Metal Gear Solid: gears in the head

Kojima is not a genius. He is a simple person who loves a movie very much. Plots All MILS in their emotional component always remained in one way or another within the framework of a set of expressive techniques inherent in cinema. And this is normal – despite the objectively small number of the original plugs available to humanity (and really working), a methanarratial complex All in all With loud claps, it expands with each era and generation, reaching some almost indecent shapes and sizes. For each person in the world, its own revelation. Even if on everyone else it makes a no more impression than the undisguised fork in the sink. Kojima only deftly uses the aspirations of various people, catching the spirit of time and collecting from many details Something of your own – But at the same time Something in common. Such as anyone else Not allowed.

Does this tell us something about the quality and significance of the MGS series? Who knows. But let’s leave this question to [distant] future. Now – SHSh!

On the screen Metal Gear Solid 1.

Metal Gear Solid

Actually, All Talking about games in the past few years I am used to starting with whining. The grass used to be greener, the textures were larger, and modeling is more expressive. Now it is almost impossible to refrain from spitting into every second title – then optimization is worse than the plague, then the obsolete consoles of industry are pulled back. 256 megabyte PS3 and in the zero seemed to seem a bad joke, and at the time of the release of the same “latter” in 2013-already with a joke Gorky. Now the same bitter joke begins to show a gap in the system requirements between the console and PC version of Death Stranding (on a PC equal to the original PS4 in performance, the game is unlikely to pull even the main menu).

Technologies responsible for our interactive entertainment gradually come to a standstill, bending simultaneously both under the misunderstanding of the main specialists of the ideological nucleus, and for all decreasing and decreasing standards of consumption. Look around – and you will understand that you and your next circle as a whole, no matter what is there It went. You are not worried that you have not played in novelty, They did not run to buy a console when seeing the next announcement of the other. Most likely you did not even see him – and this is an absolutely unprecedented situation for gamers era to the Internet. The situation is similar to the other side of the taste spectrum – hardly modern AAA or AA is able to realize basic player: if in our childhood from games like Lara Croft or Resident Task to take a breath, today students can be content with mobile Fortnite without interruptions for sleep and food – and even without a pinch of reflection. It is understandable-the 9th generation consoles have not even had time to go out on average to the decade, for which almost every understanding person did not fail to kick them at one time. New impressions, qualitatively new experience and mechanical revolution will certainly require colossal sacrifices, which no one can make due to the complete inconsistency of the real request and the existing iron. Well, nothing: until the next generation is some 7 years, then they will definitely show us what it is The possibilities of the future!

In such a paradigm of thinking, it may seem that PSX, which today inferior in power to the average router, was not intended for launching games, even adjusted on the technology of the mid-90s.

However, practice is much more interesting if you know where to dig. Now the numbers of technical indicators are a convenient measuring tool. We know the amount of memory – we know that it can be loaded into it, and what is impossible. We know the frequency of the graphic processor – and we understand what permission we get at the output and how many frames per second the counter will show. For years, companies continue to use the same engines, skillfully issuing the volume of the working documentation developed to them for the optimization ignored in fact. Now bare characteristics can be justified at all All – from the cost of development (and I transfer greetings to the acquittals and continue to insist that in my straight hands the cost of developing games from year to year Reduced, Contrary to the whining of large publishers) to the low quality of the final product.

Now Any large-scale development of the game begins with a dry corporate-correct TK level: “We are doing something for conditional x, s and n consoles-let’s invent what kind of game it will be and what we can afford to include in it”.

Then It all started with the games themselves: “We want to make a tactical spy militant with a bunch of a mechanic and kinematographic rollers. Let’s think how all this we will stick to the old woman psx!”Because then, during the first PlayStation, how many capacities are required to implement certain elements of the game Nobody really knew.

But at the same time, neither then, nor now the plots of the video game for the axiom Karmak about porn films were not chosen. Now – because everyone does not give a shit (and because it is difficult). And then ..

Then, in 1998, Metal Gear Solid came out, which, as it seemed from the outside, could change everything.

