Many years ago now, my friend Wade and I watched through the anime Serial Experiments Lain in two
sittings. We meant to watch it in one,
but at a certain point it got to be too heavy, too dense, and I had to call a time-out that wound up going for the rest
of the evening, and we finished up the next night. It was one of the last anime I watched for
the first time before I left for the Army, so this would have been in either
the late summer or the fall of 2000.
There’s a lot that Lain chooses
not to explain about its story, its meaning, or its message. Maybe that’s just a consequence of its
economy. It’s only 13 episodes long, and
it has a lot of ground to cover. But a
lot of the time, honestly, it feels like that’s all by design. At any rate, the explanations in Lain are there, but the story doesn’t go
out of its way to explain them to you. It
doesn’t come right out and say
anything. It gives you facts as the
story moves forward, and expects you to put them together as it goes. For Wade, none of this was new. He’d seen it before, and so a lot of things
made more sense to him than to me.
Having seen the ending, he knew what to watch for, knew the clues as
soon as he saw them. My own
understanding was much less complete.
“Was there anything you didn’t understand?” he asked. I said no, I understood it, more or
less. There were lots of things I was
uncertain about, or would be hard-pressed to explain, but I got a sense of the
wholeness and the solidity of it. It was
a mystery, but it made sense. Its parts
seemed to fit together and move against each other correctly to do whatever it
was that it was doing, while still retaining a nice sense of the unknown
(though not necessarily the unknowable).
We talked about it for several hours into the night, which became the
morning, and our conversations would drift back to it later on as well. I sort of gradually pieced together a better
understanding of the story until I eventually felt like I “got” it, but I was still
left grasping for words, should anyone ever have asked what it all meant, and how.
I didn’t really have a way to explain this feeling, and then one day,
reading Neil Gaiman’s The Sandman, I
did.
There’s a point in the sixth volume, Fables and Reflections, where Abel explains the reason – the real reason – why a collective of rooks
is called a parliament. As the keeper of
secrets, it’s the sort of thing he knows.
His elder brother, Cain, berates him for this with all his usual fury:
"I keep telling you: It’s the mystery that endures. Not the explanation. A good mystery can last forever. The mysterious corpse has a magic all its own. Nobody really cares who-done-it. They’ll peck you to pieces if you tell them, little brother."
While saying all this, he murders Abel.
This being The Sandman,
though, that’s perfectly normal. After
all, this is Cain and Abel.
It’s what they do.
Before this, it was a thing I understood in a strange and inarticulate
way, in that odd basement place we all have in our heads, which is older and
simpler than higher functions like articulation. Things are simply known in that part of the brain, without reference to logic or
explanation or reason. The ideas are
just there. They just exist.
It’s cold and reptilian and binary there; things are either certain or
nonexistent. It’s where feelings stand
in for facts, and intuition runs through it.
It isn’t always right, but it is terrifyingly exact.
I would argue with Cain’s point – carefully, politely, and over a great
distance (preferably by phone) – in one respect. If you’re the one solving the mystery,
there’s a great sense of satisfaction in knowing the explanation. Watching
it be solved, though, can be pretty disappointing. Simply being handed the answers can get
downright dreary and tedious. In those
cases, I would be inclined to agree with Cain.
The wondering is almost always better than the knowing.
Which is, in large part, most of the problem I have with Metal Gear Solid 4: Guns of the Patriots.
* * *
Before we talk about the problems, let’s at least talk about all the
things Metal Gear Solid 4 gets
right.
Guns of the Patriots was one
of the first games that sold me on the PlayStation3, probably the first. The others were The Last Guardian (which, frustratingly, has yet to materialize,
and the chances of this changing any time before the heat death of the universe
are getting ever more remote) and Demon’s
Souls. By this point, I didn’t need
to see any screenshots or videos (though I did see a few). I was good and hooked on the series at that
point. Knowing the next Metal Gear Solid, whatever it was going
to be, was going to be a PS3 exclusive was enough. If it had been on the Xbox 360 instead, I
probably would have bought one of those a lot sooner than 2012.
In fact, not only did I not need to know much about the game before
buying it, I didn’t want to. I actively steered clear of the hype as much
as I could. The bait-and-switch trickery
Hideo Kojima worked with the hero of Metal
Gear Solid 2 didn’t bother me much, but I went into that game knowing very
little about it. Part of that is down to the screwed-up way I got
into the series, alternating sessions between Metal Gear Solid and Metal
Gear Solid 2 until I got far enough in the second one to realize I was
expected to have a good working knowledge of the story in the first. My expectations for Metal Gear Solid 3 were basically nonexistent, beyond knowing that
much of the action took place in the wilderness, and that avoiding detection
was going to be harder.
