Survivor’s Guilt

Metal Gear Solid V: The Phantom Pain is an exceptional game with a shockingly awful story. Fans of the series are disappointed that many questions are not answered (or even brought up) and that the conclusion doesn’t really mesh with the Metal Gear canon. It seems that Kojima’s shift to open-world has put the plot on the backburner in favor of making an expansive and rewarding gameplay system.

That being said, there are a lot of individual moments that I truly enjoyed in the Phantom Pain. I like what the ending stands for and I’m really fond of the exploration of child soldiers in the modern world, but the side plot that focuses on Paz is probably the best of the bunch.

While Snake feeling remorse over the loss of Paz doesn’t make much sense for his character, it’s only after beating the game do you begin to understand the majesty of this side story. Since Venom Snake is actually the medic from Ground Zeroes, his guilt over being unable to save Paz makes sense.

Venom Snake may barely remember he is the medic, but his true identity can never be erased. He was there, staring at Paz as she blew up in his face. He even shielded Big Boss from the explosion and nearly died in the process.

You can’t even tell he had a different face!

Having lost his arm and identity, Venom Snake is left confused and alone. He doesn’t say much, constantly has people trying to kill him and bonds with a quiet woman who then leaves him. Worrying about Paz seems too minuscule in his life, but it’s very touching.

Throughout the course of the game, you can undertake side-ops missions that have you rounding up some of your soldiers from the MSF days. These guys were with you when Big Boss was taking on all the AI pods and saving the world from Paz and ZEKE.

The medic may not truly know that Paz was a traitor, but his mission with Big Boss to Camp Omega had one clear goal; bring Paz and Chico home. Even if Kaz and Boss’ intention were to extract information from them, they weren’t supposed to die in that plane.

The final revelation of Ground Zeroes turns out to be that Paz had a bomb implanted in her. Venom makes the call to extract it fast and proceeds to cut her open without anesthetic. It’s a tortuous scene that doesn’t make sense at first, but comes full circle with this side plot in the Phantom Pain.

The medic is guilty that, not only did he inflict more pain on Paz, but that he lived through the terrible ordeal. She was blown to pieces, but he is still alive and well. He cannot deal with the fact that he lost a patient that was so crucial to Big Boss’ plan.

It wasn’t for a lack of trying, though.

As such, when you gather up your soldiers from MSF, you are given memento photographs that showcase some of the best moments of Paz’s time with MSF. Things like her sun bathing, throwing a birthday party and singing with Kaz and Professor Galvez; it’s all really touching and helps to detail the internal struggle she suffered by being forced into hijacking ZEKE.

When you reach chapter 2 of the Phantom Pain, Ocelot informs you that a very important patient is waiting on the medical platform. When you go to inspect, you are dumbstruck to find Paz sitting on the bed. You saw her die with your own eyes; how is she still there?

At first, even the player is at a loss for answers. There is no conceivable way she lived through that incident. Unlike her falling into the water at the end of Peace Walker, Paz was torn asunder by a bomb. There is really no other definitive way someone could die.

As you bring the photographs back to Paz, it starts to become clear; this is an illusion in Venom’s mind that is materializing from his guilt. He has a classic case of survivor’s syndrome; he feels that he should have died in that explosion those 9 years ago.

The ending also has him relive the moments that ripped Paz out of this world. He sees her extract the bomb from her stomach and throw it on the bed. He tries his best to run for her and shield her from the blast. Nothing he can do changes the outcome; Paz is gone and Venom’s past life is over.

When he awakes from his delusion, Venom looks to the sky and realizes that life goes on. While he might have been able to do more, what happened is over. Paz understands that he tried his best, just as she did with Skull Face and Cipher.

More so, the medic comes to terms with the fact that he is now Big Boss. Though he never asked for the responsibility or the notoriety, the medic is Venom Snake. He is the Big Boss that the world will get to see. He will exist to increase the legacy of the hero he pledged allegiance too all those years ago.

With that revelation comes the image of a floating morpho butterfly (Morpho being the name of the pilot from Ground Zeroes). As Venom looks at it, he sees that Peace is written on the exterior of Mother Base. That was truly what Paz wanted and it is precisely what Venom will fight to give the world.

