My Top 100 Games of All-Time (25-1)

25. Star Wars: Knights of the Old Republic (2003, PC)

Knights of the Old Republic has some of the best writing in all of Star Wars. Back when Disney bought Star Wars and everyone was still excited about the possibilities of new movies, I had a pretty simple request: adapt Knights of the Old Republic to film. You could adapt this game’s script with little changes required and it would be a hit (assuming they didn’t screw up in the execution). The twists would be able to land too, because most mainstream Star Wars fans haven’t played it, so it would still have impact. Oh, and most importantly, adapting KOTOR would not ruin the ending of Return of the Jedi and piss off the fanbase.

KOTOR is just the ultimate union of Star Wars fantasy and Bioware RPG gameplay. Customizing your character and slowly developing their Force powers and lightsaber over the course of the game is awesome. The real-time with pause combat is simple, but flashy in-motion. Seeing what the Star Wars universe was like long before the original trilogy is fascinating. The way that your affinity towards the Dark and Light sides of the Force affects your character, your companions, and the way the story plays out. If you love Star Wars, then you owe it to yourself to give KOTOR a try.

24. Sly Cooper and the Thievius Raccoonus (2002, PS2)

Another one of those games that was bought for me as a gift and that I wasn’t too interested in until I started playing, Sly Cooper is a fantastic blend of 3D platforming and stealth gameplay. In order to emphasize stealth, Sly (and most enemies you face) will die in one hit. This might sound rough, but the game is balanced around it and it feels very fair – if you are being sneaky, then you should have the upper-hand in every encounter. In fact, I actually prefer this system over Sly‘s sequels, which give everyone health bars… presumably because it is more “expected”? I guess it makes combat have a bit more depth? Whatever the case, combat isn’t really the focus of these games and I much prefer the snappier system in place here.

Like many 3D platformers of the day, Sly Cooper features collect-a-thon elements, but they aren’t just here to give you something arbitrary to do. Levels are littered with coins to steal, which will net you lucky charms (which allow you to take up to two hits before dying) or extra lives. You also collect bottles containing pages of the titular Thievius Raccoonus, which will eventually unlock really useful new moves and abilities that you can use, such as slowing time or creating a decoy to distract enemies.

So the core gameplay of Sly Cooper is rock solid, but the game’s presentation, characters, and story really elevate it. The game has a cartoonish, 50s noir style which is complemented by its cel-shaded graphics which have aged very well. The characters aren’t revelatory, but they’re fun: Sly’s your charming rogue, Bentley’s the high-strung brains of the operation, Murray’s the dumb-but-eternally-loyal and eager getaway driver, and Carmelita is the cop who will stop at nothing to put Sly behind bars… but is her obsession purely professional…? The whole thing is wrapped around a plot which is just perfect for video games: Sly comes from a line of master thieves who have recorded the techniques they have developed in the Thievius Raccoonus, but the book is stolen and his family murdered by a group of rival thieves called the Fiendish Five. Sly and his friends then need to reclaim his family’s knowledge and get revenge on the Fiendish Five. It’s a fairly simple setup, but compelling. Sly Cooper is just an extremely well thought-out video game: everything has been carefully considered and maximized to make Sly Cooper the best it can be.

23. Sly 3: Honor Among Thieves (2005, PS2)

Sly 3 doesn’t evolve the formula of the franchise very much: gameplay-wise, it’s more of what was established in Sly 2 (basically: Bentley and Murray are new playable characters, the one-hit-kill system is gone, stealth is de-emphasized, and guards can be pickpocketed for easy cash for upgrades). What really makes Sly 3 stand out is its exemplary writing, which builds upon all the developments made over the course of the trilogy. In this game, Sly is putting together a team to pull off a heist against Dr. M, who has taken over the island housing the Cooper family vault. Dr. M has been attempting to break inside to steal the generations of hoarded treasure held within. It seems like a pretty simple setup, but there are some major revelations and developments which twist the way we view our characters and the Cooper family in surprising ways. We also get several returning characters from the previous two games, some of which have undergone major developments. Most notable of these is Panda King, one of the Fiendish Five who killed Sly’s parents. The gang finds themselves having to recruit Panda King in order to successfully pull off the heist, but the tension between Sly and him is so taut that feels like it could snap at any moment. It is great writing, daring to take the difficult route, and the game is so much more rewarding for it. Dr. M is also a surprisingly complex villain, who I’d argue is the best antagonist in the franchise. Building up the gang and then executing this final heist makes for one of the most enjoyable game stories in its own right, but when you combine that with the things this game is doing as a trilogy-ender, it is a monumental achievement.

22. Ninja Gaiden (2004, XB)

Ninja Gaiden is notorious for its difficulty, demanding precision and quick reflexes to survive on higher difficulties. The game’s hero, Ryu Hayabusa, is a demon-slaying ninja badass and one of the coolest game heroes around. The story is functional by video game standards: Ryu needs to get back the Dark Dragon Blade, which was stolen from the Hayabusa ninja clan by the Vigoor Empire, all while battling ninjas, Fiends, and the Black Spider Clan. That’s right… there’s actually a game in my top one hundred which is here purely because of the gameplay. Ninja Gaiden‘s harsh challenge is tough, but fair, demanding that you learn its systems if you want to succeed. When you do overcome a fight that has been challenging you, the feeling of satisfaction is palpable, and the the fight is all the more manageable for it. Something I like about this game in particular which makes it stand out from its sequels is the hub-based world. For most of the game, you explore the streets of Tairon, battling enemies as you gain access to new areas and uncover some cleverly-disguised secrets that only a true ninja could perceive. I know that it’s been said before about this game, but it really does bear saying: Ninja Gaiden makes you feel like a true ninja badass and is well worth experiencing if you can stomach the challenge.

21. Bioshock (2007, PS3)

Whenever I recount my time with Bioshock, I always go back to the very first thing that happened to me in the game. You have an extremely brief opening cutscene where your plane crashes into the ocean and your character rises to the surface of the water to see flames from the wreckage. I sat there a good twenty seconds or more, expecting some object to come into frame from off-screen. Then it hit me: No… these are the in-game graphics!? The reflection of the fire on the water looked so good that I literally thought it was a CGI cutscene. The game was that immersive at its very first second. Then you travel down into the undersea city of Rapture and your mind is in absolute awe of what you are seeing. An art deco, undersea, libertarian dystopia is such a unique setting. And then the horror elements creep in, as you see what has become of the city and its denizens. By that point, you are just fully invested in Bioshock‘s atmosphere: this is just the coolest world design in videogames. It also, quite famously, has some of the best writing in any game of the time, being philosophical while also keeping it entertaining. It also has one of the best twists in gaming, a mind-blowing revelation that makes you re-evaluate your sense of self. And then there’s the plasmid powers you collect and upgrade during your journey which shake up the gunplay in unique ways.

Oh, and who could ever forget the first time they saw a Big Daddy? How about the sheer terror the first time you had to kill one? This game is fantastic, full-stop.

20. Metal Gear Solid (1998, PS1)

Since release, Metal Gear Solid has rightly been praised for pushing the boundaries of cinematics and storytelling in videogames. It’s a staggering achievement for a PS1 game, boundlessly creative and quirky in equal measures. There’s so many legendary moments in this game, that I’m not even sure it makes sense for me to recount them: you either know about them already, or you need to experience them for yourself. So, instead, I’m gonna use this space to describe my introduction to Metal Gear Solid

This was a game that I had heard about while growing up. I was really into gaming magazines around 2001. One of the first gaming magazines I bought was the Metal Gear Solid 2 cover story for The Official US Playstation Magazine, which really hammered home to me that these games were must-plays (I can still remember their guide on how to fake being sick to get a whole extra-long weekend off to play it). They all sang the praises of the Metal Gear franchise, and they said that Metal Gear Solid was the best one. That said, I wasn’t able to play them at the time: I was eleven when MGS2 came out, I was not allowed to play any M-rated video games, and I didn’t have any money to get them myself.

Around 2005 or 2006, I had fallen in love with the stealth action genre after playing all of the Splinter Cell released to that point. I was itching for some more top-tier stealth games, so obviously Metal Gear Solid was at the front of my mind. I managed to get a ROM of Metal Gear Solid, which I played on an emulator on my PC. I’ll tell ya, over the course of the next few evenings, my mind was blown. I loved the over-the-top action and characters. I loved the equally philosophical and farcical narrative. The presentation was incredible. I loved the insane, fourth-wall breaking gameplay moments. The boss fights were incredibly unique. It was just such a good experience that I started checking out the other games in the franchise as well, and soon Metal Gear Solid was even more important to me than Splinter Cell itself.

19. Shadow of the Colossus (2005, PS2)

Another one of those “early, undeniable examples of games as art” games, Shadow of the Colossus is unrivalled in its atmosphere. The colossi are these majestic, sombre beasts who you have been tasked to slay in order to resurrect an mysterious woman. The resulting journey is nearly wordless, which just absolutely sucks you into this game’s world. Each colossi is not fought in the traditional sense: they are all have a fairly simple puzzle based around their movements which, once solved, will allow you to climb onto their body and stab a weak point until the beast dies. Each colossi is unique and memorable, and the minimalist story really packs an emotional wallop. It’s just such an impactful and artfully-crafted videogame, you just can’t help but be in awe of the talent on display here.

18. Nioh (2017, PS4)

Once again, Team Ninja have an entry that I love entirely for the gameplay. Nioh has the best combat system of any game I have played, bar none. It plays largely the same as any other Souls-like: a stamina bar, challenging difficulty, if you die you lose your souls, etc. The main differences are that Nioh has a loot-based item drop system and that the game is linear and mission-based, rather than having you seamlessly navigating an open world. However, Nioh introduces two mechanics that shake up the Souls formula in some genius ways:

  1. Weapon Stances – Each weapon you get has three stances for your attacks: high for a slow, powerful attack, mid for a standard attack, and low for a quick, weak attack. Right away, this wildly expands the options you have at your disposal for any given combat encounter, but certain enemies are also immune or vulnerable to specific stances.
  2. Ki-Pulse – Nioh has a sort of “active reload” system to instantly replenish your stamina bar if you time a button press correctly. You will quickly get to grips with this maneuver when you play, it makes for a really cool system where you encourage aggressive combat maneuvers in order to maximize your damage dealt.

The game also retains Team Ninja’s pedigree for difficulty. In that quality, Nioh definitely stands out compared to its peers, with a level of precision required that rivals Ninja Gaiden. And I just love the guardian spirits, a charming gang of adorable, magic spirit creatures that give you special powers if you become friends with them. Nioh is just a great game to play, constantly pushing your limit and forcing you to get better.

17. Halo 2 (2004, XB)

Halo holds a special place in my heart. Some of my fondest gaming memories are playing Halo and Halo 2 at a couple youth group LAN parties as a young teenager. I loved the first few Halo books. The writing and world-building was (and still is) top notch. Despite this, I didn’t have an Xbox or a decent PC growing up. So, when the LAN parties stopped happening, I never really got a chance to play them again. I did, briefly, have an Xbox 360 and I attempted to play through Combat Evolved a couple times, but found that I didn’t like the game’s design. As a result, I never made it to trying Halo 2.

