Moments Out of Time: Nostalgia in Metal Gear Solid 4

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Sunday, January 10, 2010

Spoiler Warning: If you still haven't played through Metal Gear Solid 4, don't read this article.

"Getting old isn't all that bad, you know."

That familiar, beautiful song kicks in and stirs up all kinds of emotions. Nothing's better at evoking specific moments in your life than music you were listening to at the time, and this song takes me back to 1998: the year when reading EGM made want to write about games for a living, when I had a crush on a girl named Amanda in high school but was still a little too shy to say anything, and when I beat Metal Gear Solid -- which immediately became an all-time favorite.

And here I am 11 years later, back on Shadow Moses Island. Act 4 of Metal Gear Solid 4 returns you to the setting of the original MGS, and re-exploring familiar virtual territory over a decade later was one of the most revelatory moments I've had playing a video game. I don't think any other game has made me feel my mortality as potently as this.

 

It's only been nine years for Solid Snake within the story of Metal Gear Solid 4 (recall the game came out in 2008 -- I'm late to the party), but he's feeling the nostalgia, too. Old conversations ring in his head and specific places recall specific memories: "...A surveillance camera?" Yes, a surveillance camera, but now old and destitute and collapsing to the ground. A once cutting-edge hazard now a limp, sterile relic. Time moves on, and even virtual spaces decay with age.


One of the most poetic moments in gaming history.

Time moved on for me, too. I wouldn't call 26 going on 27 old, but I am older, and this is about the age where age starts to mean something to you. Can anyone else remember the first time you watched a show on TV Land and suddenly realized you could remember when you used to watch it when it originally aired? If not you'll be able to some day, and believe me when I tell you it's one of the most depressing thresholds you'll cross in life.

Hell, it even turns out I may be getting as senile as Snake: When I got to Otacon's old lab, I couldn't remember the pass code to access the security system he gave both of us moments ago (too bad I couldn't look it up on the back of the box this time). It's a small touch that proves once again that no one's better than MGS series creator Hideo Kojima at finding ingenious ways to blend your mental and emotional state with the character you're controlling.

And at this moment Snake and I are thinking (almost) the same thing: Has it really been 11 (9) years? So much has changed. In a sense, the return to Shadow Moses plays like an anti-remake, which is interesting considering Kojima already remade MGS with The Twin Snakes. Here is one of my favorite games re-created with state-of-the-art technology not to re-live it, but to re-examine it with the perspective that an extra decade of life experience brings.


The Shadow Moses helipad from a whole
new perspective -- literally and figuratively.

Why are gamers so fixated on remakes, anyway? Do you have any idea how collectively apeshit the gaming community would go if Square Enix announced a Final Fantasy 7 remake for the PlayStation 3 tomorrow? But why? Why do we so desperately want to relive specific games from our past?

I have some theories: They were the games we loved when we were still young enough to love video games more than anything in the world; the games that broadened our idea of what video games could be and how much they could mean to us; or maybe just the games that happened to coincide with moments of great importance in our lives.

Maybe this moment in MGS4 affected me so much because 1998 was such a meaningful year to me. Maybe I'd rather replay the original MGS instead of Twin Snakes for the same reason I'd rather listen to the original version of a favorite song rather than a remix.

It's all about striking those elusive chords of nostalgia, the little moments that bring up our glowing X button to relive flashes of key events in our lives...the has-been crushes, the dreams before they collided with realities.

All of which brings me back to what makes the return to Shadow Moses maybe Kojima's greatest stroke of genius. Here he has created a virtuoso segment that combines fictional and life continuity into a bittersweet confluence that challenges our desire to relive the past, that confronts us with the truism that we plain and simply can't. No, I can't re-play MGS. Not the same way I did the first time, because it can never mean that much to me again.

It's a statement that would be despairing if Kojima didn't take the next step and see the silver lining -- that maybe that's OK. "Getting old isn't all that bad, you know," Otacon tells Snake.

