I Can’t Read You
Snake finds Meryl – Conversations in soldierdom –
An infamous encounter—Wolf dogs—
Exercises in message—Backtracking and forward
shooting—
Capture
Has no one ever noticed how clinically insane
Kojima is? Here’s a video game about the costs of war, the high prices that
soldiers pay, and the difficulty of separating yourself from the spiral of
violence, and at the moment I’m trying to find an ally by looking at the
backsides of all the guards and seeing which one “swings” the most.
This is how you find Meryl. Solemnity juxtaposed to
farce in a way that would shock Joss Whedon. I say solemn, because as I exit
the door into the first floor basement of the storage building, this strange,
ethereal and haunting melody plays over the game. What could it be?
It’s Psycho Mantis of course, but I love the way
Kojima uses the infamous boss’s theme. You hear it just barely on the edge of
perception when contacting Meryl while still with Otacon—Otacon even mentions
that he thinks he heard music—and then when you step onto the first floor
basement it takes over the whole soundtrack. It’s a nice way of setting the
mood and making the player uneasy, because let’s face it, Psycho Mantis’s theme
is nerve-wracking:
ALERT #3
And lo and behold, even though I warned myself not to write notes while
the game was active because it had bitten me before, I’m writing the note about
Mantis’s theme and, guess what, I get bitten again. Do not mess with the ability of Metal Gear Solid to jack your world up, people. Just don’t.
I escape that little faux pas and hook up with
Meryl, exploiting the little Easter Egg where if you follow her in the bathroom
quickly enough, the cutscene begins with her sin pantalones. Which I remember thinking quite naughty back in the
days before omnipresent pornography and graphics that didn’t make a person’s backside resemble Jenga blocks.
PICTURED: I sometimes long for the days when this was risque. |
This cut scene also includes the next entry in Meryl’s
pernicious monologuing effort, demonstrating once again Kojima’s lack of
subtlety with these issues. Even the voice actors seem to be rushing through
their lines here, which I’m sure is something to do with the Japanese-English
translation, but still rather humorous when you imagine Debi Mae West speaking
as fast as she can to get through the humiliating schmaltz.
I leave the restroom, resupply, and we head down to
the Commander’s office (which is in a basement for some reason—it probably
makes more sense than it seems), on our way to the underground passage to Metal
Gear. When suddenly Meryl stars acting all…strange…
What do I say about this boss that hasn’t been said
before? The infamous fourth-wall breaking, the insane difficulty, switching the
controller ports, the HIDEO screen? As much as Kojima struggles with subtlety,
he is an absolute master of
post-modernism, effortlessly freaking the player out with well placed,
interesting, and unexpected fourth-wall shattering. Probably just as famous, if
not more so, than the Psycho Mantis incident is the fake “game over” FISSION
MAILED screen in Metal Gear Solid 2,
which has become so iconic that most games attempting something similar are
inevitably compared to it—Batman: Arkham
Asylum’s Scarecrow section being the latest.
In all of his games Kojima’s shown a profound
awareness of his audience. It might explain his penchant for long-winded
speeches bemoaning this or that: he understands there’s someone else on the
receiving end. While that sounds obvious, it’s not necessarily easy to demonstrate effectively.
If you’re engaged in the narrative and really into what a character is doing,
saying, or how the plot is going to progress, like the player himself, it’s
easy to get lost in the fictional world you’ve created. But from Policenaut posters in the Computer lab
to a boss reading the games on your memory card, Kojima is very much in tune
with the nature of games and how the active participation of the player can be
toyed with.
On that note, has anyone noticed a dearth of boss
fights like this in other games outside this series? In most games, even golden
age ones, boss fights are simply “tougher enemies,” meant to test your
physical/button-mashing mettle before you can move on to the next level. Let’s
bring up Batman: Arkham Asylum again.
Great game, great combat, graphics, voice acting, and a whole cavalcade of
colorful character to construct interesting and challenging boss fights around.
And what do we get? For the most part, a slightly hyped up version of the (admittedly fun) beat
‘em ups that we do the rest of the game. This isn’t necessarily bad, but when you hear the word “boss”
it implies something, I think, other than what Arkham Asylum provides.
Or, for another example, take Mass Effect, where the average boss is just a normal NPC with a
layer of armor and shielding over top. Not exactly a brain twister. It makes
the boss fights in Kojima’s works, and specifically the Metal Gear Solid series, all the more impressive. Boss fights in Metal Gear Solid require strategy,
different methods of thinking, creative problem solving. A veritable Rubik’s
cube of player vs. game. And the variety, too: one second you’re playing tag
with a Russian cowboy, the next second your dodging .50 cal bullets from a
Hind, and the next your weaving through a labyrinth of freezer boxes, trying
to arrest the movement of a 300 pound shaman bent on your annihilation.
