if there weren't ever an explicit in-world retcon?

Let the authorial intent debate ensue.

As far as the truth content of what BB's saying at the end... well, I'm pretty sure that the creative staff (writers, idea sounding boards, etc who extend beyond Kojima but who report to him as evidenced in a lot of the interviews that were released around the time of Subsistence and also the Making of MGS4 documentary) don't plan on how the endings cohere with other future games.

I've heard tell that Phantom Pain and Ground Zeroes and Revengeance are all of a narrative piece, which would definitely be the first time I've heard that successive games had stories written with following series sequels in mind.

So all that is that say that the retconning probably doesn't matter so far as MGS4 qua MGS4 is concerned since each game's conclusion is meant to satisfy the needs of that game while consuming and reconfiguring the previous games for exactly that end.

As far as what's supposed to be "true" in MGS4, there are no reliable characters. The only one who seems to know connecting pieces of information is apparently a pathological liar (Naomi). As a result, what's "reliable" content is what appears agreed upon independently between multiple parties.

Ocelot's and BB's accounts intersect at several points, and those points also appear affirmed in the way the universe works in that game. The main take-aways are that Zero created five AIs to handle the Patriots' work, and those AIs got stuck in a handful of iterative routines after their human fore-bearers (SIGINT/Anderson, Paramedic/Clark, EVA, Ocelot, Zero) lost contact with the system for a variety of reasons -- death for Clark and Anderson, senility for Zero, and insurrection by Ocelot and EVA. This set of iterative routines created and maintained the war economy, which existed to maintain the iterative routines, which perpetuated the war economy, which maintained the iterative routines.

Which is reflected in the disorientation of repeated patterns that culminate in the narrative clusterfuck that is MGS4's repeated attempts to resolve itself with each Act, reboot, fail to resolve, reboot, etc, until the system's just destroyed and everyone gets the videogame endings that they deserved. Meryl gets a wedding and a settled non-battlefield future, Raiden gets a family, and Big Boss gets his regret reunion with The Boss.

That last paragraph's a summary of part of my and analogos's MGS4 essay, not something that the game makes explicit.

Anyway, there are points where BB's and Ocelot's stories match up, along with EVA's. They're the only Patriots left, so that probably counts for something, even though BB's been dismembered and mostly dead for decades, Ocelot's batshit and thinks he's Liquid, and EVA's been "excommunicated" since she decided just to fight the Patriots straight up.

Are they true? (a) Who knows? and (b) Probably not exactly. They seem true enough though, which is the best you're probably going to get from MGS4.

EDIT: As much as MGS4's gets acknowledgement for wrapping up loose series ends ("nanomachines"), it operates on the same principle that MGS2 makes explicit, which is there ain't no canon nohown. What you thought you knew, you still don't know, lol @ fans forever.

DOUBLE EDIT: Which is one of the reasons I like it so much.
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Adilegian
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PostPosted: Sun Apr 21, 2013 2:12 am        Reply with quote

nothingxs wrote:
Ishmael = Solidus

Hence why Snake / Ishmael are both Kiefer Sutherland

I'm expecting Gray Fox to show up somewhere in here. Last time we saw him was when he was Null from Portable Ops. He's no Dr Madnar to rewrite as a bit part, so I'm actually wondering if he's Ishmael myself.

I've been clearing off a backlog of old MGO footage, processing and putting up on YouTube for viewing. Here are some caps from that in the forward-lookening toward the new MGO for PP.








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Adilegian
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PostPosted: Sun Apr 21, 2013 2:16 am        Reply with quote

Also going to start including duo commentary on these MGO videos from SBers who appeared on the vidcast (and anyone else who wants to join, let me know and we can set something up with vent).

Here's one with just me. Raiden in MGO, some analysis on the character design as well as reflection on how MGO tried to convey Raiden's verticality in a largely lateral game design.


