Weekend Recap: a head cold, MGS V with fresh eyes, Uncharted perspective, and Beginner’s Guide.

1. It’s funny; now that I’ve handed in my MGS V piece, I’m no longer feeling pressured to play it all the time.  And when I do play it, I’m much more relaxed and far less over-analytical.  So I try to steal a truck and suddenly stone-golem-soldiers appear out of nowhere and teleport out of the way of my bullets?  Hot damn, Kojima, well done.  I’m enjoying the side-op stuff a bit more if only because it’s more tactical and less ridiculous and the rewards are tangible.  (Not sure why some of them still appear lit up in the menu selection, even though they’re finished, but, well, Kojima!)

1a.  I’ve been using Quiet as my mission buddy, and she’s been more or less totally useless.  In fact, I finally realized that she’s the source of this bizarre humming sound that I hear whenever I prepare for an infiltration; I thought it was some sort of animal cry, or a sung prayer, but it was just her mumbling what appears to be the first few bars of “My Way”, or possibly “Danke Schoen“.  In any event it’s super creepy and distracting but at least now I know where the hell it’s coming from.

2.  I had to take a sick day yesterday – these autumn colds are the worst – and because I was feeling a bit loopy, I had an urge to compare the outpost infiltration of MGS V with the outpost infiltration of Far Cry 4.  They’re more similar than I realized, even if the controls are completely different; you scope out and mark enemies, figure out their patrol routes, look for things in the environment that might help you – oh, and pick up a few plants along the way.  The only real difference is that Far Cry doesn’t care whether you use lethal force or not – indeed, you’re supposed to kill everyone, it’s just better if you do it in such a way where nobody raises the alarm, wheras MGS V gives you added value of going non-lethal by getting added information via hostile interrogation, and being able to kidnap certain soldiers for your own purposes (which sounds way creepier written down like that than it actually is, I suppose).

2a.  Again, I was out sick yesterday and so I’m only peripherally aware of the new Far Cry Ice Age game or whatever it is.  Far Cry isn’t necessarily one of my favorite shooter franchises; it’s just that there’s been a bunch of them lately and they haven’t been bad.  My impression is that this is more of a Blood Dragon side story than a full-blown numbered-entry sequel; beyond that, I know nothing and will continue to know nothing until there’s something substantial to know, like a release date and price.

3.  I’ve violated my “no pre-ordering” rule a couple times this year; I can’t remember what the earlier ones were, but I’ve already pre-ordered a digital copy of Rise of the Tomb Raider, and I also pre-ordered the digital version of the Uncharted remasters, which come out on Friday.  I played a bit of the demo that came with it, and while it looks good, I’d forgotten just how much I hate the combat stuff.  At least the PS4 controller is better-suited for it.  Anyway, yesterday I played a little bit of U2 and U3 on my PS3, just to remember what it was that I was getting into (and also so that I could do a little compare/contrast of my own once the PS4 version lands).  The PS3 games still look terrific, actually – and U2’s train sequence feels like a special bit of magic, and I’m looking forward to playing them all again.

3a.  I’ve not yet pre-ordered Fallout 4, if you can believe it.  Part of it is that I expect to spend a lot of time with it, and so I’d like to know which version performs better; console parity has gotten a lot better in recent months and so I don’t think there’ll be that much of a difference, but you never know.  I am a bit curious, though, to know if the PS4 version will be getting the same sort of mod support that the Xbox One will be getting; even if I’ve never really goofed around with mods all that much, I’d like the option if it’s available.

4.  My rental copy of Tony Hawk 5 arrived yesterday – a few days later than it was supposed to, though that hardly matters.  I must confess that even after all the horrendous YouTube glitch videos and impressions had surfaced, there was a small part of me that kinda wanted to play it anyway.  But then I remembered that there was a mandatory 7 GB patch I had to download before I could play, and that was enough for me to send it back ASAP.

