Not Every Game is For You


Hyper Light Drifter was just released this week. Word on the street is that the game is quite challenging. There has been a lot of hype surrounding the release of the title; people have fallen in love with the visual style and were waiting to dig their claws into the game.

Gaming Blog “Rock, Paper, Shotgun,” posted an impressions piece in which the author, John Walker, claimed the game was just too hard for him to finish. While I can respect him leveling with his audience about his personal experience with the game, I’d like to make a counter-point to his stance on difficulty.

The closing few paragraphs of the article mention that gaming shouldn’t cater to one specific group of people. I completely agree with that, but not in the way Mr. Walker claims. He said that every game should be made accessible with different options to allow less experienced players to see the game.

That doesn’t make sense to me. Certain games are built around their difficulty. If you changed Dark Souls, for instance, to have an easy mode, its atmosphere wouldn’t feel as foreboding. It’s similar to the problem Resident Evil 6 has with its fundamental design; Capcom wanted to make an action shooter, but shackled the end product to Resident Evil’s past as a survival horror game. You got a pathetic attempt at modernizing a franchise and a really unfrightening horror vehicle.

Some games can withstand different options for various skill levels. Things like Ninja Gaiden and God of War are focused more on empowering the player than berating them. You get to execute enemies in a glorious, bloody hurricane of destruction. The option exists to make the games challenging (and Ninja Gaiden is pretty unforgiving on any difficulty level), but the design wasn’t based around an uphill battle.

You can be this awesome and suck. It’s crazy!

I can understand Mr. Walker’s frustration in being engaged with the game until the first boss. It is truly aggravating to be sinking into a game’s atmosphere and have it pull out the rug from underneath you. We do live in 2016, though, where the amount of available games is staggering. A quick run through Steam, GOG or Green Man Gaming can let you find something else you’re interested in.

There are also a tremendous amount of games built on being a more spectator driven experience or even just a plain easy one. It might suck that you can’t play this one specific game, but just look at how much else you can find online. It’s similar to being rejected by someone you like; don’t fight it, just move on and go your separate ways.

I can’t disagree with Mr. Walker’s assessment that gamers with the mentality of difficult games being only for them is selfish. That is true; I just feel he misses a key point. Not every game is going to be built for your own skill level. If life had an easy option, we would all be sitting on our asses and getting nothing done.

So honestly, I feel Mr. Walker just needs to accept that not everything will be his cup of tea. It’s pointless to change a game’s core design just because you find yourself at an impasse. If your life is so full of other distractions or obligations that you can’t put the time in to learn a game, maybe it’s time you started looking for different games.

The options are staggering.

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Games As a Service

Man, Street Fighter V is certainly great. It’s got ranked matches and player matches and…replays and…some short story bits and…um…not a whole lot else. I mean, comparatively speaking, this isn’t much different than Super Street Fighter II on SNES, but that also released in 1994.

A lot of developers like to look at their games as “services”. When DLC is factored into the development cycle, one is constantly thinking about what is coming next. Does the base game end at going gold, or do you continue to release things steadily throughout the year?

Most of us gamers grew up in an era where ceasing development was the end point of any changes to the game. There are always going to be last minute changes, but for the most part, calling a project finished meant just that.

More recently, however, games have continued to grow and expand. Killer Instinct launched on Xbox One as a free-to-play game with multiple seasons. Hell, that game is prepping for a third season and PC release; it is far from being finished.

Not finished? The hell, you say?

For that matter, Sony has molded Driveclub into a pretty respectable racing sim. That game launched with a laundry list of issues, but those barely remain. The constant stream of extra campaigns and new courses has also kept the game from becoming stale.

If you look at the history of Street Fighter, you almost see the same thing. Capcom had listened to fan feedback and kept tweaking the foundation that Street Fighter II was built on. When the game’s initial run was complete, we ended up having six official versions of it; if you want to count the HD Remix, that makes seven.

For that matter, both Street Fighter Alpha and Street Fighter III saw three different versions (and Alpha had some console ports with different things). Capcom has never been one to release a fighter and call it a day. Their previous efforts without the internet lead them to creating multiple SKUs.

Street Fighter V is just the natural progression of their developmental mindset. They are no longer shackled to brick and mortar releases or physical distribution. The internet has changed the way which they can tweak their titles.