Fast-forward to a earlier this year. The Master Chief Collection was on sale for cheap on Steam, and I finally have a PC capable of playing it. Fuckin’ sold, that was an awesome deal. Once again, I found myself growing tired of Combat Evolved‘s design, but I forced myself through. Even then, it took me a couple months to get through to the end.

But then I started Halo 2. MY GOD, the sheer leap forward in every single way is spectacular. The story presentation and writing are legitimately film-like. The level design is much clearer and more distinct. Gameplay is improved in every regard. Dual-wielding guns is such a power trip. Even the small changes to the shields system make you feel more like a badass than before. I would turn off Combat Evolved after one or two levels, but for Halo 2 I blitzed through three levels back-to-back without breaking a sweat, and the only reason I didn’t go any further was because I badly needed to sleep. I got through Halo 2 in about a week, and loved it the whole way through.

16. Call of Duty 4: Modern Warfare (2007, PS3)

The release of Call of Duty 4 was a bomb-shell in the gaming industry. This one game effectively killed the World War II shooter, which had been a gaming staple for a decade. Suddenly, every shooter had to be a modern military game. Its set-piece moments were jaw-dropping and influenced countless imitators. Halo had been the top dog shooter up until that point, but then this game dropped and arena shooters were decimated. Given that we were still early in the Iraq War at the time, the game had an extra layer of relevance. At the time, this game felt kind of dangerous and daring for how much it invoked real-world politics. This also, of course, started the annual Call of Duty release schedule that we are all sick to death of now.

And, in spite of all that, Call of Duty 4 is still as incredible as ever. This game looked unbelievable back in 2007. The campaign was shockingly strong for a straight-forward shooter game, with memorable characters, cool set-pieces and some gut-wrenching moments. It’s the sort of game that demonstrates the effectiveness of a good, curated, linear campaign: the iconic “All Ghillied Up” is almost entirely scripted, but goddamn if it does not get your pulse pounding. You may be done with Call of Duty now, but anyone who was there for Call of Duty 4 knows that that game was (and still is) a singular experience.

15. Ape Escape (1999, PS1)

Of all the games that were bought for us as a gift that I didn’t have much interest in until I played it, Ape Escape is the best of them. My brothers and I got a PlayStation for Christmas in 2000 and Ape Escape was one of the games we got with it. We didn’t have a whole lot of interest at the time though: what, we’re trying to catch some monkeys? Eh, sounds boring. But then, being bored one day, I decided to try it out, and quickly got sucked in. Now, Ape Escape is my most-replayed game of all-time. I must have played through it at least seven times since I first bought it. Hell, one of the first things I did when I got my Retroid Pocket 4 Pro was to load Ape Escape onto it and then play through the whole thing again, which ultimately led to me writing the Ape Escape Love/Hate series.

The core 3D platforming gameplay of Ape Escape is solid, but what really makes it stand out is the innovative use of the (at the time) brand-new dual analog controller. The left stick controls movement and the right stick controls whatever gadget you currently have equipped, giving you a level of control and precision unseen in console games up to that point. The gadgets themselves are also really neat, with the stun baton to whack monkeys and enemies, the sling shooter to snipe distant targets, the sky flyer to launch yourself high into the air or extend a jump, and the RC car to access small spaces (and harass monkeys), just to name a few of them.

Also… chasing the monkeys is just a hell of a lot of fun. They have three levels of alertness, so approaching them strategically is incentivized, and each ape has its own level of aggression and speed, making each encounter feel fresh. The time-travelling structure is also inspired, shaking up the environments and gameplay after every three levels so that it never gets stale. I love this game so much and I can guarantee that there will be even more replays of it in the future.

14. Super Mario Bros. 3 (1988, NES)

Super Mario Bros. 3 is one of those sequels that blows its predecessors out of the water. Super Mario Bros. was a monumental game for its day, but Super Mario Bros. 3 surpasses it in every single metric. Its graphics are some of the best on the NES, and it’s wild to see how much they have improved in only three years (or two years if you consider that the Japanese version of Super Mario Bros. 2 originally released in 1986 and had basically the same graphical fidelity as the first game). There are way more levels and you navigate through them using an overworld map. There are even more clever secrets than before. The power-ups are more varied and are super cool: leaves and tanooki tails to fly, the frog suit to swim easier, and the hammer suit to hurl hammers at enemies. The combination of ambitious innovation and flawless execution make Super Mario Bros. 3 a timeless classic and one of the few NES games that is just as enjoyable today as it was back then.

13. Uncharted 4: A Thief’s End (2016, PS4)

So, as you can see from my placement of Uncharted 2 on this list, I really loved that game. However, it’s follow-up, Uncharted 3: Drake’s Deception, was pretty disappointing to me: sure, the set-piece moments were better than ever, and there were some fun new characters, but the story felt like it was an after-thought, which made it by far my least favourite game of the trilogy. I figured that Uncharted 2 would remain the best of the franchise and that would be the end of it, but then a fourth game was announced for PS4. I was optimistic, but I really did not expect to love Uncharted 4: A Thief’s End as much as I did. The writing is the best in the franchise, bar-none, giving us a satisfying and mature end for these characters we’ve grown to love so much over the course of the series. The set-pieces are grander than ever, which is aided immensely by the improved technology since the previous game. The game also takes a cue from the Tomb Raider reboot, introducing some hub areas where you can explore and pick your next mission to complete. The game is also just gorgeous, putting its predecessors to shame in this regard (and those games were no slouches in the graphical department either). For the most part, Uncharted 4 is more of the same, but executed at the absolute best this franchise has ever seen.

12. The Last of Us (2013, PS3)

The Last of Us is one of those games that is so good that it transcended the gaming industry and is just part of the wider culture. This sombre, contemplative, depressing, and tragic story of a man and a girl travelling across a post-apocalyptic wasteland is easily one of the best-told narratives in the medium. Its ending is legendary, one of the most iconic in modern pop culture, and one which has been heavily-debated since it released (for my part, Joel did not do the right thing, and the Left Behind DLC is meant to make this unmistakably clear to the audience).

On top of this, I think that the gameplay is also very underrated. As opposed to Uncharted‘s bombastic action, the gunplay of The Last of Us is slower, more visceral and dangerous. You’ll often spend significant chunks of gameplay using stealth, avoiding alerting enemies as much as possible until you have to engage them. The cordyceps zombies also present a significantly different threat to the human survivors you come across, giving the game a survival horror tone. The way that you scavenge for supplies to craft make-shift weapons and items was also quite innovative for the time, and would be replicated for years after release by other games. This system encourages careful exploration and is done in such a way that you never have enough supplies to do everything you may want to. The Last of Us is Naughty Dog at their peak, flexing their development muscles to create an unforgettable experience.

11. Dead Space 2 (2011, PS3)

Your mom may hate Dead Space 2, but I love it. The game comes out of the gate swinging, featuring one of the most horrific and pulse-pounding opening sequences of any video game. The original game was already great, but Dead Space 2 ups the ante by bringing in more Uncharted-style bombastic action set-pieces. Contributing to this is that Isaac Clarke is no longer a silent protagonist, which allows him to have a lot more personality. This also enables the game’s more personal story, which sees him grappling with crippling PTSD and mental illness due to the events of the first game. Perhaps the most remarkable thing about all this though is that the game does all this without compromising the survival horror tone – this game is every bit as scary as its predecessor, while also being an action thrill-ride at the same time. The franchise’s core gameplay is every bit as compelling as before, but is now more refined and has more variety of weapons and enemies to keep combat fresh and endlessly replayable. Of all the new additions, my favourite is the Stalker enemies. While most necromorphs will attack the moment they spot you, Stalkers mess with your head like a pack of wolves. They’ll surround you, peek at you to see if you’re distracted, fall back if you get too close, and then scream like a banshee as they charge in for the kill. The first time I fought these guys, I was absolutely terrified, it was such a special experience. The Tormentor is also one of the coolest and most intense boss fights I’ve ever experienced, despite basically being an interactive cutscene.

10. Pokémon HeartGold (2009, DS)

I played countless hours of Pokémon Gold and Silver back in the day, making them one of my favourite games in the franchise. I think that the fourth generation of Pokémon games were the peak of the franchise’s gameplay. Combine these two interests together and we have Pokémon HeartGold and SoulSilver, remakes of the gen two games utilizing the engine and mechanics of the fourth generation games. These games are the ultimate Pokémon adventure, full-stop. The difficulty is legitimately challenging, even for series veterans. The Johto region feels lived-in and steeped in history. The post-game in Kanto is expanded further as well, making this meaty second chapter even more impressive. Your favourite Pokémon follows you around on the overworld. It’s just the best rendition of the classic Pokémon formula, I don’t know how else I can describe it.

9. God of War (2018, PS4)

I’ve dabbled in the God of War games, but I haven’t gotten a chance yet to play through them all. However, I decided to try out the 2018 God of War and was surprised by just how good it was. While I do think that the story of the Greek God of War games is underrated and a lot more interesting than people give it credit for, God of War‘s 2018 entry is unrivalled in its writing. Maybe it’s just the timing of the game for me: I got this right after the birth of my son, so the tale of Kratos and his son, Atreus, on a journey to spread the ashes of Atreus’ mother really resonated with me. Seeing a more matured Kratos lends him so much more depth and sympathy – you can see how he’s trying to direct Atreus to not make the same mistakes he made. And then there’s the primary antagonist, Baldur: he looks like a drunken weenie the first time you see him, but he quickly demonstrates that he is incredibly dangerous, unhinged, and a legitimate threat to Kratos.

The game is also just gorgeous. The environments are breath-taking and I love all the colourful particle effects which just make the game look magical as you go on your Norse journey. The way that the game plays out like one long, seamless take keeps you immersed in this world.

The game also just plays well. I wasn’t sure if I’d like an over-the-shoulder melee system, but it actually plays about as well as the more traditional action game camera in the previous God of War games. It plays like a nice middle-ground between a Souls-like and a more traditional character action game. Kratos’ axe is also just the coolest melee weapon ever, allowing you to throw it and then have it fly back into your hand with the press of a button (hitting any enemy it crosses paths with on the way there for bonus damage). Combat is bloody, visceral, and satisfying. I particularly like the optional Valkyrie bosses hidden around the game world, which really test your skills and are a stiff challenge.

I loved my time with God of War. I rarely bother to platinum games, but I knew pretty early in that I was going to see it through for God of War. I loved this game so much that I had to see everything it had available, including all the optional challenge areas.

8. Dark Souls (2011, PS3)

Another example of “gameplay isn’t everything”. I think that Nioh is superior to Dark Souls in terms of its combat. However, I think that Dark Souls is, without question, the better game overall due to its less-obvious qualities. Of these, the best is the looping, open-world structure. Each area is designed like a linear level, funneling you through encounters until you reach a boss or the next area. However, many of these areas will connect to other areas, giving a sense of interconnectedness and geography to the world. There are several moments where you will reach a gate or an elevator, use it, and then be shocked to see that you’re now in an area you’ve already explored. The sense of verticality is also very unique, as the world is designed as a bunch of regions stacked on top of each other: at the bottom are the ancient, forgotten dregs of this world, while the top is the isolated, gilded realms of the gods themselves. That’s right, FromSoft have mastered world design so well that it’s even thematic. The game’s story presentation is also very unique, choosing to communicate it through the environment and item descriptions rather than an overt narrative. This intentionally leaves much of the story up to interpretation.