Maybe not. What we lose in innocence we gain (we hope) in wisdom, and the 15-year-old I was in 1998 couldn't have experienced and fully appreciated a gaming moment quite like this.


Note: The title to this piece is taken from this excellent annual MSN Movies feature of the same name.

 
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Comments (12)
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January 11, 2010
Great thoughts, Kris. It is strange to want to replay a game already played, 'cause like you said, you can't go back to before you experienced it for the first time. That moment in MGS4 was brilliantly done, and like you, I completely forgot the code.
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January 11, 2010
Great article. Man i felt the same way playing that game.
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January 11, 2010
I'm relieved to hear that I wasn't the only one who forgot the code. I felt so tired and vulnerable at that point of the game. Great article. More game series should be in tune with their past, in my opinion.
Redeye
January 11, 2010
I was completely struck by the powerful nostolgia of that segment and I hadn't even played the original game. I had played the twin snakes remake, simply because I wasn't good enough at the original to push through it. Kojima gets a lot of shit for being overly wordy and drawn out with his storytelling but every decision he makes in the series, bad or good, he takes seriously. Even if it isn't perfect you know he means it. That sometimes can take a bad moment and turn it good, or, like in this sense, take a good moment and make it perfect.
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January 11, 2010
Dude... I this part of MGS4 was simply beautiful. Sweet article Mr. Pigna.
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January 11, 2010
Great piece, Kris. It's refreshing to hear something about the MGS series or Kojima that isn't negative for once. Even if someone is a cut-scene hater, it's hard to deny that each MGS title has done a lot of things right. I especially appreciated the nostalgia of that act you mentioned as well. I was surprised to be back, but all those little touches truly made it incredible.
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January 11, 2010
man, i was listening to "the best is yet to come" as i read through your article and i got to say that you just made my day better, and i think this is why games are not just toys. keep on writin things like this you´ve got yourself a fan.
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January 11, 2010
I thought this part was trippy, especially when it started out with basically a PS1 port of the scene. Even though there are annoyingly long dialog scenes that frustratingly break up the gameplay, I really do like MGS4, particularly the second half of the game.
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January 11, 2010
Wow. Great read! I literally just finished MGS4 a few days ago (my wife got it for me for Christmas) and I have to say I can relate to everything you describe here. I had a what must have been quite a stupid looking grin on my face the whole time I was exploring Shadow Moses in 11 years (I'm 26 too!) Thanks for this great write up.
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January 11, 2010
The old school intro to Shadow Moses, followed by the quick morphing of '98 PS1 graphics into PS3 graphics for Snake's face when he woke up on the chopper, into the new visit to Shadow Moses was just lovely. Thanks for the reminder!
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January 12, 2010
Good thing Kojima didn't turn Snake's face into the one he had from the MSX game, huh? MGS4 is a game with a lot of cool moments, but Kojima tugging at the ol' nostalgia strings is one of the most memorable. You can say what you like about MGS or Kojima, but you have to admit the guy understands the medium of games in a way that few people do. In a lot of ways Smash Bros: Brawl did the same thing with it's re-creation of World 1-1, making the level brown and dusty and almost post-apocalyptic as you ran through it. A lot of gamers seem to have overlooked that but I thought that little detail in the game was important.
Ragnaavatar2
January 15, 2010
I believe you just answered yourself there, Kris: You (kind of) say (and I totally agree) that re-playing an old game won't be as satisfying as the first time, because you already know what to expect. And that's where remakes come in: They can bring a sense of surprise by adding details to plot points (when they make sense), changing a few camera angles, making slight improvements/changes to the gameplay, etc. And there's no better example than Twin Snakes. The core game is the same as MGS, but we all played it because of the revamped graphics, new gameplay mechanics and new cutscenes, which show Snake as more of a Hollywood action hero than the "realistic" approach seen in the original game.

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