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Hideo Kojima

Review: Metal Gear Solid V: The Phantom Pain

Aug 31 // Chris Carter
Metal Gear Solid V: The Phantom Pain (PC, PS3, PS4 [reviewed], Xbox 360, Xbox One)Developer: Kojima ProductionsPublisher: KonamiRelease: September 1, 2015Price: $59.99 (PC, PS4, Xbox One) $49.99 (PS3, Xbox 360) [There will be no story spoilers here, though themes and gameplay elements will naturally be discussed in this assessment. I'll be as vague as possible.] Phantom Pain opens up with a brutal playable sequence that sets the tone for the game. Big Boss has woken up after a nine-year coma, and just in time, as an elite infantry unit has invaded his location, ready to kill anyone and everyone just to get to him. Looking back on this opening, it's amazing to see how well thought out everything is in Phantom Pain -- there is very little wasted time. This rapid fire mentality shines throughout the entire game. No longer will you spend hours listening to two portraits talk back and forth via codec. Instead, it's all done through a radio seamlessly integrated into regular play. David Hayter's endless monologues are eschewed for Kiefer Sutherland's more deliberate interjections, and as a result, the entire experience has a very different feel to it. That's not to say there aren't some classic conventions present, or that Kojima has abandoned his roots. There's still plenty of silliness that ensues, crazy mutated boss fights, tons of robots, and Easter eggs for days. It's the gameplay that feels a bit more grounded this time around -- one mission even provided me with flashes of Splinter Cell, but with the obvious Kojima flair to it. The main setup involves a timeline in 1984, 11 years before the first MSX Metal Gear, in which the Soviets invade Afghanistan. Your first job as a newly awakened Big Boss is to rescue your comrade Kazuhira Miller, and begin work on an entirely new Mother Base as the "Diamond Dogs" -- taking on Skull Face and his forces. From here, it evolves into a tale of espionage and deceit, complete with franchise-wide reveals and some breathtaking action sequences. Yep, it's still Metal Gear all right. [embed]305699:60106:0[/embed] But thanks to the advancements Kojima has made over the years refining his craft and the power of the Fox Engine, this is the biggest game yet in just about every regard. To accompany this huge shift is a suitable open-world focus, which allows you to explore a giant portion of Afghanistan, and another region I won't spoil here. It's interesting to see a mainline Metal Gear go this route, but after a few hours, I was used to it. The principle reason I was able to acclimate so quickly is Kojima and his team have made the game fun to play almost at all times. Nearly every situation can either be taken head-on by knocking down the front door, by stealth, or any combination therein. By researching different weapons and tools in Mother Base, you'll have the option to equip hundreds of different loadout variations, and face challenges in completely different ways. For instance, I later came back to one area, took an utterly new route, and used the Fulton extraction system to kidnap an entire base -- one member happened to be a translator who upped my force's efficacy considerably. What's even crazier is how deep the customization goes. You can choose from an assortment of "buddies" (which include the horse and wolf that have been previously revealed, among a few others) to accompany you on missions, all of whom have various costumes and loadouts themselves. You can also choose to alter the appearance of Big Boss, Mother Base, and even your own support Helicopter team. If you enjoyed the prospect of switching up camo suits in Snake Eater, you'll spend hours customizing all your junk here. Mother Base is a whole different animal as well. By using the Fulton system in the field you'll slowly acquire new soldiers, which you can in turn visit at your base at any time. It's similar to the Farmville-esque Garrison system from World of Warcraft, but much more rewarding. While I usually tend to ignore mechanics like this, your crew is integrated into the game in a number of ingenious ways. New weapons rely on the R&D team's efforts, for example, and the Intel team can