Starts off strong, with mercenaries in the Middle East, serious digressions on the war economy, and the genetic horror of Metal Gear Solid 2 taken to its logical end point. War machines braying like cows is wonderfully disturbing, and while the nanomachines are in some respects too-easy solutions to deus ex machina, the idea of every soldier and weapon being subjected to the whims of a cloud-based operating system (with no clear corporate owners) is obviously resonant. The balance between gameplay and cutscene shifts heavily towards the latter compared to earlier entries, but I was surprised by how little this bothered me - I treated it like a multimedia project, and the split-screens and ability to move around the cutscene space in briefings felt inspired, especially the (awesome) divided boss fight with Vamp and the Gekkos.

As is often the case with Kojima, though, a degree of sexism emerges, and the backslide from the (mostly brilliant) politics of Snake Eater is dramatic. A secondary character having her top irrationally unbuttoned the whole time soon pales compared to the Beauty and the Beast corps, some of the most ill-conceived characters I’ve ever seen in a game. It’s possible that these repetitive encounters - with a leering camera, skin-tight character designs, and stupid as shit writing - are a conscious protest against being forced to include fan-pleasing boss fights by corporate overlords. I don’t care - it doesn’t work and it’s gross.

But this grossness gets to the heart of the matter, really, which is that this is a game that seems to hate itself. Or at least the part of itself that glorifies war. While the others indulge in plenty of auteurist smuggling, offering nuanced critique of American foreign policy, nuclear warfare, genetics, etc, they are, on their surface level, entertaining - a power fantasy with guns and gadgets. There are more of those here than ever, but the fantasy is gone, Snake a hacking husk whose adventures are more grim and pointless than ever. How else to justify the awkward gunplay that barely bothers with setting up stealth situations, or the self-parodic repetition of past glories? The fact that the fan-despised Raiden is re-introduced as a supernaturally powerful ninja who ends up losing both his arms and holding his sword between his teeth is part and parcel with the camp ludicrousness of the series, and an indicator of something new - a resentment toward player expectation.

This even extends to the game’s hideous look, embracing the bloom-filled browns that now seem typical of the PS3 era. Perhaps it’s more fascinating now than it was at the time as a time capsule of a different era - a turbulent afterbirth of the War on Terror, and a franchise eating its own tale. The final, long cutscenes are true to form: excessive, silly, but also thoughtful and oddly moving. ("Snake had a hard life..." / "This is good, isn't it?") The worst Metal Gear game I’ve played, and still undeniably touched by genius.

Reviewed on Feb 03, 2022


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