All I knew about Metal Gear
Solid 4 going in was that much of the game took place in actual warzones,
and that avoiding detection would be harder still.
This much, at least, is generally true.
Avoiding notice is less about observing the routines of patrols in the
area and finding a good spot to hide in, and more about furtive lurking in
shadows, constantly dodging from place to place, never staying in one place for
too long for fear of being spotted there by either
of the hostile factions. But this is
hardly the only thing that’s been changed.
The controls have been overhauled in Guns of the Patriots. The
previous two games largely just built on the control scheme of the original Metal Gear Solid, adding more
capabilities by way of ever more esoteric button combinations. While there was a lot you could conceivably
do, doing much of it could be a
tremendous pain. I mean, I was able to
get through the game with little trouble, but as the controls got decreasingly
intuitive, I hit a point where I might try to do something like, say, hold an
enemy at gunpoint to get information from him, but I had to struggle to
remember the exact combination of what I had to do and how I had to do it, and
I finally would just say, “oh, fuck it, never mind” and just shoot the guy.
I’m not an idiot (or so I keep being told), but games get frustrating
when I have to think much about how to make the character do something. It’s one thing to think “How do I sneak up to
that hill?” in the sense of what actions need to be taken, in what order, with
what timing. It’s another thing to have
to consider the various button combinations that need to be pressed to do a
particular thing that seems simple on
paper, and to have to recall this process every time. I don’t like having to think about individual
button combos to make my character move or act.
It’s one thing for the controls to be difficult at the beginning. But past that point, they should be intuitive
enough that they become reflexive. I
should be able to think, “I want to do this thing,” and I already know how to
make the character do it. And there are
certain (thankfully optional) actions in Metal
Gear Solid 2 and 3 that require
a certain tedious amount of thought.
So when Guns of the Patriots
revamped the control scheme to fall more in line with what we expect from, say,
a twin-stick third-person shooter, the difference was much appreciated. Initially confusing, granted, given my
experience with the series up to that point.
But much appreciated. For the
first time, it felt really intuitive. A
lot of the commands were made context-sensitive, also, which helped quite a
bit.
The game also looks gorgeous. I
don’t recall if it was Kojima’s stated intent to show off the capabilities of
the PS3, but it might as well have been.
Even today, there are PS3 games that don’t look as good as Guns of the Patriots. This was one of the first games I ever played
(the other was Mass Effect) that
demonstrated just how much of a jump it was, going into the first HD generation
of consoles. Here we are in 2015, the
twilight of the PS3’s life, and quite frankly there are still games coming out for the system that don’t look this good.
Of course, this is something of a double-edged sword. It isn’t actually
impossible to play the game on a standard-definition TV. I know this because my first time through,
that’s how I played it. When it comes to
on-screen text (usually text telling you what weapons you’re picking up, how
much ammo you have, etc.) that you’ll have to resign yourself to missing. Much of it is plainly unreadable on an SD
set. A certain amount of managing your resources
becomes educated guesswork. Thankfully,
all the important stuff is still satisfactorily visible.
The mechanics and structure manage to keep the game fresh. Rather than have a single large area in which
the game takes place like Metal Gear
Solid or Metal Gear Solid 3, or
most of Metal Gear Solid 2, Guns of the Patriots takes place in
five acts. Each act is a self-contained
environment with its own mission, and is actually fairly linear. But even compared to the previous games’
tendency to give you a huge environment and just let you go in it (albeit with
some direction), Guns of the Patriots’s
linearity is actually something of a boon.
The pace of the game is different.
There are very few places to hide for more than a few moments, and it’s
like Snake Eater in that sense, but
with the important distinction that at least in Snake Eater you had the
distance inherent to wide-open wilderness spaces on your side. You could wait for enemies from a way off,
trick them into poisoning themselves, use the environment against them. Guns
of the Patriots sees you often in more cramped urban environments. You constantly need to be on the move. There is little hope in staying put; a given
spot is typically only safe because the enemies happen not to be looking there
at the moment.
The level of stress ramps up accordingly. You tend to feel sort of beleaguered after a
while, harried and harassed. Being
pushed forward is almost a blessing.
Guns of the Patriots also
tends to feature more set-piece encounters and gimmicks. The second act features a lengthy section
where you’re barreling across the landscape in an armored vehicle firing a
mounted machine gun at gekkos (these are basically sort of like robotic,
autonomous mini-Metal Gears, part machine, part synthetic biology, without the
nuclear launch capability). Later on,
you’re shoving your way through a crowd, all need for stealth thrown to the
winds in the mad rush simply to escape.
