Lots of games try to hit emotional chords and just fall completely flat, both among blockbuster titles and indie games. I've got plenty to say about the games that fail in this regard, but there's enough negativity in the gaming world. I'd like to focus instead on some titles that really stand out to me as success stories. This is far from everything (I could, and should, write a whole article on why Yakuza is the best comedic series in gaming) but here are examples of some of my favorites. Be sure to tell me yours!
Showing posts with label metal gear. Show all posts
Showing posts with label metal gear. Show all posts
Friday, April 7, 2017
Springtime Sadness - Games That Left an Emotional Impact
Lots of games try to hit emotional chords and just fall completely flat, both among blockbuster titles and indie games. I've got plenty to say about the games that fail in this regard, but there's enough negativity in the gaming world. I'd like to focus instead on some titles that really stand out to me as success stories. This is far from everything (I could, and should, write a whole article on why Yakuza is the best comedic series in gaming) but here are examples of some of my favorites. Be sure to tell me yours!
Friday, November 6, 2015
Metal Gear Solid V Remix: Songs To Raise Dogs To
The soundtrack to Metal Gear Solid V: The Phantom Pain is my favorite of the year. It's a mix of original, synth-heavy songs composed by Ludvig Forssell and licensed songs from the 80's, including Midge Ure's wonderful and haunting rendition of David Bowie's The Man Who Sold the World. While playing the game and listening to its tracks, I couldn't help but go through my own playlists and mix tapes and say, "What else would work here?"
I've picked a bunch of songs that I feel would fit either thematically or amusingly into the game's world. Some of these were recorded a couple of years after the game's 1984 setting, but it's a game full of technological anachronisms, so what's a few songs out of time? Besides, the soundtrack includes Take on Me, which wasn't released until 1985 anyway. But overall, I just want to listen to and share some good music.
Friday, October 23, 2015
Walking Dead Season 6 Episode 2
New episode review's up on Sharkberg! I really loved this one. It's Jennifer Lynch's second episode and I'd be happy if she just ran the show from now on.
Also, be sure to check out this article on The Phantom Pain written by a friend of mine. It's good, but it's nothing but spoilers, so be warned!
Thursday, October 15, 2015
Silence Speaks Volumes: Metal Gear Solid V's Invasion System and Elimination of Game/Story Dissonance
This article discusses the online component of Metal Gear Solid V and contains no plot spoilers for the main game.
In my Metal Gear Solid V: The Phantom Pain review, I declared it to be my favorite game of the year, in spite of a few snags and some dangling plot lines. I touched briefly on the game's built-in online mode (separate from Metal Gear Online, which is essentially a separate game), an optional system in which players can build Forward Operating Bases to mine resources, house staff, and speed up research development/combat missions. After a base is built, it's open to invasion by other players at any time (with a cool down period) whether you're currently playing or not; if you're not there to defend it live, you'd better hope you've put enough resources into your AI guards to defeat the invader.
Your soldiers, your resources, and your standing in the world stage are all at risk, and even though there's no direct connection to the main game's story, the Forward Operating Base system (FOB) silently delivers a meaningful message on deterrent and disarmament using its gameplay as its story.
Words That Kill: Language and Legacy in Metal Gear Solid V: The Phantom Pain
A Wobble Reviews Guest Article by Tom Laakso
This article contains ending spoilers for Metal Gear Solid V: The Phantom Pain. Read at your own discretion.
Hideo Kojima’s Metal Gear Solid V: The Phantom Pain is a stealth combat game, set in a shadow history of the 1980s in which revolutionaries, mercenaries, and terrorists vie for global power. The story, set in Afghanistan and central Africa, unfolds in just two vast environments which the player is free to explore. This flexibility extends to the missions, which, once accepted, drive the story but can be completed using a number of strategies. Stealth, brawling, assassination, artillery strike, wolf attack, and wormhole abduction. The player is allowed to choose if the protagonist, Big Boss, is a warrior or a phantom, and these choices are echoed back in the rumors swirling in the enemy camps, overheard as Boss slips by in the night -- unless he blows them up with a grenade launcher first.
