Why do I continue to be fascinated by Ground Zeroes?
Kojima Productions keeps walking us through similar missions in the same Cuban black site that Ground Zeroes revolves around, and this time Sean Eyestone tries to rescue Chico from the POW section of the camp at night, in the rain. It’s extremely dry, boring commentary from somebody on the Kojima Production staff. But I still love what I’m seeing. Try watching the video on “mute” and imagine taking your time with the mission while doing the typical Metal Gear habits of a) systematically eliminating all guards after interrogating them, b) stealing as much equipment and supplies as possible. Then imagine turning off “Reflex Mode” and “Tagging” while playing on Hard, and trying to do it as quickly and efficiently as possible.
If you ask me, the real meat and bones of the game looks incredibly compelling. The most exciting feature I saw here? The ability to force guards to call out to their friends! This is actually a feature I’ve thought should be in the game since Metal Gear Solid 3, along with using the enemy’s radio to create false alarms and spread disinformation. I’m extremely glad to see a step in that direction. It’s the kind of depth that I want from the next-gen.
If you enjoy my articles, you will certainly enjoy this deconstruction of Metal Gear Solid 2. Unlike me, he actually puts a hell of a lot of effort into production, going to locations and intricate editing to make it really watchable. I dare say it’s the best video analysis of MGS2 I’ve ever seen from a technical and analytical point of view.
Don’t just watch the video, however, do the guy a favor and spread it around! He deserves major attention from game news sites, forums like NeoGaf, etc. Think about how many shitty fluff pieces get promoted on Destructoid, and then think about how substantial and interesting this is. A true MGS fan will spread the word, just as (Raiden’s cobbled together idealized VR manifestation of) Snake taught us to!
My notes? I think the video could have been improved by having symmetry at the end. It starts off talking about postmodernism, but it ends with the digital age. Bringing up such powerful ideas without paying them off is a tiny bit of a shame. I respect that he doesn’t speculate too much on Kojima’s motivations for the postmodern themes. I love the fact that he deals with the VR theory, which is unforgivably neglected in most reviews and analysis, and I think it’s about time it gets a respectable presentation.
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Thankfully, results have been consistent with my expectations; which is encouraging because it means I’m not totally out of touch with what you guys are interested in. All your suggestions are great, it’s the kind of stuff I’d love to get around to as well, so we’ll see how many of them I can do yet!
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You know, I never really talk about MGS1 or the two old MSX games that came before it. To me, the juicy part of the series (from an analytical point of view) began with MGS2, and I’ve always wanted to do that justice first. But the folks over at BunnyHop have done a pretty great job with their 2 part video critique:
I found myself shrugging pretty frequently when it nitpicks on retroactive continuity choices or points out the unoriginality of the game. While everything they say is true, and although the amount of research done is fantastic, I feel like it was put in there to demonstrate how knowledgeable they were, without much of a point. The final evaluation is positive of course. I suppose the video is more of an explanation than an argument, and by that standard, it’s really helpful and smart!