inform you of incoming weather, as well as nearby enemy patrols if they are sufficiently staffed. The rewards are both tangible and poignant. You can also visit some more important NPCs, partake in a few target practice minigames, hit the shower to wash off the blood of your enemies, and generally just explore the base's nooks and crannies for collectibles. As I touched on a tad, the Fox Engine renders this all beautifully. It's insane to see a portion of the game and realize that it's not a cutscene, but actually done with in-game visuals. Although I've only had access to the PS4 version of Phantom Pain, it's run flawlessly, with minimal load times and no major framerate issues during my time. Another huge thing I noticed was the impeccable sound direction, which may be the best I've ever witnessed in a game to date. It's especially delightful if you're wearing headphones, as you can hear every clomp of your horse as the wind rushes behind you, bullets darting past your head. In terms of my assessment of the plot from start to finish (which all told took me roughly 40 hours to beat), it's definitely not one of my favorite entries, but it does a good job of closing a number of storylines and providing us with a few revelations of its own. As a fan it was tough to forget Hayter at first, but Sutherland really works here, especially with how different Phantom Pain is tonally. Which again, isn't to say that it's all serious all the time, as plenty of absurd characters and storylines pop up fairly quickly. For those of you who are curious, you won't be completely lost if you haven't played previous games in the series, but Snake Eater and Peace Walker knowledge will definitely up your enjoyment of the narrative. But as satisfied as I was with the story, there are a few inherent issues with the way the missions are structured. For starters, a number of levels are uninspired, and force a degree of backtracking, usually for a menial task you've already completed multiple times. This is especially evident later in the game, as it's required to redo some missions with either the "Subsistence," "Extreme," or "Full Stealth" modifiers in tow. The former drops you in with no items or assistance, Extreme ups the amount of damage you take considerably, and the latter ends a mission automatically if you're spotted. Series regulars will probably remember playing a lot of these higher difficulty levels on their third or fourth optional playthrough, but now they're incorporated into the game itself. I have a feeling these objectives are going to be incredibly polarizing, especially since a few of them took me at least 30 tries to complete. It's a level of dedication that hasn't really been seen lately in the gaming arena, but to me, it's classic Kojima. I powered through these tough and sometimes aggravating sections, and was sufficiently rewarded, both in the sense of storyline progression, and the acquisition of completely new tactics. As a note, I couldn't test the online features of the game, including the base-to-base combat sections (FOB). The story calls for at least one scripted invasion, but I was required to play the game in its entirety offline. Once Phantom Pain launches we'll provide some impressions of this feature, and we'll provide a separate review for Metal Gear Online, which has been delayed until October 6. Rest assured, the entire campaign can be played offline, beyond the reach of microtransactions or pre-order bonuses. Despite the fact that I hit a few snags along the way, Metal Gear Solid V: The Phantom Pain feels like a simultaneous celebration of the series, and a decidedly new chapter. It's equal parts tough and flashy, and it's fitting that if this is Kojima's last Metal Gear, he goes out on a high note. [This review is based on a retail build of the game provided by the publisher. We did not attend the review event.]
Metal Gear V review photo
Happy trails, Kojima
Despite the fact that most of the spinoff Metal Gear games are good in their own right, they just don't get me excited the same way the mainline console editions do. Every core Metal Gear entry has something new, and offers up some sort of revelatory storyline event that has fans talking for years on end. Metal Gear Solid V: The Phantom Pain is no exception.