Of course, then there’s the combat system, which still influencing the industry to this day. It is relatively slow and deliberate, forcing you to carefully consider every action you make while balancing your stamina bar and limited healing resources. The enemy designs are inspired. Creatures like the Gaping Dragon, Pinwheel, and The Four Kings are such unique concepts, but so evocative and mysterious in their design. The difficulty is tough but fair. Pretty much anyone is capable of overcoming its challenges with a little perseverance and, if that fails, level-grinding.

Dark Souls is a game which just feels like a myth brought to life. Exploring and battling through its forlorn world is haunting, like you’re trespassing in a place you were never meant to be. Its difficulty may have been long surpassed by its successors, but it is still a good challenge and as satisfying as ever to overcome.

7. Bloodborne (2015, PS4)

Bloodborne was my first Souls-like experience. Like Dead or Alive, this game came across my radar after completing the Ninja Gaiden games. I was looking for another game with challenging hack ‘n slash combat, and Bloodborne came highly recommended. With that in mind… I was not primed for the kind of experience that Bloodborne was offering. The combat was fast, but not as fast as Ninja Gaiden, and there was no way to block, so I kept getting destroyed by basic enemies. The gameplay wasn’t really “clicking” with me, but I decided to persevere. However, piece-by-piece, it started to click in place in my mind. The importance of shortcuts, parry and dodge timing, careful analysis of the area, and stamina management really started to settle in. Around two-thirds of the way in, I “got” it, but I still wasn’t blown away. However, this all changed in one moment: I bought the DLC, played through to Lady Maria of the Astral Clocktower… and I was stuck. She absolutely destroyed me multiple times. I tried to summon a co-op helper, but no one was answering my bell. I distinctly remember sitting there, waiting for minutes for someone to respond, when I decided: “Fine, I guess I’m just gonna knuckle-down then and do this myself.”

I died, over and over again. I must have done so over twenty times, but I was slowly learning more and more of Lady Maria’s moveset, getting her health down lower and lower as I went. When I finally managed to overcome her, it was like a deadly ballet between the two of us, and I felt a satisfaction that I had never felt in the game up to that point. I was changed, and I resolved to try to beat every Souls-like boss thereafter without summoning, if I could reasonably do so. It was the true start of my love affair with these games.

Like Blasphemous, Bloodborne is a game which ticks all my boxes. Souls-combat, but faster and more aggressive? Gothic and eldritch horror aesthetic? Blood? Fanatics? Goddamn fuckin’ werewolves!? Bloodborne is what you get when you take a solid gameplay foundation and then commit to a particular vision and aesthetic, elevating the game well beyond the sum of its parts.

6. Civilization VI (2016, PC)

While I think I’d say that Civilization IV was the most fun I had with a single Civilization game, if I had to pick one of these games to play today, it’s Civ VI, without question. Starting with Civ V, Firaxis shook up the series’ formula in some pretty fundamental ways, moving from a grid to a hex-based map, and making cities far more specialized and customizable. While I wasn’t a big fan of Civ V, Civ VI plays like a more refined version of that game, but with several more features added. Shaping your nation and conquering the world through diplomacy, culture, religion, or good ol’ fashioned war is a lot of fun, and no two games will ever play out the same. There are also an overwhelming number of civilizations available to play, providing even more variety and incentives to play the game how you want. I also like how the game doesn’t really force you into picking one particular victory route early – it’s completely viable to wait until the modern era to really commit to a victory condition (unlike, say, Civilization: Beyond Earth, where you’re pretty much knee-capping yourself if you diversify your nation’s interests). The “just one more turn” gameplay is just as addictive as ever as you set goals for yourself and see them come to fruition over the course of the next few turns and there are lots of options to customize the game to your liking (including options for some pretty wild, alternative game modes).

5. Tetris (1989, NES)

Tetris is the definition of “simple, but addictive”. Drop shapes made up of four blocks, try to make lines with them to clear them out before they reach the top, you get more points if you clear more lines at once, and the game gets faster the more lines you clear. Good luck, and try to get the highest score possible.

There are lots of different versions of Tetris out there: they’re all great, and I really like the quality of life improvements that have been developed over the years, but the NES version was the one that first got me into the game. Whenever I start replaying Tetris, I can see the blocks falling in my mind where ever I go. I used to keep track of my scores in NES Tetris… I wanted to show off a bit, but I can’t find the text document anymore… As I recall, I used to be able to get to around level twenty-five when it starts getting too fast to react, and I’d get as many four-line-clears as possible up to that point.

4. Resident Evil 4 (2005, GC)

Resident Evil 4 is an incredible game. The ambition, innovation, and attention to detail on display is staggering. Resident Evil games had grown really stale at the time, so it came out at the perfect moment. What makes this more remarkable is that the game basically plays like a classic Resident Evil game, only with full 3D and manual aiming, but its changes make it feel like a wholly new thing. Its over-the-shoulder camera revolutionized third person videogames and resulted in numerous imitators for years thereafter. It established Leon Kennedy as an absolute badass. There are just so many things you can say about this game’s legacy, that you really can’t understate how important it was.

For my part, I owned a copy of Resident Evil 4 on PS2 back around 2008, but I hadn’t really gotten past the opening village battle. It wasn’t until 2021 when I started the Resident Evil Love/Hate series that I finally decided to commit to trying it out. While it took about an hour to get used to the controls, once I acclimated, I was stunned at just how refined this game was. The whole experience is so lovingly crafted and varied that it never gets boring, and the campy tone doesn’t diminish from the horror elements. Then there’s all the little, optional systems you can engage in: treasure-hunting to get extra currency, the gun range where you can win prizes for good shooting, and you can do tricks during the jet ski section. Hell, what other game makes inventory management fun!? There’s a reason why this game is still being re-released and remade twenty years later, it’s an essential pillar of the gaming landscape and a monument to fantastic design.

3. Baldur’s Gate 3 (2023, PC)

Back during the early-to-mid 2010s, video games liked to tell us that “your choices matter”. However, after scores of Telltale and Quantic Dream games, the Mass Effect trilogy, Fallout, etc, gamers came to realize the truth of the matter: making consequences matter in games is hard. If you give the player the ability to make a choice which could change the game world, it’s simply too much work to make that choice actually matter in the grand scheme of things. At most, you may create a short, branching path, but it will just lead back to the main path again. Have to choose to let one of two characters die? You can be sure that the one you saved with have basically no bearing on the plot, or they’ll do the exact same things the other character would have done anyway. Hell, Fallout will let you kill just about anyone, but if a character is actually important, you can shoot them as much as you want, but they’ll just fall unconscious and forget anything happened the next time you see them. Once you realize this, it really destroys the illusion and can make certain choices completely worthless when you encounter them. I remember distinctly feeling this in The Walking Dead: Season 2 when you had to choose which characters would live and die… effectively rending that character useless for the rest of the journey, since they could be dead in another player’s playthrough and it would be too much effort that half your player base will never see to give them a major role thereafter.

Baldur’s Gate 3 throws this conventional wisdom out the window. While the game’s narrative does move forward on a fairly linear track, the amount of influence you have over events is astounding. While it doesn’t offer nearly as much freedom as a proper, tabletop DND game, it comes unreasonably close to achieving that. Like, for the earliest example of this unprecedented amount of freedom: you come across a druid grove where tiefling refugees are staying. The relationship between the grove and the tieflings is extremely strained, but the tieflings can’t leave because the road to Baldur’s Gate is too dangerous due to raids by the Cult of the Absolute. As a result, they’re on the verge of committing violence to stay in the safely of the grove. Initially, you can pick a side to support, or you can choose to try to find a compromise. Or, later on, you come across the Cult of the Absolute, who are trying to kill both factions, and you can choose to side with them. The expectation is that you will find a peaceful solution, but if you want to side with the cult and massacre everyone, that is completely viable. In fact, an entire character and their unique storyline is locked behind this option. Hell, you can choose to kill everyone on all sides and the game will just continue to go along, locking off content as characters abandon your party and questlines become unachievable. Characters will even acknowledge all the unexpected little choices you make. And, if this isn’t ridiculous enough, the game is fully voice acted, meaning that the amount of work that has gone into planning for every eventuality players could make is mind-boggling. Most players will never see much of this content. Hell, there’s an entire world of animals and corpses you can talk to, but you will only ever see it if you cast “speak with animals” or “speak with dead”, respectively (and you really should, these interactions are amazing). Hell, when you do reach Baldur’s Gate, much of the populace are interactable, with dialog trees and fully voiced performances. Many of these characters are there for nothing more than flavour, and all it does is make the world more believable and lived-in. That is the scale of the work put into Baldur’s Gate 3, and the more you think about it, the more it defies comprehension.

That’s all well and good, but the game is also just really fun. Due to the level of freedom, you get to approach its turn-based combat system in whatever ways you see fit. You really come to love the characters here, customizing their abilities to suit your needs, and forming relationships with them as you advance their side-quests. Baldur’s Gate 3 is an unreasonably good game, the sort of experience that you simply cannot expect anyone else to one-up. It will be the sort of game that we point to even a decade from now as an unrivalled pinnacle of the industry and one that you can go back to over and over again and find new secrets each time.

2. Splinter Cell: Chaos Theory (2005, PS2)

As I said in the Metal Gear Solid entry, I became interested in those games because of my love for Splinter Cell. When I was in my early teens, I bought Splinter Cell: Pandora Tomorrow at a street fair, and it began my love affair with stealth games. I loved it and made sure to pickup a copy of the original game shortly thereafter. With those two completed, we came to the newest game at the time: Chaos Theory. I had loved the previous two games, so I was super excited to get it… but, I couldn’t. See, Chaos Theory was the first Splinter Cell game to be rated M. My parents had a “no M-rated games” policy for us kids. I was only sixteen, I couldn’t wait another year to be old enough to play them! No, I was going to have to put my own roguish skills to the test…

So, one day when we were at Wal-Mart, I headed to the electronics section to look at the games. There was Chaos Theory, locked behind the game cabinet. I asked the clerk to get it out of the cabinet and ring it up. I figured he was going to ask me to verify my age, which would dash my plans, but he didn’t bother. I snuck it home and kept the game hidden so that my parents would never know that I had bought an M-rated game. My brothers and I were very good kids, so intentionally disobeying them like this was exciting and dangerous. It’s kind of silly, but it felt like I was the one sneaking about and pulling off secret missions without getting caught.

Chaos Theory plays much like its predecessors, but with some tweaks. These include a new noise meter, an EMP device for your sidearm, improved graphics and animations, smarter enemies, and a choice of lethal and non-lethal melee attacks. The missions are also really well-designed. Most famous of these is the bank heist near the start of the game, which is just a flawless example of thrilling game design. The level mixes infiltration, exploration, combat, and puzzle-solving in such a glorious blend. The voice cast are on top form here, especially Michael Ironside as Sam Fisher. His performance in this game makes Sam Fisher downright terrifying at times. Chaos Theory was the absolute peak of Splinter Cell, before Ubisoft felt that the series needed to be shaken up. As a result, we’ve never really gotten another game quite like it, making it a game that is still worth playing to this day.

1. Metal Gear Solid 3: Snake Eater (2004, PS2)

Snake Eater is perfect.