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Adilegian
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PostPosted: Sun Apr 21, 2013 4:32 am        Reply with quote

Grant showed this to me tonight.



Not sure if it's legit or not. Thoughts?
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Adilegian
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PostPosted: Tue May 07, 2013 6:12 pm        Reply with quote

Looking more and more like the whole removal of Hayter thing is legit.

http://www.ign.com/videos/2013/05/06/metal-gear-solid-v-snake-loses-his-voice-up-at-noon

Pretty cold how he found out. I'm glad to see he's being forthright about how they seem to have treated him. Blaustein lite.
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PostPosted: Fri Jun 07, 2013 4:17 am        Reply with quote

Winona Ghost Ryder wrote:
I DEMAND ADILEGIAN ANALYSIS ON WHAT THIS COULD ALL MEAN

Given that what I tend to like about these games aren't what Kojima says he's talking about with Deep Significance, I am beginning the process of preparing for heart-stopping experience of Deep Wincing.

This is a first impression.
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PostPosted: Sat Jun 08, 2013 12:16 am        Reply with quote

bort wrote:
could be it's about japanese people.

No one would release such a game in the west outside of suda51 via killer7 and now he's successful so is "punk rock" as long as it's OK with your already established punk rock sensibilities.
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PostPosted: Sat Jun 08, 2013 9:21 pm        Reply with quote

Winona Ghost Ryder wrote:
I DEMAND ADILEGIAN ANALYSIS ON WHAT THIS COULD ALL MEAN

Looking at this again after the fact, the Snake change over seems mainly to do with production values. I have a gut feeling that there's a prestige element involved, though, since Kojima's directorial career has always been to find some way of aligning his with in videogames with the work that he might have done, in a parallel universe, were he a film director. Hayter's public claim to fame is Snake. While his work definitely helped make the series as acclaimed as it is, he's still primarily a videogame VA in terms of his most popular work. Moving on to Sutherland is a step up in prestige for Kojima's work, since the difference between videogame-VAs and television-actor-VAs is, in terms of class, the difference between musical theater and Broadway.

There are probably also a billion committees that have to approve the decision, but I can't imagine that a company as high-profile as Konami that's depending so much upon so few videogame franchises would skimp on putting as many selling-points onto the next installments of their titles as possible. It can probably be passed off, and not without flattering Kojima's ambitions, as akin to changing out actors for the James Bond movies. What's different here is that there's no sense of "passing along the role," but not even giving Hayter the chance to audition. Putting it in terms like "we're taking a new direction" comes off as face-saving, but it's also certainly (I think) euphemistic for "we're upgrading."

As for the RACE AND REVENGE bit, I have no idea what Kojima possibly could have to say about either of these themes that he would announce them as focuses of the next game. I find that he's at his best when he's making games thematically about topics that he seems to know a lot about, in particular media and 21st century communications.

His game on the theme of GENE depended upon an incorrect understanding of genetics.

His game on the theme of MEME used a dollop of Dawkins and depended much more on MGS1 than that dollop for its effect.

The moral of his game with the theme of SCENE involves stating many times over and over "context determines our actions in many ways" without much variation. This strikes me as an overstatement of an evident observation that does not merit praise for insight.

The moral of his game on the theme of SENSE is so buried beneath style and obscure self-reference that it barely supports itself.

The moral of his game on the theme of PEACE uses the concept of "peace" as a set-piece rather than as a meaningful topic to return to from a variety of vantage points.

Basically, the whole MEME-GENE-SCENE-SENSE-PEACE organization strikes me as jingoistic and an arbitrary fore-grounding of incompletely realized ideas that helped to form each game's story. The incompleteness of each game's review of its "theme" does not give me confidence that, when Kojima says the next game will be about RACE, it will be executed meaningfully.