Psycho Mantis tops all of these merely for the, at
this point, unheard-of conceit of having you switch the controller ports,
thereby making millions of gamer’s heads exploded in the ecstasy of awesome. That
one moment was all it took. Once you do
figure out that you need to switch the ports (and if you contact Campbell
enough times in a panic, he’ll verbatim just tell you to so), Mantis is
actually quite easy, a simple matter of memorizing his attack patterns and
using the first person view to “see” where he’s going to appear next. But that
first little bit of trying to figure out how he could read, from what it looked
like, every single thing you were trying to do…(and yes, I know it’s possible
to beat Psycho Mantis without abusing the controller ports, but I feel sorry
for the poor souls that did so).
Mantis, upon his death, guides you along the way to
Metal Gear, and you take off into the most annoying section in the game.
Meryl makes fun of Snake for being supposedly good
with dogs when all the wolves in this section apparently hate him, but it can’t
be stated enough: Snake is supposed to be a dog musher. And I know wolves and
dogs are not the same thing but come on! Can’t he do some whispering something
or other? Maybe throw them a bone? Anything to keep them from knocking me down
and chewing on my carcass!?
PICTURED: Toughest enemy in game. |
Words cannot convey how much I hate these
damn things; and if you didn’t manage to get the Night Vision Goggles or
Thermal goggles and it’s your first playthrough, Athame be with thee, because
these wolf-dogs will make mincemeat of you.
You actually have several options against the hounds
of hell. You can shoot them until they die—be forewarned that they take more
damage than your average genome soldier, and if you can’t see because you
eschewed item searched and don’t have any vision-enhancing hardware—well,
you’re going to waste a lot of bullets.
Second option is to run madly from the little
bastards, who will spot you—but if
you know where you’re going, this isn’t an issue. Sorry first timers. Also,
running madly impacts your ability to get the much-needed diazepam from this
section without serious risk to your health. You have to crawl under this
little pathway to get to the cavern where the diazepam and PSG1 bullets lay—all
quite necessary, mind you—and if the wolves have spotted you—and they have—they
will patiently wait outside with their psychotic growls and will not leave, forcing
you to crawl back out while they chew on your tender neck.
Basically you’re going to sacrifice either bullets
or health here, in some way, at some point, especially if playing through the
first time. And yes, I know there are means of getting around the wolf attacks.
The depraved method is killing every adult wolf, then equipping a cardboard box
to have the baby wolf cub pee on you,
and this makes the wolves leave you alone (seriously Kojima?). This is a frustrating
twenty minutes of your life, but it does pay off since Snake’s going to traipse
back through this cave two more times before he receives Sniper Wolf’s
handkerchief, which is the other means of making these furry buggers leave you
alone. See Wolf has this…I don’t know, pseudo-psychic connection with wolves,
them being her namesake and all, and can generally walk among and feed them
with indemnity. So when Otacon visits you in the torture chamber, you get her
handkerchief, which Wolf inexplicably gave him, and this makes the wolves all
lovey-dovey.
I know that was a large amount of paragraphs to
spend on this inconsequential portion of the game, but I can’t make you
understand just how much I hate these stupid dogs with their stupid glowy eyes
and their stupid heart-pounding snarls.
Anyway, I progress through the cave and finally make
it to Meryl; we head through the cargo door to a dramatic introduction of the
communication tower and our path to Metal Gear.
Okay, so this part’s always been funny to me: the
setup is that the initial area past the door is mined, so Meryl tells you to
follow her lead. She then proceeds on this circuitous path about this
comparatively small rectangular section, leaving footsteps in her wake, and
then tells you to follow them, the idea being that when Mantis dove into her
mind to take control of her during his boss fight, it let her see where the
mines were placed. I guess the idea is to have Snake carefully follow the
pathway that Meryl left behind, but oh no! Her footsteps are disappearing! Oh
the drama! We have to hurry and be careful at the same time, how is this
possible?
Now there is one big problem with this—I hate to
even call it a “mini-game,” and that is by this point you have about three
different ways to diffuse mines and thereby making this section entirely pointless filler:
- You can use thermal goggles to see where the mines are, negating the need for Meryl’s precognition.
- You can just crawl to Meryl and disarm the mines just like every other mine in the game.
- But my favorite thing to do is just running straight across. Because part of Meryl’s path takes her vertically in front of where you being the section, meaning that from where you start when you have control of Snake again, about two thirds of the path straight in front of you has Meryl’s footsteps and is therefore, “safe.” You can crawl if you want, but I like to run straight across just to stick it to Meryl for failing to realize realize there weren’t any mines in the shortest distance between us and our destination.
