Dear Escapist friends,
Death Stranding 2: On the Beach, the sequel to Hideo Kojima's first game following his separation from long time publisher Konami is due to release in almost exactly a month. It currently stands as my most anticipated game this year so I thought as a lead up to its release it would be fun to look back on Kojimas history in the open world genre.
Why only his open world games, you ask? Well, for one because if I wanted to cover his entire library I would have needed to start this thread way sooner. But also because his design philosophy has, if not done a 180, at least pivoted significantly after Metal Gear Solid 4. Which probably begs some elaboration.
Introduction: How We Got Here
The former half of Hideo Kojima's career as a writer and director of video games, including, among some smaller projects Snatcher, Policenauts and, most famously, most of the Metal Gear series was dominated by linear, relatively short games heavy on bespoke setpieces, cinematics and exposition. And that's the ones that weren't actual visual novels. Which isn't to say that they had nothing going for them mechanically, but compared to the other big trailblazers in the stealth action genre like Splinter Cell or Thief they were less concerned with expanding on their core gameplay than presenting the player with individual sequences that usually utilize the games core mechanics but feel more like one off "scenes" which are over with once you're done with them. You know. The sequence where you fight a tank. The sequence where you cross a minefield. The sequence where you fight of a group of guards assaulting you in an elevator. The sequence where you cover someone with a sniper rifle. The sequence where you disguise yourself as Raiden's Russian grandpa. They emphasize a variety of different experiences over building up a core gameplay framework. There is a core gameplay loop of stealth but more than anything it serves a connective tissue between gameplay setpieces and plot beats.
This school of game design worked out well for the series up to a point. That point, of course, being Metal Gear Solid 4: Guns of the Patriots. A game that, in my humble opinion, still stands as the single lowest point of Kojima's career. Detractors like to accuse Kojima of making movies, not games and I'm fairly sure that MGS4 is the primary reason for that. Having written himself into a corner after intending to leave the Metal Gear series on a cliffhanger after MGS2, Guns of the Patriots is a desperate and messy attempt to to bring some sort of conclusion to a story that had gotten increasingly lost in its own mythology, a mythology that was starting to overshadow the social commentary and sharp speculative science-fiction writing that had become the series backbone. How did it try to do so? By going all in on story over gameplay.
The Metal Gear series, at that point, had already become notorious for its long cutscenes. I don't think having long cutscenes is exactly MGS 4's problem. Its problem is that the gameplay sequences between those cutscenes had gotten too short. Now, let me tell you my experience with Metal Gear Solid 4 and what I imagine was broadly a lot of people's experience with it.
MGS 4 came out on the PS3. Before the PS3 I never owned a Sony console. Accordingly, I had never played a Metal Gear game before, making MGS 4 my first one. Was it my fault for thinking it'd be a good idea to get into a series at its fourth installment? Yes, but at that point I was mostly unfamiliar with the Metal Gear series legacy and picked up the game thinking it would basically be like Splinter Cell. What I'm saying is, me and Kojima really started off on the wrong foot. What I got was a game that seemed to consist to more than 50% of cinematics and exposition about a story I only ever got the cliffnotes version of through its recap option, attempts to appeal to a nostalgia for the series I didn't have and a couple of disconnected gameplay sequences that were mechanically solid but barely ever seemed to go on for more than 20 minutes a piece.
At that point my impressions of the Metal Gear series and Kojima as a director was mostly in accord with those of his worst critics: Japanese David Cage. A director whose idea of a game is a series of cinematics of people talking about stuff only he cares about with the gameplay being an afterthought.
I later went back to actually play the MGS series from the beginning and I realized that Guns of the Patriots wasn't exactly representative but I figure for many people who had a similar experience the damage had been done.
Now, Hideo Kojima is not a guy who usually talks about his regrets and I don't know how he looks back on Metal Gear Solid 4 but going by everything he's made since, it seems obvious that he felt like he had to reconsider his approach to game design from the ground up. Whether you like MGS 4 or not, you will have to acknowledge that nothing Kojima has made since was anything like it. While he didn't, by any means, abandon his proclivity for long cinematics and dense exposition, in practically all of his subsequent games those are seperated by long stretches of uninterrupted, mechanics driven gameplay.
And that brings us to this threads actual topic: it's meant to serve as a look back on the games Kojima has made since. What has changed and what has remained the same and of course, how it affected his writing and direction. This thread will focus on Metal Gear Solid V: The Phantom Pain and Death Stranding 1 and, well hopefully seemlessly transition into an opportunity for me to post my impressions on Death Stranding 2 as I'm playing it.
So, we'll talk Phantom Pain next. Stay tuned!