I love the writing. The political philosophizing stands side-by-side with big, dumb action sequences, and juvenile humour. The journey that Naked Snake goes on in this game is genuinely moving.

I love the characters. Naked Snake is the best Metal Gear character, bar none. The Boss is just incredible, and her motherly relationship with Snake adds so much emotional weight to the plot. EVA is a great Bond girl; enticing, but one who you never really think you can trust. Ocelot is a lot of fun when he shows up, I love that they gave him a more immature personality to match his age. Volgin is such a fun villain to hate; joyously evil and sadistic.

I love the boss battles. The obvious highlight is The End. The first time I came across him, I knew his reputation. I got shot by him almost immediately without even seeing him and decided right there to chicken out on the fight. I knew about the clock-skip trick, where you can win the battle automatically by moving your system clock forward a week, which causes The End to die of old age. I did it, but I didn’t feel good about it. Some time later when I replayed the game in the Subsistence re-release, I decided to knuckle-down and do the fight for real this time. I can distinctly remember running around lost for the first part of the fight, trying to figure out where The End was hiding. However, I soon began to realize all the ways you could pin-point his location, and soon it was a game of hunter vs hunter. I think it took me an hour and a half, but I gunned him down and felt the rush of satisfaction for overcoming such a creative and unique challenge.

I love the setting. A jungle in Russia is a pretty wild setting, but it’s so evocative. The jungle is the realm of predators, so being able to hunt enemies here makes you feel so cool. The setting also takes Metal Gear from the hallways and corridors they had been in up to that point. Levels are open, with lots of room to maneuver and pick your approach. You have to hide in plain sight, which is so much more badass than hiding in a locker.

I love all the ways you can mess with guards. For example, you can blow up their food supplies to make them hungry and vulnerable to eating poisoned food that you’ve left around. You can also blow up their ammunition stores so they can’t shoot you if you’re spotted. You can also throw a pissed-off, poisonous animal at them to get it to bite them to death.

I love the new survival elements. Having to hunt for food to sustain yourself really hammers home the idea that you’re an operative deep in enemy territory. I love how the camouflage meter facilitates the more open level designs without sacrificing the stealth gameplay.

I love the ending. Snake Eater has my favourite ending of any piece of media. The first time I played this game, I was blown away by the final boss fight and cutscene. It re-contextualized the game’s events and really made me question what I had done to get to this point. It’s beautifully acted and emotional. It’s the cherry on top of a perfect sundae.

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My Top 100 Games of All-Time (50-26)

50. Demolition Racer (1999, PS1)

A childhood classic, Demolition Racer is what it sounds like: combine demolition derby destruction with a high-octane racing game. The results are, predictably, catastrophic, with cars slamming into each other at high speeds, vehicles sent flying everywhere, catching fire, and exploding. This isn’t just nostalgia talking either, I’ve gone back and replayed this game multiple times in the past few years and it is always a blast.

49. Gravity Rush 2 (2017, PS4)

Gravity Rush 2, and its predecessor, are joyous games. Their plots are uplifting, full of positivity in the face of danger. Their characters are charming and unique. Most importantly though, the central mechanic reminds you of the simple joy of play. Too many games have movement and traversal as a lengthy chore that you have to manage in order to get from point A to point B, and you spend more time bored and annoyed getting to your destination than you actually do enjoying yourself (looking at you Witcher 3…). Gravity Rush flips the script on this: being able to shift gravity at will to fall towards your chosen destination is as breath-taking at minute one as it is at hour fifteen. It matters less that combat is a bit finnicky when the moment-to-moment gameplay is this fun and the writing is this charming. Gravity Rush 2 is pure joy and the industry needs more games like this in it.

48. Twisted Metal: Black (2001, PS2)

While Twisted Metal 2 is probably the best-playing Twisted Metal game, I’ve reiterated over and over here that gameplay isn’t everything, and Twisted Metal: Black is one of the best examples of this. The game is bloody difficult, perhaps too much so at times and the game can feel downright unfair. However, where Black really stands out is in its presentation and story. Black is easily one of the darkest video games ever released. Its cast are a bunch of psychopaths let loose from an insane asylum, all doing battle with each other and tearing across the city of Midtown in order to be granted a wish of their choice. You’ve got such colourful figures as No-Face (a professional boxer who lost a fight, causing a doctor who had bet on him to remove his eyes and tongue and then stitch them shut), Mr. Grimm (a Vietnam vet and former POW who is wracked with PTSD and a craving for human flesh), Preacher (a delusional pastor who downed a goddamn baby because he thought it was possessed), Warthog (a serial killer whose wish is to remove the part of the brain that makes him feel remorse when he kills), and of course Sweet Tooth (an unrepentant, murder-obsessed serial killer who wears a clown mask). Each character has a very dark and disturbing story that plays out over the course of the game, and the game’s world is suitably gloomy and depressing. It’s so over-the-top grimdark that it’s cartoonish, but then loops right back around to being properly dark stuff due to how hard it commits to the whole thing.

47. Resident Evil 2 (2019, PS4)

Resident Evil 2 remake was a lightning rod moment for the gaming industry, kicking off the remake craze we find ourselves knee-deep in. The game is just a bloody good, tense thrill-ride. Zombies have not been this threatening in decades, taking tons of ammunition to put down for good, which incentivizes you to conserve your resources and avoid them where ever possible. The design of the RPD is also still one of the most memorable environments in gaming and it’s just as compelling here in full 3D as it was on PS1. While it does stumble a bit towards the latter-half and the story isn’t all that interesting, Resident Evil 2 is one of those games that you cannot stop thinking about once you pick it up.

46. The Movies (2005, PC)

Peter Molyneux is notorious for over-hyping his games, but the one time he actually struck pure gold has to be The Movies. As a business management sim, it’s pretty cool: you manage a movie studio, building sets, hiring star directors and actors (and keeping them happy), managing crew, and developing technology from the silent era up to the modern day. All this is decent enough for a game in its own right, but what catapults The Movies to the stratosphere is the in-game machinima tools that give you a lot of freedom to create your very own movies. I’m talking dozens and dozens of scenes (each with variants and customization options), systems to allow the characters to lip synch with any recorded audio, special effects, and a basic video editor. It’s a mind-blowing amount of freedom, to the point where I made a feature-length spy movie back in high school using The Movies.

45. Blasphemous (2019, Switch)

Sometimes a video game comes out which is just made for me. Blasphemous scratches so many of my itches: Metroidvania, Souls-inspirations, religious fanaticism, dark fantasy, blood, penitence… I picked it up in a sale a few years ago and I was glued to my Switch for a week straight, obsessed with journeying through this nightmarish civilization to prove my devotion to the faith. It isn’t doing much different than your average Metroidvania game, but it hits so many of my interests that I can’t help but adore it.

44. RollerCoaster Tycoon (1999, PC)

Like many other 90s kids, I got this game for free in a box of cereal. The game itself is the pinnacle of management sims, with a simple premise: build the amusement park of your dreams. Build attractions, setup decorations to make things more aesthetically pleasing, landscape to your liking, optimize your pathways, and design your very own rollercoasters (which, inevitably, will be too intense for the guests)! Each guest also has their own name, amount of money they’ll spend, and likes and dislikes which can help you tailor the park to maximize returns.

Of course, that’s all good if you’re playing the game as designed. You can easily turn RollerCoaster Tycoon into a psychopath simulation as well. Make vomit-inducing rides and then charge your guests to use the bathroom. Are guests mad that you charge them $5 to go for a piss? Grab ’em and throw them on punishment island, where they’ll angrily run in circles until you send the island into the ocean and drown everyone. Or, the classic option: build an unsafe rollercoaster and watch it crash and explode, killing everyone on board. You don’t have to be a dick in RollerCoaster Tycoon, but it’s a lot of fun that the game gives you the freedom to do so.

43. The Walking Dead (2012, PS3)

Telltale had been making narrative, episodic games since the mid-2000s, but they never really had any major hits, and their biggest swings (looking at you Jurassic Park) were considered fairly poor and did not make a splash. So, for a while, Quantic Dream’s games were the gold standard for narrative games, with Indigo Prophecy and Heavy Rain being quite notable titles of their eras. However, even back then, the writing of those games was heavily criticized, but I (and many others) excused it, because we couldn’t really get these kinds of cinematic, narrative-based experiences elsewhere.

Then Telltale’s The Walking Dead came out, and Quantic Dream were obsolete overnight. The Walking Dead established a formula of narrative, choice-based games that Telltale would milk dry over the next few years, but The Walking Dead stands tall amongst them just due to the strength of the writing here. The tale of Lee and Clementine is unforgettable: an escaped convict stumbles across a little girl whose babysitter has been killed during a zombie apocalypse and takes her under his wing. The illusion of choice is very much a thing here, but it doesn’t really matter that much when the journey itself is so good. What makes it so good are not the big choices anyway, it’s the little ones – do you go all-out to protect Clementine, or do you try to preserve her innocence as best you can? No other video game has managed to make me cry like this one, and I imagine if I were to replay it now, after becoming a father, it would leave me absolutely devastated.

42. Warhammer 40,000: Dawn of War (2004, PC)

I’ve been a Warhammer 40k fan for most of my life, and I can say with confidence that the original Dawn of War is still unsurpassed as far as 40k games go. An old-school RTS which innovated by putting the focus directly on getting you into combat, Dawn of War lets you engage in visceral, bloody, large-scale war with friends or AI opponents. Several factions were added in expansions, meaning that it is absolutely packed with content to try out. The game is still fully playable online to this day as well, and I’ve had the pleasure of getting together with friends recently to try to hold the line against high-level CPU teams hell-bent on annihilating us. It results in glorious carnage as your units rain gunfire and artillery down and chainswords rip through flesh. The modding community is also great, bringing in an entirely new, playable faction and removing the game’s unit cap for ultimate apocalypse mode.

41. Dynasty Warriors 4: Empires (2004, PS2)

I am not exaggerating when I say that I love Dynasty Warriors 4: Empires. I have poured countless hours into this game as I gleefully hack and slash my way through ancient China to reunite the land under my banner. Empires specifically is great, because it adds a level of grand strategy to Dynasty Warriors‘ usual formula, as each battle captures territory, makes new items available, allows you to recruit and capture officers, and gets you one step closer to conquering the nation. This change takes the rather repetitive combat of Dynasty Warriors and gives each battle a level of importance and resonance that it may otherwise lack, since each action you do is building towards a grander goal. The nature of the world map also means that no two campaigns will play out the same: you’re always going to have different enemy factions, different officers fighting with you, different territories to attack and defend at any given time, etc. I actually replayed the game on my Retroid Pocket 4 Pro a few months ago, and it was like cuddling in a warm, familiar blanket again. Later games may have expanded the political gameplay, but this version of Empires will always have a special place in my heart.