I’ve already touched upon this in part one:
Wolf draws down Meryl’s body with a laser sight, and caps both her knees in
showers of blood. This few seconds is well executed and dramatic, and I really
like the subtle insinuation of Wolf’s strategy: she beads directly on Meryl’s
heart at first, a kill shot, but slowly brings the tracer down to the knees,
handicapping her in a non-lethal way. Since what Wolf is going here would go
over many gamers’ heads apparently, Campbell basically tells you outright in
the subsequent Codec conversation.
PICTURED: How are you talking!? |
My problem
with this scene is what happens next, a tide of heavy-handed exposition by
Meryl on war being ugly and her delusions that she belong in such a world. This
would be sappy even in the most appropriate of circumstances, but lest we
forget both her kneecaps have been shredded by the impact of a Sniper’s bullet
not ten seconds before, and there’s a
very large pool of blood gathering beneath her. Meryl should either be
shivering in shock or screaming in agony—she should be doing basically anything
except speaking, but Kojima can’t go one instance without banging us over the
head with ideas that should be made obvious through aesthetics and story.
Then again—I don’t know. I go back and forth about
this issue. It’s really great, as a douchebag English major, to exam and work
and be able to go “Ah-ha! Kojima thinks war is ugly and brutal!” But the
average gamer, heck the average human, has a tendency to be…a bit less discerning.
This is not to say “stupid.” It’s more to say that the average moviegoer, the
average gamer, the average reader, is approaching art forms on a discardable
basis, for the most part. Entertainment, escapism, emotional satisfaction, and
not necessarily to ponder deep philosophical conundrums. A work of art can have
beautiful imagery, theme and design that very much says it’s anti-war, or that
war is brutal, or what have you, but when disseminated among the populace
approaching the work with a different mindset than what the creator had in
mind, do those messages get across? If you truly want to make an anti-war game
that resonates with as many people as possible, is it beyond the realm of
possibility that the only way to truly get the point across to the masses is in
the most blatant and unaffected way as possible?
Communities at large sometimes tend to lose sight of
how “niche” they are, especially with the ubiquity of the internet. When you
have million member communities that can comment on the thematic implications
of a game, you can forget that even though said community is one million
strong, it’s barely a drop in the bucket compared to the world at large, which
is probably not going to have come to the same daring conclusions that you
have. And this is where, I think, the idea of the “mainstream” audience being
idiots finds its genesis. We see so many people that have the same interests
and agenda as we do that we think everyone
has the same interests and agenda we do, and therefore people who “don’t get
it” are simply stupid, when in fact they’re just approaching film or what have
in a less academic manner, because they care more about, I don’t know, stock
racing or market economics than they do about the sound editing in Tree of Life.
So if you’re Hideo Kojima, and you know you want to
make an anti-war, war is hell game, and
you know you’re faced with this kind of audience (Note: and he certainly seems to have thought so, explaining the relative short length of the game as a way for the 20th century
busybody to be able to fit in in their schedule –E) then how do you get
your message across to a group of people who will look at your designs and dialogue
and battles and say they’re “cool” and “awesome” without any introspection
whatsoever. Does it not, in fact, make it more prudent to hammer home your ideas in even illogical places if it imparts
even the slightest spark to an inattentive audience?
In any case, Meryl’s talking after getting her knees
destroyed and losing 90% of her blood is pretty ridiculous, necessity of
including the scene notwithstanding.
To save Meryl, I have to get a sniper rifle, which
Otacon helpfully informs me is all the way back in the armory. Snake echoes
what every player in the world thought at this moment:
“You
mean I have to go all the way back there?”
Well at least Kojima acknowledges this absurd bit of
backtracking. Unfortunately, it’s also completely logical within the framework
of the story. What was going to happen? Was Snake going to just “discover” a
sniper rife in the wolf cave? Or the Commander’s office? No: there were
specific places where armaments were stored, and thus Snake has to go back
there to get one. It saves us from a terrible deus ex machina, although it does leave us with the question on how
Snake supposes he’s going to get a sniper rifle from the entire opposite side
of the base, come back and defeat Sniper Wolf before Meryl bleeds out? I know
the guy is superhuman, I’m just saying that it’s a good thing Liquid and company
decides to take her prisoner instead of putting a bullet in her skull.
A lot of memes have been created about Snake’s
fetish with cardboard boxes, and Kojima seems to be on the up and up with what
a ridiculous gameplay conceit it is as well, giving Snake some almost, er,
sensual dialogue about them in Sons of
Liberty and taking it completely over the top in Guns of the Patriots by equipping Snake with a freaking oil drum.
PICTURED: Good God. |
It’s stupidly glorious in a way that only Kojima can
do, and they vastly alleviate the frustration involved with moseying back
through the entire facility to get the PSG1. You pop in the truck, it rumbles
off, you’re at the heliport, vent, elevator, done. No Snowfield, mines, alert
lasers, or cameras.