Intro

Any reasoning on the topic old games, as, in fact, on other topics with the word old, Sooner or later, they will stumble upon one natural thought:

“Real emotions and a real understanding of some phenomena, and therefore real experience, are possible only if you were their eyewitness.”.

There are a huge number of good games that do not lose relevance after years. They have good grades. They captivate with their unusual ideas or original gameplay, and the “retro style” graphics do not scare away, but creates the desired flavor. But with all these experience and knowledge in your head it is quite difficult not to think that in fact you still play The wrong game, what kind of authors thought it 5, 10 or 20 years ago. No matter how much you read about any historical the moment, I did not watch thematic video materials or would not even try to reproduce it with iron and PVM monitor-lost once, in its true form, such a moment will only remain in the memory of those who found it live.

Probably, such reasoning is more suitable for MGS2 and MGS3 – and we will definitely continue them another time. Now, following his perverted, but not devoid of meaning and supported by empirically logic, according to which the main criterion for the value and memorization of video games is Good story, I uttered a simple question: “Google, in which games the best plots?”
Nuance-in a restriction display: do not display the results dating from 2006 and subsequent years.

Just list the first links with my free translation:

You see, games – they are not suitable for a story of stories. This is even funny, given that since the 70s, the game as a narrative form has continuously grew and developed, offering players more and more complex plot formulas. Look at the dates-it is amazing that even at the beginning of the 00s, when they have already left and became widely known and FFVII, And Mafia, And Vagrant Story, And the first MGS (and the second too), and a bunch of other story games, in the Western consciousness the dominant position continued to occupy the idea of ​​a small role of the plot in games. Sales indicators echoed this thought, taking care of its inviolability.

Years have passed, countless game titles came out confidently the following paths of Kor-gimplane orientation … Oh, why are people with love and warmth primarily remember games with good stories? Idle works that gave them when they were children and adolescents fresh and unique experiences, gave them private experience, but forget what race they played last year? The continuations of cult franchises are longing – in which there were a plot, characters and an atmosphere – but they can not even distinguish one athlete from another? Why players brightly remember their emotions and sensations from single, disposable turns of stories, but delete millions of tense moments of session from memory?

It is the plot that remains in the memory of people in the first place – as a ridge on which the whole picture of the memories of the game is built. Damn, do not believe me – just look at which remakes of which games were released this year! Or in the past! The spoiler is the plot.

Of course, we are talking about now Single projects, before, by historical standards, recently constituted the vast majority of releases. In multiplayers, the coordinate system changes – in such games you yourself write your stories – the history of interaction with other people – and the main value is just such an interaction. However, now it is hardly possible to recall at least 5% of his skating rink in Dota or rays in PUBG (Alias, almost all the time spent on the game, which is a lot of multiplayer), although the last murder in the match with a throwing knife in Call of Duty or epic raid in Destiny They can get stuck in their heads for a long time … how, Ksati, and individual points from the singlePleere! But only in the plot game – almost any that can be passed from beginning to end – you can describe the main outline of the plot (t.e. what you spent your time), which in itself obviously increases the relative value of the clock spent in such a game. Further things are only for quality.

But – an amazing nearby – the plot, both in the eyes of the developers and in the eyes of the players themselves present, still remains something additional, secondary, or even at all- burdensome. The plots of games are needed, but it does not have to be good plots, only the fact of availability is important. Over the years, the plots are becoming everything High -quality Like a craft product. They become More technological. But they do not become better, hopelessly lagging behind other, at least some progressive elements.

But actually we are still about Metal Gear Solid, about Kojimbu, and the end of the 90s. And therefore our mission in this already Without exaggeration, the overloaded cart will be the search for some answers: why did the industry turn the wrong way-and is it really not to how much the great game was MGS? With a certain there is generally a malicious Japanese?

Briefing

Metal Gear has a well -deserved title of the most “analyzed” game series of all time. And hardly one of the readers seriously thinks that my article will suddenly open some new, hitherto unnecessary semantic, artistic or narrative layer.

