Social Credit and Biometrics

In my article The Master Plan B: Imploding Reality I argue that today’s “Clown World” of depravity, outrage, and hysteria is actually a big distraction. Distracting from what? A horrific future of technocracy, where social engineering reaches a whole new level of sophistication.

This video by Amazing Polly is a great discussion of where things are leading. If you don’t know about the role of biometrics (face-scanning linked to all your government records and financial accounts) and how “social credit” really works, you will get a taste of it here.


UPDATED: Death Stranding tries (and fails) to shrug off labels

Hideo Kojima has once again taken to Twitter to defend Death Stranding as a new genre of game, impossible to categorize into existing terms. This hasn’t gone very smoothly.

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My Thoughts on Death Stranding Release Date Trailer

Sony uploaded the trailer May 29, 2019

I was pleasantly surprised by the Death Stranding trailer released today because it finally established in more clear terms what the main plot and game structure will be about, and showed off more genuine gameplay, including gunfights, fight fights, and motorcycle riding. If Kojima had continued to delay and tease without revealing the core of the game, it would have been a massive red flag for me, and a sign that the game itself isn’t worth advertising. Unlike Metal Gear Solid games, Death Stranding has no established fan base or legacy to fall back on, so it needs to attract people. This trailer showed that they have confidence in the core game, if nothing else.

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My Metal Gear Mondays Podcast Interview!

Their website is beautiful and functional. Check it out there!

Howdy folks! Believe it or not, I was recently invited to be a guest on the hottest Metal Gear podcast in the world, Metal Gear Mondays, and it went fantastically. The whole thing is about The Kojima Code, and we had a blast for several hours and had plenty of laughs. They had great questions, and I felt like they were cut from the same cloth as my dear readers, so I really expect you’ll enjoy it.

Check it out right now, and listen to their special book review episode too! I’m very thankful to them for shining a spotlight on my work, and I was delighted to find out that one of the hosts was a huge fan of my site since he was in high school! Crazy how that works, isn’t it?

Listen to the episodes…

And to the book review episode:

The VR Fact

Despite what you may have heard, it is no longer disputable that the Big Shell chapter of Metal Gear Solid 2‘s story was a computer simulation from beginning to end. The whole scenario of Raiden on the Big Shell was a VR mission. This isn’t a theory, but a fact. It has been a fact since 2002 when Hideo Kojima directly stated in this interview:

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Lowering The Bar (Guest Article)

This article was written by Jack Wade, who contacted me by email. Since I’ve written a whole book studying the careful forethought given to MGS2’s polarizing writing and design choices I find it invigorating to see a good old fashioned trashing of the man behind the legend. Although Jack clearly hasn’t read my book, which accounts for many of the strange disparities he points out about MGS2’s development, he makes a compelling case for not accepting Kojima as some literary genius — especially in the vein of the usual fanbase, who all seem to have blinders on when discussing the series. He casts doubt on the purported complexity behind it all. Since first proposing the VR Theory and fleshing out the metanarrative analysis of the series, I’ve watched the community slowly absorb the positive ideas I put forward about Kojima, but reject the unflattering side of the analysis. They don’t debate it, they just reject things they don’t want to hear. Ironic, of course. I much prefer people like Jack Wade, willing to step up and make the discussion more interesting.


There is no such thing as a clean and simple discussion of the Metal Gear series and it is the fault of a singular entry within it. Metal Gear Solid 2 had some of the most jarring idiosyncrasies, not just in its own world, but among fans of the franchise. If Metal Gear just skipped over MGS2, tweaked MGS4 to match the changes, and then proceeded normally, it would be another unremarkable series with a very high bar set by its opening iteration that just gets worse over time much like Deus Ex or StarCraft.

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First Impression: Octopath Traveler

Few games have caught my attention the way that Octopath Traveler did when it was announced. Coming from any other studio, for any other system, it may have been different. But a Square Enix RPG exclusively for the Nintendo Switch sounds to me like the Promised Land I was hoping we would see. The best case scenario for the Switch is exactly this: a blurring of console and handheld, where scale and scope don’t matter nearly as much as variety and purpose. From the moment you see it, Octopath Traveler assures you that the Switch will uphold Nintendo’s tradition of supporting colorful, unique, mid-sized games (mostly from Japan) that would be lost in the shuffle if they were released on a regular console. Yes you can have Xenoblade Chronicles 2 for the Switch in all of its 3D glory, but you can also have a text-menu-sprite-turn-and-grind JRPG that feels like the 1990’s again. These kinds of games don’t need to break the mold. They need to satisfy an appetite that very few people are catering to.

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