40. Resident Evil 3 (2020, PS4)

My go-to answer for “most over-hated game of all-time”, I legitimately enjoy Resident Evil 3 remake more than Resident Evil 2 remake. This, once again, comes down to the non-gameplay aspects: the story in Resident Evil 3 is easily the best in the entire franchise. Jill is a fucking badass, Carlos is cool, Nikolai is a great secondary antagonist, and Nemesis is a terrifying, relentless monster. Resident Evil 3 plays like a PS3-era, cinematic action game in the vein of Dead Space 2, the sort of experience we rarely get these days when every game has to be open world and dozens of hours in length or it’s not worth gamers’ time. The runtime is fine for this sort of experience: the six-to-eight hours you spend are maximized for fun and spectacle, and I got significantly more enjoyment out of this than I did out of the bloated, two hundred hours spent toiling away in Fallout 4 (and I call bullshit on anyone who claims to have beat it in three hours unless they were specifically running through it as fast as possible). Plus it’s on sale all the time now, so price isn’t even a problem. Sure, it cuts some content from the original, but the original still exists: play ’em both, I say.

39. Tom Clancy’s Rainbow Six: Siege (2015, PS4)

While the game has expanded in some wild directions since release, the core gameplay of Rainbow Six: Siege is one of the best multiplayer shooters I’ve ever experienced. I got in early, a few weeks after launch when the game was in a very rough state, and I was hooked due to how intense it was. As a defender, having to fortify your position while you can hear attackers breaching to get to you makes your heart beat fast and your palms sweat in anticipation of what’s to come. As an attacker, you have to watch every step you take as you try to get in as safely as possible. Each encounter is life-or-death, with instant kills coming frequently. The operators’ unique weapons and equipment fundamentally affect how this plays out and creates a mix-and-match system that makes every game unique. While I don’t really play competitive shooters much anymore and, as a result, I’ve effectively retired from Siege for good, my time with the game was easily some of the best experiences I’ve ever had in an online game.

38. Metal Gear Solid V: The Phantom Pain (2015, PS4)

With the glut of open world games we’ve gotten in the past decade, my opinions on The Phantom Pain have softened somewhat. Traversal quickly becomes a pain in the ass, as starting any mission will require you to get past multiple guard checkpoints, you always feel obligated to look for new soldiers to recruit for your base, and the side ops get extremely repetitive. That said, The Phantom Pain still stands out thanks to its fundamental gameplay systems. Stealth remains incredibly fun, all the wild and wacky gadgets at your disposal give you so many ways to mess with guards, and the guards actually learn and start to counter your tricks, forcing you to change things up regularly. In spite of its problems, it’s still a great sandbox experience and a solid send-off to the greatest saga in gaming.

37. Mass Effect 2 (2011, PS3)

While Mass Effect 3‘s ending soured the entire franchise, Mass Effect 2 at least remains one of the best action RPGs on consoles thanks to its fairly self-contained story. You’re basically tasked with putting together a team of specialists to go on a suicide mission. The first twenty or so hours are just you recruiting your team, getting to know them, preparing your ship and equipment, and (most importantly) growing emotional connections to your entire crew. We then get one of the best finales in gaming as your team plunges into the gauntlet and your decisions over the course of the game come to fruition. Depending on what you’ve done, one or more of your crew can die executing the mission, which is about as emotionally impactful as you would expect.

36. Resident Evil 3: Nemesis (1999, PS1)

Shock! Horror! I liked both versions of Resident Evil 3! While I certainly have some issues with it compared to its predecessor, Nemesis is such a unique and ambitious game for its time period. Its scope is significantly wider than any previous Resident Evil game, allowing you to freely traverse an entire section of Raccoon City. The titular Nemesis is also downright scary here, barely operating within the limits of what you can reasonably deal with in Resident Evil‘s tank control scheme. The freedom and sense of risk/reward that this gives you is great – you can avoid fights with him if you want to, but if you choose to tough it out, you’ll be handsomely rewarded for your efforts. I remember when this game was considered the dark horse of the franchise, so seeing it get all the love after all this time is great to see.

35. Dead or Alive 2 (1999, PS2)

A couple months ago, I would have said that I liked Dead or Alive as a franchise, but I wouldn’t have had any of the games in my top fifty. Dead or Alive 2 changed that for me. The game is a massive improvement on its predecessor, adding in new characters, fun new mechanics, stage hazards and multi-level stages which wildly change how a battle looks and feels. The game is also simply packed to the brim with content, to a degree that we just do not get out of games anymore. It’s a simple enough game that anyone can pick it up, but deep enough that there’s a lot to learn and come to grips with if you really want to dedicate yourself to learning. Like I said in my recent Love/Hate series, I’m so glad that I decided to check the older games in this franchise out, because they were a real joy to get to experience.

34. Hotline Miami 2: Wrong Number (2015, PS Vita)

Hotline Miami 2 is largely more of the same from its predecessor, but when that game had one of the most addictive and replayable gameplay loops of any game, that’s nothing to sniff at. Hotline Miami 2 is hypnotic: an acid trip of colour, blood, ultraviolence, synthwave, and pure focus. You will die over, and over, and over again as you try to perfect your killing spree and get through each area unscathed. This results in a ballet of bullets as you mow down enemy gangsters with dual SMGs, throw your empty gun to stun a guy, then slash their jugular open with a blade you picked up, then throw that blade into another guy’s head, grab another weapon to keep going, etc. All this coming as you die, hone your approach, die again, and so on until you have it down perfectly.

33. This War of Mine (2014, PC)

This War of Mine threads the extremely delicate line between entertainment and art with a serious message and, in my opinion, the results are poignant. Meant to act as a commentary on international conflicts and of the military shooters of the day, you play as a small group of survivors caught in an active warzone trying to survive to see peace return once more. You have to balance your survivors’ sleep, hunger, and morale, and developing your safehouse to be able to produce heating, supplies, and to be able to defend against looters. Then, at night time, it’s safe enough to sneak out and try to scavenge for supplies… but be careful, because you’re not the only one trying to survive…

Then there’s the heavy choices. Supplies are going to start drying up real quickly. Do you risk confronting other scavengers who may be hostile? Do you enter an area with ongoing exchanges of gunfire to risk getting to supplies that haven’t been picked over yet? Do you try to break into a gang’s well-stocked safehouse to steal their supplies? Or do you break into a defenseless old couple’s home and steal their supplies to keep yourself alive? If neighbours ask for help, will you give up some of your rations and medicine to help them? And, if you have children in your safehouse, how do you keep them safe and innocent in the face of all this? This War of Mine leaves these choices up to you, and only makes them harder as disease and winter set in, making you really test the limits of your morals. It’s a one-of-a-kind survival experience, and I implore you to check it out.

32. Ace Combat 04: Shattered Skies (2001, PS2)

Shattered Skies is a special game for me. My grandfather on my mother’s side was a pilot instructor. One of my earliest memories was flying with my grandfather in his two seater airplane and looking down at the world below us. Probably due to this connection, my aunt bought me a copy of Ace Combat 04: Shattered Skies as a gift. I wasn’t particularly interested at the time, but eventually decided to give it a try, and quickly became mesmerized.

On the gameplay front, Shattered Skies is an arcadey military air combat game where you’ll be dogfighting, shooting and bombing ground targets, and sometimes flying dangerously low to avoid radar and airburst artillery. The gameplay is actually way more varied than you’d expect for this kind of game and makes for a game that never gets old. You also get access to dozens of airplanes, each with their own strengths, weaknesses, and customization options, which let you tailor them to each mission you find yourself in.

What really makes Shattered Skies so good though is its shockingly mature story – and I don’t mean that in the “rated M for mature” sense, I mean that this is some legitimately great stuff. The story is told from three perspectives: 1) the big picture, war room briefing perspective, which tells you about the progress of the war between ISAF and Erusea; 2) the in-game story of Mobius 1, who you control and turn into a legendary fighter ace over the course of the game; 3) the story of a grown man recounting his experience as a boy growing up in occupied San Salvacion. This third story is where the real emotional punch of Shattered Skies comes in, as we see his family killed as collateral damage in the war after the Erusean Yellow Squadron shoots down a plane, which crashes into their house. Despite hating the occupiers, he grows to have a strained relationship with some of the fighter aces in Yellow Squadron who are based in the city. While Yellow Squadron clearly have empathy for the boy and want to be seen as more than just occupiers, you get the sense that they are legitimately saddened when he has to stand up to them in order to protect a friend in the resistance. This more personal perspective of your enemies makes it a bittersweet moment when we have to face Yellow Squadron in battle as Mobius 1 and shoot them down one-by-one. It’s a shockingly clever and tragic way to lend emotional stakes to what would otherwise be standard air combat gameplay. This whole story makes Shattered Skies so much more than the sum of its parts, and is easily one of the best-written stories in video games.

31. Resident Evil 2 (1998, PS1)

I knew that Resident Evil 2 was celebrated back in the day, but I didn’t really realize just how good it was until I finally played it earlier this year. Given its placement here on the list, I also clearly liked it quite a bit more than its more polished and popular remake. I just love the way that Resident Evil 2 feels and plays: nearly everything good about the remake is intact here, and in some ways (such as the story and branching playthroughs) it’s even better. It’s incredibly impressive for a PS1 game and by far the most fun entry in the “classic” era of Resident Evil.

30. Resident Evil (2002, GC)

While Resident Evil 2 is the best of the classic era, the remake of the original Resident Evil is arguably the best distillation of the Resident Evil formula we’ve ever gotten, largely thanks to the changes and improvements it brought after six years of iteration. The original Resident Evil was a very rough and unrefined game: full of cool ideas, but lacking in the execution. REmake realizes that potential and then some, with graphics that still look fantastic today that help bring the oppressive atmosphere of the Spencer Mansion to life. The remake also makes several changes to the original game which keep things surprising to veterans and improve the overall layout of the mansion in the process. The Crimson Heads are the most notorious example of this, providing a nasty surprise to new players who are too liberal with their firearms usage, and adding a whole other layer of strategy as you have to figure out which bodies to burn before they reanimate as even more dangerous enemies.

29. Battlefield: Bad Company 2 (2010, PS3)

If you’re unfamiliar with the series, it may seem kind of weird to rank a Battlefield game so highly, because a Battlefield game is just another Battlefield, right? Bad Company 2 was special. Like Battlefield 3, this game was really designed for rush, and charging in with your teammates to take the MCOM stations was as intense as it was fun. Bad Company 2 also featured a level of destruction that no Battlefield game since has dared attempt to replicate: nearly every building can be blown apart or leveled entirely. While some argue that this makes the map kind of boring once all the buildings are gone, I call those people cowards: flushing defenders out of Arica Harbour with a series of tank shell strikes was a literal blast. The game also had some fantastic maps which, when they’ve shown up in subsequent Battlefield titles, have given me a rush of nostalgia that I’ve rarely felt for anything else. It’s a shame that the game was shut down for good last year, but the memories live on forever.

28. Dead Space (2008, PS3)

Dead Space is the best franchise to arise from the glut of Resident Evil 4 clones, and it’s not even close. A mixture of Event Horizon, The Thing, and Alien, this first game brings terror to the corridors of the Ishimura as you try to stay alive against hordes of necromorphs and find out what happened to your girlfriend, who was stationed on the ship. The core gameplay gimmick is inspired for a horror game of this nature: simply shooting a necromorph is insufficient to kill it, you need to blast their limbs off to immobilize them. Combined with limited resource survival gameplay, stasis blasts to slow enemies, kinesis to throw objects at your foes, and a good ol’ fashioned curb stomp when all else fails, the core gameplay of Dead Space is rock solid.