Metal Gear memories

Aug 29 // Nic Rowen
I remember the entire route through Shadow Moses. I remember the area with electrified tiles inset in the floor and steering a tiny rocket over them. I remember resenting not being able to use my guns in the nuke disposal area. The cave with all of Sniper Wolf's wolves running loose -- one of them pissed on my cardboard box. I'll sometimes forget the best way to get downtown, but the map of Shadow Moses is burned into my memory. The bosses were legendary, both for their design and the surreal conversations you'd have before, during, and afterward. One-on-one with an old west gunfighter, circling each other around a hostage in the middle of a room rigged up with C4. He showed off his fancy carnival trick-spinning and made comments that distinctly implied that he wanted to make love to his pistol, or that gun fighting was an allegory for sex to him. I don't know, he was a weird dude. There was that shaman who you'd fight twice, once in a literal tank and once while he carried around a gun the size of a small tank. He discussed ear-pulling competitions and the futility of struggling against fate. He was eaten by his own ravens. Then there was the suffocating tension and isolation of dueling a single sniper hundreds of yards away. The battle with Sniper Wolf would be eclipsed in every way six years later by Naked Snake's duel against The End, but at the time it was one of the most intense fights I'd ever experienced. I feel like there has probably been enough ink spilled on how crazy the fight with Psycho Mantis was, but holy fucking shit. How did any of that happen? It was like stepping into some alternate reality where Andy Kaufman had been a game designer and somebody cut him a blank check. Memes of plugging the controller into the second slot, or the infamous “HIDEO” error screen are well worn now. But I don't think secondary accounts can do justice to just how crazy and bizarre that fight, and the rest of Metal Gear Solid, truly was. All of that weird fourth wall breaking shit -- holding the controller to your arm for a massage, having the Colonel explain combat maneuvers to Snake directly referencing the DualShock and a bunch of video game jargon, it was something that had to be lived in the moment. It felt like Kojima was peeling back our skulls and attaching electrodes to areas of the brain that were previously entirely unstimulated. He was showing us a new way of making and thinking about games. I remember taking that instruction book with me while on a short shopping errand that Saturday afternoon in a calculated move to ensure I wouldn't have to stop thinking about Metal Gear. It had its hooks in me, and once I was in that world of spies, rogue special ops groups, and shadowy conspiracies, I never wanted to leave. We were supposed to visit our grandparents that Sunday, but stopping wasn't an option. So we took the PlayStation with us, hooking it up to an ancient TV in their dusty basement where we could continue to save the world from nuclear disaster and learn more dubious information about genetic engineering. I know, it was a scumbag move. But in our defense, we'd just finished the torture scene, found the corpse of the real DARPA chief, and escaped a jail cell using a bottle of ketchup -- neither of us were in the best head space to make positive decisions. It was a weekend I'll never forget. My brother and I tackled Shadow Moses together, experiencing the entire mission as a single unit. It was was a battle march, a do-or-die suicide mission to finish it in a single weekend. Even if it meant wearing out our welcome at our grandparents with multiple pleas of “just 15 more minutes!” as we pummeled Liquid Snake to death and tried to watch the hour-long ending without completely alienating the rest of the family. So yeah, we kept the stupid manual. Call it a battle trophy, or a war memento. My brother still has it buried in some desk drawer. Besides, we did Blockbuster and the next person to rent the game a solid. When we returned the game, we taped an index card with Meryl's codec number to the inside of the sterile white and blue plastic box. We had to crack that puzzle with brute force after we couldn't convince our mom to drive us back out just before midnight to look at the back of the CD case on the shelf. Kojima never accounted for us rental kids with his fourth wall shattering puzzle, but I forgive him. How could I not? He made some of my favorite memories. The best moments I had with Sons of Liberty all happened years after the game first hit the shelves. Nowadays, I consider Sons of Liberty to be one of the most important and subversive games of all time. When we picked it up on day one though, I thought Raiden was a turd and Kojima was playing a mean spirited prank on us. You want to talk about memories? I remember thinking “boy, I hope this is just a joke and Snake takes over again reallll soon” about a million times during the first few hours with it. That's not to say I didn't like Sons of Liberty or that it was a bad game or anything, it was just frustrating. It seemed to exist only to validate every criticism of the original. That it was a bunch of nonsense for the sake of nonsense, or that it was a nice movie with some neat game bits in between. I wanted to love it, but it didn't seem to care one way or the other for me. Subliminally, I was picking up on the entire meaning of the game. But it'd be a long time before I could fully appreciate it. Sons of Liberty isn't a game you tackle in a single weekend of obsessive dead-eye play. It's an intricate and nuanced criticism of the industry, players, and power fantasies that you revisit every few years with a scalpel and a fresh set of eyes. It's a game that was so prescient that only now, with games like Spec Ops: The Line and Hotline Miami, are other titles even attempting the same kind of criticism it levied. It's a game that I've enjoyed reading about more than I enjoyed playing. And I've enjoyed playing it a lot. It would be easy to dismiss Sons of Liberty's message as postmodern gobbledygook, or its criticisms of Raiden, and by extension the players, as overly impressionable rubes playing pretend at being a super solider as a creator taking a shot at his audience. But I remember a time in high school when I skipped Mr. Hogarth's class in the morning and couldn't afford to be caught. How the blood in my veins began to pump as I saw him looming just in front of the door of one of my afternoon