Whether it will be executed tastefully is another question entirely. I'm hoping for at least this quality from the games that will allow me not to cringe while playing the whole thing. If he discusses "race" with the same level of acumen that he discussed "genes" by positing that recessive genes are inferior, then he's out of his depth to present what he calls his game's "theme" even accurately. This will quite understandably offend many people, not because he "touched a raw nerve" but because he took something that actually matters to people and made an anime story about it and then called it significant.
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PostPosted: Sat Jun 08, 2013 10:48 pm        Reply with quote

analogos wrote:
tbf liquid believed his recessive traits made him the inferior clone but he's said to be wrong re: that 30 min later

that said the game still had nothing to say about genes though so yeah

Do you mean during the post-credits phone call or am I forgetting?
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PostPosted: Sat Jun 08, 2013 10:48 pm        Reply with quote

Toptube wrote:
shrugtheironteacup wrote:
We all know the true overarching theme of the MGS franchise: BUTTS


1. Meryl's butt
2. Raiden's butt
3. Eva's front butt
4. Diarrhea butt

You can zoom in on Johnny's butt as he craps himself in Act I. Really wish they'd waited until PS4 for MGS4 so we could see this with next next gen tex.
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PostPosted: Sat Jun 08, 2013 11:00 pm        Reply with quote

elvis.shrugged wrote:
parker wrote:
What 1984 real world conflicts might this game deal with do you think


Latin America certainly comes to mind. They already kind of handled that in Peace Walker, though.

There were also actual microwars/conflicts happening as part of the Cold War.
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PostPosted: Sat Jun 08, 2013 11:04 pm        Reply with quote

parker wrote:
analogos wrote:
tbf liquid believed his recessive traits made him the inferior clone but he's said to be wrong re: that 30 min later

that said the game still had nothing to say about genes though so yeah

Doesn't the phone call at the end just say Solid was actually the one with the recessive traits and was therefore supposed to be inferior according to the game's wonky understanding of genetics.

But I think if the game doesn't say anything it's more because after snake rides off into the sunset saying he's not going to let his genes, family etc. determine who he is and what he does he's right back to destroying metal gears and performing assassinations for the government in 2 and 4.

That's also a good point. Pretty much every sequel begins with an overturning of the life lessons leading to a freer viewpoint that the previous games ended on. If the past is any indicator -- and I'm inclined to think that what Kojima hasn't shown an inclination to change about the series is probably going to remain static -- RACE will probably be portrayed as a construction from which we can free ourselves.
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PostPosted: Sun Jun 09, 2013 12:18 am        Reply with quote

Something I wrote in IRC that's relevant here, re-written because I lost the log. Reed had mentioned that it bothered him that people found the MGS games intellectually substantial. This was my explanation of my interest.

Kojima's Metal Gear titles interest me because they show a high level of awareness of game design. The design can be flawed, but it rarely seems flawed out of laziness or inattention to detail. They earn my close attention because they have twice married that awareness of design with thematic concerns. This marriage makes the game a unique object that explicates itself. While this might sound tautological, the very self-involvement of MGS2 and MGS4 on the levels of design make them interesting objects to me.

Other analyses of the games exist, but I don't think that they do a whole lot to illuminate the games themselves. Learning about any of the themes expressed in the MGS games apart from the games' design largely shows how lightly the games tread on those themes themselves. Videos such as the following illustrate this nicely.



I mentioned this in IRC and elsewhere as a recent creation that's taken content from my Driving Off the Map essay without crediting its source, both in terms of critical content and media content. (In one instance, the screencaps it shows to illustrate its points are lifted directly from my site. I know this because I took a handful of MGS2 caps using the free camera from The Document of MGS2, meaning that they aren't found in the game itself.) Cutely, the use of content without attribution fits into the pattern of media construction that the author describes as "post-modern." Given the lower ambitions of the video analysis itself (to talk about what the game wants you to talk about), this is harmless enough.