This action is superimposed on a story of vengeance. Big Boss’ idealistic mercenary organization seeks revenge against a rogue intelligence officer, Skull Face, who nearly killed the Boss nine years earlier as part of his own plot to avenge himself of perceived wrongs. Skull Face and the Boss’ lieutenants deliver many monologues on the subject of Boss’ rage, going so far as to give him a new code name, Venom Snake, to reflect the depth of his poisonous anger.
Big Boss himself, however, is notably silent about his supposed motivations. It is possible he is driven by anger, but it is equally plausible that he views Skull Face as a military rival, or as a threat to peace. Boss rarely speaks at all -- a quiet emphasized by the plot’s preoccupations with the virtues of silence. These are reflected both in the selflessness of the mute romantic interest, and in Skull Face’s belief in the imperialistic nature of language. Indeed, Big Boss is not only a man of few words, but almost completely without affect. His blank, slightly twitchy stare is continuously on display: in the title menu, in the mid-mission helicopter rides, and in the opening cinematic attached to every chapter of the game. This is not a failure of technology. The faces of other major characters are extraordinarily expressive; the face of Ocelot, one of Boss’ comrades, is quite beautiful in its realism. The lack of both speech and visual cues as to Boss’ interior state compliments the open gameplay, in which the player can choose if the Boss is ruthless or merciful, and in the most practical of terms. Will you spend your time rescuing endangered animals, or murdering guards for minor rewards? There is an incongruity between the player’s freedom to infer and act out the Boss’ morality, and the assumptions expressed by the rest of the game’s cast. In contrast to the beliefs of Skull Face, there is freedom in the game’s action, and its reality is not controlled by language.
On the other hand, the plot structure itself does impose an interpretation of events on the player. Though he or she is free to make tactical decisions, the arc of the story is mostly unchanged by these choices. Every aspect of the plot is explicitly explained through monologue and third-party conversation, mostly in the form of audio recordings played as background during the game’s action. Motivations are spelled out, ambiguities are cleared; strange powers and inexplicable events are dismissed through excruciatingly detailed pseudo-science. This rigid control over the game’s interpretation reaches its climax in the final story mission. There it is revealed that the Boss’ identity crisis, set up in the opening scenes and apparently played out through the player’s moral choices, is not a personal or ethical struggle at all. Rather, it is direct psychological trauma. The protagonist was never the Big Boss of the earlier Metal Gear games, but is a disoriented coma survivor, given plastic surgery and coached into believing himself the Boss, a perfect decoy for the enemies of the real Big Boss. This is a bitter pill: not only were the events of the game a meaningless diversion, but all the freedom allowed the player was equally hollow. None of those choices were actually advancing the development of the character who has been at the center of the Metal Gear series for decades.
The ending is the triumph of dictation -- the story erases the choices of the player as he or she understood them. The sense of constraint is reinforced by a change in the style of play. Players are forced to relive the events of the game’s introductory chapter, repeating themselves while using simplified, tutorial-style controls that are noticeably constraining after playing with the game’s full mechanics for many hours. This seems to contradict the conclusion that there is freedom in action -- ultimately Skull Face is correct, and the words of others, in this case Kojima himself, are chains.
There is, however, a possibility of escape. The latter half of the game has an odd structure, in which all missions become optional and may be replayed infinitely; chapters become accessible out of order, and the method of unlocking them is never explained; the plot jumps back forth in time; and the final story mission is not the final mission overall. This jumble leaves the elements of the plot re-arrangeable and discardable. The player may follow the game’s ordained route through the story, ending on its sour note, or may choose to conclude with one of the game’s other stirring, late-game set pieces, many of which feel like traditional cinematic climaxes: defeats, victories, a tragic romance. “There are no facts, only interpretations”, the game quotes near its conclusion. Metal Gear Solid V tells us it is in control, but quietly suggests the story is in the hands of the player.