I don’t hope. Mastery is in simplicity, nonukcasinosites.co.uk/independent-betting-sites/ and all games under the Kodzima brand in the nucleus of their structure are really such a brilliant simplicity, as evidenced by the one -part -part upcoming interpretations of these multifaceted works that have developed at the global cultural level. Like “memes”, “genes” or “scenes”. “Stlasa”, maybe.

The analysis, tests and search for parallels with cinema fill the Internet already, in the case of MGS1, for more than 20 years, and anyone can plunge into those of them that suit him By depth. Anyone can also go through the first part independently, since it will go now on any toaster, and the convenient installer managed to appear in the GOG during the writing of this cart, at the most modest price. This would be the best option, because only by gaining personal experience we can collect in the head the only-in-line, optimal, personal picture proper integrity. In the end, our brain, absorbing content and fueling in the experienced emotions, produces much more work than it might seem at first glance, and third -party “analysis” fed by him after passage, will become a reward and an incentive for new activities for the brain, but not a revelation imposed from the outside.

After all, everything is really much simpler than it might seem! Despite the overloaded background, built around it for two decades, the first part of the series is really built around standard techniques that have been repeatedly tested in literature, and even more in cinema. The gameplay pouring on the highest at that time, deprived of the worried delights, they provided the right involvement of the player, which later qualitatively propped up with original bosses, hidden mechanics and absolutely unimaginable Attention to details. Together, this sounds like a recipe for a high -quality attraction – and indeed, mixed in the right proportions, these elements have never failed a single developer. Kojima, then a rather experienced game director, who had at his disposal for several years of development and due to which he managed to figure out where and with what force the wind blows masterfully saddled the wave. Actually, everything – you can start, the first passage awaits you.

However, it is obvious that in addition to folding simplicity in MGS there should have been something else. Sufficient to make a simple guy like me to gather thoughts in a heap and undertake to write this cart, despite the laziness and yelling of its very essence.
Something that has become a deeper, determining the factor ideological Success MGS. Something that gave the entire future series the cult status-immediately after the release of its first part. Something truly going beyond the usual gamedic design rushing at all pairs of the digital entertainment industry of the 90s.
Something that gave rise to the same halo of genius.

If there was something in the game, then this context.

Reading in the “Code of Kodzima” (AKA “Codezim Genius”) description of gameplay and retelling of the plot of the past Iterization of the Great series, then just Metal Gear’s, games hidden on the knee and jumped out of the tobacker in the tops of the sales of one notorious island state at the turn of the 80s and 90s, you can experience strange feelings inGanglionic layer of cerebellum. Despite the fact that I bought these games (twice), to reach the desired level of Shiza, sufficient to play them, I never had a chance. However, even with indirect acquaintance with what is happening in those modest, distant masterpieces for MSX2, it becomes crystal clear: in terms ideas Mgs1 is not what is inferior to its past form. No. He is rather repeated implementation Small, in essence, part of its parts.

Just estimate: the solid returns to the case – check. Search for communication with a female character on a box from the game (and, I swear, even Sony themselves have more respect for MGS than Konami, it is enough to look at the box of the Russian edition of PSCLASSIC published in 2018!) followed by tracking and meeting in the women’s toilet – check. An unknown “fan” warning about mines, and who at the end is Gray Fox (yes, the same) – a check. Access cards, changing properties depending on temperature – check. A fight in a narrow elevator with four super-soldiers, fatal gas room, radio controls-check, check, check! Yes, even a fight on fists in the finale-this is already becoming a hallmark of the AAA-IGR for Draws, regardless of generation-check!

In principle, you can steer in search of more complex and deep parallels and re -use of individual high -quality game elements – with a pre -known result.

