ACHIEVEMENTS ARE THE ONLY WAY I KNOW WHETHER I’M HAVING FUN. THEY LET ME KNOW WHETHER I’M DOING SOMETHING I ENJOY OR WASTING MY TIME. PLUS HOW CAN I BRAG ABOUT DOING SOMETHING IF IT’S NOT OFFICIALLY VALIDATED AS AN ACHIEVEMENT THAT I UNLOCK?
Behold! The achievements (or are they called trophies? I don’t know) for Metal Gear Solid 4 are almost nigh, and some of them are already listed around the Internet! I wonder what impressive feats these permanent, shiny awards will commemorate? What will I look back on and remember with pride?
Overhead View, Just Like Old Times… – Used overhead view on Shadow Moses Island.
Oh. I’ll just… put that one on the lowest trophy shelf, I guess. Right next to that trophy I got for accidentally inhaling atmosphere one time.
After four years of refusing to stroke your delicate little ego for shooting guys in the crotch, Metal Gear Solid 4: Guns of the Patriots will finally include achievements, this August.
I couldn’t care less about achievements, actually, especially if they’re as boring and straightforward as the ones included in the HD Collection which came out recently. Instead of providing replay value or unique challenges, they simply acknowledge the completion of normal game missions. Hopefully, after four years of waiting, these achievements will be more rewarding.
Much more importantly, this comic will no longer make sense to future generations, because the game will no longer torture players whenever they load a game from a new Act! This laughable feature has infuriated me ever since I first realized the Act installs weren’t permanent and needed to be repeated whenever I tried to replay a previous area. As you can imagine, writing articles and trying to figure out the game’s story by backtracking to specific parts became a nightmare for me.
Select to give the game a full install, and you won’t have to wait between chapters for data to be cached to your system’s hard disc. This lengthy caching, which was accompanied by an image of Solid Snake smoking, was a major complaint by players.
I don’t know when Kojima Productions learned that the “full install” feature was possible for the game, but it doesn’t matter — nothing excuses such terrible, backwards game design in the first place, and this is too little, too late. MGS games have always been leaders of pushing console tech, making use of every feature the system has to offer. To sink to the lowest depths of shoddy workmanship with some half-assed endless re-installation scheme, was really underwhelming no matter which way you sliced it.
At this year’s very boring GDC, Valve employee Joe Ludwig discussed something a little interesting: how going “Free to Play” with Team Fortress 2 exploded their company’s income.
That’s the graph, showing how revenue quadrupled thanks to the “Mannconomy” in which players craft, trade, and purchase individual items introduced by Valve and/or the community itself. It was so profitable, he says that Team Fortress 2 would always have been free, if Valve had known how successful the business model would have been. (via IGN)
I’ve done some comparisons between Metal Gear Online and Team Fortress 2 before the “Mannconomy”, and I find it interesting how things have changed since then. MGO is shutting down its servers in June, while Team Fortress 2 is raking in money by becoming free. This is how it should be, of course.
[Note: I felt like these videos didn’t stay at the top of this site for long enough, so I’m making it sticky for now. Newer stuff is below it.]
It’s a three-part video, which for some reason uses a Veoh in the second part, but just make sure you watch it and enjoy. It’s by a Bulgarian dude or something, but I couldn’t stop laughing as I watched it. As far as I’m concerned there could be another 50 minutes of this.
I failed to mention it before, but MGS4: Sold Out part 1 has been updated for your enjoyment. Click onwards: here’s the link.
Also, I’m planning on writing a new MGS4: Sold Out article in the near future, so look forward to that.
(This article has been updated on May 31, 2011 for your enjoyment)
PART 2: War is Routine
Old Snake: War has changed. It’s no longer about nations, ideologies, or ethnicity. It’s an endless series of proxy battles fought by mercenaries and machines. War – and its consumption of life – has become a well-oiled machine.
When the first game trailers were being shown, it was a shock for many to see that the setting of Metal Gear Solid 4 was the Middle East, and more shocking yet to hear the commentary of Snake about war being “routine”. What could such a thing mean? It wasn’t the same stylish, “cool” Metal Gear world we had seen before: it was desolation and massacre for no good reason. For literally the first time ever, there was no enemy stronghold to infiltrate, no big scary dude with a Metal Gear threatening the world. Indeed, we were sneaking into an actual battlefield, a neutral agent passing through somebody else’s pointless war. Why would Kojima break his successful formula for something as bleak and complex as that?
This article has been updated on June 7, 2011 for your enjoyment.
In the previous articles, The Long, Dark Path to Metal Gear Solid 4, and Kojima VS MGS4, we looked at how Kojima’s relationship with the Metal Gear series became dysfunctional leading up to the development of Guns of the Patriots by things such as stubborn fan expectations, lack of appreciation, and outright hostility. We also studied the pre-release indicators that Kojima did not like MGS4. In this article we will look for in-game evidence that Hideo Kojima not only decided to undermine the series with the game, but communicate his own plight in its subtext.