Showing posts with label metal gear solid. Show all posts
Showing posts with label metal gear solid. Show all posts

Tuesday, November 25

Bridging the Gap

Many games today are striving for a seamless, immersive gameplay experience. Alone in the Dark, Dead Space, and Mirror's Edge are good examples. But then there is the other side of the coin, the side upon which video games were built: the statistical, fourth-wall breaking presentation. These are the video games that know they're video games and aren't afraid to let players know too. RPGs and Fighting titles still use stat-tracking heavily. The immersive games, meanwhile, have rid themselves of health-bars and HUDs in the hopes that players can feel emotionally unified with game and character and maintain an unbroken, seamless gameplay experience. Why the intention is noble, and I think successful, immersive games, in shunning their other half, may be losing something that could be equally, if not even more affective, at emotionally reaching players.

Part of Metal Gear Solid's charm has always been its blending of the immersive and the statistical. In Metal Gear Solid 4, Snake wields a plethora of stat-heavy weapons, the HUD has a camo-index to show how well hidden Snake is, the solid-eye offers different vision modes, and so on. But Metal Gear Solid 4 adds another stat too, one that goes miles in creating a tangible, emotion connection between player and character: the psyche gauge.

In Metal Gear Solid 4, the psyche gauge keeps track of Snake's mental and emotional health. When engaged in combat or being hunted down, the alert phase switches on and a stress indicator appears on screen, displayed as a percentage. As Snake engages in combat, his stress level rises, and his psyche gauge depletes. A full psyche gauge means Snake is ready for battle. But as the gauge depletes, Snake becomes distraught, stressed, and nervous; the game screen blurs and Snake's hands begin to shake, making for an unsteady shot.

For gameplay purposes, the psyche gauge tells players they need to find a more comfortable spot soon or eat some noodles or Snake's combat performance will suffer. The gauge even has its own codec frequency, Rose, who as a psychiatrist, explains the psyche gauge in depth and will offer Snake help if players call her when the gauge is low.But the psyche gauge does more than just add a layer of difficulty. As players engage in battle, fighting enemy mercenaries, they feel a certain way. Players feel emotionally stressed when the alert phase is on, whether they're trying to hide from an onslaught of soldiers or shoot every one that comes. And Snake feels stressed too; his stress indicator and psyche gauge very explicitly display this fact. From personal experience and from Rose's explanations, players recognize that Snake's faltering mental state will soon cause him to perform less effectively. As a result, players react with worry and try to replenish Snake's pyche so as to both continue the game and relieve their own stress over dying in-game. Perhaps players also feel bad for Snake, as the psyche gauge allows for easy comprehension of his mental trauma in experiencing the brutalities of war. The psyche gauge, in so accurately and immediately representing Snake's mental health, serves as an emotional bridge between player and character, as players can directly sympathize with Snake's situation.

Players have a love/hate relationship with the story-telling style of the Metal Gear Solid series. The games are both lauded for their amazing cutscenes and wracked for their over-reliance on them. Not much changed for Metal Gear Solid 4; the game still employs cutscenes abound to relay story. But the psyche gauge not only bridges gameplay and cutscene, but also allows for a very real, personal connection between players and Snake.The genius that he is, Kojima chose to carry over the psyche gauge from gameplay to cutscene. In a good number of cutscenes throughout the game, the psyche gauge will suddenly appear and deplete a bar. (SPOILERS!) For example, in a cutscene with Naomi, Snake learns he is to die soon, only after living his last couple of weeks as a walking nuclear weapon. Snake frowns, sighs, and slumps hs shoulders, visually showing his concern. (End Spoilers!) But the psyche gauge also immediately appears on screen and depletes a bar, with a sheeeooo sound effect to boot. The obviously disappointing news and the excellent-quality graphics are plenty able on their own to show Snake's emotional distrought. But the psyche gauge, a feature heavily employed in gameplay, is what really allows us to connect. Having personal experience with the psyche gauge during gameplay, players are able to strongly emotionally connect with Snake's stress and disappointment through the gauge's appearence, and I would argue even more so than through the game's graphics.

The psyche gauge is first a gameplay feature. It tells players that they Snake needs to view a magazine fast or he won't be fit to continue. The true power of the gauge, however, is its direct and clear link between Snake and players; acts as an emotional correlation between the two. As a gameplay feature, the psyche gauge breaks immersion, but it more than makes up for the loss in its capacity for emotional bonding. And though cutscenes are often bashed for their robbing of player control and limited ability to emotionally affect players, the psyche gauge serves to blend cutscene and gameplay and is a tangibly-felt design.