In modern realities, the consistent accumulation of gamdracial experience, followed by its reopoling in the framework of the series, few people can be surprised. For more than 30 years, the Nintendo Game, who has been traveling to the same structural patterns, confirms that for the past, such a trend was characterized by no less. But was it an obvious course for KCEJ, the task of which was Konami’s conclusion to the new pedestal in the competition of Japanese gaming studios competing for the mass user of Mega-Usy PlayStation? The generally accepted version of the events says that the proud name Metal Gear 3 was quickly renamed Metal Gear Solid, so as not to embarrass the stranger with the second part of the MG-RA player who has already encountered a similar problem in relation to the Final Fantasy 7. But was this the main reason? Whether he was afraid genius, that otherwise a new game will directly compare with the last part And which will yield?

New Game

Great Playstick 1, after the year of competition with Saturn in Japan, entered the American market in the fall of 1995.

– Two Ninety Nine– And the competitors went to the trash.

With her appearance, she designated the era. General sales of the console in 2 times Exceed the total sales All the rest of the little noticeable home consoles of that generation. The PSX Games Standard determined the standard for all games for years to come.

But what games have determined the success of this console? Despite the extremely weak statistical reinforcement (oh these taxes and world corporations that do not want to pay them …), the same names regularly pop up in the list of best -selling games – Gran Turismo, Tekken, Crash Bandicoot, Tomb Raider, Sometimes, as a semantic exception, Final Fantasy VII and VIII, about which, I hope, we will ever have a chance to talk separately. And also – Spyro, Rayman, Driver, WWF, so that this does not mean, and others.

This is not to say that all these games are bad or weak – in childhood, I, like most gamers at the turn of the millennia, adored Breaksha and Textas. As well as Lara Croft, Spiro, Harry Potterov 1 and 2 (we will go on Stream?), Medical, twisted metal and many other successful and relatively simple in the meaningful game. At the same time, tense and confusing residents – also amazingly successful, by the way – caused me a persistent rejection. Dinocrisis, Silent Hill and Soul River generally passed by. The games standing on the pedestal next to the creation of KCEJ were not some kind of ugly low bar, which Gamdev’s random neophyte could cross, as soon as he got down to business. By no means.

However, the meter is definitely standing out among its neighbors by the top ten most successful games of the first PS era, and it stood out from the very beginning – uncontrollably and unconditionally.

Launching the game. Logo Konami – then still a quality mark. A discouraged video – at that time such videos were nothing more than an advertisement for an already advanced game, Nothing interesting. New game – average complexity – let’s go! The game of the 98th year, well, let’s see that she can … The music plays from which the heart is fucking. The main character in complete underwater equipment floats along a flooded tunnel lit by a deaf green light. The camera changes the perspective several times, including showing the view “from the eyes”. Then deep and exciting music breaks off – you already understand that it will return and shoot at you at the most important moment – and is replaced by simple, but adjusting to the right -hand embedient. The operator at unusual for old games flies around the spacious room, close up the soldier in a white camouflage suit, and as if in between It seems like The standard boss antagonist in a fashionable cloak on the other end of the fasting dock-he rises on the elevator, giving out instructions to our first, obviously, future opponents. Snape is selected from the water and, finally, having cope with the fins, squats behind the shelter.
There is a sound unmistakably defined as a challenge of a communicator, followed by a confident, clear voice.

This game takes you into circulation, as if there were no all these years of progress, development and rise in production. The competent management of the player and his attention, decent for such a chamber, seemingly game, a set of a mechanic, including hidden (my beloved magazine of Lika, it seems, did not know that enemies could be strangled to death. But about the absolutely meaningless throwing over the railing, they guessed!). An incredible amount of text, labor, understanding, text, voice acting, music, again the text and a clear author’s vision, about which in our time, like this legendary magical ability from the mythologized era of the distant past, only warm memories remained.

And most importantly – how all this was combined and presented in one small, personal, almost intimate adventure that was waiting for the player when starting this single Games.

MGS really lost its predecessor in diversity and uniqueness mechanic. But at the same time Absolutely new game. Game, capable Change the world A separate player.

