Mr.Monitor
Member
Absolutely fantastic video. I find it amazing how MGS2's subtext just seems to get more relevant over time. It's a real masterpiece in my book.
How is this game on Vita, by the way? I can hardly bring myself to play anything on my TV these days.
Rose also figures into the "Raiden as the player" metaphor.
Rose repeatedly attempts to ask Raiden to open up and talk to her. Raiden is a person who idolizes Snake, proudly proclaims that they've gone through the events of MGS1, over 300 VR Missions, and a simulation of the Tanker despite none of these experiences being "real." When Rose tries to get Raiden to talk about something "real" (his relationships with other people in the real world), he lashes out and tells her that he's busy because he's in the middle of a mission.
That's reasonable in fiction, but it takes on another aspect when you consider the metafiction. Raiden is an obsessive Metal Gear Solid fanboy chasing an unrealistic fantasy about being a super soldier, to the point that he yells at his girlfriend when she bothers him about real life while he's "busy" trying to play the newest hit game, Metal Gear Solid 2. At the end of the game, Raiden and the player are told by their ideal fantasy-self, Solid Snake, to stop trying to follow someone else's ideal, and to find things and people that we care about for ourselves.
- People who hate on Raiden are hilarious since Raiden is an avatar of the player in every sense of the word. People who hate Raiden subconsciously hate themselves and need Snake/Big Boss to fulfill their macho fantasies.
MGS2 is saying that entertainment cannot substitute reality. I think that saying it's attacking or critiquing a portion of the fanbase strays closer to flamebait if anything.
The existence of later games is irrelevant to what Kojima was trying to say in 2001. MGS4 in particular discounts or ignores many major points in MGS2 in an attempt to tell an earnest conspiracy action movie story. I didn't quite like Kojima turning Raiden into Gray Fox 2.0 (Portable Ops, though not a Kojima-written title, even retcons Gray Fox's backstory to be almost identical to Raiden's), which contradicted the message of MGS2. MGS4 Raiden was a whining baby in high heels who was obsessed with crying about his ex-girlfriend and trying to live up to an ideal, the polar opposite of the character at the end of 2.It's difficult for me to fully accept "Raiden as the Player" for one key reason: As far as he is concerned, he's actually getting shot at during the events of MGS2, the player is merely controlling him, just the same as the player is merely controlling Snake. Theories have been thrown around that state "Maybe it was ALL VR AFTER ALL!" However, the existence of MGS4 and Revengeance stamps that theory into complete irrelevance.
The idea that "simulating" an experience constantly would be "good enough" to make a soldier that can perfectly emulate Solid Snake is what the Patriots were trying to accomplish, but Raiden ultimately proves that it's not possible (because I guess nobody learned their lesson after Solidus, Liquid, and Solid proved that you can't artificially recreate a legend from a test tube). Solid Snake represents the ultimate ideal supersoldier in Metal Gear World. Lesser men would and do crack under significantly less suffering than Snake ever endures throughout his entire career. That endurance, that iron will, those are things that he uniquely possesses. Even his father ended up being ruined by the legend he became. Trying to force a broken child soldier to become exactly the same thing by merely playing a simulation was never going to be capable of guaranteeing the desired result.
Raiden proudly boasts how he's "done" so much to follow in the footsteps of a person he idolizes (all of it simulated, "realistic in everyway"), but when it actually comes time to do a mission and actually "be" the person he idolizes, he flounders at almost every opportunity. When you make your first kill with Raiden, the Codec call with Rose has him bitterly asking about whether or not she still values him now that she knows for certain that he IS a killer. He constantly states how 'unreal' reality is all around him. He asks if this is all a nightmare that he might eventually wake up from. Considering that the events in the Big Shell are roughly as bizarre as those that occurred in MGS1, I think it's safe to assume that whatever VR simulation Raiden experienced of Shadow Moses, it was a specially prepared scenario designed to help indoctrinate him. After all, if VR can be realistic in "every way", a proper simulation of Shadow Moses should have left him relatively non-plussed by the mission on the Big Shell. Clearly he wasn't properly prepared, or VR really isn't as good a tool for training as he tried to claim it was.
I don't think that critiquing your own fanbase makes it flamebait. Plenty of fictional stories have critically examined the ideas of refusing to grow up and retreating into a fantasy world.