classes having a conversation with Mr. Jones. How I slipped seamlessly, without consciously thinking about it into STEALTH MODE, creeping up just behind him, turning with him as he turned, like I was staying just outside of the vision cone of any of Metal Gear's hapless guards, slipping in just past him to take my seat, no alarms activated. The S3 plan worked better than Kojima could have dreamed. Even a pudgy high school nerd could have his own Solid Snake moment with the kind of training he provided us with. The Substance Edition on the Xbox was where I really came to love Sons of Liberty. The VR missions more than made up for the intractable cinematics and radio conversations of the main game, finally letting me feel like I played Sons of Liberty rather than watched it. With a few years to get over the shock of playing as Raiden and absorb the message of the game's screwy third act, I was able to enjoy the story and characters. It's one of the few games I can think of that benefited from a remaster in a way that was more meaningful than just a graphical update. But when it's all said and done, I think my favorite memory of Sons of Liberty has to be slipping on bird shit and falling to my death. I don't know why, but that's the moment that crystallized Sons of Liberty to me. Snake Eater is one of my favorite games of all time. I've completed it maybe ten or so times give or take. Certainly more times than any other game I've ever owned. The reason I played through it so many times is simple -- it kept giving me something new every time I did. I'm not sure how many people appreciate how incredibly dense and rich Snake Eater is. If you just want to mainline the game on normal mode, stick to dependable tactics, and don't care too much if you get spotted or have to drop a few extra people, it can be a fairly straightforward affair. If you want to dig deep though, if you want to get weird, that's when Snake Eater really shows you what it's really made of. I did all of the normal things. A regular playthrough where I slit every throat I saw, blundered into enemies and tripped off alarms, and was admonished by The Sorrow who seemed very cross with the number of Russians I set on fire. I did the professional thing, where I snuck in like a shadow over Groznyj Grad, with no alarms and no surprises. Then I did the goofy stuff -- theme runs where I would try and see if I could complete the game as a North Vietnamese regular (all black camo, unsilenced pistol, AK-47, grenades, and SVD only). I did runs where I would only eat fresh killed food, no Calorie Mates or insta-noodles. Runs where I tried to kill as many people indirectly as I could, to see how many I could poison with rotted food or knock off of bridges, the spirit of bad luck. Runs where I made a point of blowing up every supply shed and armory in the country. Every time I thought I exhausted the very last bit of Snake Eater, there was just a little bit more to find. A new mechanic or trick (that of course was almost totally useless and impractical, and great), or some new weird quirk of enemy behavior (did you know you can kill The Fury with a few swipes of your knife? He even has custom dialog for it), or a new radio conversation or song I had never heard before. I played Snake Eater for years, and I'll bet there are still one or two things left to find; Kojima's bag of tricks never seems to end. I still have the memory card with all of my Snake Eater saves on it, just in case I ever feel the need to get down on my belly and crawl through the weeds and marshes of Tselnoyarsk again. I had a whole library of saves, most of them right before discrete scenes or moments I knew I'd want to play again and again. The mountain infiltration right before you rendezvous with Eva and the treacherous march back down again. Dodging KGB special operation units armed with flamethrowers, mindful of the differences in elevation and the gun emplacements littering the hill. I've heard The Guns of Navarone was one of the movies that inspired Kojima when working on the series, and I like to think this area is his little homage to the cliff-side raid of the movie. I saved right before the sniper duel with The End, two different versions. One where Snake would run into his valley clad in camo greens, ready to fight a war of attrition with the legendary marksman. Another, where I assassinated the old man earlier on in the game with a single split-second crackshot (Snake Eater lets you do this because Snake Eater is a game that gives and gives every time you play it). In that version, his valley was full of Ocelot's personal entourage of soldiers to play with. Can you slip by unnoticed while being hunted by a pack of red beret-wearing hotshots? Or maybe it would be more satisfying to unzip each of their throats one by one, or to fight them all in one glorious running battle of machine gun fire and shotgun blasts (I never really used the thing unless I was goofing around). Of course, I saved just before the final showdown against The Boss. It's probably the single greatest scene in the entire series and one of the best boss encounters ever designed. Sure, taking down the Shagohod was satisfying, and sneaking up on The End and forcing him to give up his special camo and rifle made you feel like a sneaky master, but this was the real test. Fighting a person with all of the same skills and tactics you've spent the game developing and mastering, but she's better at them than you. After all, she invented them. I have less personal attachment to the other games. Guns of the Patriots I had to enjoy vicariously, reading about it and watching other people play. Same with the Metal Gear Acid games. I've spent a good chunk of the last month catching up, reading wikis about them and watching Let's Plays to fill in the gaps of my Metal Gear knowledge. I think I'm ready. I'm ready to finally close the loop on this series I've been playing my entire life. I'm ready to experience the last chapter in this decades long story of espionage, betrayal, and hiding in cardboard boxes. I can't wait to get into The Phantom Pain next week and see it for myself. I'm hoping Kojima can give me a few more memories on his way out.
Metal Gear memories photo
More than the basics of CQC
We stole the instruction manual when we rented Metal Gear Solid from Blockbuster. It's the one and only time we ever did that. Normally we were fine upstanding rental citizens who held manual-thieves in smug contempt. But in ...