That doesn’t excuse the lack of features in the current version. For $60, it is insane to expect people to be okay with waiting for content that is available in other games. A story mode is coming, but what is included just seems insultingly bare.

And this is insultingly not bare (in the final game).

For that matter, why are most of the online features not present? You would think with all of the work done onStreet Fighter IV that Capcom would have some grasp of what their community wants. Basic multiplayer lobbies and better replay features should be present.

This is all putting aside the fact that Capcom rushed the game out for tournament players. The deadlines for making EVO qualification were at the end of February, so Capcom needed this released to allow hardcore players to get in the competition.

That doesn’t do much for the more casual gamer. I’m of the mind that a company as big as Capcom could have spent more resources to finish all of the features for launch. There is no compelling reason that anything should be absent, apart from planned DLC.

If EVO were such a big concern, why not release a cheaper, digital only release with an upgrade option? We do live in the age of the internet, which is something Capcom is clearly banking on. My main concern becomes when any kind of server support for Street Fighter V is ceased; people will have a game on disc that is basically nothing.

Then again, we are in the year 2016 and there are still Street Fighter II tournaments being held. Capcom has created a legacy with this series that will not burn out. Even if the genre of games saw a hiatus between Street Fighter III and Street Fighter IV, the rise of social media and blogging has given niches a voice.

I know, Ryu; it is really stupid.

Those voices wanted a return to the glory days of 16-bit fighters. Since 2009, I can’t even recall the amount of fighting games that have appeared. BlazBlue, Mortal Kombat, Persona 4: Arena, Guilty Gear Xrd; I could be here for a while mentioning them all. There was always an audience for this genre, but developers just assumed no one wanted to play them.

As it stands, though, Street Fighter V is a bit disappointing. The game may be solid and have legs, but the amount of content present is unjustifiable. Anyone whom drops $60 on that and is happy is either blinded with nostalgia or just plain easy-going.

Hopefully Capcom doesn’t go back on their word. They stated that Street Fighter IV would be a service, yet we’ve seen four different retail releases of the game. For what is planned, I have hopes for Street Fighter V. I like that playing the game will earn me new characters, which just plain makes sense.

It’s almost like an old-school game; almost.

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.

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.

Metal Gear and Me

Not many game franchises mean much to me. I blow through games quickly and tend to forget them. As I’ve grown older, my skill has gotten better and I just have a natural tendency to blitz through games.

Some games buck that trend. Zelda, Mario, Souls, Yakuza; these games are so well made and intriguing that I actively look for each facet of them. I want to experience every minute detail they contain.

Then, there is Metal Gear Solid. There hasn’t been many other games that have echoed different areas of my life. My first taste of MGS was with a PS1 demo disc, but I didn’t get into the games until the PS2 and MGS2.

I do still remember playing the living hell out of the MGS demo with my sister. We thought it was so expansive and daunting. We were scared to proceed, but interested in what the game held. The graphics were gorgeous and the atmosphere was second to none.

Still, I never did get MGS on PS1. I either was too disinterested in the PS1 (being raised a Nintendo kid) or just plain forgot about it. Whatever the case, when I entered middle school, I found myself without many a friend.

I’m Otacon in this picture. Dave was in love with Snake’s name being David.

I met a kid named Dave would introduced me to a lot of great games. Unreal Tournament, Neverwinter Nights and Metal Gear Solid. The first time I hung out with him, he beat MGS in an hour. He knew every inch of Shadow Moses and was able to show me exactly what was so special about the game.

It looked absolutely incredible. I didn’t realize that action games could be so in-depth and cinematic. While I didn’t actually catch any of the story (since he skipped every scene), I loved the way the bosses were set up and how the game focused on an espionage story.

At that point, I did finally want the game. What prevented me from taking the plunge was the announcement of Metal Gear Solid 2: Sons of Liberty. I was a bit of a graphics whore back in the day and that game was easily the best looking game on the market.

I was determined to get it. I tried buffering as many videos as I could online (I had dial-up!!!), but I mostly fell in love with the sound effects. I remember finding a theme for Windows 98 that augmented the task bar to look like MGS font and included every codec sound effect.

Anyway, this was around the time I started to get into reading reviews. I had found IGN64 when I was younger, but my internet access was so limited that I didn’t really frequent the site. In 2001, things were picking up a bit, speed-wise.

