Welcome to Dev Game Club, where we are are just finishing our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about the end of the game and some narrative choices there that we like and then discuss our pillars for the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
To the end!
Podcast breakdown:
0:41 End of MGS
1:00:48 Break
1:01:22 Pillars and feedback
Issues covered: 100 episodes, Tim moving out, extravagant endings in the series, intercutting action scenes, turning codecs into cutscenes later, economic storytelling through codecs and audio diaries, conversational audio diaries, utilizing VO in interesting ways, Brett's new keyboard, the interesting dynamics of the Vulcan Raven battle, cat and mouse, Brett forgets the word "claymore," multiple ways of defeating Raven, using the AI's rules against them, boss/level design/camera synergy, Brett skips a cutscene and has to redo the battle, backtracking and stretching time, cool alloys, keeping a balance between being cool and usability, camera shot of Revolver noticing that Solid is outside the room (sort of a double reversal on the player), hanging out in the cold or hot rooms, Master Miller and throwing Naomi under the bus and yet still being Liquid, Tim recants his feeling that there should be a MGSVI, small universe problem, Chewbacca effect, Naomi and Gray Fox, the Ocelot effect, Ocelot and Liquid reunited, Liquid monologuing outside of Rex, going toe-to-toe with Rex, RoboCop vs ED 209, forcing you to be bold, Liquid as the boss who never dies, Gray Fox confessing his sins, hand-to-hand fighting with Liquid on top of Rex and the uncertain fate of Meryl, the reveal about FoxDie, cloning and the relationship between multiple characters, Dolly the cloned sheep, being the soldier of the century, James Bond themes, Snake Eater, The Man Who Saved The World, two more monkeys jumping on the bed, differences in the endings, jeep battle, low turn rate, tracers, having a third big battle, end-game balance for normal difficulty, Jim Harrison (the politician behind it all), Meryl and Snake riding off into the sunset on their snowmobile, wrapping up themes of love blooming on the battlefield, different endings, juxtaposing the scientific/techy stuff with the philosophical talk, Hal and Dave (joking at the end), post-credits sequence and the Iditarod, writing yourself into corners and cliffhangers, retconning to fit story stuff together, comic book writing and story structure for serialization, commitment to narrative and cinematic presentation, in-engine cutscenes, hardware-acceleration on the PS1, bilinear filtering, best B movies, letting your freak flag fly, all of ones loves and fears being in a game, being generous as an artist, committing to stealth gameplay, high lethality, voice acting, fictional context, experimentation with mechanics, bringing you back through the evolution of mechanics, adding mechanics from a competing or more recent game into a remake, upsetting the balance, new game plus mechanics, new game plus plus and a tuxedo, immersive sims.
Games, people, and influences mentioned or discussed: System Shock 2, Metal Gear (series), James Bond, Star Trek, Ron Gilbert, Star Wars, RoboCop, Halloween (Michael Myers), Spy Who Loved Me, The Last Samurai, 2001: A Space Odyssey, George Lucas, Indiana Jones (series), Empires Strikes Back, Final Fantasy VII, Voodoo hardware, Anachronox, Thief, Death Stranding, Guillermo del Toro, Silent Hills, Silent Hill 2, P.T., LeraAtwater, Michael Baker, Silicon Knights, Shigeru Miyamoto, Denis Dyack, Ben "from Iowa" Zaugg, Christian, Travis, Michael, Ultima Underworld: The Stygian Abyss, Looking Glass, Origin Systems, Warren Spector, Doug Church, Ultima VII, Good Old Games, Prey, The Elder Scrolls: Arena.
Next time:
Ultima Underworld Level 1
@brett_douville, @timlongojr, and @devgameclub
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