Revolver Ocelot

The global world has changed since then. Technologies have changed, genre definitions have changed, even a conceptual approach to game construction as a whole – now Brush AAA-Igra consider their duty to sell themselves in all possible ways, often spending budgets on advertising, several times higher than the cost of the development itself. Sold For the full price Large -scale single games and in themselves are a form of advertising, and not works of art – with their help publishing houses fill their price, increase mention and attract players to part with money in concomitant productsX. And this is not news – transformation into a service in general all By ear, the public has been in the past 10 years. Even games that avoid such perverted metamorphosis are less like, in fact, games: their positioning, swollen sets of a mechanic and indefatigable thirst show Any genre boundaries and definitions blur themselves. What is a conditional deus ex after a reboot? Nonlinear stealth-adventure with RPG elements? And person 5? Step-realestime dite simulator with tactical battles?

In the 90s, everything was much simpler, and such a semantic equalibrics to designate gameplay freshly voluminous and innovative games, nobody was required. The final box was Just jrpg – And this completely described her gameplay. Castelvania was a 2-D platformer-and no one would retroactively mixed it up with a 3-D platformer like Brezha, and would not have misunderstood what he will have to do in it.
With MGS, everything was also clear enough – it was an ordinary tactical spy fighting … OH, Wait!

This is where the difference is based. Start a game with a cinema scene now – just spit. A player in ancharted or a resident will still understand what needs to be pressed and in which direction to run – he is an experienced. The player in Kintso from Cage will still deftly conduct the main mechanics, without tearing away from the events that is happening to the character. The player in Assassin Creed will tell what the meaning is and will send to jump into the stack-and they will do it in one way or another plot-conditioned sequence. It was not always – there were times when the game clearly understood that it game. And what should play in it. No one thought about the player’s out-of-and-you-urge to be the player or the suspension of unbelief-you, the player, came to click on the buttons, and the game lets you do this, mercifully filling this ordinary process some kind of meaning.

Remember your favorite childhood games – points of conservation scattered in levels without context, exclusively from the calculation of complexity. Rings, bananas or coins that gathered exclusively for the sake of growth of the number in the upper right corner of the screen – without inclusion in the process of sensations of the characters themselves from such activities. For the game, in the end, it was normal to just run you according to the test level, telling how and what it was necessary to poke to launch the gameplay – it is far from always the authors inventing the justification of such a learning process, which was torn from the context, as, for example, was in Tenchu. The concept of artistic immersion did not exist – the player could feel flow, but I practically could not empathize.

The games were much less pleasant, purely mechanical form of escapism, which was not able to replace real life.

I like to chop the theme of the development of computer entertainment, since I watched the industry with my own eyes for the past 20 years, and computer games are an inseparable part of me. Sometimes I am covered by a feeling of melancholy and acquired Nostalgia – My heart is squeezing from thoughts about all those take -offs and falls, periods of growth and stagnation, masterpieces and crises that took place when I was not in the world or when I “walked” under the table. The industry knew many experiments and unexpected successes, and take -offs of loners and painstakingly prepared breakthroughs. The Last Express, Myst, Alone in the Dark, Sid Meier’s Pirates! And all sorts of M&M – these games that determined the future now occupy honorary places in the halls of glory. Games originated as a kind of entertainment of students of technical universities, as an alternative to mechanical arcade machines, as a way of developing cognitive abilities, gradually revealing themselves to the greatest number of inquisitive minds, until one day an unremarkable, mass user Psone has not inserted a disc with MGS into his console. Even now, this game of twenty -two years of exposure has attractive qualities that surpass many modern literal masterpieces. Oh, what was happening in the head then ..

It is easy to guess that no matter how I praise the game, its developers could not move away from existing rules. There is still the same level-high school in a solid iron gier, with a clumsy explanation of the mechanic and several levels of skill. Do you want to press the buttons and feel the growth of the skill – have fun. If you should, as it should be in good Advent, understand the details of the plot – here you have 20 minutes of background. Yes, it is still designed quite original – voiced videos, stylized for cassette recordings, you will not often find on sidecs to the curling iron – but by and large it is exactly the same chatter, torn from the gameplay, explaining why you make your way in level and gives a conditional, non -personal, purpose. Here is a revolver of the ocelot. But Sniper Wolfe. And here is the Oktopus deck. And of course, a liquid, by the way, he has the same call sign as you – go, run several levels, go to the bosses. They are interesting, albeit with strange names – and will become good entertainment for you in our new game. An old -fashioned approach. The game itself will explain to you at the very beginning, why play it and what you will get. Just like in Zeld – three parts of the pendant, 4 generals, one princess, well, you understand, go ahead.