I bring up this video as an example of how the MGS games acquire gravitas by referencing ideas without fully manifesting them. I come away from the video above with a broader (not necessarily deeper) understanding of some of the things that MGS2 talked about, but I don't come away with meaningful conclusions about the game itself outside of the reaffirmation that, yes, MGS2 did mention those ideas. Without discussion of the games' design, there's just not much interesting to sink into outside of reading more widely in themes that are interesting apart from their presentation in the MGS games.

As a fan, it's certainly rewarding to learn more about these extrinsic ideas and apply that knowledge to the imaginative world of MGS. It makes the fantasy bigger because you have more mass in your own head to enlarge what's there. If you've read a lot of Dawkins, and if you're willing to accept that a reference to Dawkins legitimately should be trusted to represent actual knowledge of Dawkins beyond an arbitrary namedrop, then hearing a Codec conversation in MG Rising about "memes" will make the game's fantasy seem bigger because it connects to stuff you already know. When references are done well, your knowledge from outside of the game magnifies the game.

But that's from the POV of a fan, and it's also from the POV of someone early enough in their reading about the thematic topics to elide over the inadequacies of the MGS games' presentations. Peace Walker's name-dropping of Neruda is an example of this. I'm sure "whoa poetry" is an adequate response if you're not invested in poetry, but, when you've read a lot of poetry, a prosaic offering of Neruda in a game about shooting giant robots comes off as exactly what it is: a feint to gain atmospheric gravity.

The elements of the MGS games that are often put forward as talking points by the publishers just aren't that interesting the more widely I'm read. Kojima plays with these ideas with kid gloves, and what he really knows about -- game design -- remains interesting to me as I mature.

So if "race" is a dominant theme of MGSV, okay. For my own interests, I hope that there's something else going on.
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PostPosted: Sun Jun 09, 2013 4:59 am        Reply with quote

I can see that.

I look at the pairing of "flawed, recessive" as causal because the default mode of communication when it comes to IMPORTANT THEMES in MGS titles tends to be causal rather than correlative. There's an effort to appear versed in the materials that make up the games' explicit themes, even when the level of knowledge reaches only "competent enough to use the right words" to someone familiar with the field of knowledge.

That's part of what gives the retonning and surprise reveals in MGS2 their effect. The conversations are always causal, always about finding reasons why and how X Y Z events happened. It's part of the ridiculousness of the games' worldview, that everything we encounter is causally related, that everything that happens goes back to some handful of conspirators whose designs spawn the current events.

So, generally, I regard conversation about important details and themes as causal unless specified explicitly otherwise. I acknowledge that the phrasing is ambiguous, but I can't really give the benefit of the doubt here when it would be a kind of nuance I just don't see elsewhere.
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PostPosted: Tue Jun 11, 2013 12:18 am        Reply with quote

Whoever's voicing Ocelot did a spot on job nailing the inflections that Pat Zimmerman used in MGS1 and MGS2. I started the video and then turned away to do something else. I heard the inflection and thought "Oh that's right, Ocelot's back" before I realized that he's being done by a different VA. A+ job.
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PostPosted: Tue Jun 11, 2013 2:23 am        Reply with quote

I can't decide if the dudes who drop from the sky at 4:31 look more like Python or The Fury without his helmet.
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PostPosted: Tue Jun 11, 2013 2:25 am        Reply with quote

Also that left hand at 5:20 is looking mighty mechanical. I'm guessing that that scene happens after whatever costs Big Boss his arm.

EDIT: Looking at the skull X-Ray at 5:37, that looks like maybe shrapnel embedded in the skull. I'm wondering if this indicates some physical trauma that gives Big Boss brain damage which causes hallucinations, etc., and then leads to Outer Heaven (along the "Men become Demons" line).

This does, incidentally, work toward the oni horn that analogos pointed out earlier.

Also holy shit Kaz @ 5:45 missing his calf and his right arm.

People getting tore up in this one. =(
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PostPosted: Wed Jun 12, 2013 10:53 pm        Reply with quote

Looks like some Deadly Premonition fast forwarding at 5:20.