In a game whose story moments are so scattered and disconnected, this side plot does more to elicit emotion and understanding then anything else the game throws at the player. Not only that, but in a title dedicated to absolute player freedom, this quest has no alternate outcome; you have to face the fact that a character you may have bonded with is gone.

Much like life, shit happens. What defines a human is how they deal with the aftermath of a tragedy. What they give to life in their worst hour is how they will be remembered. Venom isn’t going to let anymore of his men die, not without a fight.

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MGS V: Our Story

There are going to be MASSIVE spoilers in this blog. If you have not finished Metal Gear Solid V or are only part way through it, come back when you beat it. YOU HAVE BEEN WARNED!

Lots of discussion has been going on since the release of Metal Gear Solid V: The Phantom Pain. People seem to be pretty upset with the ending. An entire Kotaku article was written about how disappointing the whole affair was. (Then again, it is Kotaku)

I think people have the entire plot wrong. It may not be well written (in fact, I’d go so far as to say it’s outright bad), but it has a bigger symbolic meaning then we realize. For the first time in any games plotline, you (the player) are the most important figure in it.

The big twist at the end of MGS V is that you were never actually playing as Big Boss. At the end of Ground Zeroes and leading up to the opening of Phantom Pain, Zero and Ocelot concoct a plan to fool the world and keep Big Boss’ enemies off him.

This leads to you getting a face lift and becoming “Big Boss”. In actuality, you are Punished “Venom” Snake, who was once a field medic and the best soldier of MSF. He had such a dedication to Big Boss’ philosophy that, when in the coma, his mind was easy to trick in believing he was Big Boss.

Thus kicks off a game where, without the twist, nothing big really happens. You get revenge on the man who destroyed Mother Base and the plotline just kind of peters out of existence. The credits roll, you lose a buddy and that’s really it.

It’s when you consider the twist that things start to get interesting. I won’t defend it’s place in the Metal Gear canon (as I think it makes no damn sense), but as a standalone game, Phantom Pain’s plot is pretty emotional.

For starters, it’s basically a gigantic thank you to every Kojima fan. Without us, he would never be the superstar developer he is today. By making us Big Boss, he is saying that no Metal Gear would be possible without our love of the series.

Or without *sob* David Hayter!

The shift in gameplay to an open-world also echoes this. Since we are now the most pivotal character in the plot, our choices are what Venom Snake goes with. There are multiple ways to accomplish any task, so the story is dependent on the player.

There are obviously some bits from Ground Zeroes thrown in to make some kind of connecting thread, but you could skip that game and not miss much. The ending might make less sense, but you wouldn’t initially feel shocked at how you were deceived.

In the aforementioned Kotaku article, the writer goes on about how Mission 43 becomes mess gripping once you learn you aren’t Big Boss. I actually think the opposite effect occurs; once you learn you’re not actually Big Boss, you begin to realize that you are the one making all the shots.

You walked into the quarantine zone on Mother Base and shot the soldiers that you extracted. Everything was done by you and has to be undone by you. If your character were Big Boss, it would be an emotional moment for him. Since it’s actually you, the impact becomes two-fold.

I probably would have cried more than strike a dramatic pose.

The Phantom Pain works wonders when it comes to player involvement. I do wish the narrative were stronger (or that Konami didn’t cut out the damn real ending), but I can’t think of how else to really get a player invested in an open-world style game.

A lot of sandbox adventures suffer from unfocused plotlines. Grand Theft Auto IV and V have really bad stories. Each one starts with an intriguing premise before falling into rote execution and repetition. In both of those games, the actions done are by your characters, first, and then you.

Assassin’s Creed III is another perfect example. The whole game is built around the growth and struggles of Connor, not you. Not only do I not care to see his story unfold, but the game takes so damn long to even do so that the gameplay simply acts as a distraction more then anything.

With the Phantom Pain, every bit of gameplay is story. Regardless of what you’re doing, those moments are a part of Venom Snake’s history. You decided to make it happen and it will be your own personal conclusion to Metal Gear’s legacy.

The previous entries in the Metal Gear series were all about how much of a bad ass Solid Snake was. Even with Metal Gear Solid 3, it was less you and more Naked Snake doing things. He was the one who got the glory and who had to put that final bullet into The Boss.