Metal Gear Solid photo
Metal Gear Solid

PS4 Metal Gear Solid 5 Collector's Edition missing DLC codes


Check your contents carefully
Aug 28
// Vikki Blake
Ordered the Metal Gear Solid V: The Phantom Pain Collector's Edition on PS4? Check your contents carefully. Some reddit and NeoGAF users (who have got their copies incredibly early) are reporting that...
Deals photo
Deals

MGSV: Phantom Pain pre-order roundup tops off at 25% off


Less Pain on the wallet
Aug 27
// Dealzon
Update 8/31: Best US deal is at DLGamer who are currently sending out keys as of writing. In less than a week, Konami's Metal Gear Solid V: The Phantom Pain will release on PC, PlayStation 4, and Xbox One for the usual $59.99...

Metal Gear Solid art photo
Metal Gear Solid art

Metal Gear Solid artist Yoji Shinkawa's still got it


Look closely at the V
Aug 26
// Jordan Devore
Check out this awesome Metal Gear Solid V: The Phantom Pain illustration from Yoji Shinkawa. I think it'd make for excellent box art, but the piece would look good on a wall, too. AOJI has several other Metal Gear Solid illustrations for sale, including this Diamond Dogs group shot:
Phantom Pain photo
Phantom Pain

The Metal Gear Solid V launch trailer is bittersweet


One week to go
Aug 25
// Jordan Devore
The first half of this launch trailer for Metal Gear Solid V: The Phantom Pain is a short, incomplete reminder of designer Hideo Kojima's legacy. It's sad, knowing what we know. Touching, even. Then a giant-ass mech with a gun on its crotch transforms a fiery whip into a sword and slashes cars.
Guillermo Del Toro photo
Guillermo Del Toro

Guillermo del Toro is done with games


THQ and Konami were probably bad choices
Aug 14
// Joe Parlock
Guillermo del Toro hasn't had a very good experience with video games, has he? First he spent literally years working with THQ on something, only for them to go bankrupt and sell off all of their stuff. Then he went to work ...
Metal Gear Solid V photo
Metal Gear Solid V

The Phantom Pain lets you sneak into players' bases and steal their men with wormholes


Mother Base and FOBs explained
Aug 05
// Jordan Devore
The Mother Base side of Metal Gear Solid V: The Phantom Pain is detailed enough to necessitate a half-hour demonstration out of gamescom, and I'm loving it. There's a lot to parse, but thoughtful editing and delivery keeps t...
Kojima/Konami photo
Kojima/Konami

Metal Gear Solid 1-3's composer might know why Kojima and Konami have split up


Big budget, or throwing money away?
Jul 27
// Joe Parlock
[Update: I've received word from The Codec podcast's co-host Daley that the interview with Muranaka he discusses below is now online. It was for another podcast he hosts called Metal Gear Central. This wasn't released at the ...
RIP Silent Hills photo
RIP Silent Hills

Del Toro and Kojima still plan on working together


It just won't be Silent Hills
Jul 24
// Jed Whitaker
"I love working with Kojima-san. We are still in touch. We are still friends and working into doing something together, but that's not going to be [Silent Hills]," director Guillermo del Toro said in an interview with IGN.&nb...
Phantom Pain boots photo
Phantom Pain boots

How practical are these real-life Metal Gear Solid sneaking boots?