27. Fire Emblem: Awakening (2012, 3DS)

Fire Emblem: Awakening came out at a difficult time for the long-running franchise. Sales for the last couple entries had been underwhelming, so Intelligent Systems had one last chance to right the ship before the series went on ice for good. With this in mind, the developers threw the kitchen sink at Awakening, trying to make the biggest, best Fire Emblem of all-time, if only to give it a proper swan song. Luckily, their efforts paid off and Awakening gave the franchise a second life. While it largely plays like any other Fire Emblem game (turn-based tactics gameplay, RPG elements, perma-death, etc), Awakening‘s big new feature was an expansion of the relationship system to allow two of your soldiers to have children, who will inherit traits from both of them. This allows for some really fun and unique combinations, which work just as much for roleplayers as they do for min-maxers. While some fans have bemoaned this addition, claiming it turned Fire Emblem into a waifu simulator, I think that that opinion is fucking dumb. Awakening is a great game and, in my opinion, the most fun Fire Emblem I’ve played thus far.

26. Uncharted 2: Among Thieves (2009, PS3)

I really enjoyed the original Uncharted when it came out, a lot more than most people who played it in fact. I loved the characters, the gameplay, and the story, so I was excited to see how Naughty Dog would up their game for the follow-up. What I was not expecting was for Uncharted 2 to absolutely blow everyone’s expectations out of the water and be widely considered the game of the year for 2009.

Uncharted 2 plays like its predecessor, but with some key refinements. The game is overall just bigger: more grand spectacle, bigger set-piece moments, more characters, more complex story. As much as I liked Nathan Drake and Elena Fisher in the first game, they really come into their own here, and I love that Naughty Dog didn’t take the easy route of having their pulp hero have a new love interest in every game.

And that’s it for part two. If you’re reading this the day it came out, then the final part will be up tomorrow!

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My Top 100 Games of All-Time (100-51)

Lately, I’ve been seeing people on social media posting Topsters lists of their favourite video games, which has gotten me thinking about the topic. It got to the point where I put together my own quick-and-dirty list on Bluesky, but that didn’t really leave me all that satisfied. You see, for about twenty years now I’ve been using IMDb to track and rate every movie I’ve seen in that time. It’s actually been pretty useful for me, and I can easily look back and get a rough idea of what movies I’ve seen and what my thoughts were on them. This put me on a journey to try to do the same for every video game I’ve ever owned and/or played, which led me to a site called Backloggd. Having spent a couple weeks recounting every game I can remember playing, I’ve now got a big list of nearly four hundred games I’ve played (four hundred!? GOOD GOD). That’s a big enough library that I can legitimately put together a top one hundred games of all time list… so why not do just that?

A few notes before we start: first, I’m not going to include compilations here (so no Master Chief Collection, Tetris & Dr. Mario, Super Mario All-Stars, Metal Gear Solid HD Collection, etc). The upper-echelons of the list would probably be dominated by compilations, and that just doesn’t feel fair to the legacies of the individual games. Secondly, I’m not going to make this “one game per franchise” like I would if this were, say, a top twenty-five. If your franchise is good enough to get multiple entries, then you’ll get that representation (although a sequel that basically invalidates its predecessor’s existence will likely push prior entries off the list entirely). Thirdly, this is wildly subjective and, by its nature, only based on the games that I’ve actually played. As a result, I guarantee you that I have not played some all-time classic that you love. Please tell me how much you hate me for not including it down in the comments below.

Got it? Let’s get onto the list then…

100. Echochrome (2008, PSP)

A fun, quirky, minimalist little puzzle game on PSP where you have to rotate a 3D maze in order to change perspectives and allow a mannequin to reach the exit. Can be a bit finnicky with its controls, but it’s such a unique and striking premise that I can’t help but love it.

99. Theme Hospital (1997, PC)

This business simulation game was a blast back in the day, but what really made it stand out from the crowd was the various wacky ailments your hospital would have to treat.

98. Peter Jackon’s King Kong: The Official Game of the Movie (2005, PS2)

In the annals of licensed video games, King Kong was easily one of the best. 90% of the time it’s a tense, immersive first person shooter where you struggle to survive against the monsters of Skull Island. For a glorious 10% of the time, you turn the tables and become Kong, beating the ever-living crap out of every monster that had been harassing you up to that point. The game was also just legitimately revolutionary, pushing the boundaries of immersion, with no HUD to speak of and direct involvement from Peter Jackson himself.

97. Guacamelee! (2013, PS Vita)

A joyous, lucha libre-themed Metroidvania. I remember trying a demo of the game when I was on a vacation in Atlanta and immediately deciding that I was going to buy this game when I got back.

96. Pokémon Diamond (2006, DS)

The fourth generation of Pokemon is probably my favourite of them all (and I say this as someone who stopped at gen two and came back for gen six, so this isn’t nostalgia speaking). The physical/special split was revolutionary for the gameplay and the difficulty was legitimately challenging. Granted, Diamond makes the list largely because I have not gotten around to playing Pokemon Platinum yet. When that happens, I expect Diamond to drop off and Platinum to move higher up, as it’s generally considered vastly superior to the other two Sinnoh games.

95. Vigilante 8: Second Offense (1999, PS1)

Car combat is one of those genres which are dominated by one big franchise (Twisted Metal), and the rest are a bunch of forgettable rip-offs. Vigilante 8: Second Offense is the closest anyone ever came to stealing the crown, with its significantly better graphics and interesting innovations. Who cares about any of that though: on the Arizona stage, you can cause a meteor to strike the arena, which will send any nearby cars flying and then a giant ant comes out which attacks everyone on sight. Entire evenings were spent in our household on this one level as we blasted each other and this giant, fuck-off ant over and over again.

94. The Lord of the Rings: The Return of the King (2003, PS2)

Another Peter Jackson licensed game makes my top one hundred! The Return of the King game is a fairly simple hack ‘n slash by modern standards, but it sure is fun and miles better than it had any right being.

93. Assassin’s Creed 2 (2009, PS3)

At the time of its release, Assassin’s Creed 2 was a revolutionary experience, perfecting the half-baked formula of its predecessor, and featuring an interesting narrative with a protagonist who was surprisingly endearing. At the time, I would have easily put Assassin’s Creed 2 much higher on this list. However, only one game later, I was halfway through Brotherhood, when I suddenly found myself completely done with this series’ structure of “travel halfway across the city to your mission, then travel halfway across the city to complete the objective”. I still think Assassin’s Creed 2 is good enough to warrant a spot in the list, but oh how the mighty have fallen.

92. Freedom Fighters (2003, PS2)

Freedom Fighters is a legitimately revolutionary game for its time. It starts out as a pretty terrible third person shooter due to its wildly inaccurate weapons. However, it soon evolves into something special, as you start being able to command an ever-growing number of squadmates, until you’re eventually commanding a dozen guys into massive battles against tanks and helicopters as you attempt to liberate an occupied USA.

91. The Sims 3 (2009, PC)

I wasted way too many hours in university playing The Sims 3 that I should have been spending on homework and socializing. Oh well, it’s not like I wasn’t enjoying myself.

90. Rise of the Tomb Raider (2015, PS4)

I reviewed the first Tomb Raider reboot game back when it came out and, as much as I enjoyed it, it clearly was a bit rough around the edges. Rise of the Tomb Raider largely smoothed off the rough edges and made for a much more refined and enjoyable experience overall.

89. Bioshock Infinite (2013, PS3)

Another one of those games that probably would have ranked a lot higher at one point, Bioshock Infinite still impresses due to its amazingly-realized world and mind-bending story. Hell, the game spends a lot of time just being a walking simulator and, honestly, that’s when it’s at its best. The shooting gameplay’s pretty rough, which does lower its overall quality somewhat, but Booker and Elizabeth’s adventure remains as unforgettable as ever.

88. James Bond 007: Everything or Nothing (2004, PS2)

Everyone’s got a favourite James Bond video game, but for my money, Everything or Nothing is the GOAT. An early third-person cover shooter, this game was hard as nails back in the day. Its plot was pretty over-the-top, but considering it was coming out after Die Another Day, I guess that was just par for the course for Pierce Brosnan’s Bond. Honestly, the craziest thing about it was probably that Shannon Elizabeth was a Bond girl, but then again, so was Denise Richards during the Brosnan era, so what do I know?

87. Future Cop: LAPD (1998, PS1)

Future Cop‘s single-player gameplay is fun enough – blast away violent criminals, gangs, and cultists from the comfort of your transforming mech. However, what really pushes it over the top is its multiplayer mode, Precinct Assault, which is basically a proto-MOBA: get points for killing enemies and capturing neutral territory, use these points to buy bases, defensive units, and offensive units, which will attempt to enter your opponent’s home base. First side to get an offensive unit inside the enemy’s home base wins. It makes for an endlessly addicting, back-and-forth struggle to come out on top.

86. EarthBound (1994, SNES)

This cult classic is largely memorable for its quirky humour and writing, which does away with the JRPG conventions of the time, instead featuring a bunch of psychic children fighting gangs of weirdos in the 1990s.

85. Age of Empires II: The Age of Kings (1999, PC)

Man, you had to be there back in 1999, chopping down trees, mining stone and iron, and then marching out your massive armies to go obliterate your opponents’ base while the horns of war sound.

84. Total War: Warhammer III (2022, PC)

…and then we have the ultimate evolution of the epic RTS, Total War: Warhammer III. Total War has been producing jaw-dropping battles for decades, but the Warhammer games unshackled that formula from the limits of history and into glorious dark fantasy. Warhammer III gets the placement here by default since it allows you to bring in all previous factions and DLCs into one enormous world map to conquer. It’s a staggering amount of content on offer and makes for an overwhelmingly massive sandbox to play in.

83. Super Smash Bros. Ultimate (2018, Switch)

And speaking of overwhelmingly massive, Smash Ultimate is probably never going to be surpassed in the fighting genre in terms of sheer roster size and content on offer. The core gameplay is as simple and fun as ever, making for a great pick-up and play experience with your friends and enemies.

82. XCOM 2 (2016, PC)

Confession: I kind of hated XCOM 2 on launch. I had loved XCOM: Enemy Unknown, but the guerilla ops of vanilla XCOM 2 just didn’t jive with me and the RNG felt way off. However, after War of the Chosen released, I decided to give it another look, and it sank its hooks into me deep, to the point where I can’t really see myself going back to the original game anymore. The modding scene is also pretty incredible, allowing you to deck out your soldiers as Space Marines, Solid Snake, and even Helena Douglas and Hitomi from Dead or Alive.

81. Metal Gear Solid 2: Sons of Liberty (2001, PS2)

I have my issues with Metal Gear Solid 2, but in the eight years since I wrote about it, the game has only managed to become even more relevant. Even if it’s not a game I’d particularly want to go back and play at a moment’s notice, I find myself thinking about it all the time, which is a level of longevity you really can’t say about a lot of media two decades from release.

80. Bully (2006, PS2)

Billed as “Grand Theft Auto in a school” at a time when anti-bullying campaigns and the Grant Theft Auto moral panic were at their height, Bully is nowhere near as controversial as it may sound. In fact, you’re the one bringing down the bullies (although you can wedgie the nerds if you want to be a dick).

79. Death Road to Canada (2016, Switch)

A hilarious and addictive zombie survival roguelike, Death Road to Canada is the definition of a “just one more run” game.

78. Journey (2012, PS3)

One of the early, undeniable examples of “games as art”, Journey is a short, thoughtful, gorgeous experience.

