Today, a Kojima-less Konami announced a new installment in the Metal Gear franchise, Metal Gear Survive. Taking place immediately after the events of Metal Gear Solid V: Ground Zeroes, the new game thrusts surviving inhabitants of mother base through wormholes and into an alternate reality full of zombie-like creatures.
Every now and then, we get a year where great games are bountiful and formative. 2011 was great. 2007 was better. 1998 was the best (I’m willing to hear an argument for 2007, but I’m not sure I’m ready to forgive Portal for the flood of puzzle-platformers that followed). 1998 gave us Resident Evil 2, Suikoden II, The Legend of Zelda: Ocarina of Time, Half-Life, Grim Fandango, Baldur’s Gate, Star Craft, Pokemon Red & Blue, Banjo Kazooie, Star Wars: Rogue Squadron, and, of course, Metal Gear Solid.
I’ll get to the the intro credits in a minute, but you touched on something that I suddenly can’t stop thinking about: the scene with Gustava in the sewer. You’re right, it isn’t necessarily cinematic. But as you so terribly put it, it isn’t very gamematic (you won’t be thrown off the site, but there will be some kind of punishment for that one…) either. Time stops for a moment down in the sewer. There is a quiet moment that I couldn’t help but feel on a strange emotional, maybe even physical level. Snake and Gustava slump against the walls as they wait for Madner and the whole scene feels tired and drained. The dialogue itself is fairly forgettable, but the delivery is unlike anything I’ve seen in a game before.
From: Blake Foley To: Sean Gandert Subject: RE: Stop the Operation. Switch off Your MSX at Once. Man, Bioshock’s twist… I really hate that it is THE twist in video games, and I equally hate the popular video game trope that it’s built upon. Bioshock’s twist is a classic “gotcha” that a lot of games […]
Codec Logs is a retrospective Metal Gear letter series by Blake Foley and Sean Gandert. An index of the letters can be found here. From: Sean Gandert To: Blake Foley Subject: Stop the Operation. Switch off Your MSX at Once. Let’s start with the big twist: does Big Boss’s turn at the end of the […]
It is 2015 and I am neck deep in Metal Gear Solid V: The Phantom Pain; a game that is likely the end of an era. Konami might release a Metal Gear Solid 6, but it won’t have series long director, writer, and designer, Hideo Kojima, leading development. You have been asking me over the last few months whether or not I intended to get The Phantom Pain at launch, or even pick it up at all, and I had always expressed reluctance, indifference, and even resistance to the idea. I had my reasons (that is another letter entirely), but those reasons began to lose their hold on me as the game’s release closed in. The franchise has been a huge part of my gaming life, and with Kojima’s departure (removal?) from Konami I began to realize that it would be crazy for me to ignore this final entry in Kojima’s wonderfully ridiculous story. And that is how I got here, 30 hours into Metal Gear Solid V: The Phantom Pain and about to start something bigger.
For Exposition Break’s inaugural series of features, we’ll be taking apart the entire Metal Gear series. Join us as we talk about everything from its gameplay to its sexism, from graphics to story to politics.