I retrieve the PSG1 from the most headbangingly
arranged set of laser motion detectors ever conceived by man, hop back on my
handy-dandy truck, and return to the communication towers to combat Sniper
Wolf.
PICTURED: Yeah, this is going to go well. |
The fight is straightforward. Wolf’s on the second level and aiming down at you, and you track
her movements and fire when she pops out, using diazepam to steady your hand.
It would be a simple task except for the 1998 controller interface being a pain
in the neck. In an age where the reticule of a weapon’s sight can be adjusted precisely
1.26 millimeters with no effort, the back-and-forth control of the PSG1’s sight
is clunky. This alone might lose you the fight—if you go over too far, and
hastily try to pull the reticule back, odds are you’re going to overshoot the other direction, which lets Wolf get a
bead on you, and on harder difficulties you might as well say goodbye to half
your health. Her shots also have the tendency to knock your sights completely
off, meaning you have to readjust and find her again, and on the harder
difficulties she has, by this point, gotten another bead on you and thus you're dead.
Now I bet this next part really got a bunch of first
time players back in 1998, Kojima you bastard. I even fell for it when I had finished the game before. I walk forward
after the battle down the long hall towards the communication tower when Mei
Ling mysteriously calls me and tells me that she has a bad feeling and am I
sure that I don’t want to save at this point? The poor fool that doesn’t want
to waste the time saving is possibly in for a rude wake up call.
Torture?
This is an Interrogation
Strapped to a torture bed – Submission or defiance –
Ketchup con –
Adventures in drunken rappelling –
Snake downs a Hind.
It bothers me a little how lamely Snake gets captured.
He’s taken down entire fortresses before; he destroyed an M1 Abrams tank not
three hours ago! What can these two doofuses holding you at gunpoint do? Sure,
you’re cornered, but they’re just two mooks!
Whatever. I get conked on the head real good and
wake up on…a…dentist’s table!?
No, no, you’re just on a torture rack, thank
goodness, and Liquid et. al are talking amongst themselves about plans and
setbacks. It’s a really good scene punctuated by sharp dialogue, realistic
turns of conversation, and an expert building of mystery. See, the characters
Snake’s facing down at the moment—that is Ocelot, Liquid, and Wolf, already
know everything they’re talking about, so there’s no need to explain it to each
other. Meaning there’s no need to explain it to us, the player. Kojima does a
masterful job here of imparting information that sounds like something the
villains would actually say to one another, while still retaining mystery about
plot revelations ahead. Liquid mentions a couple of times that the FoxDie virus
(which we don’t know about yet) has already killed Octopus, and that Ocelot has
screwed up with “the Chief.” These are obvious hints to the twists in the
story, but they’re so well worked that they slip right by you, for the most
part. Did for me, anyways.
Actually the use of foreshadowing is excellent
throughout the entire game. People underestimate just how important it is. We
say the word, we know what it means and looks like, and so we dismiss it. But
foreshadowing forms the backbone of a story. It holds up the narrative as much
as anything else, because it gives it structure and unity. Foreshadowing, in
many cases, is the natural extension of the ubiquitous “Chekov’s gun” trope,
except enforced in reverse. We cannot buy things that just come out of nowhere,
not in this stage in human storytelling, and in reality, not for the last, oh,
three thousand years.
It makes sense when you think about it. Humans have
always loved an emotional payoff, and you can’t have the payoff without
buildup. So Oedipus, classic Greek tragedian that he is, is told of his ghastly
fate at the beginning of his story; then we see how he comes to fulfill it, and
in turn, how he realizes that he’s
become the very thing he’s desperately tried to avoid: “I am that man.” Can you
imagine, then, if Oedipus wasn’t told the prophecy until near the end of the
play, in some terrible twist, when everything’s almost been resolved? It would
have felt cheap and unearned, and even ancient Greek audiences would have
revolted (I would like to think so, anyway).
I don’t need to go to dead cultures to find an
example of this. How about the (original) Mass
Effect 3 ending? Would the Catalyst and the Citadel and the ultimate fate
of the Reapers been better accept had such concepts as the history and the
Leviathan’s had been included or hinted at in the beginning of the game? Or
even better, at the beginning of the series? Wouldn’t have fixed all the
problems with the original endings, but it would
have lessened the hatred for the Catalyst considerably, because humans are much
more accepting of even God-like deus ex
machina figures as long as they are set up or foreshadowed at some point
earlier in the narrative.
From the beginning of the game important bits are
casually mentioned in such a way that it flies right by the player. At the
loading elevator in the very beginning of the game Snake witnesses a blond
haired man proclaiming that “He’ll be through here, I know it.” A bit later, we
see a Hind D Russian gunship that will come back to play a major role later on.