Despite the frequent – obvious – mentioning the name of Kodzima up to this point, I tried to reduce the turnover like “Kojima made a game”. He did not make the game – and this is understandable, given that Kodzima himself does not know how to draw, nor coach, or write music, and the credits with the transfer of the creators last a few minutes. But MGS is still “a hideo kojima game”.

And then what is his achievement, that the whole game becomes “his”? Well, here – to chop the convention, take the routine, pack the gameplay cycle into semantic blocks and smear emotions in the right proportions. Kojima did not work as a game designer, but the operator of his special story. The task of the director, not the producer. According to its concept with which Konami bosses opened the project, MGS was an ordinary action. But Kojima, who got up at the helm, decided to do the wrong way, but as it should.

This time – for sure.

If I wrote a review/analysis/pamphlet of the first part of the game, now it would have come time to go to the pulp itself – the plot. It is difficult to resist his retelling-this game at one time almost alone popularized a thoughtful immersion in the pseudo-realistic political technological concepts and personal drama of the characters. Now, for a modern MGS player, it is, in principle, it is interesting almost exclusively with its narrative component, which completely overshadowing the modestly outdated gameplay. It is also funny here is that the plot of the game can be called unambiguously ingenious on the one hand. He attracts, and with proper dexterity and desire, the player fully satisfies his default to a inquisitive and corrosive mind. But this is true only for a person who does not immediately reject everything, possessing at least some, albeit minimal, but visible roughness. Mgs – possesses.

In a sense, Kojima and the rest of the scriptwriters fell into the trap of their brand. The limit was well sold both in the 80s and in the 90s, and even the decline in the popularity of robots in native Japan was compensated by their growing authority behind the sea. Original MILS – about the confrontation of man and deadly weapons – saw in robots the invincible vehicles of war, which only nuclear weapons could overshadow. However, years also passed due to the development of international communication networks, globalization and this of your shaitan Internet, the average understanding of natural world processes and trends reached a completely different level. Now even the “infant” of the Internet understands all the absurdity of the idea of ​​a huge robot that launches a rocket – why fight against strength, protecting the moving parts and mechanisms, the pilot’s cabin and the wild complexity of control, if the conditional box tank tactically can launch the same missiles, while remaining more secretive and no less all -terrain vehicle?

From a logical video game, designed to impress a player who grew up on Category B films, robots have turned into zest series causing rejection of its anime, along with supername, ghosts and magical genetic code Big Boss.

You can recall and retell an infinitely long time for the level of the 98th year, written dialogs-sucking the brooms of the 4th wall, masterfully performed hints of eroticism, the general concept of genetic and personal connections that can sometimes contradict each other, permeating the game atmosphere of hopelessness and meaninglessness of any war, and that have become even more relevant themes of loneliness, long and illusory of our life.

Somewhere I heard a phrase justifying Xbox failure in Japan:

“Well, what to do, these Japanese, you see, are sitting home and playing their solitary depressive games, it is not so accepted by us!”

MGS, remaining quite simple in the essence of the game, perfectly hit the cookoro decent part of lovers of Video Ground entertainment of his time – and no less perfectly shook the minds of the rest playing. The text arising on the screen, in most of the games of that time, told how to play and what to do to the player. Dialogs according to the codec, no matter how utilitarian some of them were always decorated in general style and general context what is happening events. The characters spoke among themselves – and they did not talk about gameplay or your influence on him, but about the problems, doubts and achievements inherent in him, leaving the player the right to imbue the heard. The player himself was free to choose whether to delve into him or not. The game pushed him to this with his chips, unique moves and turns. The legendary mantis, turning off music, a pissed box – all this was part of a single plan cut by a studio full of enthusiasm, and sewn codzima into the canvas something perfect another. It will turn out to involve the player – and in the market of mass games the star of the new wave of plot games will light up. No-well, we still have a boss-outlet. So it will work out or not? How deeply ready to climb into the game, how much attention and intellectual forces are ready to highlight a gamer for your hobby? Are players ready to forget about the usual Fun for the sake of strange, gloomy Japanese? Then, in 1998, just such players sat behind the TV screens.

