keskiviikko 26. syyskuuta 2018

Homework: Storytelling in Metal Gear Solid 3: Snake Eater

We are interrupting our regular programming because of an assignment given as a pre-task for the class held 27.9.



Storytelling in Metal Gear Solid 3: Snake Eater

Metal Gear Solid 3: Snake Eater (which I refer as MGS3 from now on) is one of my favorite games. It's one of the only games I actually own on multiple platforms (PS2, 3DS and PS3) and I've played it through around five times, which is actually uncommon for me. The game combines the actual gameplay and cinematic storytelling quite excellently in my opinion.

MGS3 is a spy story set during the Cold War of the 60s. Main character is an American spy codenamed Naked Snake. His mission takes place in the jungles of Soviet Union (yes, there's tropical jungles in Russia now) where he needs to save scientist called Sokolov and kill traitor called and Snake's former mentor, The Boss. Assisting Snake through radio is Major Zero and his crew. Also there's sadistic Russian Colonel Volgin and Boss' special unit making things more difficult for Snake.

Story is told using cutscenes and radio conversations between the gameplay. Usually quite long cutscenes are made in a cinematic manner, with changing camera angles and "acting" of the 3D characters. Voice acting is also quite good which strengthens the cinematic feel of the game. There is a little game element added to these cutscenes by letting player sometimes view things from Snake's perspective, which can sometimes reveal some secrets or just tell what Snake's focused on.

The story of MGS3 is set and unlike in some video games, actions of the player do not change it. While it gives the player less freedom, it helps create inversion when playing. It gives player the possibility of starting to care more about the mission their character is going through, keeping them invested and wanting to find out what happens next.

This is not to say that there is no freedom at all in the game. While between the cutscenes players mission is usually take the character from place A to B while sneaking past enemies and fighting boss battles, the way player does it is up to them. While the game encourages player to be more quiet and cause as little chaos as possible this is completely in players hand. More impatient player can run through it with guns singing killing everything in their sight. Player also has weapons that don't kill and it's possible to beat the game without any loss of 3D character lives.

MGS3 allows the game makers to tell the exact story they wanted to, while also keeping the player satisfied in their ability to control the action. I think it's this combination that made the game success both critically, commercially and most importantly in my mind.

Have fun. Love and respect each other.

- O.K.


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