In Loving Praise of Restraint in Metal Gear Solid V

One of the first critiques you will hear as a creative writer of any kind is this: show, don’t tell. The Metal Gear Solid franchise has never taken that piece of advice (not that I’m complaining) until we were allowed to get into the head of Big Boss in Metal Gear Solid: Peace Walker. The beautiful drawn cutscenes by Ashley Wood draw a wordless parallel between Naked Snake shooting The Boss in Russia in the 60’s, to the present day 1970’s where he puts down her horse in Costa Rica. The Snakes often say little about how they feel, but this scene is where Kojima really shows what he’s learned since Metal Gear Solid IV, and uses visual storytelling to say things without using words. It’s important especially in the context of Peace Walker, where Big Boss navigates a second time what The Boss taught him, or at least, what he thought she had taught him. If she had been entirely open with him in the first place, he may have not still struggled with her message.

And that leads us to the controversy of Metal Gear Solid V: The Phantom Pain. There is very little in the narrative that is simply told to the player. For many fans of the earlier titles in the series, The Phantom Pain was a disappointment. As a fan myself, I understand why. I, too, miss the long codec conversations about military history and characters’ personal histories. The sacrifice of these though (and adaptation into fewer, more carefully selected tape recordings) earns MGSV an A+ in game design. The medium is the message in The Phantom Pain, and the message is about silence and projection.

I feel like here I need to leave a disclaimer that 1: there are spoilers ahead and 2: I was not on board the MGSV hype train leading up to the game’s release in October 2015. I bought a playstation 3 for the sole purpose of having it for the Metal Gear Solid IV release, and after that I gave up on the Metal Gear franchise entirely. Not because I was unhappy with IV (I wasn’t! I was pleased with it, although I have some issues with it now) but because I didn’t want to encourage a franchise that Kojima no longer wanted to make. So when I came home to Canada in mid-October 2015 to find my roommates deep in Metal Gear Solid hell, I played Peace Walker, Ground Zeroes and The Phantom Pain in one go, without any expectations of what any of these games entailed. Considering the angst much of the fandom went through waiting, I wouldn’t have it any other way. I realize, however, that the marketing of MGSV led to certain expectations of the game that were not met, and it’s important to understand that this was not how I experienced it.

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TCAF 2016 + Doing Something Different with TWS

Okay let’s start with what’s happening in TWS: We’ll be changing how we update so that we can do it with more regularity. After doing a twitter survey it seems that the more popular option would be to update more often with a page or two at a time, so that’s what we’re going to do from here on out. That said, you should look forward to an update by the end of the weekend, probably.

Second: You can now play the games on your phone! We’re still working out some bugs from the mobile version, but it mostly works.

So here’s what happened to me at TCAF 2016:

This year I ended up getting on the waiting list for TCAF proper, but the wait ran long and I got in with the Hand Eye Society for Comics vs Games. So for my first time I had to build an interactive way to play TWS to show off all it’s capable of. So I had my comics and we got TWS up on an ipad borrowed from my lovely roommate and showed off our nice new touchscreen abilities.
It was a learning experience but it did go mostly well.

We had two OTHER new and exciting things there, too. One of them was Clark‘s burnt CD soundtrack. It’s currently unavailable anywhere but I have it on good authority that he’ll be hocking them to his patrons soon. If you’re interested you should support him, for sure!

The second was my zine about fandom, which you can download here. This was a major point to my stress coming up on TCAF but I got to say a lot of things in it that I really wanted to say.

NOW IT’S TIME FOR THE CHRONOLOGICAL PLAY-BY-PLAY OF MY ADVENTURES.

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