5.  Oh yeah – I almost forgot.  I played Davey Wreden’s The Beginner’s Guide last week, and it’s one of those experiences that forces me to stumble upon the limits of my own writing ability; I’m not good enough of a writer to talk about it.  (Believe me, I tried writing about it last week and failed miserably.)  I found it moving and beautiful and wonderfully meta, and it does as good a job about describing the creative process and the emotional peaks and valleys that accompany that process about as well as anything else I’ve ever come across.  It’s hard not to compare it to his previous game, The Stanley Parable, in that in both games you walk through a series of rooms accompanied by specific narration, but that’s about all they have in common.  Beginner’s Guide feels much more personal and sincere and refreshingly avoids the emotional shield of detached irony that might ordinarily accompany this sort of experience.  To say more would spoil it – it’s a 90 minute experience, give or take, and it’s one you should ideally experience without any other prior knowledge.  Just know that the ending took my breath away.

The First 33 Hours: MGS V

One of the reasons why it’s been so quiet around here lately is that I’ve been working on a gigantic freelance thing about Metal Gear Solid V.  I handed in my draft last night; it clocks in at a little over 3800 words, which makes it somewhat long-winded, but also appropriate given the subject matter.  The article is ostensibly about my long, sordid history of active loathing and befuddlement of the Metal Gear franchise, trying to figure out just what it is about these games that gets under my skin the way no other game seems to do.

In the meantime, though, I’ve been playing the shit out of MGS V, and I have lots of comments about it that weren’t particularly appropriate for the article I was writing.

Current status:

  • 33 hours
  • 23% overall completion
  • 31% mission completion (16 missions completed)
  • 19% Side Ops completion

One of the reasons why I was able to finish my draft yesterday is because I’ve hit a bit of a wall in the most recent story mission, one where I have to extract a moving vehicle out of a convoy of tanks.  The game’s checkpoint system kinda sucks, which is why I’m a bit frustrated at the moment.  The mission starts by putting you a short distance from a guard post; you take over the post and discover the convoy’s route.  At that point you can do whatever you want, and after some trial and error I decided to take a shortcut and head to a camp towards the end of the route, which would give me plenty of time to clear out the camp and prepare to lay siege to the convoy.  The problem is, I’m able to clear out the camp with no problem, but the convoy destroys me, and when I restart at the last checkpoint, it puts me all the way back at the beginning of that second camp’s stakeout – which means I’ve lost at least 30 minutes of progress, and which also means that I’ll be a bit more aggressive the second time around because I’ve lost patience.

As far as stealth games go, MGS V is remarkably free of the usual trial-and-error routine – except in situations like this one, where I’ve yet to figure out how to solve the convoy issue, and where I’ll continue to butt my head against the puzzle until I eventually figure it out.  It just becomes less fun the 5th or 6th time around, especially since the game doesn’t let you keep all the collectible stuff you’ve found if you restart.

Beyond that particular bit of frustration, I have to admit – I’m having a really good time with it.  I mean, 33 hours is nothing to sneeze at, and now that I’m done with the article I might actually be able to relax a bit more and stop hyper-analyzing every single pixel.  I’m grateful that the game makes the exposition stuff optional and relatively unobtrusive, especially since the few cassette tapes that I’ve bothered to listen to are dull and awful and absurd in all the usual Kojima-esque ways that normally drive me insane.

I suppose I should start mixing up the times of day a bit more; I usually do my sneaking around at night (because if the game’s going to give me that option, why the hell not), and so there’s only one dark gray color scheme that I get to see.  I’m sure the deserts of Afghanistan and the savanna plains of Africa would be a bit more vibrant in the day.

In any event – yes, I’m enjoying it.  Normally I get a little annoyed if the game isn’t clear about why I have to get from Point A to Point B, but in this case the instant objective is simple enough to understand, and since I don’t give a shit about the larger soap opera, I can stay focused on the task at hand.  And even though the general infiltration techniques that I use remain largely the same from mission to mission, the game still manages to feel quite fresh; each situation is just different enough that it keeps me on my toes.  In the early going I felt that the “open world” was a bit misleading, because while there is a gigantic open world, there’s almost nothing to actually do in between each mission area.  There’s a lot of running around over empty space, in other words, which can get tedious (until I remember that I can call for a vehicle via supply-drop).

I will never get over the stupid dialogue and the endless, meaningless acronyms; there’s no way around it for me.  I get that the melodrama is part of the attraction to fans of the game, and that this franchise wouldn’t be what it is if people didn’t find this sort of absurdity enormously entertaining.  It’s not my cup of tea, and it never will be; I’ve accepted that, and I’ve decided to move on.  (That’s the ultimate thesis of the other article – spoiler alert!)