I favorited IGN and Gamespy and looked to them for coverage on every game. MGS 2 just happened to be the biggest damn thing in the world, so I was ingesting every bit of info I could. When it was announced that a demo would come with Zone of the Enders, I waited patiently to get that game.

While it wasn’t a bad game (not great, either), I spent more time with the MGS 2 demo then any human should. I had beaten every difficulty level and found every stupid little secret. I was so blown away by how detailed the “Tanker” was. I needed to know what came next.

At that age, I wasn’t ready for the bombshell Kojima would drop on us. I never had an issue with Raiden (seeing as how MGS 2 was my first Metal Gear), but I couldn’t understand what the plotline was about. I thought the ending was anti-climactic (it was written in the IGN review!!!) and I was angered that the plotline was mostly mumbo jumbo.

Still, I had enjoyed the gameplay enough to get interested in the series. While I still didn’t end up grabbing MGS on PS1, I did catch wind of Nintendo doing a remake of the first game. Since I liked the improved AI and mechanics from MGS 2, I figured getting the first game on the same engine would be for me.

You really didn’t mind me? Huh…

While it took a few years to come out, I had spent time online playing Unreal Tournament 2003 and meeting some nice people. The best of those were two younger girls named Mai and Kim. I grew attached to them, despite our distance, and I spent a lot of my time fantasizing about them.

Flash to when Twin Snakes was released and I was now in high school. During my biology class, we began to learn about the human Genome project. Much to my surprised, a lot of the plotline in Metal Gear Solid tackles ideas about how the human Genome can be manipulated.

There was also the curious case of a voice actress having the name Kim Mai Guest. I saw these things as fate giving me hints. There was no way this was purely coincidence. Metal Gear knew exactly who I was and what I was doing.

Hyperbole aside, I really fell in love with the characterization of Snake and his struggles against FOXHOUND. I loved the cutscenes as a child and my growing fascination with Japanese culture and Eastern philosophy seemed to hit a fever pitch.

After completing Twin Snakes, I was dedicated to the series. I didn’t want to miss anything else that came out. I wanted more Solid Snake. Learning that Metal Gear Solid 3 was just around the corner, I was ecstatic. How lucky was I to have 2 Metal Gear games in one year?

Oddly, though, that Winter didn’t go like I had originally thought. I had been a pretty bad kid in high school. I was falling in with a bad crowd and doing really idiotic things. I had become a thief and was constantly getting suspended. I was treating my own family like shit and manipulating teachers into letting me escape class.

So at the end of sophomore year (in 2004), I had changed schools. I had a growing depression that I was unaware of and ignored. I just felt miserable when I walked into this new school. I spent the first few months before winter break basically alone.

People were interested as hell on my first day and then quickly brushed me under the rug. It was hard to me to come to terms with being an “outcast” and not bonding with anyone. So when Christmas came along, I was gifted two games; Metal Gear Solid 3 and Metroid Prime 2.

Returning after New Years is where my life changed a bit. I had met my current best friend, Jim, at lunch. I’m not quite sure how we managed to get in touch, but our chance meeting was met with lots of discussion about games and music.

Jim’s favorite series of all time happened to be Metal Gear Solid. When I told him I had yet to play 3, despite owning it, he told me to immediately do it. He was so infatuated with the game that he didn’t understand how I let it slide past me.

Ch-chow!

I still tell him to this day that if he were a Metroid fan, I would have been more inclined to play that series. I didn’t want to let my new friend down, so I dove into MGS 3. At first, I hated the game damn. Kojima’s decision to stick with the old camera style didn’t mesh with how much more expanded the game was.

After breaking a controller in rage and screaming a lot, I kept playing. I forced myself through those opening hours. I wanted to make sure I had something to bond with this kid over. Sure enough, after about an hour and a half, I was enjoying myself.

I also found myself bonding immensely with Naked Snake. The story of the birth of Big Boss seemed to resonate more with me. While Solid Snake was cool, Big Boss had actual emotion. He had talent, skill and passion. He was also a bit of a klutz.

Instead of following in the footsteps of Solid Snake, Kojima decided to flesh Big Boss out more as a human. I understand, now, that this was all deliberate, but at that point, I had never seen a protagonist like this.