I just can’t help but think people missed that with the Phantom Pain. We were so used to games giving us a clear narrative and actual purpose that we were left disappointed. That’s not to say that every story beat is good (because that isn’t even close to true), but the whole of the Phantom Pain is bigger then it’s individual pieces.

Kojima has stated that the amount of player freedom in Grand Theft Auto V had made him depressed. He was positive that the Phantom Pain couldn’t reach the same heights as Rockstars latest blockbuster.

In all honesty, I feel that MGS V has the most freedom of any game I’ve played this year. It’s also more open ended then a lot of sandbox games claim to be. You’re given tools, a general location and then told to get at it. If anything, it echoes more of Far Cry 2 then it does Grand Theft Auto.

I truly think that Kojima was inspired by what FromSoftware have done with the Souls games. While those are a bit more linear then the Phantom Pain, they don’t beat the player over the head with exposition or cutscenes. You enter a world and rarely (if ever) lose control.

But I can’t control this! WHY?! WHHHOOOOOO?!

The cassette tapes were a decent idea with MGS V, just the execution of them didn’t truly work out. We may never know how much Konami’s decision to drop Kojima may have effected the game, but I do get the feeling that the story could have been grander if Konami just believed in their output.

Still, Metal Gear Solid V: The Phantom Pain is deeper then we all think. It probably won’t go down in history as a classic or even the best of the series, but it certainly deserves to be called a masterpiece. If nothing else, I believe we have a best new character of 2015; us.

Maturation and Acceptance

I’m a fairly outspoken person. When someone says something I don’t like or agree with, I usually tend to spout off my counterpoint without them asking. It’s a bad habit, but I always deemed myself to be a fair and reasonable person, so I avoid purely bashing on other people’s ideas.

But when it comes to games, I’ve gotten into a bad habit of hating things and assuming I’m right. Now, when my friend let me borrow the latest Castlevania game, “Lords of Shadow”, I wasn’t expecting much. To my surprise and his, I absolutely hated the game.

But why do I feel bad about it? Before starting my journey, my friend let me know that he loved the game. He personally thought it was great and, despite a few awkward sections, was worthy of owning. He even gave me stories of his time at GameStop where he recommended the game and people praised him afterwards.

I figured the same would happen for me. There have been plenty of games I was indifferent about at first that became classics in my eyes, so why not this? Well, to me, the game is a broken mess of bad camera angles, poor collision detection, horrid pacing and overly cryptic story elements.


The graphics are exceptional, though.

My friend loved it, though. So, where did I miss this action classic? He’s not wrong in his opinion, either, but I’m finding it hard to believe he didn’t notice some of the problems this game exhibits.

Did he not notice that your combat roll does nothing? You can literally roll under an attack and still be hit by it, which is asinine. How about that enemies take no hit stun? What’s the point of that devastating combo when enemies will just interrupt you?

I can’t say every aspect of the game was a failure for me. Some of the music I did truly enjoy. This track in particular is entirely absorbing to me:

But then this song is a complete rip off of “God of War”:

The game, to me, just feels like a poor man’s example of modern action gaming. You can’t even control the camera, for fuck’s sake. It’s infuriating. But when I try to see it through my friends I, I do see that a good game exists under the layers of bad.

See, before this title, I never would have accepted a different opinion. My friend and I disagree on a lot of games. For instance, he dislikes Mario and it’s a personal favorite of mine. I loathe “Assassin’s Creed”, but those games are amazing to him.

We even have different views on both of our favorite series of all time; Zelda (though strangely, we both think Wind Waker is the best). He argues that Ocarina isn’t as great as people claim and I tell him that’s blasphemous (it is a tiny bit).

Maybe I’ve finally matured. I always preached that I was accepting and open minded, but I never really put that into practice. “Lords of Shadow” taught me that different opinions can be valid, regardless of how asinine I may think they are.

I may never understand what people see in films like “Top Gun” or why someone would willfully listen to Ke$ha, but maybe they’re on to something. If you can freely enjoy your own things and not be an abrasive jerk about things you dislike, why can’t I?

So, thank you Konami and Kojima. Even though I hate your game, I do understand that people will love it. Hell, I even enjoyed moments of it, so I guess that’s a plus. While I may stumble with accepting opinions in the future, know that you guys really put things in perspective for me.


Maybe my friend is plotting this…nah…