Form versus function
Jul 24
// Steven Hansen
I feel like I have vague memory of when Pumas were a trendy shoe around the era of Sidekicks, maybe? Followed soccer's 90s-era rise in US prominence (because of Puma's cleats)? Anyways, these Metal Gear Solid V: The Phantom P...
In Japan photo
In Japan

Metal Gear Solid V: The Phantom Pain is a 25GB download


Also, bloody Quiet tits
Jul 23
// Steven Hansen
Metal Gear Solid V: The Phantom Pain popped up on the Japanese PlayStation Store and weighs in at 25.1GB on PS4. On PS3, it is a svelte 11.7GB. There numbers can vary by region (the addition of localization files, like those recently scrounged out of ICO) and platform (it's coming to PC, Xbox One, and Xbox 360), but here's a decent ballpark. Also, new poster below.
MGO photo
MGO

Metal Gear Online gear customization doesn't affect stats


Though it affects visibility
Jul 22
// Steven Hansen
I've already played two days worth of Metal Gear Solid V: The Phantom Pain. It's good stuff. Anyone attending gamescom in a couple weeks will be able to play it, too, in the first public hands-on. All well and good. But Metal...
Kojima photo
Kojima

A Ground Zeroes mission foretold the Kojima and Konami split


And Konami's reaction
Jul 20
// Brett Makedonski
"You might be able to erase the markings, but the memories will never disappear." That's what a Metal Gear Solid V: Ground Zeroes mission had to say about scrubbing away the logos for all the Metal Gear games. In h...
Metal Gear Solid V photo
Metal Gear Solid V

Konami removes all Kojima branding from MGSV: Phantom Pain cover


Shock horror what a surprise
Jul 14
// Vikki Blake
In the latest of a long line of hideously public oh-my-God-will-this-ever-fecking-end-I-love-Mummy-and-Daddy-equally-why-won't-they-stop-fighting spats since Hideo Kojima parted ways with Konami, the publisher has now removed...
RIP Kojima Productions photo
RIP Kojima Productions

'Kojima Productions has disbanded,' says Japanese voice of Solid Snake


Metal Gear always changes
Jul 10
// Jed Whitaker
The voice of Solid Snake in Japan, Akio Otsuka, has stated that Kojima Productions has disbanded. "Kojima Productions was forced to disband, but it appears that the work that the team has been putting their utmost effort into...
Battle dress photo
Battle dress

Alternate Metal Gear Solid V footage puts Snake in a dress


Phantom Pain E3 demo, but differently
Jul 06
// Steven Hansen
Konami showed off a lengthy Metal Gear Solid V: The Phantom Pain demo during E3 this year. But Metal Gear has been more about supporting different play styles in the latest entries and The Phantom Pain's open world and large...
Kojima loves Mad Max photo
Kojima loves Mad Max

Kojima has seen Mad Max four times because he is right and good


Also a nerd
Jun 29
// Steven Hansen
Metal Gear Solid V: The Phantom Pain felt pretty complete to me when they let me play 14 hours of it, though I'm sure there's still work to be done. Regardless, whether Hideo Kojima is tirelessly crunching to finish realizing...
The Phantom Pain photo
The Phantom Pain

Konami's stance on Metal Gear Solid V microtransactions


And, uh, 40 minutes of footage!
Jun 19
// Jordan Devore
I'm back home from E3 2015 thanks to a too-early flight. I can safely watch this 40-minute demonstration of Metal Gear Solid V: The Phantom Pain without any guilt trips from Steven. Yes! Straight away, "While it is true that...
MGSV E3 trailer photo
MGSV E3 trailer

Kojima's final MGSV E3 trailer shows off the bloodshed


The Twin Snakes
Jun 15
// Alessandro Fillari
A lot's happened this year with the state of the MGS, and its creator's fate after the launch of MGSV. As Hideo Kojima's final Metal Gear, and this time it's for real, The Phantom Pain will be a very bittersweet title fo...
Metal Gear Solid V photo
Metal Gear Solid V