77. Super Mario Bros. (1985, NES)

The quintessential 2D platformer, Super Mario Bros. is still a great game even today. Hell, its plethora of secrets are so well-ingrained in the collective conscious, that it’s easy to forget how truly mind-blowing all the hidden blocks and warp pipes really are for a forty year old game.

76. Dead or Alive 3 (2001, XB)

Oh hai, Ayane! Dead or Alive 3 is a gorgeous, spectacular, and downright fun fighting game, which really stands out due to its awesome stage designs.

75. Minecraft (2011, PC)

You don’t need me to explain what Minecraft is, right? I actually only started playing it this year as a bonding activity with my son. As cool as it is to see our world get built piece-by-piece, it’s even more exciting getting to see him learn and get to grips with how to play games in the process.

74. Call of Duty: Modern Warfare 2 (2009, PS3)

Very few games reach the level of blockbuster hype that Modern Warfare 2 achieved, and it lived up to that hype and then some. The campaign is explosive and exciting. The notorious “No Russian” mission is still referenced today, fifteen years later. The multiplayer was also a massive evolution, bringing in dual-wielding and even faster gameplay than its predecessor.

73. Star Wars: Rogue Squadron (1998, N64)

Whenever we’d visit my cousins, the first thing we’d do is fire up their N64 and play a few levels of Rogue Squadron. Flying around in various Star Wars vehicles and dogfighting Tie Fighters is a joy, and it’s still just as fun today.

72. Lollipop Chainsaw (2012, PS3)

A perfect example of how gameplay isn’t everything, Lollipop Chainsaw demonstrates the power of leaning into style. The combat is kind of janky and overly-simplistic, and the enemies are downright rude, but when you’re bopping to pop hits while chopping zombies to bits and the entire screen is turning rainbow, it’s hard to not have a great time.

71. Among Us (2018, PC)

It can be easy to forget due to all the memes and merch which have flooded the public conscious, but at its core, Among Us is a fun social deduction game. Seeing how your friends react under pressure is fascinating, and trying to off them as an imposter gets you sweating like no other game can when your friends are trying to figure out who did it.

70. Life Is Strange (2015, PS4)

At a time when the market was saturated with Telltale narrative games, Life Is Strange stood out with its unique time travel powers and bold writing choices.

69. Pokémon Black Version 2 (2012, DS)

I maintain that the fifth generation of Pokémon was a fairly messy one, but they got the balance between fresh experiences and wild ambition far better for Black 2 and White 2. It largely continues the gameplay improvements from gen four, but adds a ridiculous amount of content, while providing a completely remixed map from Black and White and brand new story.

68. Metal Gear 2: Solid Snake (1990, MSX2)

I will never stop banging the drum that Metal Gear 2: Solid Snake is an underrated masterpiece. Many of the things Metal Gear Solid was hailed for were present here in their infancy eight years earlier.

67. Star Wars: Battlefront II (2005, PS2)

Star Wars: Battlefront II was a wild game, especially considering it came out only a year after its predecessor. It adds more maps. It has a progression system to upgrade your weapons. It makes heroes playable, and adds significantly more. It completely overhauls the flight system from the previous game, adding full-on space battles where you can dogfight, blow up critical ship systems, or board the enemy ship and cripple it from the inside. It was just a massive game with a scope and scale beyond many modern games that I sank countless hours into back in the day.

66. Pokémon Crystal (2001, GBC)

Back when I was a kid, gen two was the pinnacle of Pokémon, a massive improvement upon its predecessors and a shockingly expansive game for a tiny little Game Boy cartridge. Of the gen two games, Crystal was easily the definitive version, hence its placement on the list.

65. Left 4 Dead 2 (2009, PC)

Left 4 Dead 2 was controversial prior to launch, due to releasing only a year after its predecessor. However, as soon as it arrived, all complaints were washed away in a sea of undead. Left 4 Dead 2 is a fun co-op action experience, made all the better due to its AI director who makes every playthrough unique and tense.

64. Halo 3 (2007, XB360)

Halo 3 is a damn good time, with the best gunplay of the original trilogy. If not for some personal gripes about the story, I’d probably rank this significantly higher.

63. Fire Emblem: The Binding Blade (2002, GBA)

The last Fire Emblem game to not get an international release, The Binding Blade has some fan translations which are easily accessible and which help make the game playable for English-speakers. Its sequel would be fairly dumbed-down for the western audience who weren’t used to the series’ gameplay, but for those itching for a larger, more challenging experience, The Binding Blade is just what you asked for.

62. Civilization IV (2005, PC)

The last Civilization to retain the series’ “classic” structure, Civilization IV is possibly my favourite single entry in the franchise. However, its successors have taken the overall experience so far that I am not sure if I could ever actually go back to this game. This made it a bit hard to rank for me as a result, but I think that its more classic Civ gameplay gives it a somewhat unique place and its legacy deserves some recognition.

61. Battlefield 3 (2011, PS3)

While there’s a palpable sense that Battlefield 3 was taking a bit too much influence from Call of Duty, this game was an incredible experience back in the day. This was also the last time that DICE prioritized my favourite game mode, rush, and some of the rush maps here were incredible.

60. Dead Space: Extraction (2009, Wii)

Extraction is leagues better than it has any right to be. A rail shooter spin-off for the Wii of all things, Extraction tells an entertaining and surprisingly well-paced story about the fall of Aegis VII and the Ishimura.

59. Ancestors: The Humankind Odyssey (2019, PS4)

Whenever I bring up memorable video games, I always go back to Ancestors: The Humankind Odyssey. To some degree, this game is kind of crappy… there’s basically no explanation of its mechanics, extremely repetitive gameplay, and very simple combat. You will struggle to make it more than a few hundred meters from your home without your ape having a panic attack (oh hey, just like real life!). You will be killed by predators out of nowhere and you will miss multiple jumps and fall to your death. These deaths are permanent, mean one less ape in your colony, which is already teetering on the edge of extinction.

However, you will eventually begin to get to grips with the mechanics. You’ll learn how to move around so as to avoid danger. You’ll learn how to make tools to make things easier for yourself and to fight back against the predators. You’ll start trekking out further and further from your home. You’ll learn to communicate with your troupe and start forming armed, roving gangs for safety. Soon, this massive jungle you’ve been exploring won’t seem so massive.

What really cemented the game for me was when I decided to climb the father tree, the largest tree in the jungle. I was carefully making my way up this massive trunk, climbing into the clouds, giving myself literal vertigo due to the sheer height. I reached the top and the entire world stretched out before me. There were so many more places left to explore, and I’d barely scratched the surface of it all…

…oh, and then I had to figure out how to climb back down. Truly an unforgettable game, far more than the sum of its parts, even if it takes a lot of patience to find the gold within.

58. Battlefield 4 (2013, PS4)

While the first six months were unacceptably bad, Battlefield 4 is now arguably the best Battlefield game on the market. Packed with tons of weapons and maps to engage in large-scale war on, I poured hundreds of hours into this game at the peak of my obsession with online shooters.

57. Teenage Mutant Ninja Turtles: Turtles in Time (1991, SNES)

Turtles in Time is a great beat ’em up, but it’s one of those games that cements its legacy with one simple mechanic: you can grab enemy Foot soldiers and throw them at the camera. This would be cool enough as-is, but the cherry on top is that this is how you have to damage multiple bosses. Fuck yeah.

56. Fallout 3 (2008, PS3)

Fallout 3 came out at the perfect time, back when the open world game was still special, and when the Fallout universe hadn’t been explored in a decade. It made for a really evocative and unique experience that can’t really be recaptured now that everyone knows what Fallout looks and sounds like.

55. Twisted Metal 2 (1996, PS1)

In terms of pure gameplay, Twisted Metal 2 may just be the pinnacle of the series, with some iconic maps, lots of fun characters to play, and entertaining weapons to blast your friends to smithereens.

54. Resident Evil 7: Biohazard (2017, PS4)

I really love RE7. I love how it mixes the long-forgotten, classic Resident Evil gameplay with modern horror conventions to create a truly fresh, terrifying experience. This is easily the scariest Resident Evil has ever been.

53. Tom Clancy’s Splinter Cell: Pandora Tomorrow (2004, PS2)

Pandora Tomorrow was my first Splinter Cell game and it immediately cemented my love for this franchise and stealth games in general. Shooting out lights, hiding in shadows, using gadgets, and generally just fucking around with your enemies is as fun as ever.

52. Tom Clancy’s Splinter Cell (2002, PS2)

Oh hey, remember how I said we’d get multiple games from the same franchises on this list? Well, I had a really hard time picking between Splinter Cell and Pandora Tomorrow, but I had to give the original game the slight edge, due to preferring its story campaign just a tad more (sadly, I never got to play the multiplayer in Pandora Tomorrow, so I can’t comment on that).

51. Hitman 2 (2018, PS4)

IO Interactive’s modern Hitman trilogy is a stunning accomplishment. Create a vibrant, expansive, multi-level open sandbox, throw at least two targets into it, then set you loose to figure out how to kill them in a manner that suits you best. The sheer level of freedom is jaw-dropping and the ways that the world will react to your actions is remarkable to see. I’ve only played the first two of these games, but Hitman 2 gets the edge for me due to its more creative scenarios.

And that’s it for part one. If you’re reading this the day it came out, then part two will be up tomorrow!

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Love/Hate: Ape Escape 3

Welcome back to the Ape Escape Love/Hate series! In this entry we’ll be looking at the final, mainline Ape Escape game, Ape Escape 3! For whatever reason, despite loving the first two Ape Escape games, I never got the opportunity to play this game as a kid. I remember hearing that it had made some pretty big changes to the formula though, so I was always intrigued to find out how it played. Could it live up to its predecessors’ legacy? Read on to find out…

