javiGoN's Wall
Maybe my problem is that nowadays it feels like the amount of crazy we are expected to tolerate has been cranked to 11. Just compare cutscenes from the original MGS1 to The Twin Snakes to see what I mean. Both games are telling the exact same story, but one keeps things grounded and to the point which to me makes is way better. Twin Snakes on the other hand, took something as simple as snake leaning against a wall to overhear a conversation and changed it to him doing an aerial over the entire door frame to listen from the other side. Really, that’s the perfect analogy for how I feel.
Do I demand realism from Metal Gear? Absolutely not. The games would be so much worse without the likes of Grey Fox, Psycho Mantis and The Sorrow. But to me there's a difference between bending the reality you've established: (reading/manipulating minds for P.Mantis & ghosts for The Sorrow), and shattering it: (immeasurable strength for Raiden/immortality through nanomachines for Vamp).
Clearly, it’s a matter of taste. If you prefer the over-the-top wackiness of Twin Snakes more than the original, then I imagine you couldn’t be happier with the series and that’s cool. I’m just really not into it. There’s a ton of stuff in Metal Gear that I adore. I see hints of absolute brilliance in each title, and that’s the only reason I care enough to write this post and reply to you guys. I want the series to live up to what I could see it being and that seems to piss off a lot of people off who think it’s perfect…
To your point about the story only able to be told through a game – 90% or more of Metal Gear's story is told through either cutscenes or codec calls. I don't see how any of that would be impossible to be hard to convert to another medium. The average film runs for about two hours, yes. Check out the longest movies of all time: http://en.wikipedia.org/wiki/List_of_longest_films_by_running_time
I'm pretty sure fitting the entirety of Metal Gear’s narrative into a 6-day long movie wouldn't be a problem.
So TLDR I don't buy that MGS has somehow changed. It's always been consistently padded with character quality and trusting its audience with complex narrative in a market where nobody is assed to shake things up a bit. It constantly innovates stealth gameplay and what can be done with video game storytelling and people damn well know it. Because at the end of the day, Metal Gear is one of the only games that dares to go outside of copying the latest movie trend and tries to tell its story in a way only a videogame could. Uniqueness isn't to be trampled on. Especially when a lot of its deemed faults are automatically false when you try to force it into a story mold it has NEVER tried to fit into.
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I think that's the only way it could get better.
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I think that sort of style would've worked well, and it's an original take on a game's narrative. However, the writing just made it so hard for me to really get attached. Jason's decent into madness was fun to witness at times, but whenever he opened his mouth, all he did was spout exposition. The biggest offender of which was when he stared at his hands and said "What have I become?". It was shit like that that drove me nuts while playing.
On top of that, there's no drive to rescue these people. You're motives for rescuing them is that they're Jason's friends. You as the player are given no reason to like them or even be interested in them. In fact, they're all rich, seemingly spoiled assholes. I'm not trying to say they can't be anti-characters (if that's a thing), but give me more than simply knowing they have "black cards." Give me a want to rescue them. The game needed to help me share Jason's emotions more.
Spoilers ahead, folks. The last point of the game that really got under my skin was the end and the writer's justification for it. There's an amazing interview at RockPaperShotgun you should check out if you haven't already, which shows the writer's unfortunate generalization of us gamers. He essentially said that we're supposed to want to feel a need to save Citra from the island. Even though she shows no sign of weakness or want to leave her place on Rook Island, we're supposed to want to save her. Then, in the end where she kills you, you're supposed to be shocked about it. As if the game just played a big trick on you, and then at that point you realize how wrong you were to want to save her.
Well, if you're like me and I'm assuming most other people out there, you didn't think Citra needed saving. That ending just ruined your entire perception of the game and what your motives are. Far Cry 3 seems to have a set of ideas and emotions and thinks you should feel those exact same emotions too because they tell you to, not because they actually make you feel them. The other ending ruined the idea of diving more and more into the culture of the island by simply packing up and leaving it. No real build up or thought. it just happens.
Sorry for the long response. I should've been more clear and specific about my gripes with the story in the video. But thanks for the comment. I love discussing different ideas with this community. It's a lot of fun. Thanks again.
Here's that interview: http://www.rockpapershotgun.com/2012/12/19/far-cry-3s-jeffrey-yohalem-on...
Why the fuck would I want to destroy fields of weed? You smoke that shit, you don't destroy it!
The irony being we as players know this is a game. This use of metafiction creates a commentary about us the players and how we interact with and our role in the narrative.
All of this is done rather deliberately. This game knows exactly what it is trying to do. To say it would be better with Saints Row 3 nonsensical style would do it a disservice. There is some really good black comedy and examination of context going on within Farcry 3 that should not be written off.
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THPS2 is one of my all-time favorites