Looks like some Assassin's Creed platforming at 5:47

Looking at what they seem to be doing, the switch to Sutherland makes more sense. Hayter's Snake isn't bad. It's lovable. This is not a lovable Big Boss.

It's about time, frankly. As I was saying to analogos earlier, Kojima's way of handling bad guys has been to take a "bad guy" and make the player sympathetic to him. This game's finally going to do what Kojima's been putting off for about three series sequels: he's going to make someone we love into a bad man.

We've been on "the wrong side" of the establishment/Patriots for a long time now. I'm really glad that it looks like they're finally making Big Boss a force that maybe it's right for the Patriots to crush.

I've been waiting for them to smash this crystal palace they've made out of Outer Heaven. Glad to see they've finally decided to harden and get off that damn fence.

Emmerich is "a technocrat who stands his ground" with a glimpse of leg braces. Pretty sure "stands his ground" is a pun referencing his disability in PW. Also pretty sure this is going to tap into the whole "Metal Gear is a tank that needs legs" thing.

The surgery and waterboarding isn't problematic if the trailer is representative. It looks like it's depicted to convey atmosphere and events. I don't see the camera work as lingering and exploitative.
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PostPosted: Thu Jun 13, 2013 12:07 am        Reply with quote

tacotaskforce wrote:
Adilegian wrote:
Emmerich is "a technocrat who stands his ground" with a glimpse of leg braces. Pretty sure "stands his ground" is a pun referencing his disability in PW. Also pretty sure this is going to tap into the whole "Metal Gear is a tank that needs legs" thing.


It wasn't until just now that I got that the inherent ridiculousness of constructing a walking tank could be explained away by the neurosis of its designer.

I expect they're going to use this to gloss over Granin's "LEGS" scene. But, then again, that could have come from collaboration with Huey since in MGS3 they were identified as international partners.

Also the waterboarding isn't that unusual for the series thus far. Even though the water was turned into something to conduct Volgin's electricity, it looks like something similar was happening during Snake's torture sequence in MGS3.
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PostPosted: Sun Jun 16, 2013 6:14 pm        Reply with quote

Dark Age Iron Savior wrote:
Code:
@adilegian For this mission, you will need to 「shoot -20- soldiers in the ass」. Time limit: 「2 hours」. Sent from my iPhone

"I've been shooting soldiers in the ass since I was old enough to pick up a gun. I've had more ass shooting experience than I can even remember!"
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PostPosted: Mon Jun 17, 2013 11:01 pm        Reply with quote

Dracko wrote:
The Troops wrote:
where empires go to die

The land that swallows armies.

FRONTIERS SANS MILITAIRES
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PostPosted: Thu Mar 20, 2014 3:39 pm        Reply with quote

Texican Rude wrote:
So that's incredibly fucked up and searching for artistic merit is difficult when almost anything else would have accomplished the same. Just what Iacus said up there was enough. Gresome and incredibly horrible. But no better go for the most horrible thing we can think of and meticulously display it in sound, (but with weird pauses.)

That's what gets me -- the only possible idea or atmospheric quality that The Event in Question could contribute to was *already* emphasized by saving the prisoners and pulling the first bomb out.

Thought process while watching that scene; "Oh whoa they're in the business of creating Heaven Smiles and -- and what -- how did this scene (like most MGS, as a matter of personal taste) just change from being charmingly convoluted to one of the seven deadly sins of creative fiction?"

That exemplum of extremely poor taste and execution aside, the game's fantastic. It's worth the price by the side ops alone. On one side op, you're given no real prompt that there's another layer to your mission. I did what I thought seemed logical in context, and I was right. The game gave minimal hints on situational awareness, and it responded to my gut by actually advancing a sub-story. Pretty damn cool
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PostPosted: Thu Mar 20, 2014 3:58 pm        Reply with quote

I'm not in a position to get more detailed (lunch hour's up!)
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