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Metal Gear Solid: Hideo Kojima’s Inability to Show Instead of Tell

Posted by John Constantine



As Metal Gear Sold 4’s June 12th release date looms, more and more information about Solid Snake’s purported final adventure has begun to leak into the press. British gaming mag CVG reported late last week that MGS4 features a cutscene that lasts a full ninety-minutes. While the article doesn’t mention where said cutscene appears in the game – it may be smack in the middle or after the conclusion of play for all we know - it still means that a player will watch MGS4 for an hour and a half instead of playing it.

Director and designer Hideo Kojima, in his Metal Gear Solid series especially, is notorious for using long non-interactive cutscenes and filling them with verbose, convoluted narrative. This over-reliance on the narrative language of film turns a number of players away from the games completely. Just two months ago, I replayed through MGS1 through 3 and both of my roommates could barely stand to be in the room while I played because, more often than not, the screen was filled with stiff talking heads. Games are meant to be played, not viewed, and that maxim makes Kojima a difficult creator to engage. His games are often brilliant in their ability to create drama directly through play; just look at the dramatic motorcycle chase near the close of Metal Gear Solid 3. And the continuing story in MGS, overwrought as it can be, is also remarkable as a post-modern text, repeatedly breaking the fourth wall to further engage the player in its cultural commentary. But Kojima has failed to evolve as a storyteller as the series has grown over the past decade, adding new mechanics to the play but relying on archaic methods to tell his story. It’s the oldest rule in the fiction book: show, don’t tell. I was hoping Metal Gear Solid 4 would change things up. Guess I better just sit down with popcorn each time I fire it up.

Thanks to Joystiq for the spot.


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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

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