Later still, you’re sneaking through a city in Eastern Europe that’s
been put under martial law. You’re out
after curfew, trying to locate members of a resistance movement, and remain
undetected both by the resistance and the soldiers. And so it goes.
In short Guns of the Patriots
goes out of its way to ensure that the act of playing the game is thoroughly
enjoyable. If the story surrounding the
game weren’t so lamentably told, I wouldn’t even have a problem.
* * *
Before I start talking about its problems, I do want to clarify that,
on the whole, I like the story of Metal
Gear Solid 4. Or at least, I like
the idea of it. Despite the way I’ve
been alluding to it this whole time, it isn’t
actually a complete shit-show.
In the main, the story of Guns
of the Patriots is one of endings.
There is a subtle sense all throughout the game that, although neither
you nor the characters are sure of when or where or how, the forces that have
been moving and shaping the story of Metal
Gear Solid are coming into a kind of final state. There have been many feints, many dodges,
many decisive blows struck by one side or the other, but the final move is not
just coming. Not just coming, but
imminent. There is a sense of
desperation, of urgency, of a mad scramble to expose the conspiracy once and
for all, before it’s somehow too late.
There is a feeling that you’re always just a half-step behind the enemy,
one twist or turn of the plot away from pulling down the whole façade.
And like all endings, there is the bittersweet sense of wishing
farewell to an idea, a group of people and a place who meant something to you,
and now all of them are going away, perhaps for good. It seems strange to say it, given the
high-octane cynicism that runs through much of the overall Metal Gear Solid story. And
when the characterizations get a little unbelievable – when Snake and Otacon
look at each other in confusion about the finer points of frying an egg,
because apparently having a Y chromosome and a penis makes cooking impossible
for any group of grown men, or something – you kind of just shake your head and
go “Oh, well.”
To be honest, very few of these people would be fun to be around. Otacon’s indecisive to a fault, and a
borderline doormat. Snake’s a miserable old bastard (admittedly, he’s
miserable at least in part due to his being
old well before his time, but he had other issues well before that). And yet, you sympathize anyway, because when
it comes to games, that’s part of what’s great about them, and also a little
unfair. Before you judge someone, so the
saying goes, you should walk a mile in their shoes. And we’ve walked (and crawled, and fought)
for God knows how far in Snake’s shoes already.
So when we watch him throw his hacking, wheezing, sometimes barely
ambulatory body into the thick of it once more, it does hurt a little.
The story does overdo it a bit with the melodrama, though. Between the shady arms dealer monologue-ing
about each member of the Beauty and Beast Corps (who serve as the game’s
bosses, and take certain thematic queues from previous games’ boss enemies and
encounters), and about how they were driven to their mad obsession with war,
and the out-of-nowhere revelation that one character from a prior game has
cancer, and will die of it very soon (as in, within minutes) without so much as
a hint of foreshadowing, it all feels more than a little ham-handed. You get the distinct impression that Hideo
Kojima was reaching as far as he could, to inject as much feeling into the
story as possible at every turn, and to demonstrate the human cost of war,
while forgetting occasionally that some justification is necessary.
It’s tempting, thinking about this, to say that even if it’s a bit too
much, well… Metal Gear Solid has always been a bit too much. It’s always been a little like what might
happen if you stripped all the superficial and outright silliness out of G.I.
Joe, while still leaving in all the fantastical nonsense, and then piled on
layer after layer of grimness and darkness in the name of “grit” and
“realism”. In some ways, Guns of the Patriots is just the
logical extension of all of that. It’s
doing what Metal Gear Solid has
always done, only more and bigger.
But even with something that’s normally over the top in the first
place, you can go too far. The action
scenes seem to borrow from the worst excesses of the fight choreography seen in
Metal Gear Solid: The Twin Snakes (a
Gamecube-only remake of Metal Gear Solid).
Still, there’s something very satisfying in watching plot threads laid
down years ago finally coming together.
In seeing old characters and old ideas resurface with new purpose and
new meaning. In watching all these
wildly disparate elements come together to form a single, unified whole.
It’s a shame it wasn’t better handled.
But then, we were talking about ham-handedness…
* * *
I’m not the first person to make this comparison, but if the shoe fits… When it comes to the plot of Guns of the Patriots, it honestly feels
like Kojima wrote down a giant, comprehensive list titled “Questions Currently Unanswered
in Metal Gear Solid”. And then, one by
one, he proceeded to answer those questions.
When he was done, he looked up with grim determination and began to plot
what sort of story could contain all those answers.
Okay, in fairness, it’s probably not quite that dire. And Guns of the Patriots is, in pretty much
every other respect, a really excellent game.
But it’s too obsessed with giving straight and frightfully granular
answers to a lot of previously unanswered questions that were frankly more
interesting as questions, in the
unanswered state.