This article contains ending spoilers for Metal Gear Solid V: The Phantom Pain. Read at your own discretion.
Hideo Kojima’s Metal Gear Solid V: The Phantom Pain is a stealth combat game, set in a shadow history of the 1980s in which revolutionaries, mercenaries, and terrorists vie for global power. The story, set in Afghanistan and central Africa, unfolds in just two vast environments which the player is free to explore. This flexibility extends to the missions, which, once accepted, drive the story but can be completed using a number of strategies. Stealth, brawling, assassination, artillery strike, wolf attack, and wormhole abduction. The player is allowed to choose if the protagonist, Big Boss, is a warrior or a phantom, and these choices are echoed back in the rumors swirling in the enemy camps, overheard as Boss slips by in the night -- unless he blows them up with a grenade launcher first.
This action is superimposed on a story of vengeance. Big Boss’ idealistic mercenary organization seeks revenge against a rogue intelligence officer, Skull Face, who nearly killed the Boss nine years earlier as part of his own plot to avenge himself of perceived wrongs. Skull Face and the Boss’ lieutenants deliver many monologues on the subject of Boss’ rage, going so far as to give him a new code name, Venom Snake, to reflect the depth of his poisonous anger.
Big Boss himself, however, is notably silent about his supposed motivations. It is possible he is driven by anger, but it is equally plausible that he views Skull Face as a military rival, or as a threat to peace. Boss rarely speaks at all -- a quiet emphasized by the plot’s preoccupations with the virtues of silence. These are reflected both in the selflessness of the mute romantic interest, and in Skull Face’s belief in the imperialistic nature of language. Indeed, Big Boss is not only a man of few words, but almost completely without affect. His blank, slightly twitchy stare is continuously on display: in the title menu, in the mid-mission helicopter rides, and in the opening cinematic attached to every chapter of the game. This is not a failure of technology. The faces of other major characters are extraordinarily expressive; the face of Ocelot, one of Boss’ comrades, is quite beautiful in its realism. The lack of both speech and visual cues as to Boss’ interior state compliments the open gameplay, in which the player can choose if the Boss is ruthless or merciful, and in the most practical of terms. Will you spend your time rescuing endangered animals, or murdering guards for minor rewards? There is an incongruity between the player’s freedom to infer and act out the Boss’ morality, and the assumptions expressed by the rest of the game’s cast. In contrast to the beliefs of Skull Face, there is freedom in the game’s action, and its reality is not controlled by language.
On the other hand, the plot structure itself does impose an interpretation of events on the player. Though he or she is free to make tactical decisions, the arc of the story is mostly unchanged by these choices. Every aspect of the plot is explicitly explained through monologue and third-party conversation, mostly in the form of audio recordings played as background during the game’s action. Motivations are spelled out, ambiguities are cleared; strange powers and inexplicable events are dismissed through excruciatingly detailed pseudo-science. This rigid control over the game’s interpretation reaches its climax in the final story mission. There it is revealed that the Boss’ identity crisis, set up in the opening scenes and apparently played out through the player’s moral choices, is not a personal or ethical struggle at all. Rather, it is direct psychological trauma. The protagonist was never the Big Boss of the earlier Metal Gear games, but is a disoriented coma survivor, given plastic surgery and coached into believing himself the Boss, a perfect decoy for the enemies of the real Big Boss. This is a bitter pill: not only were the events of the game a meaningless diversion, but all the freedom allowed the player was equally hollow. None of those choices were actually advancing the development of the character who has been at the center of the Metal Gear series for decades.
