I
remember playing the MGS2 demo when my dad got us a PS2, he banged on
about how amazingly realistic this game looks. About a decade later,
this realism turns out to be a very deliberate choice, the game being
ambiguous about which parts of the plot are 'real' and which aren't.
I purposely kept myself a little in the dark about the game but
already knew that Raiden was the main character and Snake was only
playable in a small portion of it. Oh, by the way, I spoil pretty
much the entire game here.
It's
almost impossible to talk about Metal Gear Solid 2 without mentioning
the first one - this isn't so much a sequel as it is a direct
response to the predecessor. I wanna start with this because after
more than a decade I still think it's something worth discussing,
just what is this game about exactly? The first MGS was an anti-war
stealth action game with likeable characters and truly heartfelt
moments surrounded by a load of camp. The game was silly and at times
outright ridiculous (psycho mantis, grey Fox, Metal Gear Ray howling)
but was also punctuated by real drama. Every boss fight would
culminate in a truly heartfelt speech from your adversary and
weirdly, in the end, all of them except for Liquid wished Snake well.
I'd like to propose that after his learning about the NES Metal Gear
games, it was Kojima's response to the knock offs of his previous
games and thus the twin Snakes, a Solid one made by Kojima and a
Liquid one, a knock off. At the end you learn that Solid has the
recessive genes whereas Liquid got all the dominant ones. Kojima's
Metal Gear games came out on the MSX and the American versions came
out on the much stronger and more popular NES; Solid is genetically a
lesser man (the MSX) but still proves to be better and stronger than
Liquid (the NES). Note that Liquid doesn't die the first two times
you kill him, it's this third game that's sure to stop knock offs.
Now, MGS was incredibly well received and Solid Snake was universally
loved by nerds worldwide. This prompted Kojima to do something
petulant, risky and ultimately hilarious. MGS2 starts off with Snake,
as you'd expect it but a couple hours in, Snake dies in an explosion.
Enter: "Snake." It's actually written in speech marks and
said with a sense of distant irony, although everything the colonel
says in this game has a hint of distant irony (maybe I've just played
the game for too long and should find something better to do with my
time). This "Snake" is soon renamed as Raiden and revealed
to be nothing like the old Solid Snake. Raiden's inadequacy begins at
Snake already being a step ahead of him in this mission through him
being unable to actually defeat any bosses and ends with Raiden
barely holding it together mentally towards the end. Raiden also
happens to be a massive fan of Snake's, much like you, nerd (ooh,
double-meanings!). Much of the game unfolds in the same way Metal
Gear 2 and Metal Gear Solid did: infiltration, codec calls, intrigue,
codec calls, Cyborg Ninja, codec calls, boss fights, codec calls,
love interest dies, codec calls. Eventually Raiden meets his
surrogate battlefield dad in Solidus Snake who, as ocelot remarks, is
a spitting image of Big Boss and they have themselves a fight to the
death. The game itself makes it known that this entire scenario was
created to closely resemble MGS1 and help Raiden become Snake. This
is Kojima basically telling the nerds playing MGS2 that they're not
Snake. Snake's always a step ahead of Raiden, Raiden's enemies are
never truly beaten apart from Fatman, Raiden's entire support team is
an AI based on real people and apparently even his girlfriend never
existed. In fact, the colonel several times remarks that Snake isn't
a part of this simulation which would suggest that the entire game is
one long VR mission. So when Rose says that she's been to Raiden's
room, she may have meant his files. There, she found nothing –
Raiden has no identity whatsoever, he's entirely a clean slate, the
random player element. Raiden is referred to as Jack the Ripper and
is revealed to have been a child soldier. This too feeds the
metanarrative since the player is likely to have played games from a
young age and what are skilled gamers if not child soldiers? The game
plays you as much as you play it and Kojima wants you to know it. At
this stage, I feel like Snake serves as Kojima surrogate and Raiden
represents the player. Raiden is conditioned to be a copy of Snake,
the player plays out the character Kojima wrote for them. Only
towards the very end of the game, does Raiden gain his own identity
along with a ninja sword, something he could potentially best Snake
at. I've looked this up and the game was hugely hated for this
"post-modern mettababble" but any game that at 1am tells me
I've been playing it too much gets kudos from me.
This
second entry feels a lot more open than the original MGS. Not so much
in level design, which is still rigid and linear, but in gameplay.
There's a lot more the player can do in this iteration, we're given a
tranquiliser gun, for example. This offers a non-lethal way of
dealing with enemies which is a completely new angle. In fact, you
could have a playthrough with a grand total of 2 casualties: Solidus
Snake and Fatman (notwithstanding NPC on NPC crimes [NPCide?]).