A scene cuts in after the DARPA Chief’s (ostensible) death showing the
mysterious blond-haired man rebuking Ocelot about killing some nebulous person
strapped to a torture bed. Low and behold, here in the cell Snake’s stuffed in
after Ocelot’s initial torture session, we find the DARPA Chief, and a lot of
hullabaloo is made about how his blood’s been drained and he’s already
decomposing even though he supposedly died just a few hours before. I mean,
sure, it would have made more sense for Foxhound to have just thrown the Chief
into the freezing arctic waters, I guess, but come on, it’s a cool moment!
DEATH
#2
Once again, me and the
underestimation. I’m like the yappy little dog, right, that no matter how many
times it gets bonked on the nose it still insists on trying to bite your
ankles. I keep trying to bite MGS’s ankles,
and I pay for it, this time the crime is thinking I could button mash through
the torture sequence on normal difficulty no problem. Yeah…spoons, people.
Spoons are your best friend.
And while we’re on that, doesn’t it suck how you get
the better achievement item if you let Meryl die? I mean, it makes perfect
sense since Otacon’s the person who has the stealth camo that you get the stealth camo if you let Meryl
die and Otacon accompanies you on the final escape, but still, it always
rankled me. I didn’t want to let
Meryl die. Damn you, Kojima!
Fortunately I took my own advice and saved the game
at Mei Ling’s prodding, meaning I was able to restart at the communication
tower instead of, IDK, wherever you saved last. I can just imagine the rage in
1998. Imagine that you’re a skilled gamer playing a marathon session of Metal Gear Solid, and you’re talented
enough to make it through, I don’t know, since after you beat Psycho Mantis
without saving, and you ignore Mei Ling because, come on, who wants to listen
to her anyway. And then you don’t realize how difficult the torture session is,
or you’re tired or your finger slips off the circle button and suddenly there’s
no reload option! You have to quit the game and start from your last save.
After the Psycho Mantis fight. And then you have to do all of that over again.
There’s not a doubt in my mind that this happened to some poor sod. It’s a level of mercilessness that games today can’t
measure up to, and when they do, a lá Dark
Souls, it’s so rare it makes news. But in 1998 there was still an arcade
mindset, life systems, and general restrictions on hardware. Reloads would be
from waaaay back near the beginning of the level because there wasn’t
sufficient space on the disk or cartridge to create multiple checkpoints. In
the era of auto-saving, what Metal Gear
Solid pulls here is almost trolling.
So Snake has conversations with Campbell and
Otacon—interesting stuff about Naomi’s history—survives another session with
Ocelot depending on how you’re playing, then escapes—again, if you play correctly,
with a little bit of ketchup and some fisticuffs. Or if you didn’t “get it,”
then you survive yet another torture session at which point the Cyborg Ninja
just unlocks the door for you and you get to finish the rest of the game with
an inexplicable bottle of Ketchup in your pocket.
I make my way back to the Nuclear Warhead Storage
Building and down through the wolf cave—much simpler thanks to Sniper Wolf’s
handkerchief, and approach the spot where Meryl got sho—what the heck is this?
Did we just flashback an entire scene that occurred not two hours ago gameplay
time? I mean I’d get if Snake saw some snippets of blood burst and screaming,
but we see basically the entire soggy monologue! We know this already, we just
saw it Kojima!
I make my way through the previously inaccessible
door next to the communications tower (where I got captured) and run in full
steam ahe—oh, a surveillance camera (a
surveillance camera!?).
For the love of God, first time players, grab the
rope in this room. You are in for quite an annoying little bit of backtracking
if you forget. Oh, and those stun grenades are probably a good idea too.
Yeah, stun grenades are your best defense here,
which is about the only time those words can be said in the entire series. Just
keep chucking them while running up the stairs of the communication tower, but
by no means actively engage the genome soldiers in the area. You’ll waste all
your infinitely more useful ammo.
I reach the top of the communication tower, but
Liquid blows out the bridge before I’m able to cross to the other tower. You
think the wolf cave is bad? You ain’t seen nothing yet.
I mean, having to follow Meryl’s footsteps when
there were fifty different and better ways I could cross a small swath of
concrete was dumb. But this rappelling minigame is simply abysmal. Weird,
awkward controls constantly wanting you to die as you try to avoid steam vents
and .50 caliber bullets. Not to mention if you didn’t grab that rope at the
bottom of the tower, guess what you get to go back and get? You can’t use
rations up here either. Oh, no. If anything was more reminiscent of the most
ruthless arcade games, this is it. It even has an arcade like set up! It’s
almost a war-themed version of Donkey
Kong, complete with barrels steam
vents!