The Phantom Pain's official guide sounds slick


The hardcover edition has an art gallery
Jun 08
// Jordan Devore
The folks who created guides for the Metal Gear Solid series and Revengeance are working on the official guide book for Metal Gear Solid V: The Phantom Pain. It'll cover every mission, secret, and collectible, as well as the ...
Silent Hills photo
Silent Hills

Guillermo del Toro is torn up about Silent Hills' cancellation too


He's 'been in touch' with Kojima
May 15
// Steven Hansen
Director Guillermo del Toro (Pan's Labyrinth) is sad about his second big video game project, Silent Hills, falling by the wayside. Konami recently canceled the del Toro x Kojima joint, presumably a victim of Konami's break w...
A poem for Kojima photo
A poem for Kojima

Movable Breasts: A poem for Hideo Kojima


I hope he likes it
May 12
// Jed Whitaker
I was inspired to write a poem for the father of Metal Gear Solid, after reading our very own Kyle MacGregor's A Gardevoir for all Seasons poem. I tried to make it about something he likes: movable breasts.  Kojima, senpai, won't you love me too?
Fondle your toys photo
Fondle your toys

Soft, movable boobs are on Metal Gear Solid V's Quiet action figure


Certainly doesn't make me soft
May 11
// Jed Whitaker
Hideo Kojima revealed an action figure for Quiet, a character from the upcoming Metal Gear Solid V, that has soft pushable boobs. The boobs can be squished together...on a toy. This was the man who was going to make Silent Hills. I don't even know anymore. Boobies.
P.T. taken off PSN photo
P.T. taken off PSN

P.T. is no longer available for download, even if it's already in your library


Konami has gone full Flappy Bird
May 06
// Nic Rowen
If you thought the story surrounding Konami's falling out with Kojima, P.T.'s delisting off the PSN store, and the cancellation of Silent Hills couldn't get worse, I have some gross news for you. As of now, P.T. has been comp...
Konami photo
Konami

Konami teases something Metal Gear related on Twitter, and people are pissed


What's happening with Kojima, guys?
May 05
// Chris Carter
Konami has been having a bad couple of weeks. Rumors have been flying around of Hideo Kojima's departure for some time, with no solid confirmation of what's actually happening with his employment. Then, Silent Hills gets...

What would your Silent Hill look like?