The ending is the triumph of dictation -- the story erases the choices of the player as he or she understood them. The sense of constraint is reinforced by a change in the style of play. Players are forced to relive the events of the game’s introductory chapter, repeating themselves while using simplified, tutorial-style controls that are noticeably constraining after playing with the game’s full mechanics for many hours. This seems to contradict the conclusion that there is freedom in action -- ultimately Skull Face is correct, and the words of others, in this case Kojima himself, are chains.
There is, however, a possibility of escape. The latter half of the game has an odd structure, in which all missions become optional and may be replayed infinitely; chapters become accessible out of order, and the method of unlocking them is never explained; the plot jumps back forth in time; and the final story mission is not the final mission overall. This jumble leaves the elements of the plot re-arrangeable and discardable. The player may follow the game’s ordained route through the story, ending on its sour note, or may choose to conclude with one of the game’s other stirring, late-game set pieces, many of which feel like traditional cinematic climaxes: defeats, victories, a tragic romance. “There are no facts, only interpretations”, the game quotes near its conclusion. Metal Gear Solid V tells us it is in control, but quietly suggests the story is in the hands of the player.
Thursday, October 1, 2015
Metal Gear Solid V: The Phantom Pain (2015, PS4) - The Year of the Diamond Dogs
After years of speculation, hype, internal drama, and a series of incredibly well made trailers, the final installment of the Metal Gear saga is here. I discussed the drama and the first part of the game in my review of Metal Gear Solid V: Ground Zeroes, an hour and a half long prelude (sold separately) leading into the events of the full game, Metal Gear Solid V: The Phantom Pain, and won’t rehash them here.
Phantom Pain has its own issues; a couple of major plot points get dropped towards the end, including the entire conclusion of a major character’s arc (don’t watch this if you haven’t played the game), while other major conversations are stuck in optional tapes instead of into the game’s nicely directed cutscenes. Save/retry checkpoints are often inconveniently placed. Travel across large areas can be tedious, thanks to a fairly sloppy fast travel system that requires you to return to your mobile command center more often than I’d like, and the online base defense/invasion system feels half-baked. And in spite of all these things: This is my favorite game of 2015.
Phantom Pain has its own issues; a couple of major plot points get dropped towards the end, including the entire conclusion of a major character’s arc (don’t watch this if you haven’t played the game), while other major conversations are stuck in optional tapes instead of into the game’s nicely directed cutscenes. Save/retry checkpoints are often inconveniently placed. Travel across large areas can be tedious, thanks to a fairly sloppy fast travel system that requires you to return to your mobile command center more often than I’d like, and the online base defense/invasion system feels half-baked. And in spite of all these things: This is my favorite game of 2015.
Sunday, August 30, 2015
Fear the Walking Dead and Future TV Reviews
While my movie and game reviews will all continue to appear here on Wobble Reviews first, I'm starting to write about TV shows for Sharkberg as well. My first review is a look at the pilot episode of the new spin-off series Fear the Walking Dead: You can find it here.
I've also revised and reposted my Metal Gear series reviews over there in preparation for the September 1st launch of Metal Gear Solid V: The Phantom Pain, but you can find the updated versions right here on Wobble Reviews too!
I've also revised and reposted my Metal Gear series reviews over there in preparation for the September 1st launch of Metal Gear Solid V: The Phantom Pain, but you can find the updated versions right here on Wobble Reviews too!
Friday, August 7, 2015
Metal Gear Solid V: Ground Zeroes (2014, PS4) - The Beginning of the End
On the first of September, the almost 30 year long Metal Gear saga will see what may be its final chapter. Tension between the series' writer/director Hideo Kojima and publisher Konami has been a topic of interest for the last few months, and all signs point to Kojima leaving once the game hits shelves. Development of what would have been his next game, Silent Hills, has been shut down, to the disappointment of everyone who loved the P.T. demo. It's ironic watching a man who spent 30 years working on stories about internal intrigue, information control and soldiers being used and discarded by their bosses leave a company whose image he's been so integral to developing under a cloud of shady rumors, leadership conflicts, and allegedly poor employee treatment. Something tells me his "leaders always use you" rhetoric might hit a little close to home; after all, you write what you know.