My own sadness and misery were paralleled by Big Boss. He had lost everything he ever loved in the world. Worse still, he was put in charge of ending it. The Boss was so brave in the face of absolute death; I wondered why I couldn’t be the same way.

After finishing MGS 3, I was in love. I loved the entire experience. It quickly became one of my favorite games ever. It also cemented a friendship that still exists. Metal Gear grew from being the cool, new, flashy series to something more personal for me.

I could just cry right now…

Ever since 2004, I began to take gaming more seriously. I was no longer playing solely for joy. Now I got into how reviewers processed information and what qualities of game design I enjoyed.

I dug deeper into why I played so much and why I felt more attached to Japanese style narratives then American ones. This brought about a new found interest in Martial Arts cinema. This also brought me closer to Jim, who was a bring proponent of kung fu.

While college would see us part for a few years, we stayed in touch and kept similar interested. Music, films and games were what we loved. Every time we hung out, we’d talk about one or all of those.

College sort of mirrored my high school life. While I wasn’t committing petty crimes, I was pretty alone. I had made some friends who seemed to bully me more then I liked, so after 2 years, I came back home.

This was in 2008 around the release of Grand Theft Auto IV. If anyone knows the history of Metal Gear, you should know that Metal Gear Solid 4 was on the horizon. Since I was back home and could hang out with Jim, I got to finally get a taste of what the PS3 had offered.

He obviously bought the game and invited me over to play it. Even though he had already finished it, he watched while I played. Under such close supervision, I made a bunch of mistakes, but I was floored with the quality that Kojima had on display.

Quality like a guy taking a dump in a garbage can.

Never had a game looked so damn realistic. The cutscenes were so flashy and over the top and the action was more manageable then previous entries; Metal Gear Solid 4 was everything a fan could have hoped for.

While I don’t really care for the game, presently, that experience of playing it with Jim and seeing this whole new world of PS3 opened my mind to the possibilities of the next generation. I figured things could only get better from there.

In a lot of ways, they did. Metal Gear Solid: Peace Walker was the next major installment in the series. When I learned it had co-op, I nearly cried. Jim and I could finally play the game together. We both loved Metal Gear and to be able to help each other made me overjoyed

The only problem was that I didn’t own a PSP. Jim has a big problem with spending, so he actually had ended up with multiple PSPs after his trip to Japan. He also really loves collector’s edition consoles, so the unveiling of a camo-themed PSP piqued his interest.

In addition to getting the collector’s edition of the main game, Jim also got the camo-themed console. It came with Peace Walker, so we were set to play the game. I don’t think I ever had as much fun playing co-op with him or anyone.

You guys ready to limbo?

I loved the increased emphasis on gameplay over story. I liked the neat comic panels that took the place of full motion cutscenes. I also loved the ridiculous extras and Monster Hunter missions. Peace Walker was a great game.

When the HD version came out, we beat it a second time. We even made sure to S Rank every mission. Our love of Metal Gear needed to be reflected in that Platinum trophy. I didn’t want to stop until every small bit was vanquished.

Now we can skip ahead to the present. While Jim and I were super excited for Metal Gear Solid V, we didn’t really play into the idea of Konami splitting the game up. When Ground Zeroes was released last year, we both took a pass on it. While we wanted to play it, we figured it would be better to just wait and get the entire experience.

Neither of us owned a PS4, either. We weren’t about to shell out to get a single game (even if Ground Zeroes was on PS3), so we played the waiting game. This paid off as Konami announced a PC port for MGS V.

PC has always been our preferred platform, even if Metal Gear has had a terrible past on it. Seeing Ground Zeroes running on PC was incredibly tempting. We nearly plunged during the 2014 Steam Winter Sale, but the $20 price tag was still a bit high.

Earlier this year, a random sale saw Ground Zeroes dropped to $10. Without thinking, both of us quickly bought the game. We were both amazed at how many touches Kojima thought to add.

Games have had a huge problem escorting people and allowing you to shoot. MGS V not only lets you aim and crouch, but you can flat out sprint with hostages. You can lay on your back and fire any weapon you desire. There is a neat “reflex” mechanic that allows you to silence foes before an alarm goes off.

The control scheme is just so smooth. The scale of the island is massive. Ground Zeroes may not be long, but it is incredibly dense. It opens up so many possibilities that I can’t believe other developers didn’t tackle first.

