AT PLAY: HIDEO KOJIMA'S DEEPLY FLAWED MASTERPIECE

"Hideo Kojima's 'Metal Gear Solid 4: Sons of the Patriots' was, without question, one of the most important game releases of 2008," writes Brett McCallon in his gaming column. Be patient: its greatness overcomes its considerable flaws ...
Special to MORE INTELLIGENT LIFE
Hideo Kojima's "Metal Gear Solid 4: Sons of the Patriots" was, without question, one of the most important game releases of 2008. It represented a monumental achievement in terms of graphical fidelity, gameplay innovation, and cinema-grade production values.
Yet I hesitated to play it. While Kojima's talent is unquestionable, he is also unquestionably self-indulgent, and his work can seem impenetrable to those who don't follow it closely. Kojima is sort of like the David Lynch of the gaming world. Like Lynch, Kojima's brilliant images and stunning innovations are often coupled with questionable narrative and aesthetic decisions. But having invested the 20 or so hours it takes to complete "MGS 4", I'm happy to say that the game is far more "Mulholland Drive" than "Dune". Kojima's team has created an undeniably powerful gameplay experience, despite its considerable flaws.
The "Metal Gear" games, which first appeared in 2D form in the 1980s, base their gameplay on stealth. Perhaps Kojima's most important innovation was turning the standard gaming convention on its head. Instead of a powerful hero who shoots his way through wave after wave of innumerable, but comparatively weak enemies, these games tend to feature an unarmed hero who sneaks around a complex environment. He can fight his enemies, but the game rewards those who use the terrain, gadgets and their wits to avoid detection altogether.
The series' other hallmark is that much of the experience consists of narrative cut-scenes--that is, cinematic, non-interactive segments (discussed in a previous column). These moments in "MGS 4" are the best in the business. Not only does Kojima have a real gift for cinematography, but his team's mastery of graphics and animation means that it is surprisingly easy to become completely engrossed in the action, and to forget that you are watching a video game. Some of the combat sequences are on a par with any similar scene in "The Matrix" or "Kill Bill".
The problem is Kojima needs an editor. Desperately. Cut-scenes in "MGS 4" regularly exceed 20 minutes, and the game's final scene is nearly an hour. These might make nice short films, but 20 minutes of watching a game (in lieu of playing) can feel excruciating. In the case of the immaculately choreographed action scenes, I was torn between admiration and frustration: I loved watching them, but it seemed odd that most of the best action in the first two acts of the game is out of the player's control.
More problematically, the majority of these scenes are devoted to endless, ponderous, histrionic explication of an utterly absurd plotline, along with some seriously over-the-top melodrama. While the history of gaming is littered with formulaic, deeply silly narrative ideas, "MGS" takes the prize for both implausibility and self-seriousness. It's pointless to even try to synopsise the absurdities of the "MGS" story here--the game's publisher, Konami, recently released an interactive encyclopaedia to help make sense of it all. Here's one emblematic plot point: Liquid Snake, the twin of Solid Snake, the game's hero (both of whom are clones of Big Boss, a legendary war hero), dies in the first instalment of the MGS series, only to have his arm grafted onto former Russian operative and superhuman marksman Revolver Ocelot. The arm then apparently takes control of Ocelot's brain, naturally.
It took nearly eight hours of playtime before "MGS 4"'s greatness overcame these flaws. I was fully hooked by the third act, in which the player controls Solid Snake as he stealthily pursues a member of a resistance movement through a heavily patrolled, gorgeously rendered Eastern European city in the dead of night. It was like controlling Joseph Cotten as he pursues Orson Welles through the streets of Vienna in "the Third Man". The tension was relentless: just when I believed that I was in an undetectable position, my quarry suddenly stopped, looked around, and doubled back toward my hiding place behind a screen of bushes. Scrambling out of sight, I saw that he had returned in order to relieve himself in the shadows. I waited for him to finish, took a deep breath, and then resumed the hunt at a safe distance. For vicarious, cold-war-era spy thrills, this beat the hell out of John leCarre.
The game is littered with brilliant moments like the above, but its true genius lies in the empathy that the game develops between the player and Solid Snake. For reasons that are too ridiculous to explore here, Solid Snake has aged prematurely by the beginning of the game. As the gameplay progresses, his physical deterioration is viscerally conveyed (Snake is frequently overcome with coughing fits, pain in his back, etc) to a point where I actually felt bad about pushing Snake through ever more difficult challenges. In one of game's final interactive segments, Snake must make his way through a series of hallways that are filled with microwave radiation. In order to progress, the player must hammer on one of the controller buttons with ever-increasing rapidity, even as Snake falls to his knees and finally crawls the final few feet to his destination. This was a truly weird experience: my frustration at the endless, high-speed button-pressing mixed with the obvious pain of the character on screen to produce something very much like regret, at least in my case.
I felt bad for putting Snake through this--which is precisely what Kojima's team was hoping for. It's strange--having finished the game, I'm still entirely indifferent to the plot and most of the characters, but I feel like I have a stronger identification with Snake than I have with any other game character I've ever controlled.
And that is a singular, and remarkable, achievement.
Picture credit: Konami
(Brett McCallon is a writer based in New Orleans. His last gaming column was a last-minute shopping list.)