Death Stranding 2: On the Beach, the sequel to Hideo Kojima's first game following his separation from long time publisher Konami is due to release in almost exactly a month. It currently stands as my most anticipated game this year so I thought as a lead up to its release it would be fun to look back on Kojimas history in the open world genre.
Why only his open world games, you ask? Well, for one because if I wanted to cover his entire library I would have needed to start this thread way sooner. But also because his design philosophy has, if not done a 180, at least pivoted significantly after Metal Gear Solid 4. Which probably begs some elaboration.
Introduction: How We Got Here
The former half of Hideo Kojima's career as a writer and director of video games, including, among some smaller projects Snatcher, Policenauts and, most famously, most of the Metal Gear series was dominated by linear, relatively short games heavy on bespoke setpieces, cinematics and exposition. And that's the ones that weren't actual visual novels. Which isn't to say that they had nothing going for them mechanically, but compared to the other big trailblazers in the stealth action genre like Splinter Cell or Thief they were less concerned with expanding on their core gameplay than presenting the player with individual sequences that usually utilize the games core mechanics but feel more like one off "scenes" which are over with once you're done with them. You know. The sequence where you fight a tank. The sequence where you cross a minefield. The sequence where you fight of a group of guards assaulting you in an elevator. The sequence where you cover someone with a sniper rifle. The sequence where you disguise yourself as Raiden's Russian grandpa. They emphasize a variety of different experiences over building up a core gameplay framework. There is a core gameplay loop of stealth but more than anything it serves a connective tissue between gameplay setpieces and plot beats.
This school of game design worked out well for the series up to a point. That point, of course, being Metal Gear Solid 4: Guns of the Patriots. A game that, in my humble opinion, still stands as the single lowest point of Kojima's career. Detractors like to accuse Kojima of making movies, not games and I'm fairly sure that MGS4 is the primary reason for that. Having written himself into a corner after intending to leave the Metal Gear series on a cliffhanger after MGS2, Guns of the Patriots is a desperate and messy attempt to to bring some sort of conclusion to a story that had gotten increasingly lost in its own mythology, a mythology that was starting to overshadow the social commentary and sharp speculative science-fiction writing that had become the series backbone. How did it try to do so? By going all in on story over gameplay.
The Metal Gear series, at that point, had already become notorious for its long cutscenes. I don't think having long cutscenes is exactly MGS 4's problem. Its problem is that the gameplay sequences between those cutscenes had gotten too short. Now, let me tell you my experience with Metal Gear Solid 4 and what I imagine was broadly a lot of people's experience with it.
MGS 4 came out on the PS3. Before the PS3 I never owned a Sony console. Accordingly, I had never played a Metal Gear game before, making MGS 4 my first one. Was it my fault for thinking it'd be a good idea to get into a series at its fourth installment? Yes, but at that point I was mostly unfamiliar with the Metal Gear series legacy and picked up the game thinking it would basically be like Splinter Cell. What I'm saying is, me and Kojima really started off on the wrong foot. What I got was a game that seemed to consist to more than 50% of cinematics and exposition about a story I only ever got the cliffnotes version of through its recap option, attempts to appeal to a nostalgia for the series I didn't have and a couple of disconnected gameplay sequences that were mechanically solid but barely ever seemed to go on for more than 20 minutes a piece.
At that point my impressions of the Metal Gear series and Kojima as a director was mostly in accord with those of his worst critics: Japanese David Cage. A director whose idea of a game is a series of cinematics of people talking about stuff only he cares about with the gameplay being an afterthought.
I later went back to actually play the MGS series from the beginning and I realized that Guns of the Patriots wasn't exactly representative but I figure for many people who had a similar experience the damage had been done.
Now, Hideo Kojima is not a guy who usually talks about his regrets and I don't know how he looks back on Metal Gear Solid 4 but going by everything he's made since, it seems obvious that he felt like he had to reconsider his approach to game design from the ground up. Whether you like MGS 4 or not, you will have to acknowledge that nothing Kojima has made since was anything like it. While he didn't, by any means, abandon his proclivity for long cinematics and dense exposition, in practically all of his subsequent games those are seperated by long stretches of uninterrupted, mechanics driven gameplay.
And that brings us to this threads actual topic: it's meant to serve as a look back on the games Kojima has made since. What has changed and what has remained the same and of course, how it affected his writing and direction. This thread will focus on Metal Gear Solid V: The Phantom Pain and Death Stranding 1 and, well hopefully seemlessly transition into an opportunity for me to post my impressions on Death Stranding 2 as I'm playing it.
So, we'll talk Phantom Pain next. Stay tuned!
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