In an industry going towards more linearity and scripted sequences, it’s refreshing to see a game with near limitless freedom. You are basically put in a map, given a target and told to go. It’s intimidating and exhilarating. It makes you feel like you are Big Boss.

Or like Solid Snake being Big Boss; either one.

Our memories or too fresh to really say if Ground Zeroes will stick with us, but we are both waiting with bated breath for Phantom Pain. Since this is going to be Kojima’s last Metal Gear, both of us need to experience it.

Jim has even gone overboard and purchased both the Japanese and English collector’s editions along with the Japanese themed console and a CE of Ground Zeroes. He is making sure that he does not miss the monumental conclusion to the Metal Gear saga.

And for me; I just want to know how the whole thing ends. What other facet of my current life will Metal Gear reflect? Each game has seen me create incredible friendships or strengthen my inner acceptance.

Without Metal Gear in my life, I wouldn’t be half as engaged with gaming as I am. I wouldn’t have found my best friend and I definitely wouldn’t be a better person. I have Kojima to thank for that.

It will be sad to know that a true Metal Gear won’t exist after V, but I’m ready to accept reality. All good things must come to an end and while I really hope MGS V doesn’t echo the end of my life, I can guarantee it will be the end of a certain chapter of my life.

Portal Stories: Mel – Review

With Valve having seemingly given up game development, fans of their IP’s have been wondering what their next game will be. Instead of waiting, Prism Studios decided to craft an unofficial prequel to Portal 2 in the mean time. The quality of the level design may not always be top class, but Portal Stories: Mel ends up feeling like a full retail product, despite being a free mod.

While a lot of that credit has to go to the prior work Valve did with Portal 2, to even craft puzzles or a story close to as engaging as Valve’s work is a true testament of Prism’s skill. A lot of the ideas get borrowed from Portal 2, but the character of Virgil ends up feeling alive and cheery.

The exploration of Aperture’s past is also highly intriguing. While we got a lot more of an in-depth look at how the world of Portal comes to be in it’s sequel, we now understand a bit more of how Cave Johnson ended up running the company into the ground and what helped GlaDOS ressurect herself.

Of course, this is all non-canon, but the sheer quality of it all is very engaging. After finishing the game, I almost wish this were an official part of the Portal storyline. We may be removing a bit of the mystery behind GlaDOS and Cave Johnson, but at least it all remains interesting.

As for the puzzles, they start off strong and begin to get repetitive near the end. The last few chapters are some of the best designed in the entire mod, but they come too little, too late. The boss encounter is very reminiscent of the original Half-Life and even a few levels take some ideas from Black Mesa.

The soundtrack is also incredible. For a fan project, I’m surprised we got an entirely original score, but it fits the mood extremely well. I was always partial to the atmosphere sounds of the original Portal and I’d say that is the only place where I felt Portal 2 did not live up to it’s predecessor. I guess Prism thought so, too, as this score blows Portal 1’s out of the water.

The slight alterations to the Source engine since Portal 2’s release have yielded some better lighting and incredible looking water. Since PC’s are also a bit more adept, extra foliage is present in the “Overgrown” segment. It looks worse for wear than in Portal 2, which kind of screws around with the idea of this being a prequel.

If it weren’t for the middle section of the game, I’d say this is a homerun. Portal 2 had a strange reliance on ending most platforming/story segments with a half-open door that required you to portal out of. Portal Stories: Mel also does that quite a bit.

From the beginning of the middle until the intro of the finale, we also get treated to an incredible amount of block puzzles. The gels do make a return (and water gets utilized, which is nice), but a lot of the ideas are just more obtuse setups than what Portal 2 had.

I did have fun, but I can’t deny that the ideas stopped being creative and exciting after awhile. The last 2 chapters really were a standout as they feel completely different from the official Portal series.

Still, at the price of free, why aren’t you playing this? It’s an easy recommendation and is quite well made, too. I hope the team at Prism Studios can someday make an original project. I’m sure they’ll come up with something wholly awesome.

8/10

A So Called Legacy

With Capcom’s announcement of the Mega Man: Legacy Collection for next-gen consoles, I feel a bit torn. On the one hand, we have at least some kind of confirmation that Capcom actually cares about the blue bomber. On the other hand, they don’t care enough to make an entire compendium.

