100 reviews liked by Cartillax


TWENTY EIGHT YEARS
THAT’S HOW LONG THIS COCKROACH OF A VIDEO GAME FRANCHISE EXISTED BEFORE THE RELEASE OF PALWORLD WILL KILL IT ONCE AND FOR ALL THIS MONTH

Just wanna say this game's box art fucking sucks

I would like to thank the Game Awards for bestowing the Content Creator of the Year award to I, DestroyerOfMid

This game still sucks ass though, why did it win GOTY

Game so bad the reason most people play it today is because they want to skip most of it

It’s about making the most of your short time in life yet it’s 82 hours long? Hypocrisy much?

Never played but obligated to give it a 10/10 because of how much enjoyment I get from joining a new MegaTen server, making a joke about how Persona 3 was the first Persona game, turning notifications on my phone, and then shoving it up my ass

What am I doing with my life? All this time spent ironically praising shitty games including this one and now people are unironically gassing up generic survival crafting game number 74,963. That settles it, from now on the words “peak fiction” will never leave my mouth ever again!

this was the moment in which the playstation made any and all competition look like a goddamned embarassment. if final fantasy vii wasn't already enough of an indicator that maybe nintendo should've reconsidered that cd-rom collaboration with sony, the release of metal gear solid is where they must've looked at themselves with their dicks in their hands and gone, "what the hell are we even doing here?" regardless of personal opinion or subjective takeaway, there is an objective throughline to the narrative design and storytelling of essentially the entire modern single-player gaming industry that leads back to 1998's metal gear solid. to call it one of the most influential video games ever made doesn't do its legacy justice. it's a game that continues to morph, bend, and redefine itself almost 25 years after its initial release. hell, it's a shame it didn't inspire MORE of the modern gaming world, in the sense that its experimentation and willingness to dip into the absurd and self-aware clearly was left behind in the shuffle tothe current generation's blockbusters. metal gear solid is a timeless experience that must truly be experienced to be believed.

the cumbersome burden of solid snake is felt in the control scheme, and while on some objective level it's aged, i'm willing to consider it part of the character and how the game defines snake in a metatextual sense to the player; the two may work in symbiosis by design of it being a video game, but there's also a discreet awareness in metal gear solid as a series that this is all, indeed, a video game - so regardless of whether it's intended or not (i'm willing to admit the likelihood kojima was bullshitting when he brought this up down the line, lol) i think it works to an effect. metal gear solid isn't difficult to control if you're used to titles of the era. the level design is immaculate - truly has an intentional "video game-y" feel especially in areas like the second vulcan raven duel, or the section where snake can't use his weapons, or the furnace section - that carries a distinctly futuristic and militant vibe heightened by the score. every piece of music in this game has to be etched into my skull at this point, the highest point of all undoubtedly being the vocal track "the best is yet to come" and its various instances in leitmotifs throughout the game. of course one can't discuss metal gear solid without nodding to the truly game-changing, top class voice performances across the entire class. this had to be a deep scare to the rest of the market at the time - english dubs of this level and with this much spoken dialogue was unheard of in this day and age, and to this day the performances and writing have aged tremendously.

the cinematography and scene composition of metal gear solid is truly amorphous. there are sequences where you might get away with calling this a horror game; the hallway before the cyborg ninja battle where you meet otacon, or the entirety of the psycho mantis sequence. there are moments in which characters' tension or intimacy is highlighted; the seductive ferocity of sniper wolf and snake's interactions, or the sparse moments of genuine care and peace between snake and meryl, or otacon. threats often are 'shot' to feel larger than life, like the sequence with the hind on the roof top, or the titular metal gear rex, which the game forces you to consider the sheer scope of by actually having you traverse its entire scale. while the narrative storytelling is deserving of its constant praise, i think it's these instances of master 'camera work' and visual storytelling that help the game feel a true cut above all the same.

there's much to be said about metal gear solid's sociopolitical messages or the means with which it deconstructs the media it draws much of its inspiration from, but i think one of the most prevelant themes of the game that resonated with me when i first played it as a teenager, especially in tandem with its sequel (a game i wonder if i could even talk about here to any level of justice) was its warcry in the name of individualism. what it means to be a free person, what freedom means and who, if anyone, has the means to attain it. metal gear solid makes it clear there is no war and no country that might offer you peace and liberty - it's a matter of self-attained enlightenment and a tranquility with your reality and surroundings that offers man the means to find true freedom. snake, otacon, fox, meryl, liquid, mantis, wolf, they're all soldiers of circumstance. to be a dog of war is to offer your life for the sake of freedom to observers - we see meryl go through the motions as she realizes, though, she IS green and that her perception of war and heroism was also propoganda all along. pretty girls and gruff rambo would-be's get shot and bleed out, too. the masters of war turn a blind eye and deploy the next one. if you want freedom, as dave and hal find out, you're going to have to go off the grid and find it yourself, no matter the cost.

metal gear solid wasn't afraid to consider possibilities that major titles even now tiptoe around - today's gaming industry has seen massive shooter franchises no longer even disguising their ulterior motives as nationalist propoganda. we've seen an industry willing to trounce creators and small teams in hopes of following trends that peter out within months. we've seen games that dare to question the status quo and dare to do something unique and challenging, thanks in no small part to this pioneer, only to be met with backlash about how games "are all political now" or some centrist hogwash talkpiece nonsense like that. look to the past, to metal gear solid, to learn the truth; when savant visionaries are given the resources, this is a medium that can offer truly life-changing experiences that will force discomfort and challenge preconcieved notions to its entire audience, while remaining heartfelt, loving and tender - universal. a story, a work of art without borders. in the 24 years since its release, metal gear solid still remains damn near the top of the line - one of the finest works of art in this entire medium.

Utterly brilliant commentary on electoralism and the futility of voting
EDIT: James Stephanie Sterling owes me royalties

Ken throwing Terry's hat puts a huge smile on my face. Such soul in this game