There are seemingly endless amounts of cutscenes (which, themselves,
feel like they might go on forever if this weren’t classified as a game and
therefore it’s required that the player be allowed actually to play now and again) devoted to pulling
back the curtain, again and again, and explaining every question, every
niggling little inconsistency in the finer details that most of us probably
even didn’t remember until the game went out of its way to bring it up just to
answer it.
For instance: All the way back in the original Metal Gear Solid, Vulcan Raven tell Snake that he knows Snake is
partly Japanese. Yet Snake is cloned
from Big Boss, whose ethnic background, while not gone over in any real detail,
seems to be pretty definitively white all around. So Guns
of the Patriots goes out of its way to explain that Snake’s surrogate
mother was Japanese. On the one hand, I
can understand the need to have all the parts of the whole fit together. I’m at least obsessive-compulsive enough to
understand the almost physical feeling of discomfort when something’s out of
place and you know it’s out of
place. Once you see it, you have to fix
it. You just do. You’ll hate it because it’s a tremendous pain
in the ass and because there’s no fun in it.
There’s joy in the act of creation, but there’s rarely any to be found
in fixing a stupid mistake you made while
creating. But even though you’ll grit
your teeth and roll your eyes and mutter obscenities under your breath, you’ll
do it, because the alternative is to have that one error sticking out,
practically laughing at you. It doesn’t
matter if nobody else notices it, either.
You’ll know.
And honestly, I feel sometimes like that’s the real root of the problem
in the storytelling of Guns of the Patriots. It feels at times as if the overriding
sentiment was “Let’s just get the fucking thing done, okay?” Hideo Kojima
has said at various times that he wants to stop making games in this series – I
may have mentioned this before – but it seems that this sentiment comes through
most clearly in Metal Gear Solid 4. Some of the story sequences are
rock-solid. Some of them – usually the
ones expounding on some tiresome bit of backstory or series lore – are little
more than abstract or symbolic graphics accompanying lengthy lectures on the
topic of the moment, and embody the worst excesses of Kojima’s style of
storytelling. There is occasionally
almost a documentary feel to the proceedings, the most hands-off approach
possible in a medium that is intrinsically hands-on.
And yet, you can’t really skip this stuff, either. I mean, you can, technically, but you shouldn’t. It’s really part of the overall
experience. The story is almost
practically divorced from the act of playing the game in most senses. Without all the exposition, the actual
playable sections would, taken by themselves, constitute the most disjointed
and bizarre story.
And that’s really my main gripe with the story of Guns of the Patriots. It’s exciting
and entertaining to be made to work for the answers, but boring to be simply given them. And to be grabbed by the collar and have one’s
face mashed into them, well, that gets to be galling. And all the while, the story slaloms back and
forth between pure, dry exposition that feels almost like a souped-up PowerPoint
presentation, and raw, unfettered batshit-crazy spectacle the likes of which Jerry Bruckheimer can only dream.
So: Guns of the Patriots. At its worst, it’s disappointing and somewhat
tedious, but the tedious bits aren’t really offensive because they require no
effort. They’re completely passive. You really just sit through them. And at least the acting involved is some of
the best in the industry. At its best,
it is sincerely masterful.
* * *
So… Versions and release
history.
Metal Gear Solid 4: Guns of the
Patriots was originally released in 2008 for the PS3. At the time, it featured its own version of Metal Gear Online. This feature has since been taken offline,
and Konami patched the game to remove the option to select Metal Gear Online from the game’s main menu. Metal
Gear Solid 4 is also part of the package Metal Gear Solid: The Legacy Collection, which is a PS3 exclusive,
and the version of Metal Gear Solid 4
that comes in this package already has the option for Metal Gear Online removed.
In all likelihood, this is the last we’ll be seeing of Solid
Snake. The other main Metal Gear Solid games, Metal Gear Solid: Portable Ops and Metal Gear Solid: Peace Walker star Big
Boss in the cold war era, as does Metal
Gear Solid V: Ground Zeroes and the upcoming Metal Gear Solid V: The Phantom Pain. There are the Metal Gear Ac!d games for the PSP also, but while they feature
Solid Snake, they’re card-based games of some sort, which means I’ve had little
to no interest in them beyond general curiosity.
Chronologically, there’s a Metal Gear story set after Guns of the Patriots, titled Metal Gear Rising: Revengeance, but it
stars Raiden exclusively (to the best of my knowledge, anyway; I haven’t really
dug into it, but I figure if there was a surprise cameo by Solid Snake, I’d
have heard about that by now), and Revengeance
doesn’t seem to really involve itself with the themes present in the larger
series, and was in fact developed by a different studio altogether.