Another clever mechanic is the holding up – you can point your gun
at a non-boss enemy, telling them to freeze and interrogate or mug
them. Some soldiers drop dog tags when mugged and collecting enough
grants you the stealth suit. Now, this is more interesting than just
a mere collectible and unlockable. In the first Metal Gear Solid you
unlock the stealth suit by finishing the game and the infinity
bandana by finishing the game and also saving Meryl through button
mashing. Consider that at the end of the game, Jack/Raiden/Nitwit
throws his dog tags away, the ones with whatever name you've given
him (Nitwit, obviously). This symbolises him no longer being
controlled by the player who in turn is no longer controlled by
Kojima through the linear design of the game. If the dog tags
symbolise being under another's control, then by stealing them you
are freeing the soldiers. Although the game is not at all fussed
whether you kill them afterwards. First person aiming isn't shit, for
a change. You can actually see down your gun's sights and aim quite
accurately and headshots aren't too difficult. There's a whole bunch
of nice little mechanics again (see, hand-dryer) and most of them are
incredibly fun to discover. There are seagulls you can use for target
practice, which you might feel inclined to do after slipping in their
droppings. Raiden is able to walk across them but running lands him
on his arse every single time. You can hang off ledges to hide but
only for a limited time, subject to your grip gauge. This grip gauge
can be improved by doing pull-ups, up to 3 levels. You can now hide
in lockers and see out of them slightly, a mechanic which has
survived in games like Alien: Isolation today. Some lockers even have
quasi-erotic posters for Snake/Raiden's enjoyment. These lockers can
also be used to store corpses of enemy soldiers or their unconscious
bodies and many of them hold ammo and other items. You get a coolant
to stop fires and you get my personal favourite – the directional
microphone. This little badboy lets you snoop on those behind walls,
like the voyeur Raiden totally is. You can overhear some amusing
conversations and other... erm... sound effects. You're given a
toolbox and a playground and this probably 10-hour game suddenly
becomes 20 or 30 hours long. I wouldn't argue that MGS2 is a sandbox
game, but I'd definitely argue that it's a playground game. Through
all of its linearity, it lets you do things your way, mostly. You're
forced into sniping again but this time you don't have to face off
another sniper, instead you have to protect a tortoise. I jest, but
E.E. makes for one of the most annoying NPCs I've encountered in a
loooooooooong time. I would like to dedicate the following paragraph
to why I hate her.
E.E.
Gets introduced early on as Otacon's long lost ADOPTIVE
sister and a brilliant scientist of some sort. She also happens to be
the one who tips Otacon off about Metal Gear, suggesting she's
involved in its construction, which she is, as is her terrible fate.
Later, Raiden finally runs into her, cut off by water which she's
terrified of because her dad drowned and Otacon ran away after that.
It turns out E.E. had the hots for Otacon, but so did her mum. Now,
this is a personal thing but, when you finally meet Emma, she looks A
LOT like Otacon. I have two issues with that: firstly, she's meant to
be his adoptive not genetic sister and, secondly, people who look
alike being together is gross even without it being some sort of
faux-semi-incest-type affair. Raiden finds her cute, though, for some
goddamn inexplicable reason. So once you've met her, you have to swim
with her on your back and make sure she doesn't drown, the little
freeloader. As if that wasn't enough, she can't even walk on her own
because reasons. Literally, the reason given if I remember correctly
is that she's been injected with something that's stopping her legs
from working. She hates bugs so you have to get rid of any bugs you
might encounter on the way (with the coolant, mind you, not the
shotgun). You have to clear a room of guards, then backtrack to drag
her across it only for another guard to come out. Then comes the
shit-stained biscuit. The girl that will obviously die horribly has
to be protected while she slowly crosses a bridge filled with mine
and enemies whom you've got to snipe. Nevermind that she can
conveniently walk on her own again, she might as well not. The pace
she moves at is comparable to that of a lazy slug. Her being annoying
right near the end of the game is fine, the game deliberately sets
out to annoy you, the problem here is that this entire section is
just plain boring and drags on for too long. I'm
sure Kojima wanted this section to highlight Emma's determination and
perseverance but it's just so awfully sleep-inspiring. She then goes
on to die anyway but not without getting all creepy about Otacon. And
this is the first MGS trope I'm calling – ANYONE ROMANTICALLY
INTERESTED IN OTACON WILL DIE. I'm sure Otacon represents a part of
Kojima, maybe his personal face, and expresses his creator's feelings
in this way but for Fox sake, Hideo.
The
first review was about over-exposition and lack of substance, this
second one is somewhat about that first one but it's also about the
bizarre nature of reviews and how they colour our perceptions a
certain way. Except it's not, but I hope you see what I'm getting at.
The game sends a message, a muffled, distorted, somewhat nonsensical
message. The fourth wall is made entirely of glass and even that
glass is shattered at the end. Raiden runs around naked, he is reborn
like Adam before him, he now knows shame so he covers his bollocks up
until Snake comes to the rescue again and lets Raiden be himself –
a useless side-kick. A key thing to look at here is subverting
expectations. Snake says at the end that his legacy will be more than
his genes, he wants to pass on ideas so that future generations can
do better, so in a sense Kojima doesn't want MGS to be his legacy, he
instead wants to inspire a new generation of game-makers to create
something better as a response. MGS2 is like the second Death Star,
purposely imperfect, seemingly unfinished. There are whole sections
of the plant we can never visit, making the game world unfinished.
The game glitches out at the end and gives the player a bunch of
bizarre immersion-shattering messages, it's an unfinished narrative.
The player is often reminded that they're playing a video game made
by Hideo Kojima, a Hideo Game®.
The game literally asked me if I have nothing better to do with my
time and I'm not mad at that because I literally don't. So here's a
thing I'd like to propose as an afterthought: maybe we take video
games a little too seriously.
Metal
Gear Solid 2 is: Metal Gear Solid on mushrooms/10
Patryk Krzywon





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