Sunday, June 9, 2013
Review - Metal Gear Rising: Revengeance - Blade Wolf DLC (2013, PS3)
The latest DLC expansion for Metal Gear Rising: Revengeance is a side story explaining what robo dog sidekick Blade Wolf went through before the events of the main game. Like the Jetsteam Sam DLC, it attempts to add depth to a few of the existing characters of the Revengeance universe, this time focusing on Blade Wolf and PMC Desperado Enforcement's Mistral. This story also introduces Khamsin, a previously unseen member of Desperado. Like the Jetstream Sam DLC, there are a few collectables to find, some VR Missions to play (which must be accessed form within the DLC's story mode), and a lot of recycled content. Blade Wolf does at least play very differently from either Raiden or Sam.
Tuesday, April 9, 2013
Review - Metal Gear Rising: Revengeance - Jetstream DLC (PS3, 2013)
Jetstream is the second piece of DLC released for Metal Gear Rising: Revengeance. While the previous DLC simply added another batch of Virtual Reality missions, Jetstream actually provides new story content, telling players how Samuel "Jetstream Sam" Rodrigues came to be employed by the Desperado PMC. Sam plays differently enough from Raiden to make combat feel fresh, but unfortunately, the majority of the DLC feels like a rehash.
Thursday, February 28, 2013
Review - Metal Gear Rising: Revengeance (PS3, 2013)
Metal Gear Rising: Revengeance is a spinoff of Konami's Metal Gear series developed by Platinum Games. Announced in 2009 as Metal Gear Solid: Rising: Revengeance, the game went through development hell for a while, as a bit of footage was released early on but nothing came of it for years. Originally developed by Konami staffers, Revengeance was intended to tell a story that bridged the gap between Metal Gear Solid 2 and 4. It starred Raiden as he transformed from man to cyborg and focused on combat through precision swordplay. Platinum took over the project in late 2011, scrapping the story and instead rewriting it as a sequel to MGS4 set four years after the events of that game. "Solid" was dropped from the title, further emphasizing the game as a spinoff.
While I'm curious to know how things would have turned out if the game had remained an internal Konami project, I'm absolutely thrilled that Platinum of all developers were the ones to salvage it; the result is one of the most ridiculous, fun, and silly action games of the last few years, albeit one that lacks the polish found in some other Platinum titles.
Sunday, August 19, 2012
Metal Gear Week Recap
Metal Gear Week comes to a close, with six games reviewed and one older review reposted. It's been a lot of fun to replay these games, even if I've clearly got a beef with Peace Walker. I've fallen behind on review writing recently, but I really felt that having a theme to work with helped me focus and produce better content. If you haven't been following these reviews this week, you've got 11,000+ words of catching up to do! I do plan to eventually replay and review Metal Gear Solid Ghost Babel, but for now I think I'll take a bit of a rest from the series.
Review - Metal Gear Solid: Peace Walker HD
The latest installment of the Metal Gear series, Metal Gear Solid: Peace Walker, was originally released on the PSP in 2010 before being upgraded and ported to the Playstation 3 a year and a half later as part of the Metal Gear Solid HD Collection. This review will focus on the PS3 version, though almost all comments apply equally to both versions. The game relies heavily on online cooperative play, a system that required jumping through a lot of hoops to get working on the PSP. The HD port, on top of touched up graphics and refined controls (The PS3 version uses the left stick to move and right stick to aim, the PSP version used the system's analog nub to move and face buttons to aim), finally has a fully integrated online system that works great, but how well does this game measure up to the rest of the series?