In other news, I’m kinda heartbroken about how terrible the new Tony Hawk game appears to be.  I had little faith that it would be as good as the original games, but I really hoped that this new one wouldn’t be a giant piece of shit.  Alas, it’s a giant piece of shit, and I’m sending back my rental copy as soon as it arrives in the mail.

What else, what else… I finished Paul Tremblay’s A Head Full of Ghosts, and promptly started Nick Harkaway’s Tigerman.  The Tremblay is… good, not great; everything happens so quickly that it’s hard to get absorbed in anything, but it is awfully creepy, and the ending is somewhat horrifying.  I’m still too early in Tigerman to give it any sort of impression, other than to say it seems a bit more serious and a lot less whimsical than his other two novels.  That said, once I finish it, I’ll have met my Goodreads goal of reading 30 books in one year, which is awesome.

And speaking of which:  this past weekend the family and I headed into Maplewood Village for an “Art Walk”, and we walked into the local bookstore, and before I could even blink, my 2.5 year old son found a Thomas the Train book, and so of course I had to buy it for him, and also a Team Umizoomi activity book, and then I found a bunch of books that I’d actually had my eye on, and suddenly I walked out of the store with a whole bunch o’ stuff under my arm.

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>Modern Warfare 2

>*SPOILERS AHEAD*

For years now, there’s been a growing discussion about the importance of Story, specifically as it applies to videogames. The people having that discussion also may bring up the concept of Art, as in: “Are videogames art?” As the game industry grows larger and fights for legitimacy in the public eye, this question becomes important, even if it’s not necessarily relevant.

A lot of great game franchises have been ruined by Story. The Tony Hawk franchise is a perfect example; the first few games really just focused on capturing the experience of skateboarding, and to that end they succeeded mightily. Eventually, though, as the game kept churning out sequels with marginal technical improvements and the need to innovate became stronger, the game developed a story mode. And that’s really where the franchise fell apart, for me. I didn’t care about being a little skate punk, I didn’t need to stick it to the man, etc.; all I wanted to was skate, and do the things that I couldn’t do in real life. I suppose I could’ve hung in if the story was at least told well, but it was bland and unoriginal. What was I supposed to expect? The developers had been making a skateboarding game, but now they were supposed to tell me a story? How do those particular disciplines mesh?

Then there’s games like Brutal Legend, which is so focused on its story and the design of the world you play in that the actual gameplay feels like an afterthought. Sometimes that works, sometimes that doesn’t. On the opposite side of that spectrum, a game like Borderlands has almost no story to speak of, but the gameplay is so well-designed and focused that it almost doesn’t even matter that there’s no story-driven motivation.

And then there are franchises like Metal Gear, where the story is so central to the experience that there’s almost no actual game to play; a 10 minute action sequence will be followed by a 40-minute cut scene, and then you’ll walk down a hallway and another 30-minute cut scene will ensue. I’m not going to get into MGS’s story quality, because that’s an entirely different 10,000-word blogpost, and in any event I’ve already written about it.

But story quality is important, and that’s my real bone to pick with Modern Warfare 2.

The Call of Duty franchise’s defining characteristic has been its scripted events. You’ll play as an American soldier, and then after a big “event” you’ll switch perspectives and then play as a British soldier, or a Russian soldier, etc. Call of Duty 4, which moved the franchise out of the trenches of WW2 and into modern day, kept this perspective-switching intact but also took it in intriguing and shocking new directions; the very beginning of the game features your character suddenly being executed, and the end of the game features your character dying in a nuclear holocaust. This whole idea of watching yourself die, totally powerless to save yourself, was unnerving and visceral and powerful.

The stakes for MW2, then, were set very high. How could the game’s developers manage to top the jaw-dropping moments of the first game? The answer to this question was, unfortunately, “if some is good, more is better.”

The “airport level”, as it’s been called, is genuinely controversial, and rightly so. You play an American soldier, undercover, who somehow has managed to be inserted into a Russian terrorist cell right next to “the most dangerous man in the world.” The scene begins in darkness; you hear the sound of guns being loaded. The lights fade up; you see that you are in an elevator. The most dangerous man in the world says a few words, and then the doors open, and you see that you’re in an airport, and you and your fellow terrorist are slowly walking through the airport, killing everyone you see. The creepiest thing about this sequence isn’t the killing of civilians, or the obvious parallel to 9/11 and the lingering paranoia about airport security; it’s the fact that you’re all walking so slowly, making sure you’re all taking the time to kill as many people as possible. You don’t even have to pull the trigger during this sequence; the rest of your gang members will do all the killing for you. The lingering sense of dread is almost overwhelming; it’s disturbing and uncomfortable.

