The original Metal Gear Solid is one of the most important and most
distinctive titles in video game history. Like its sequel, Metal Gear Solid
created a considerable uproar when screenshots and movies were first leaked to
the public. When it was released in 1998, it quickly became one of the most popular
games ever, causing a heated debate over the merits of the game. The biggest
complaint was that the creator of the game, Hideo Kojima, had piled on too much
story and not enough gameplay. Over time, the public opinion of the game
grew,
as people recognized the game’s strengths as well as its weaknesses. Looking at
this title now, 4 years after it was first released, it is still one of the
most polished games ever produced and a game that challenges the status quo in
terms of how people experience video games.
Since Metal Gear Solid is a famous game that has been out for a considerable length of
time, this article will focus less on its gameplay, and more on the methodology
of how the game is presented to the player. Additionally, references will be
made in the course of the article to aspects of the game that could be viewed
as spoilers for those who have not played the game, so be warned.
There are three elements that one could use to describe the basic attributes of a game.
The element that gamers are most familiar with is the genre of the gameplay—like
the "platformer" and the "sim". "Action/Espionage" is probably the correct
category for Metal Gear Solid here. Another element is the genre of the
story. In the case of Metal Gear Solid, the story is fairly standard
action/espionage fare, such as one might find in a book or film of the genre,
complete with the usual dance of betrayals and mistaken identities. The third,
and for the purposes of this review, the most important element is the
presentation of the narrative, that is, how the game shows the story to the
player.
The truly
revolutionary content of Metal Gear Solid comes from its use of
cutscenes, which form the basis for the presentation of the narrative. More
specifically, the cutscenes used in the game indicate a conscious attempt on
the part of Kojima to borrow

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numerous methods of presenting the narrative from
the world of film in order to create a more involving story for the game.
Although Kojima succeeded in centering the game on a remarkably complex story,
by using techniques cribbed from film he presented his narrative in a way that
was not integrated with the gameplay.
From the
opening sequence, it is clear that Kojima has been influenced by the world of
film, and by Hollywood action movies in particular. Metal
Gear Solid is introduced as "A Hideo Kojima Game" and a place stamp appears
soon afterwards, setting the scene in the Bering Strait off the coast of Alaska. The place stamp that follows is a common trope used in film to give
the audience a sense of where the action is taking place—Hitchcock, for
example, used this device to great effect in his films. This ties directly into
helping the audience suspend their disbelief. By placing the action in a
real-world location, Kojima is making a gesture towards convincing the audience
of the realism of the game, something not traditionally attempted in video
games. However, the fact that we are informed of Kojima’s artistic ownership of
Metal Gear Solid is a bit more significant.
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