It is difficult to draw parallels with today and guess, I would shoot MGS in a modern wrapper, today. Games based on a large amount of text are now available in packs, the average level of literary filling is growing, and sales are generally pleasing to enthusiasts. Disco Elysium is translated into all languages ​​of the world, visual novels from the marginal genre have become desired guests in Steam, and atmospheric budget immersive-syms attract the audience due to the text and scamers equally.

A lot could be told than the MGS worse, better or equal to modern narrative games. You can dig even deeper and get into the light of all those semantic nodes that Kojima worked out – and will continue to create in the next parts of the series – and now they are immanent for any cinema game. Not because Kojima Genius created a new look – he just loved the movie and it was he, almost blindly, managed to find the necessary, working patterns of deep narrative game.

However, my text is not a review/analysis and not even a pamphlet, and I will leave all the digging to whom for whom immersion to depth is just an attempt to overcome the next mark and put a new record. Indeed, by and large, the whole game remains exclusively entertaining, a simple story about a super -soldier who rummages along the corridors with access cards, in order to finally embroid a huge gandama.

The Best Is Yet To Come

When I launched the first Metal Gear Solid-and immediately became its fan, taking into account 3 licensed discs, a comic-monibus, a Snake figure and an artbook on MGSV that appeared in my closet-I could not even imagine where I would ultimately go. The decision to write a cart of the text for each game on a stream is a commendable and in some way even a progressive solution.

Now, after so many suffering and rewriting, I finally finish the first part of my adventure – and I release the first game back, into a tempting, tube and such a wonderful past. By and large, the passage of MGS2 had to start only now – but it was just unrealistic to hold on. The second part of the series at one time became something absolutely incredible-and much more difficult. Soon I have to understand what in the end I was able to draw in it – write another dull and personal article. It is possible to even recall the game – having broken your supported Vita B, whatever moment. All these are the matters of the future – but now I begin a sweet, anticipating jitter. And there will still be the 3rd, 4th and other parts … All the best-ahead!

I wanted to finish this article with a direct explanation of allegorical curls expressed at the beginning – but never found clarification in the course of the text.

The idea to write in the introduction about Jupiter and the bull came to me after reading the first half of the same comic book-monibus. It is drawn absolutely disgusting – instead of the most precise calligraphy of Sinka, which highlights all the necessary contours, features and elements with heavy but expressive strokes, we received a fake “under”, slurred porridge. But the graphic component is not the main trouble of the comic book, no.

Its main problem is that he completely repeats the plot of the game … and it’s just disgusting. Truly, what looked organically, measuredly or intense in the game;What was informative or perceived at the level of reflexes due to directing and excellent voice acting, the adoption of game conventions – in general, appropriate – In the comic book, devoid of all kinds. Repetition of the path of Snayka – with the boosting of circles, stupid and Crownzhov In the separation of gameplay situations, absolutely inconsistent conversations and zero chemistry between the characters (deprived of leisure chatter on the codec due to the format), it became a real failure – and the next achievement of Kodzima.

Games are the most Perfect Of the arts worthy of more than session, gachi and sports simulators. You can not shift good game experience from one pocket to another – not game, and expect that everything will remain also fine. It is all the worst to hear about more and more ideas of adaptations of books, games and everything else. But it will be all the more pleasant if in other forms of art there are those who can do everything As it should – Just as one Japanese could do in one old video game.

Once upon a time I, like other games about which I wrote, went through this game on Stream.
Everyone can familiarize themselves – Metal Gear Solid

Deixe um comentário

O seu endereço de e-mail não será publicado. Campos obrigatórios são marcados com *