![]() It’s partly because, and feel free to jump on me if you think I’m wrong about this,that it’s the longest-running currently active video game property with a connecting storyline that still operates within the same canon. Sorry, I was trying to talk about why I admire Metal Gear, believe it or not. I know you’ve saved a lot of money over the years not hiring an editor but such people actually have a use besides spoiling all your fun.īut I digress. ![]() Don’t have characters say ‘in other words,’ Hideo, for Christ’s sake just have them say the right words in the first place, you big dolt. Seriously, drink every time a character in Phantom Pain says some variation on the phrase “In other words”. The fact that it’s still, as of Phantom Pain, an auteur-driven series is why it retains my grudging admiration, even for all its total inability to retain a consistent tone, its bloated design, less than intuitive controls and, as we’ve established, excessive horrible dialogue. Everything’s perfectly straight-faced with him, all the way through the farcically redundant dialogue and magic super powered ghost astronauts or whatever. Platinum Games I think couldn’t help applying their usual sense of over-the-top irony, whereas what makes a Kojima game unmistakably a Kojima game is that he really doesn’t seem to have any sense of irony at all. I know, because Metal Gear Rising: Revengeance was developed by Platinum Games with less input from Kojima, and you can immediately tell. Certainly it is if you want to like Konami as a game developer because it’s just about the only video game franchise they haven’t completely pushed off a bridge yet, although the departure of Hideo Kojima certainly smells like the company warming itself up for a good hard shove.īecause the Metal Gear franchise is almost completely inseparable from Kojima. By which I mean it is now mandatory to love Metal Gear Solid. Kimura noted that he wanted Raiden to be able to move like he did in the Metal Gear Solid 4 trailers, and to show "the stealth of the sword, and the strength of not even losing to the gun, and the fear and power you have with this blade.Gotta love Metal Gear Solid. This ties in with the game's zan-datsu feature, allowing them to prey upon enemies to obtain weapons, items, and energy. Specifically, the game's stealth elements would have emphasized Raiden's considerable speed and agility through what Matsuyama describes as "hunting stealth." Unlike the stealth of previous titles, in which players remained hidden and avoided combat, players in Rising would instead quickly stalk their enemies and use acrobatic maneuvers to stay out of sight while closing in. ![]() ![]() Kimura stated that Rising would carry on the series tradition of encouraging players to progress through the game without killing, noting that there is a moral difference between attacking cyborgs or robots and attacking human beings, and that there is a "certain virtue to simply disabling your enemies instead of killing them." While it was considered important to give the players freedom to do what they want Matsuyama indicated that players would never be rewarded for killing human opponents, and that the game would be designed so that players would never be forced to do so. Rising would have taken place during a point in the series' chronology at which Raiden had already begun his transformation into cyborg form, albeit with a different and somewhat more crude appearance from the one seen in Metal Gear Solid 4. It was originally conceived as an interquel that would chronicle the series of events that resulted in the transformation of Raiden into his cyborg ninja persona in Metal Gear Solid 4. ![]()
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