So this is all shocking, and this occurs only about 1-2 hours into the game. But this isn’t where the level ends. After you get out of the airport, you’re back to shooting police and soldiers trying to stop you, and then the level ends with the Most Dangerous Man In The World suddenly revealing at the very last possible moment that he knows you were an American the whole time, and shooting you in the head.

Let’s set aside for the moment that your identity as an American sets off a chain reaction that plunges the U.S. and Russia into a global conflict that eventually sees you, among other things, staging an assault to reclaim the White House in the wake of an aborted nuclear missile attack on Washington D.C., and let us instead examine the other ways in which your player character is suddenly killed at the last possible moment in an unforeseen twist. Your character is also in a helicopter that gets shot down and when you wake up you are trapped in the wreckage, with no bullets; an enemy helicopter approaches, and the screen goes white.

Then, for no apparent reason, your perspective shifts and suddenly you’re an astronaut doing a space walk by the International Space Station, watching a nuclear missle’s arc cross the horizon. This is shocking enough – that’s probably why they put it in the commercial – but suddenly the missile is detonated and the electro-magnetic pulse generated by the missile’s explosion sends you flying out into space.

And then, the scene flashes back to you being trapped under the helicopter wreckage – it turns out that the EMP happened directly overhead, and so everything electronic in the area suddenly conks out, and the helicopter that was about to kill you crashes, and so you escape. Hooray! Except that it turns out later that, after you’ve raided the Most Dangerous Man in The World’s safehouse and retrieved valuable “intel”, you’re shot in the head by the main U.S. General in charge of the war effort, who then also sets you on fire.

And THEN, you’re in the desert, for some reason – I’m not even sure who the “you” is, at this point, since “you” have already died several times – and you’re chasing this same U.S. General, who manages to get into a helicopter from a moving speedboat, and then you manage to shoot the helicopter down, and it explodes, and then your speedboat falls over a cliff, and somehow you survive, and as it turns out the U.S. General also survived, and then he stabs you in the chest with a knife, and then eventually you regain the strength to pull the knife out of your chest and throw it (the knife) directly into the General’s eyeball. And then the credits roll, while people walk around in a museum, presumably showcasing certain famous scenes of the war, which are really quite violent for a kid-friendly museum.

This is all to say that the story is so over the top that it becomes melodramatic and nonsensical and just plain weird. And the thing that really makes it ridiculous is that, at least in my experience, you die a lot during the campaign. The game is hard; it only takes a few bullets to put you down, and there are a lot of enemies who fire a lot of bullets. The game has a relatively generous checkpoint system, as well as recharging health, but therein lies the breaking of the suspension of disbelief – I’ve already been shot a hundred thousand times in the course of this level; why shouldn’t I recover from being shot in the head at close range? Again?

The game part of the game is, of course, expertly well done. It’s graphically impressive, the weapons feel incredibly powerful, the atmosphere is charged and violent and unsettling. The rag-doll animation following a kill shot is especially unsettling; people just drop. And then of course there’s the multiplayer suite, which I dabbled in briefly last night and which better people than me can pontificate on. It’s all very well done, and it’s certainly worth a purchase, which is maybe a ridiculous thing to say given that anyone reading this probably already owns it.

But the story… wow. Here’s a suggestion for the sequel, which was inevitable even before it was set up by the game’s surprisingly clunky cliffhanger of an ending: maybe don’t kill the player character as much. It’s already been done far more than is necessary, and it ceases to mean anything since it’s not like your character even says anything, or is even clearly identifiable. There were a number of times during the campaign where someone would shout something to someone, and it took me a while to realize that they were shouting at me.

On an unrelated note, a hypothetical question: who kills more people, Nathan Drake in Uncharted 2, or your player character(s) in Modern Warfare 2? I could probably actually look this up and get real numbers, but off the top of my head it seems like the numbers would probably be pretty close.