Important, a classic etc. that nonetheless vacillates wildly between being brilliant and infuriating - it’s a bit of a chore to actually play. The top-down perspective makes the actual 3D space irrelevant for large stretches as the radar does the heavy lifting, though there’s still a tendency to get shot from off-screen, and actually aiming at anything is a nightmare. The characters are all quite badly written, vomiting up their backstories and overexplaining every single moment of subtext ad naseum to Snake’s increasingly hilarious bewilderment, leading to exchanges like: “I’m feeling sad.” “Sad?” “Yes, sad. It’s when the endorphins in your brain don’t fire enough, leading to a lack of energy and motivation.” “I didn’t know your brain controlled your feelings...”

But something that still felt fresh was the Codec, where every one of your contacts says something different every time you walk into a different room, or do something notable - e.g. equipping the cigarettes to get scolded, or repeatedly ringing one until they ignore you. There’s a conscious effort to erase the barrier between gameplay and “story”, which is usually treated as a separate, isolated quality in video game criticism instead of inherent to game-feel. I was impressed with the torture sequence - not only is failure here an option, but it’s the more interesting one, undermining the pastiche of Hollywood action heroics and paying off with a suitably down climactic beat. And while I wasn’t always impressed with the boss fights (especially the gimmicky Psycho Mantis) there’s an admirable sense of experimentation in making them all different. The pacing and build-up to each works well, and there’s some effort to complicate our relationship to them as “enemies”, e.g. Grey Wolf embracing pain. (My favourite was Vulcan Raven and his mini gun, which plays to all the strengths of the stealth gameplay.)

Admirably anti-war in its sentiments, also pretentious, sexist, and with laughable stabs at pathos - though this is, as far as I can tell, Hideo Kojima’s whole deal. Auteurism sometimes demands you take the rough with the smooth.

Reviewed on Nov 08, 2020


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