I have no doubt that if I trawled YouTube there
would be some fifty thousand people who got through this abomination in five
seconds without losing a nanometer of life. Except for the aid of pure luck,
don’t count me among them. Most of the time I end up hammering O, screaming in
frustration, and dying at least once.
I manage to avoid dying this run through, but it was close. I mean 1/8 of my health bar left close. I always manage to get suck on the end where it appears Snake is at the end of the rope but he Just. Won’t. Drop. Down. Then a .50 cal bullet rips my head off and I have to start all over again. That almost happens here, but for once the game decides to take mercy on me and I hit the deck, needing two rations to heal myself up before Nikita-ing the guards down the pathway. Kojima, nicely enough, sets a ration right next to you on the platfrom. Yes, I take this as evidence that the rappelling section is meant to troll the player.
I manage to get into the adjacent tower. The
elevator is malfunctioning, so I have to descend the stairs manually, where I
find them broken off a neck-snapping five foot drop above the bottom
floor…wait, what? Yeah, PS1 limitations are funny sometimes. Greatest soldier
of the twentieth century and he’s foiled by a five to ten foot drop. Oh well—I
hear they fix this little problem in The
Twin Snakes. This forces me to climb back up, where I run into Otacon.
I
hate to keep harping on this, but once again Kojima grinds story logic to a
torturous halt to throw in emotionally over-saccharine discussions about
warfare and displacement. I don’t have any tears left to shed…I mean, come on.
You’re telling me that on a sprained ankle Otacon hobbles all the way from
wherever he was to the second communication tower just to ask me some stupid
question: “Snake, there's something I've
really got to ask you. It's why I followed you up this far... Have you ever ...loved someone?”
I
might even buy that he would do so if the intel was important. But for this? I
mean…I’m kind of busy, dude. You’re making me wax eloquent in a space
inadequate for such an emotionally wrought conversation... I mean a service
elevator and steel staircase don’t exactly bespeak a visual design rife for
introspection and emo grittiness. I don’t have any tears left to shed…sweet
lord.
I manage to survive the cutscene without going into
insulin shock and make my way up the stairs while Otacon works on the elevator,
using chaff grenades to avoid the incrementally increasing amount of gun
cameras every third or so flight of stairs, thereby saving me a lot of rations.
Although this isn’t enough to warrant, sadly, a chaff grenade miracle. I climb
up the rest of the stairs to face down this terror of the skies, Liquid’s Hind.
Which you defeat by cramming Stinger missiles up its underbelly and hiding
behind a large substation or something when fired upon. Surely you didn’t go up
on the platform, silly goose. That’s a good way to get hurt. No, just stay
between the door and the substation…thing…and you’ll be golden.
Finishing the fight allows Snake the opportunity to
spout one of the best one-liners I’ve ever heard:
Snake: That
takes care of the cremation.
Oh yeah, motha-trucka. How can you not love this
gruff bastard?
Soldier
Without a Cause
Sniper
Wolf II – Mercy Given - Into the fire
Raven - Nuclear Revelations - Snake loses a key
Raven - Nuclear Revelations - Snake loses a key
Good God almighty Otacon, get out of the camera
you’re flipping me out!
Fighting these mooks with stealth camo is difficult.
You’re in such a confined space, and they obviously have more health than
regular genome soldiers, and it’s tough to run and gun at the same time—I mean,
holding X and square simultaneously? There have been better design schemes. And
uh, Snake, by the way, it might be a good idea to grab one of these guys’
stealth camouflage packs before oh, there they go, disappearing into the ether.
Would have made the rest of the game a lot easier, is all I’m saying.
I make it to the bottom of the communication tower
and out the door where I’m met by Sniper Wolf again.
I’m going to admit something rather embarrassing
here. I don’t want to be judge, condemned, or laughed at by the three people
reading this in Norway, okay? But I never thought of using Nikita missiles
against Wolf until the playthrough for this retrospective. I probably wouldn’t
have thought of them on this playthrough either, had I not been discussing the
game with a friend of mine, and how I always hid behind the tree and used the
PSG1 to fight her, at which point he all but laughed me out of my own house.
You don’t like to be reminded that you have a one track mind, but there it is.
Never even crossed my mind to use Nikitas. It’s a sniper battle, I thought. You
have to use Sniper rifles, right?
In any case, we finally, finally get to the one moment of earned emotional sentimentality as
this point in the game. It’s not the last one, but to my mind it’s the first
one executed with any kind of earned weight. Right after a firefight, with a
dark, somber mood—there’s an implied element of coldness to the proceedings,
snow falling and the dirty white backdrop of the field. As well, the vision of
the camera is severely limited. It just seems surrounded by this hulking black
backdrop, pressing in, focusing us on the interactions between the characters,
but also infusing the scene with an almost malevolent undercurrent. The music
falls to an elegiac tremble.