Saturday, July 28

Movement in Metal Gear Solid 4

Metal Gear Solid is one of the greatest game series' ever. Guns of the Patriots is the fourth and final entry in the tactical espionage action epic. As always, this latest Metal Gear is being directed by Hideo Kojima and his team at Kojima Productions.

Guns of the Patriots holds makes many changes and additions to the Metal Gear formula. One area I want to talk about in specific is movement. Compared to many other games, Snake has always had pretty limited options for movement. He can run, crouch, roll, roll into prone, and crawl. He can also lean against and sidle along walls. Later Metal Gear titles added the ability to hang off ledges and climb trees, amongst other movements. However, MGS4 offers without question the most diverse move set of any Metal Gear title yet. While this may immediately be met with much applause, it is very important to remember that Guns of the Patriots remain Metal Gear at heart.
"Do a Barrel Roll!"

Movement style is a signature of the franchise. As a series that helped to create and define the stealth genre, MGS4 must retain the heart and soul of the series, and not deviate too far from what makes it Metal Gear. To clarify, movement has always been a pivotal aspect of Metal Gear Solid. There's a reason Snake moves the way he does: his movement compliments the rest of the game. Metal Gear would be quite the different game if Solid Snake could move like Ryu Hayabua. Thats why its of paramount importance that Snake's movement repertoire doesn't compromise the feel of the game.

Kojima clearly wanted to expand Snake's move set, but at the same time, diversifying movement too much may sacrifice the feeling of a Metal Gear game. The key? balance.
Yay Crouch-Run!

Now let's talk about Snake's expanded range of movement. Or at least what we know of it. Everything I'll be discussing can be found in the newest MGS4 Gameplay Trailer.

Snake's New Moves:
  • Snake can now crouch walk. Previously, Snake was only able to crouch while staying still or sidling along a wall. Now, Snake can crouch and walk at the same time, much like Sam Fisher of the Splinter Cell series.
  • Snake can roll. Along with the traditional crawling, Snake can roll over left or right. This opens up another movement option.
  • Now Snake can lie on his back. This allows Snake to crawl backward on his back. He can now also aim and shoot in FPS mode while lying on his back.
  • Snake can now also lie very flat on his stomach. This allows him to play dead. It also allows Snake to very slowly, very.....slowly crawl forward. Like slithering. Its actually pretty sweet.
  • Snake can hang off of edges, just like usual. But now he sort of hand stands then flips onto an edge. This seems thus far to be more of an aesthetic effect than anything else. But its still awesome. Also, notice how when Snake drops from the edge he uses has the same falling animation as always. Classic.
  • The box of yore returns. Now also in drum can form. This proves to be a more resilient shield to bullets, and also allows Snake to roll over ground into enemies.
Lots of additions. But is it still Metal Gear? I would argue, yes. In my opinion, Kojima has expanded Snake's move set without losing the Metal Gear feel. Rolling makes moving around of the ground alot easier, and more realistic. Crawling forward slowly allows for less chance of detection. crawling at all in Snake Eater was almost certain to alert the enemy to Snake's presence. Being able shoot while on your back gives Snake a larger radius of attack. Before, it was necessary to look from first-person, swing the camera around, and then start shooting. Now players can just roll over and shoot away. The drum can is yet another weapon in Snake's arsenal. In past Metal Gear's, players were defenseless when cooped up inside a cardboard box. Now they can roll on through the enemy if threatened.
Back crawl into over-head grenade throw.

Most important to all of this is how Snake's new move set compliments his new battlefield. Snake is now in the middle of a war. An environment that is constantly shifting. Snake needs more mobility to cope with this faster-paced environment. Being relegated to his old move set probably wouldn't be enough to survive in Snake's new jungle. I'm positive Kojima was aware of this. Kojima designed a whole game. Not just a new move set. The environment needed to be considered along with Snake's movement. Everything must be designed cooperatively. Ingenious.

And now for something completely different. From the makers of the newer Appleseed comes Vexille.

Wednesday, June 6

Metal Gear Solid 4 E3 2006 Trailer: Remastered


If you have a lower resolution, like me (1024), the trailer probably sticks out a bit. I dont't know why this is, but I'm going to keep the trailer up anyway. Its not too bad to be detrimental.