May 03 // Nic Rowen
I'm preoccupied with dementia. It runs in my family, both my grandparents have it, their parents had it, and so on. It's a terrible disease, a spiritual vampire that sucks the light and life right out of its victims while dooming them to shamble on as shadows. I've written about it before, but I tend to read into games and movies that deal with instability and uncertainty as allegorical to Alzheimer's. The darkest thoughts that creep into my mind when I can't sleep are about my own parents someday showing symptoms of the disease, or the looming threat that it may (likely) happen to me as I age. Which is why my Silent Hill would have to be a shitty, confusing, dump of a place. A maze that was always fading and rebuilding behind you, filled with asshats you don't recognize, or recognize as someone else. It couldn't not be. Silent Hill as a series has always leaned heavily on the psychological aspects of horror. Sure, there are jump scares, dark corners, and sharp rusty blades like any other horror game, but the real terror of Silent Hill has always come from within. The town, or realm, of Silent Hill is a crucible of sorts that directly confronts its visitors with whatever nasty shit they have floating around their head. It tips the subconscious over and lets all the sticky neurological puss ooze out. Out of all that guilt, anger, fear, and trauma, the city rebuilds itself into a brand new personal hell for whatever unfortunate soul happens to be trapped within it. Silent Hill 2's James Sutherland had to deal with his sexual frustration and the guilt of resenting his ailing wife. These issues physically manifested as Pyramid Head and the grotesque/sexy nurse monsters. Heather in Silent Hill 3 had to deal with her split identity as the poor, tortured Alessa and her messed-up, unstable life on the run. Shattered Memories, a reimagining of the events of the first game, finds Cheryl struggling to reconcile her idealized memories of her father with the bitter reality of their lives. Murphy Pendelton had to fight weird ghostly blow-up dolls in Downpour (still not sure what the deal with that was). Those games offered a look into the minds of their protagonists, but I bet they also crystalized some of the deepest fears and uncertainties of the creative minds on Team Silent (and the lack of that honesty is probably why the series has fallen off so hard in recent years). It's one of the reasons I'm upset that Konami took the promise of a Silent Hill headed by Kojima and del Toro and dunked it in a bucket of horse piss. With auteurs like those two at the helm, I bet Silent Hills would have let us peek behind the curtains of their psyches. I bet they would have brought their own personal fears with them to Silent Hill; they would have brought back the honesty of terror. Yes, P.T. wasn't even a demo. It was a teaser, a shadow of a reflection of what Silent Hills might have been. But when I look at the themes and ideas in P.T. and I look at del Toro and Kojima's past work, I can see connections, overlapping ideas to work they've done before. P.T. was set in a home turned into hell. It hinted at dark family trauma -- domestic abuse, fathers committing murder-suicides on their entire family (and worse). Del Toro is no stranger to those horrors, and he's blurred the lines between the unfortunately all too real and common trauma of domestic abuse and the supernatural before. I look at his movies he's directed like The Devil's Backbone, and Pan's Labyrinth, or as an executive producer on Mama, all of which swim in similarly murky waters. There are also glimmers of Kojima's trademark post-Cold War paranoia to be found in P.T.. The unsettling voice from the radio, constantly repeating a sequence of digits over and over like a haunted numbers station, hypnotically spurring the listener to violence. There are possible allusions to mind control and manipulation, themes found again and again in his games. YouTuber RagnarRox recently posted a video exploring links between some of P.T.'s most disturbing elements with the real-life (and extremely chilling) MKUltra experiments conducted by the C.I.A in the 1960s. It may seem out there, but the material would certainly jive with other ideas Kojima has dove into with the Metal Gear series. [embed]291456:58421:0[/embed] We have no idea of knowing exactly what Kojima and del Toro's Silent Hills would have been like, in the end. However, I look at what those two men have done before and what we saw a peek of in P.T. and I feel like I can make out its shape behind the fog. Something disturbing and vulnerable, a Silent Hill that is at once deeply, uncomfortably personal, but also shrouded in conspiracy. How could either of them resist the chance to clean out their mental cellar spaces with the psychological dust broom of Silent Hill? It makes me sad to think of what we missed out on thanks to Konami's bungling, but it also makes me curious. I wonder about what other people's version of Silent Hill would look like. If you wandered into Silent Hill and the Otherworld was being built on top of the fault lines of your psyche (or if Konami lost its shit and suddenly tossed you the reins as the next creative director of the Silent Hill series), what would it look like? What would your fears made manifest be? Maybe I'm the only one who thinks of this kind of stuff, but I'd be super interested to know what kind of Silent Hill some of our community members would create. Feel free to share your ideas in the comments, or better yet, write a blog about it. We might never see Kojima and del Toro's Silent Hills but we can still speculate on our own dreams, or in this case, nightmares. They might be all we have if Konami keeps up like it has.
Your Silent Hill photo
Konami could probably use some ideas
My Silent Hill would be a place you couldn't trust. Doors would disappear behind you the moment you turned your back, hallways and staircases would loop back in impossible ways, main streets would abruptly end or lead to a pa...

Silent Hills photo
Silent Hills

Konami talks Silent Hills and it's not good news


Looks like the game we were pitched has had its throat slit
Apr 27
// Laura Kate Dale
[Update: It looks like the game has been outright canceled, but there's this tidbit -- "In terms of Kojima and Del Toro being involved, discussions on future Silent Hill projects are currently underway, and please stay tuned ...
Konami done goofed photo
It breaks his 'greasy heart'
[Update: this has been confirmed by Norman Reedus, who was supposed to appear in the game.] Looks like the pending delisting of P.T. was a bad omen after all. According to a quote procured by photojournalist Matt Hackney...

P.T. delisting photo
P.T. delisting

You only have a few days left to be spooked by P.T.


There was a Playable Teaser here, it's gone now
Apr 25
// Nic Rowen
It's time to “shit your pants,” get off the pot, and download P.T. if you haven't already. Because come April 29, its going to disappear from the PlayStation Store.  P.T. may only be considered a demo or teas...

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