Wolf talks about her life. Her past, how she was discovered by Big Boss, how she became what she was. Metal Gear Solid, throughout the series, is famous for giving back stories to its boss characters, and Sniper Wolf’s is, in my opinion, by far the best executed. No prolonged Codec conversation, just a very natural expression of a character who knows her time is up. There’s an almost religious symbolism here, with Snake playing the part of the priest and Wolf expelling all her sins upon him. Snake himself shows little emotion—and if that doesn’t sound incredible, recall this is the same person who just mutilated his love interest’s knees a few hours before. Instead, the fight done, Snake sees what Wolf is: a soldier like him, broken and weary.
Otacon, the outsider here, is not so comprehending.
He loved Wolf, whether from Stockholm Syndrome or not, and is not an inveterate
warrior like Snake. He doesn’t see the point of it, of any of it. “What am I fighting for?” he asks. “What was she fighting for?”
The absolutely heart-wrenching moment is when Snake
ends Wolf’s pain by shooting her and I honestly, honestly wish that the camera hadn’t made such a dynamic movement
at that moment. It ironically takes some of the drama away, making what amounts
to a detached act of mercy by Snake into something it’s not. Kojima perfected
this kind of moment by Snake Eater,
where the death of the Boss is not only unextraordinary, but committed by the
player himself.
Some say this scene descends into schmaltz, and I
definitely see that, but it’s saved from that condemnation simply because the emotional tenor of the moment called for
a scene such as this. The snowfield, right after a battle, with a dying foe and
a new friend that had fallen in love with the person you’ve just vanquished is
a much more fitting place for heavy-handed sentimentality than some random
point in a tower next to an elevator, or with a character bleeding out over the
concrete. It’s touching, powerful, and lets us see, truly, the tragedy of Snake.
It took me about a dozen playthroughs to discover
the little moment where you can spot Liquid’s parachute in the tree and the call
from Campbell. That’s what I love about this game: like a great novel, there’s
always something new to discover.
I rob the Snowfield of most of its armaments—a particularly
vexing bit of item gathering, what with all the gun cameras and claymores
hiding here and there. Also, there’s a level 7 door that I think was put here
for obsessive compulsive people because, really, are you going to backtrack all
the way to this point again once you’ve gotten the level 7 keycard? Well, okay,
maybe I did one time, just to be
sure. Crap item, anyway.
I head through the door and down the stairs into the
furnace. Literally.
ALERT
#4
Got cocky for the
fifteenth time and misjudged a patrol route. Oh, this also leads to ALERT #5.
Yeah, two alerts, same place, no waiting. Expert gamer right here, ladies and
gentlemen.
There is no OSHA compliance whatsoever in this foundry,
is there? Can we talk about the platform where the bulletproof vest is found,
which is surrounded on three sides by molten hot lava with no sign of a
restraining bar or anything that might save your life if you inadvertently slip
on a banana peel?
I run down and into the incredibly long elevator, am
ambushed by a few guys, dispatch them no problem, and end up on a—freezer
level? Like what is this doing here, so close to the foundry? Is this, like, a
storage area for the foodstuffs on the island? Why would it be here so close to
Metal Gear REX? What did they put in
this place? What did they need to keep so cold if it’s not food? It seems like it would be food because there are a lot of
rations floating around, but…oh, screw it. Video game logic.
Raven jumps down from one of the crates and freezes
you with the power of the raven. It sits on your shoulder and you’re just
paralyzed. Good thing Raven’s an honorable guy or this fight would have been
over before it began.
I love this big ugly brute. He’s truly likeable,
even more so than Sniper Wolf with her wonderful death scene. How can you not
fall in love with him?
Snake: “Yeah,
I know it. You much be a real threat at the muk-tuk eating contest.”
Raven (in the biggest, most bombastic voice you’ve ever heard): “Yes, you are right.”
Raven (in the biggest, most bombastic voice you’ve ever heard): “Yes, you are right.”
Kojima, did you just slip a joke in this hugely dramatic moment? You devil, you.
Oh, man, is this fight tough, especially with no
radar. The freezer crates form a maze that Raven tromps about like the T-Rex
from Jurassic Park, equipped with the
handy-dandy fifty cal from the Hind you just shot down which incurs
mega-damage. You can take him out with Nikitas a lot of the time, although if
you’re like me and have trouble steering them he’ll shoot them down more often than
not.
With radar this isn’t too tough a fight, I guess, but like I said, on hard and very hard—yikes. Expert strategy. Nikitas are still usable, but require much more skill. You rely more on sneaking about, placing C4 and claymores along his paths and hoping he runs into them before he spots you, which, I remind you, you won’t be able to know about until it’s too late. I died three or four times in a row on Raven when I played at the harder difficulties.