The existence of later games is irrelevant to what Kojima was trying to say in 2001. MGS4 in particular discounts or ignores many major points in MGS2 in an attempt to tell an earnest conspiracy action movie story. I didn't quite like Kojima turning Raiden into Gray Fox 2.0 (Portable Ops, though not a Kojima-written title, even retcons Gray Fox's backstory to be almost identical to Raiden's), which contradicted the message of MGS2. MGS4 Raiden was a whining baby in high heels who was obsessed with crying about his ex-girlfriend and trying to live up to an ideal, the polar opposite of the character at the end of 2.
I do, however, find Revengeance incredibly interesting in that Raiden never rejects the Ripper persona. The final fight with Armstrong even suggests that even in a sane frame of mind he's accepted his sadistic tendencies.
But that wasn't the ultimate goal of the simulation. It was the System for Societal Sanity, to see if humans would accept selectively chosen information (even if it was contradictory or illogical) as long as it conformed to their preexisting expectations. The Colonel is just named "Colonel" instead of ever being named "Campbell," and his very presence in the story prior to the AI reveal makes little sense given the real Campbell's career and personality. But he's the Authority Figure on 140.85, so whatever. Magazines and fans speculated on the New FOX-HOUND (Dead Cell), the New Ninja, the New Secret Base, the New Snake Clone (Solidus) and The New Metal Gear (shaped like a dinosaur and given a three letter name - RAY), accepting the strange parallels as video game sequelitis instead of wondering what else was going on. Receiving strange, tedious orders (defuse the bombs with freeze spray! escort Emma! avoid drowning), with a whine but then doing them anyway. Being told that killing is wrong, but then being given an arsenal of fun tools to kill with and making restraint from killing a more difficult endeavor. Serious cutscenes examining the nature of war, sandwiched between cartoonish guards who pee onto Raiden and ogle porno magazines. A perfectly hexagonal structure, sterile and plain, where the insides of lockers and fruit are rendered with careful detail and yet all around faceless guards walk in patterns. It's all contradictory and fragmented, a structured system to no clear logical end, yet the player and Raiden go along with it anyway.
Because Raiden is starting to disassociate. As Snake puts it, Raiden is suffering from a diminished sense of reality, either as a result of too much hyperrealistic VR, or his own traumatic experiences violently resurfacing while he attempts to suppress them. He's attempting to act the rookie, the fanboy, the naive game player, and the facade slowly starts crumbling around him as the events of the game get more and more surreal and illogical. Raiden starts out as a player analog, then slowly breaks away into something worse as his "real" personality begins to resurface just as "reality" begins to fall apart.
It's definitely playable. Runs at a variable fps (30fps outdoors and during action-heavy moments, 60fps indoors). Visuals are sub-native, but they still hold up well enough.
The Vita-specific controls are hit or miss imo. Using the touch screen to select items works like a charm, but moving the back touch to lean and and stand on your toes never seems to work when I want it to.
The biggest issue I have is the sniping controls. Even with pentazemin, lying prone, and holding L to steady your aim, it still is extremely hard to hit targets compared to the PS3 version. I'm stuck at Snake's Sniper VR missions because of this.
Other than, that it's great. I enjoyed so much that I'm considering buying MGS3 HD as well, even though I own Snake Eater, Subsistence, and Snake Eater 3D.
No, it wasn't Tim Rogers, actually. I have read Tim Rogers' review but it was a bit of a mess, I thought.
Here it is http://www.deltaheadtranslation.com/MGS2/DOTM_TOC.htm
"Driving off the Map"
It's more complete than this video, and has some major differences. Bunny Hop guy thinks that the game-play conventions of MGS2 completely fly in the face of the narrative conventions and don't come together until the third act, where Howell (DOTM) would say that every encounter is deliberately crafted in order to manipulate the player's sense of familiarity. It teaches the player to feel accomplishment through learning and becoming fluent with what they believe is "Metal Gear Solid" by presenting familiar situations with changes to them.
The Fat Man fight is in a room with a similar layout to Vulcan Raven (2nd fight), but instead of planting bombs for Raven, you're defusing Fat Man's. The Vamp fight in MGS2 is in an environment similar to the R. Ocelot fight from MGS - a square room with a second, central square that is death to the character. You're meant to immediately think of the ninja who appears as an ally since you should know from MGS1 that the ninja is your friend, and while your mission is to find and save Donald Anderson in MGS1 who dies of a "heart attack," your mission in MGS2 is to find Richard Ames, who you can identify because of the pacemaker he has in his heart.
Anyway the thing I disagree with this video is that he basically denies the really delicately crafted game play segment of the Plant chapter, but his larger point about meme theory and game's commentary on its medium and its audience is spot on. Kojima also had some heavy commentary about his audience in MGS4, but it was much more poetic, less ambitious.