Obviously Jim Sterling is not an expert on the inner workings of Konami, but I found this to be an interesting take on the overall changes happening at Konami right now. He doesn’t focus too much on Kojimagate, but he does lend credibility to the idea that the company might just be stupid enough to burn that bridge in the worst ways:
In the nerdy cloisters of the Metal Gear community there’s always been debate over which of the games in the series are considered “canon”, “main series”, “spinoff”, and so on. Like religious texts, the games have been given various tiers of dogmatic importance, citing interviews, timelines, box sets, and everything else that might hint at what we’re officially allowed to enjoy. Or something. It certainly affected my score of Rising.
Kojima has always been evasive about this, because it’s bad for business to drop a game from the official mythology of the series. It instantly goes from being gospel doctrine to apocryphal stories, so-to-speak. But now Kojima is finally being clear, in an interview with IGN:
“I always say ‘this will be my last Metal Gear,'” Kojima said, “but the games in the series that I’ve personally designed and produced — Metal Gear on MSX, MG2, MGS1, 2, 3, 4, Peace Walker, and now MGSV — are what constitute a single ‘Metal Gear Saga.’ With MGSV, I’m finally closing the loop on that saga. In that sense, this will be the final ‘Metal Gear Solid,'” Kojima continued. “Even if the ‘Metal Gear’ franchise continues, this is the last ‘Metal Gear.'””
Is it arguable that games like Ghost Babel, Portable Ops or Metal Gear Rising don’t have to be part of what Kojima calls “a single ‘Metal Gear Saga'” for them to still be considered “canon”? He doesn’t use the word canon in the interview, but if you really listen to what he’s saying, if MGSV is going to be “the last Metal Gear” simply because Kojima won’t be designing and producing future games, then by definition this makes any non-Kojima game a non-Metal Gear game.
The debates will surely rage on, but with a specific list of 8 games named by Kojima that constitute the definitive Metal Gear Saga, that debate is pointless.
It doesn’t really get any better than this. Kojima has given us lots of new information and video, including the African jungle location, an AI buddy system, a pet wolf, and the return of the most iconic outfit in the Metal Gear series. It’s glorious.
We learned that Quiet has ridiculous abilities, including the ability to turn invisible, move at supersonic speeds, and perhaps phase out of existence altogether judging by the way she simply shed those handcuffs back at Mother Base. Whatever her powers, the most shocking revelation of all was that depending on how you play, you might not meet her at all! What kind of game is The Phantom Pain going to be, if the main female character is optional content?
Nothing could surpass the introduction of a new character, however, in the form of “D.D.” — an adopted wolf-dog who eventually grows into a badass companion for war.
The gameplay itself is what fascinated me, however. Big Boss can equip different prosthetic arms, which allow him to electroshock enemies, smash the ground for wide-radius sonar tracking of creatures, and the ability to climb cracks in walls. He rides into the jungle on a helicopter, and apparently can jump out whenever he wants, which is dangerously close to my fantasy of being able to parachute down to locations as Big Boss freely.
The buddy system is designed to give players a strong incentive to maintain relationships with his comrades (in order to unlock better powers), find new characters to befriend, and basically not become a brooding lone psychopath in the middle of nowhere. The fact that these are optional means that players will have to be vigilant, and get even more attached to characters whose fates are extremely unknown (ie. they don’t appear in future titles!)
We also got a new Silent Hills concept video, which is disturbing. Apparently its what Kojima and Del Toro discussed for the direction of the game, and it was made by just a small handful of artists at Konami using the Fox Engine. There’s been a lot of positive reaction to it, but I’ve also noticed some complaints that it’s not very moody or eerie, but more of a parade of insanity. It’s kind of interesting how big of a difference there is between a playable experience like P.T. and simply watching a video of something scary. When you’re playing, turning a corner is a terrifying risk. You almost don’t want to proceed, because you don’t know if you can handle what’s there. It’s stressful. A video like this simply can’t deliver that gruesome tension, where you control the pace.
It’s good to see that they are running with the series’ themes of sexualized horror, mingled with childlike innocence, and dark filth.
In case you don’t follow Threedogg on Twitter, I’ll give you a link to what he said here. Kojima recently discussed the theme of Race, and how it relates to Skull Face, the X-ray theme of the marketing, and more.
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