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Comments
Lynch-Kojima comparison is wrong
January 19, 2009 - 19:20 — CryingtheAnnualKingo (not verified)I don't like the Lynch-Kojima comparison, it just doesn't hold up. Lynch works in the realms of the unclassifiable surreal, and while Kojima's work is strange to Western sensibilities, it is firmly rooted in anime and manga traditions, with a dose of John Carpenter.
The self-indulgence argument is also weak. Every artist is self-indulgent because art is self-expression.
Furthermore, the content of the two in question could not be more different. Kojima is a military-fetishist who never met a giant robot he didn't like, while Lynch's work, with the exception of his forsaken Dune, focuses on the secrets and mysteries found in small neighborhoods.
Thanks for reading. I know
January 20, 2009 - 10:47 — The author (not verified)Thanks for reading. I know the Lynch comparison is imperfect, but I wanted to try to get across how polarizing Kojima can be (within the ranks of serious gamers) to an audience that may not play games at all, by bringing up a comparison to a similarly polarizing director. Sorry I couldn't come up with a more on-point comparison, but I welcome other suggestion.
One question: based on your second paragraph, are you saying that no artist may ever be accused of self-indulgence because of the inherently self-indulgent act of creation? Because I think you're kind of on your own with that opinion. I don't really think that calling Kojima (or Lynch, for that matter) self-indulgent is even particularly controversial. They're kind of emblematically self-indulgent, each within his own sphere.
Lynch
January 22, 2009 - 11:34 — Visitor (not verified)Very interesting article. I am a little to old, at least I think I am, to play video games, but I am now intrigued.
But I am not too old to be a big David Lynch fan. I saw Dune on the opening day at the theater, and it has been one of my favorite movies since. Of course, I had read the book, so I had some idea what was going on. Sometimes the obscure is the most difficult, but the most rewarding.
A Polarising Masterpiece
March 20, 2009 - 11:20 — MarkMc (not verified)I agree with almost all of your comments on this game. It enthralled me from the beginning. However a gaming buddy and my son both gave up after the first sequence. The characterisation is of high quality, and the video sequences are good, but many are so long that they distance the layer from the action. I loved it so much the first time, that I decided to play it again, and I got bored after 30 minutes.
Great review
June 22, 2009 - 07:14 — Iroquois Plissken (not verified)I agree that MGS4 is not perfect, and some might say the overly long cutscenes robs the fun factor. But that is the way a Metal Gear title is meant to be enjoyed. It's neither completely a movie nor a game. Kojima uses the videogame medium as a tool to express himself.
In the Limited Edition Blu-Ray DMGS4 Ddocumentary, Kojima states that he wanted to enrich peoples' lives with Metal Gear. He wanted players to draw up our their own conclusions and hopefully learn something from the plight of the characters.
So I'm perfectly fine when someone says how rubbish this game is. Thankfully, Kojima did not preach on the people to hear him out, and those who did (and understood him) are often glad to be blessed with such a great story. We just have to follow his terms a little bit. :)
I wrote a review here:
http://iroquois.blog.friendster.com/2009/05/review-metal-gear-solid-4-gu...
I thought Kojima redeemed himself with this game
March 17, 2010 - 19:21 — Mark (not verified)I admit that when playing Sons of Liberty, Kojima's penchant for ridiculously implausible plot twists and bizarre, over-the-top characters aggrivated me so much that after completing it, I put it in a drawer and never played it again. Obese bombers on roller blades, flamenco dancing vampires and sobbing parrots...please.
It was an immense dissapointment as I was positively enthralled by the first instalment, Metal Gear Solid, which I believe struck the perfect balance between fantasy and gritty realism. It had an atmosphere unlike any game I'd ever played. It made me relish each new environment, and I found the characters to be immensely sympathetic; a little out there, yes, but just real enough to connect with.
The story, for me, was quite brilliant and contained some incredibly emotional scenes for a video game (eg. the death of Sniper Wolf). I'll admit some were excessive and pointless -Otacon's 15 minute tangent about mechs and Anime to name one- but I was so intrigued by the whole yarn it didn't bother me too much that I was passively observing more than I was actively playing.
Snake Eater was again a little dissapointing. Gameplay wise, it wasn't that innovative, except for the Camo system which was awkward in its implementation, and the DIY medic mode, which was no fun at all.
I thought the concepts for the main enemy unit were really stupid and this detracted somewhat from what could've been a more serious story. In fact I would probably be harsher if it weren't for The Boss. I thought she was a fascinating character; a mother, fighter, philanthropist, tough as nails in her conviction. Her legacy made the game meaningful for me.
Guns of The Patriots has the best gameplay in the series and indeed of any stealth game I've played. In my opinion the story ties up a lot of loose ends; it actually gives fairly reasonable explanations for much of the nonsense in Sons of Liberty, such as Ocelot's "transformation" into Liquid and Vamp's "immortality", that is to say reasonable in the context of the fictional world.
The Beauty & Beast unit were awesome and fights with them were spectacularly entertaining.
The end sequence was, I thought very well scripted, and gave much of what confused me in the earlier titles a new significance. I honestly felt alot for the characters in this game, the dead and the living, but most especially I felt for Snake. Very few games have made me connect with the virtual world as much this has.
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