In an effort to not rant like a maniac for the next few paragraphs, I’ve decided to break this into a Top 5 list. I will go over 5 different ways that Capcom could improve the Legacy Collection that won’t ruin the idea they are shooting for.

5. Bonus Features

While not everything is known about the downloadable collection, one thing that should be included are bonus, DVD style features. When going back to the past, it’s nice to get a viewpoint from developers on what their creative process was.

More importantly, adding bonus features gives old fans a reason to actually pay attention to what is possibly the 5th time these games have been re-released. Nothing is cooler than beating a game and immediately re-starting it with director’s commentary.

The interactive museum feature is a start and I won’t dismiss photo galleries, but I will state that I don’t believe they are enough. Concept art always looks better on paper, so just throwing a bunch of images into the collection won’t really matter.

4. Extra Modes

Capcom has at least confirmed there will be a challenge mode for each game in the collection, but I’d like to see them take this further. Mega Man 9 and 10 had bonus characters as DLC that would be perfect to include in the older games.

Along with that, why not go ahead and make a Master Quest style version of each game? Fans have beaten these games an innumerable amount of times over the years, so giving them what might be the closest thing to a new Mega Man as possible wouldn’t be bad.

3. Updated Graphics

Graphics may not be the most important part of a game, but charging an umpteenth time for a 28 year old game is a little crazy. Instead of just wholesale porting a ROM over, why not go the distance and re-create the sprites in HD?

Capcom hired Udon to do such a thing for Super Street Fighter II: Turbo, so why not Mega Man? Many people consider the blue bomber to be a defining character of their childhoods, so they would appreciate updated art assets that pay homage to the original style.

For the sake of purists, though, do not make updated graphics the only option. I cannot stand when HD remakes update the past, but fail to respect it. LucasArts did great with their re-releases of the Monkey Island games, so give us something along the lines of that.

2. Release on “Legacy” Consoles

While the new generation of consoles is underway, there are people who have no interest in leaving their past consoles. For some, the PS3 and Xbox 360 are all they will ever need. Then there are the Nintendo faithful who have a Wii U and no possible way to experience this collection.

Instead of snuffing those customers, why not port the game to last-generation consoles? You can’t tell me that the collection wouldn’t run on previous gen hardware. Both PS3 and 360 have Mega Man 9 and 10, not to mention the Wii has a majority of the older Mega Man games on the eShop.

Wii U also has that, but when you’re charging $5 a pop, why are you going to leave Wii U owners out in the cold on this “Legacy” collection? Just having the games isn’t the only point of this re-release.

Sony has the perfect feature of “cross-buy” that would be great for their console family. Having Mega Man on PS3, PS4 and Vita would be enough to convince prospective players into dipping their toes.

1. Include Every Mega Man Game

This is probably the biggest concern of mine when it comes to the so called “Legacy” collection. You can’t claim something is a legacy if it doesn’t have every available game. Even though Konami has their heads firmly up their asses, their legacy collection of Metal Gear included every title (and the VR Missions!).

Capcom should take this chance to provide Mega Man 7, 8, 9 and 10 on next-gen hardware. Forget that some of those titles aren’t the best of Capcom’s classics (I actually think 9 is the best Mega Man game), but they are a crucial part of the blue bomber’s history.

The biggest disaster is that Mega Man 8 isn’t readily available on most consoles. While Sony recently released it as a PS1 classic, there isn’t a reason why this collection should be missing such a game.

Couple that with the fact that the previous Mega Man collection actually included 7 and 8, and I really don’t understand the reasoning to leave out the last four games in the Mega Man series. Hell, that same collection even had both arcade fighting games, so why not throw those in?

Even if it would move the relatively low price up a bit, I’d be willing to pay more for a collection that is complete. The NES era might be the best of our old friend, but he did have other ventures that most likely created some die-hard fans.

With this list, I really hope Capcom takes the time to notice some of my concerns. I do love Mega Man, but access to the back catalog of games isn’t the easiest thing to come by. You either have to own more than one console or be lucky and find the old Anniversary collection.

Capcom could even go out of their way and make a physical release that includes a Mega Man statue. That may be asking too much, but fans truly want some kind of acknowledgement that the blue bomber is worth a damn.

Either way, I probably will still end up with the Legacy collection. I love the little blue guy too much to withhold myself.