Friday, August 17, 2012
Review - Metal Gear Solid 4: Guns of the Patriots
In 2008, four years after Metal Gear Solid 3, Hideo Kojima's Metal Gear Solid 4: Guns of the Patriots was released on the PS3. It was one of the first huge exclusive titles released on the console, and certainly one of my main motivations for buying it. There was a ton of hype for this game, with years worth of trailers leading up to its release, and like most games with this level of hype, it received nearly perfect reviews and was looked at with a completely uncritical eye by critics before being hit by a fan backlash. Serving as a finale to Solid Snake's story, MGS4 is a very good game, but it has a lot of heavy flaws, mostly to do with the game's pacing.
Thursday, August 16, 2012
Review - Metal Gear Solid 3: Snake Eater
As I've no doubt made evident, I'm a big Metal Gear fan. The series has had its ups and downs, but they've all got a place in my heart for one reason or another. I don't often make blanket claims about my favorite installment of any series; I don't have a favorite Seinfeld episode, and I don't think I could tell you my favorite Beatles album. I could tell you my favorite Star Trek series (it's DS9) but I couldn't tell you my favorite episode or even favorite season. Metal Gear's the big exception here; I can really easily tell you which game in the series is my favorite thus far; It's without a doubt 2004's Metal Gear Solid 3: Snake Eater.
Wednesday, August 15, 2012
Review - Metal Gear Solid
When Konami published Metal Gear Solid on the original Playstation in 1998, it marked the rebirth of a series that had laid dormant since 1990 in Japan and since 1987 everywhere else. It turned a niche series into a phenomenon, selling over six million copies and mainstreaming the idea of combining stealth and action that its MSX predecessors first embraced. It also marked a shift, for better or worse, towards a more cinematic style of storytelling in video games along with Final Fantasy VII and Resident Evil.
Tuesday, August 14, 2012
Review - Metal Gear 2: Solid Snake
The first Metal Gear, released on the MSX in 1987, introduced a game world more focused on stealth and infiltration than on pure action. Hideo Kojima's 1990 follow up takes everything good about the original and refines it, giving players a much more modern experience that was ahead of its time. This installment would serve as the foundation for 1998's Metal Gear Solid, paving the way for a blockbuster series that manages to have mainstream appeal while still being quite bizarre and at times off-putting.
Review - Metal Gear
It's no secret that Hideo Kojima's Metal Gear games are probably my favorite video game series. I love sneaking around, I love the music, and I love the complete absurdity of their characters and writing. I've got a variety of issues with them too, but I'll get to those later when reviewing specific games. The good, the bad, and the weird that makes up each of these games truly makes them something special. It's amazing to see how far it's come when you take a look back at the original, 1987's Metal Gear.
Thursday, August 9, 2012
Some Quick Words of Mouth - Metal Gear Series
Earlier this week, Konami released a software update for Metal Gear Solid 4, adding trophy support, among other little things. A lot of the trophies are for goofy things such as finding the crop circle in Act 2; in other words, my kind of trophies. This isn't a list I'll 100%, but overall it's pretty player friendly.
I've slowly replayed all of the main Metal Gear games in the last year and I'm finally in the middle of replaying MGS4 for the first time since its release. I'm enjoying it more than I did back then, even if I still think it has absolutely awful pacing after the second act.
I've slowly replayed all of the main Metal Gear games in the last year and I'm finally in the middle of replaying MGS4 for the first time since its release. I'm enjoying it more than I did back then, even if I still think it has absolutely awful pacing after the second act.
Monday, April 16, 2012
Review - Metal Gear Solid 2: Sons of Liberty
Today is Patriots' Day, a holiday no one celebrates outside of Massachusetts and Maine, so what better game to review today than Metal Gear Solid 2? Metal Gear Solid 2, originally released in 2001, was one of the most anticipated sequels of its generation, and in the end, it left a lot of players angry, in spite of being a huge step up from the previous game when it came to controls, combat, encounter design, and audio/visual qualities. Whether the story is a step up is a more debatable topic, but suffice it to say, I'm a big fan of MGS2, even if I know the pacing's undoubtedly messy and some of the plot threads are unfortunate.
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