Eventually I wear him down and Raven expostulates on
my nature and how I’m basically an abomination: “You are a Snake which was not created by Nature. You and the Boss... you are from another
world... a world that I do not wish to know.” He also helpfully lets me in
on the clue that the DARPA Chief I thought I knew turned out to not be the man
at all, but FoxHound member Decoy Octopus, which is a very well played twist, I
think: by this point I’ve forgotten the guy’s even a part of the unit, so I
never wondered why I didn’t run into him. And since I didn’t wonder that,
Raven’s reveal is much more spontaneous.
Leaving with Raven’s promise that he’ll be watching
me as he’s devoured by ravens (seriously, Kojima) I make by way to the next
room which is a dammed up sewer crossable by one bridge on whose walls reside
approximately fourteen thousand gun cameras. Yes, you read right. In front, on
the left, on the right, even on the wall adjacent to you. There’s a good chance
you lose a large amount of health here. Fortunately we have God’s gift to
mankind, Chaff grenades, to spare us that fate (Chaff grenade miracle: 3).
I entered the door through here where I am met with
an awesome reveal of Metal Gear REX in totality. I just love the upwards angle the camera takes as
you initially approach the beast. It really gives you a sense of just how
massive this thing is, not only in physicality but in implication. This is a
world-changing weapon; which is why the explanation for why it’s a world changing weapon is such a disappointment.
See the big military revelation that Metal Gear REX
heralds is the nullification of MAD—mutually assured destruction, the idea that
nuclear powers don’t dare actually fire a nuclear weapon at the other because
it will result in their own annihilation upon the counterattack. Now agree with
this concept or not, it’s safe to say Metal Gear REX’s major technological feat
would put even that consideration at rest. The new type of nuclear warhead that
was being tested is a magnetically fired silent nuke. It uses REX’s rail gun to
fire the warhead at the same velocity, only without any heat or ionic signature
to let any radar system know something was coming. A nuclear walking battle
tank that can fire a nuclear weapon from any location on the planet with
complete indemnity is terrifying and compelling stuff, which is why it’s always
bothered me that its “coming-to-light” is almost thrown in there upon a Codec
conversation with Otacon, while Otacon’s hacking Kenneth Baker’s computer. It’s
just lame, that’s all, especially with such a neat idea. I mean, you could
write a whole movie now about a
weapon that fires silent warheads.
In any case, I climb up and (literally) over the top
of REX to reach the command platform, where I discover Ocelot and Liquid
talking over plans for world domination, including Liquid’s notion to turn
Shadow Moses into the new Outer Heaven, which was Big Boss’s dream fortress
from the first Metal Gear game.
Unbeknownst to me—well, not to poor Snake, anyway—Liquid and Ocelot know I’m standing outside the whole time—including when they talk about the PAL Key, and when Ocelot informs me of its “trick”: the one key is actually all three keys needed to override the nuclear strike! Wow, what a way to…pad out the game.
Unbeknownst to me—well, not to poor Snake, anyway—Liquid and Ocelot know I’m standing outside the whole time—including when they talk about the PAL Key, and when Ocelot informs me of its “trick”: the one key is actually all three keys needed to override the nuclear strike! Wow, what a way to…pad out the game.
Oh, here’s another way to pad out the game: create
an unavoidable alert where Liquid “discovers” my presence and make me “lose”
the key, thereby having to climb all the way down to the bottom of the level to
get it.
Ugh. No, I can’t be that unfair. The reason I lose
the key in-game is, obviously, to enable Liquid and Ocelot to disappear from
the command room before I’m able to climb back up. Still frustrating though,
and oh God, can this part be a nightmare: you see, you’ve basically dropped the
key in some time of caustic sludge that encircles the perimeter of Metal Gear’s
platform in some kind of drainage basin. So you’re forced to walk around said
basin, scorching your lungs from the fumes, burning your skin off in great long
sloughs, and oh yeah, losing your health, until you find the key. Oh, and a
bomb.
DEATH
#3
This one’s going to
require a bit of explaining. Earlier in the game, after you’ve escape from your
imprisonment with the great ketchup ploy and retrieve your equipment, there’s a
bomb nestled in among your items. It’s set for something like 150 seconds, and
if you don’t realize it’s there, Deepthroat calls you and warns you.
Well, in this section,
something similar happens. You pick up a bomb lying randomly in a stream of
toxic waste. I expected to do this. What I forgot is that the time on this bomb is set for a much shorter time frame, something like 25 seconds, and for some reason, no, I don’t know
why, I guess I like living on the edge, I didn’t immediately toss the thing when I picked it up. I mean, why should
I? I have 150 seconds, right?
Sigh.
Death number three, courtesy of player stupidity. At this point it's a running theme.
Mr. E
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