Love

  • Two Playable Characters – One of the bigger changes in Ape Escape 3 is that you now can play as either a boy or a girl character, Kei and Yumi. This is already pretty cool just for being able to play as the character who appeals most to you, but they’ve gone way further with this than they really needed to. The character you play as gets unique cutscenes and dialogue, they get wildly different costume designs (for example, Kei’s fantasy knight costume is a knight with a sword and shield, whereas Yumi’s is a wizard with a wand and arcane shield), and different gadget designs. Furthermore, Yumi’s character is a popstar in this game’s universe, and some monkeys you will encounter can become star struck when they see her, making them easier to catch. It’s a cute bit of extra differentiation, and it gives some extra incentive to replay the game.
    • I also really want to emphasize how much this change broadens the appeal for Ape Escape. Kei is very much in the vein of a traditional Ape Escape protagonist, with a cool, kid-friendly, edgy look. Yumi, on the other hand, gets to indulge in cuteness, while simultaneously being strong and sassy, making this game more appealing and approachable to girls as well.
  • Gadget Quick-Swap is GREAT – Easily the simplest and best change in the whole game is that you can now quick-swap equipped gadgets. Simply equip a gadget and then press that button again to start cycling through all your gadgets on the fly. Not only does this eliminate the pace-halting menu diving of previous Ape Escape games, but it also means that being forced to use less-used gadgets is less annoying too! This is a fantastic bit of design and I wish it could be retroactively put into every prior Ape Escape game.
  • Costume Designs Are Adorable – A variety of selectable costumes are this game’s main feature and the effort put into their aesthetic design really shows. The aforementioned fantasy knight costume is absolutely adorable, the miracle ninja outfit is really cool, and I like how the cyber ace costume turns Yumi into an anime magical girl (think Sailor Moon). Special shoutout as well to the genie dancer costume – I don’t care as much for the actual costume, but its ability is incredible. You can use it to force everyone to dance: apes, enemy creatures, even the coins and cookies littering the area will dance! You just can’t help but get a huge grin on your face every time you use this thing.
  • Some AMAZING Level Designs – After how derivative most of Ape Escape 2‘s levels were, I wasn’t expecting much from this game. However, imagine my surprise when this game had not one, but two of my favourite levels in the entire franchise.
    • First off, Monkey Expedition Sets Off! is incredible. Starts out fairly unique (for Ape Escape) with a mountain-climbing-themed first area. This results in a vertical level design, which is pretty fun to navigate on its own, but it also shows off the newly-acquired Sky Flyer gadget. Then it moves into a mysterious temple area, which then continues upwards until you end up in the clouds at ape heaven, complete with flying angel monkeys and further vertical level design! An absolute delight of a level, I was blown away with every new twist and turn this level threw at me.
    • Secondly, there’s Ape, Ape, and Away! This level is breath-taking, with the entire level taking place across the backs of a squadron of flying airplanes. You’d think that they’d run out of ideas pretty quickly and force the level to progress to the ground at some point, but no, there are some very creative and unique uses of this space and concept.
  • Mesal Gear Solid – As a huge Metal Gear Solid fan, I was totally primed to love this cross-over, and man did it deliver. The team here have straight-up gotten assets and music from the three Metal Gear Solid games that had released up to that point, they’ve got homages to the games, they mimic the gameplay and style of those games, while also making it simpler and accessible. The referential humour in Ape Escape 3 can be pretty shallow, but they’ve gone so hard into it here that it works great and a lot of effort has clearly been put in to make this a full-fledged experience. My only real complaint is that the controls are really weird (right analog stick to prime your gun, but then you need to use left analog stick to aim it and hold L1 or L2 if you want to aim in first person).

Mixed

  • TV Show Theme – Ape Escape was themed around time travel, Ape Escape 2 was a global ape hunt, and Ape Escape 3 is themed around a bunch of TV show sets. While this gives us a few really cool levels, it only really seems to exist as a vehicle to allow the devs to make a bunch of movie references. The referential humour of this game is very of its era and it reminds me of the sort of “comedy” that I was making back then, where the “joke” starts and ends with “oh hey, that’s Darth Vader monkey”.
  • Apes Can Steal Your Gadgets – Ape Escape 3 goes a step beyond Ape Escape 2‘s nerfing of the Stun aton. Not only can they shrug off a hit from it, but now they can get pissed off and then whack you, knocking whatever gadget you have equipped out of your hands. Not only does this force you to have to grab them back, but they can then steal your gadgets and use them on you. It is objectively hilarious the first time an ape catches you with your own Monkey Net, sending you back to the starting hub. However, it gets old quick and it REALLY sucks when it happens late in a level, forcing you to replay big chunks of a level to get back where you were. It makes the basic “capturing apes” gameplay a lot more dangerous, but not in a particularly fun way.
  • The Shops – The Gotcha Box is gone, and its replacement is a mixed bag. In its place, we get a suite of shops which give you all the same items as the Gotcha Box, but you get to pick and choose what you want. On the one hand, you’ll always be able to get what you want, but on the other hand, given the choice, I’m never going to spend my coins on the silly bonuses (concept art, enemy photos, monkey fables, etc) which made the Gotcha Box so charming. In addition, the prices of the shop items tend to be pretty high, so it makes splurging on these bonus items even more ill-advised.

Hate

  • Costume Implementation – On a conceptual and aesthetic level, I really like the costumes in Ape Escape 3. However, the way that they’ve been incorporated introduces a lot of issues and becomes major flaw for the game at large:
    • First-off, the energy/time limit sucks. You get 30 seconds per charge to use your costume, which immediately turns these things into anxiety-inducers. You can get up to 10 charges to ease the anxiety and extend this time limit, but I’m not convinced that this is entirely necessary because the game showers you with energy pickups whenever it expects you to use the costumes (think the useless oxygen upgrades in Dead Space: the game still has to be balanced for anyone not using the time limit upgrades, making them kind of pointless). The simple solution to all of this is that the game should just let you use your costumes at all times, buuuut…
    • The costumes are game-breakingly overpowered. All of them give you some sort of powerful, room-clearing attacking option, some sort of additional mobility option, and can capture apes at a distance and some even let you capture multiple apes at once. The cyber ace in particular can literally just fire off attacks and fly across an entire map in the process, making entire platforming sections trivial. Which leads to the further problem that…
    • The gadgets are completely invalidated by the costumes. The core gameplay of Ape Escape revolves around chasing apes and using gadgets to deal with challenges. With the way costumes have been introduced, they feel like they’ve been stapled awkwardly on top of the existing system, while also making the conventional gadgets feel entirely outclassed. Why would I risk using my Stun Baton and Monkey Net to catch an ape (who might dodge the attacks or steal my gadgets), when I can just stand in their general vicinity and automatically capture them in a fraction of the time with one of my costumes? The core gameplay has been shot in the kneecap by this decision. They REALLY should have just removed the gadgets entirely and made their functionality a part of each of the costumes’ abilities. That way you would still be incentivized to switch between costumes and you wouldn’t need the time limit.
  • AWFUL Vehicle Gameplay Sections – Ape Escape games tend to have short sections in levels where you need to use some sort of vehicle (rowboat, tank, robot, etc) to get through an area. The row boat and tank actually control a bit better than previous games, but there are two recurring, gimmicky set pieces which absolutely suck:
    • Firstly, there are racing sections which are abysmal. You drive a car where the left analogue stick controls the speed and direction of the car, but then the right analog stick controls the rear wheel steering. It’s supposed to facilitate easier drifting, but in practice it makes you want to throw your controller at the wall. Any section with racing requires you to hunt down two or three apes in cars, and you’re better off sitting and waiting for them to pass you and then ram them three times. This is a tedious waiting game, but it’s far preferable to actually trying to drive this stupid car.
    • Secondly, there’s the robot, which also controls awfully. To illustrate what I mean: WHY THE HELL IS “JUMP” DONE BY PUSHING BOTH STICKS OUTWARDS!? WHY CAN’T I JUST PRESS A BUTTON!?!!! Making matters worse, one of the late-game bosses is fought in the mech, making the entire boss fight pure agony. Thankfully, you can just hop in another mech when yours inevitably explodes, but it doesn’t make the fight any more fun.
  • Weak Story – Story is one of the least-important elements of Ape Escape, but my God, Specter is the least-threatening he ever has been in this game. He was at least sinister and legitimately threatening in prior games, but here he seems like a cartoonish moron… despite basically having already won by the time the game starts.
  • Super Monkey Throw Stadium & Ultim-ape Fighter – The other two mini-games in Ape Escape 3 are, unfortunately, very weak and uninteresting. Super Monkey Throw Stadium is an awkwardly-controlling hammer throw game. On the one hand, it’s like Monkey Soccer, where the apes you catch while playing have different skills you can use in the game. On the other hand… you’re throwing a hammer every time. It gets boring after your first throw. Ultim-ape Fighter, on the other hand, has some potential. It’s basically a simple fighting game, and even has a mini-story mode. However, the controls are really strange, with all actions being input on the left and right analog sticks… I wasn’t a fan of this and dropped it really quickly.

Ape Escape 3 is fun, but it’s a pretty big step down from its predecessors. This is mainly due to the half-baked inclusion of costumes, which compromise the core gameplay and end up making the whole game feel gimmicky. If they had integrated these costumes into the core gameplay more organically, then Ape Escape 3 could have had a shot at being at least on-par with the first two games. As-is, it’s enjoyable, but flawed.

Love/Hate: PS4

Love

  • The Games – The PS4 has been a massive success and that mainly comes down to one thing: Sony have done an incredible job of cultivating high-profile exclusive games in a variety of genres. God of War, Detroit: Become Human, Gran Turismo, Until Dawn, Horizon: Zero Dawn, Ni No Kuni… I’m just barely scratching the surface, but that gives you an idea of the variety of games available to satisfy various tastes.
  • Social Features – The social features built into the PS4 are possibly my favourite PlayStation innovation of all time. Being able to automatically capture the last fifteen minutes of gameplay and then share videos and screenshots from it is a revelation and instantly made me regret buying an Elgato HD months before the PS4 came out (although I’ll finally be putting it to use with the Switch soon enough when Pokemon comes out).
  • Rest Mode – I already loved rest mode on the PSP and PS Vita, but when it came to the PS4 it was better than ever. Not only can you suspend your progress in games, but the system will download updates while in rest mode, meaning that you no longer have to wait for lengthy updates when you turn on the console!
  • Controller Innovation – Finally, after the questionable PS3 controller, Sony really nailed the changes to the PS4’s DualShock redesign. The sticks feel more precise, the touch pad is awesome, the triggers are great and the overall weight and feel is perfect. It’s easily the best PlayStation controller and I hope that the PS5 only improves upon it.
  • My Favourite PS4 Games – As usual, here’s my list of favourite games on the PS4: God of War, Bloodborne, Dark Souls III, Uncharted 4, Nioh, Metal Gear Solid V, Battlefield 4 and Rainbow Six Siege.

Mixed

  • Remasters Out the Wazoo – Remasters were a thing late in the PS3 era, but they feel far more prevalent in the PS4 era. That said, the remasters we’re getting now are of a much higher quality, with straight-up remakes like Shadow of the Colossus and Resident Evil 2 in some cases, but it makes the industry feel creatively stifled. Hell, many of my favourite PS4 experiences are just remasters, such as Dark Souls and The Last of Us.

Hate

  • Mandatory Paid Online – PS+ was cool when it was an optional service, but having to pay for it every year sucks, especially since the price went up to $80 a year (in Canada). It’s at a point where I rarely play online now so I haven’t even bothered to renew my subscription – it’s just not worth it for me. This sucks though because it means I can’t just drop into a game of Rainbow Six Siege without dropping a big upfront cost to play with my friends.
  • Corporate Interests Have Sucked the Fun Out of Gaming – The PS3 era was just a taster for how bad gaming has gotten in the PS4 era. Major publishers have scaled down the number of games they release per year to a small handful, and seemingly every game we get is unfinished at launch, a multiplayer experience and filled with microtransactions in a transparent attempt to bleed you dry. For most publishers, “fun gameplay” isn’t even a consideration anymore, it’s all about getting you addicted and then extracting your cash. It’s hard to find story-driven, single-player experiences these days and it just makes gaming feel nowhere near as fun as it used to be.

Love/Hate: PS3

Love

  • Trophies – Probably my favourite innovation that the PS3 brought was the advent of trophies (which, to be fair, were modelled after the Xbox’s achievements system). These things are so addictive though. Basically, as soon as I start a game I head over to the Trophies section to see what trophies I could realistically go for and whether I actually want to bother going for the Platinum.
  • Blu-Ray Player – Like the PS2 and PS1 before it, the PS3 came with a new media format innovation, this time with a blu-ray player. Also similarly, the PS3 was cheaper and better than most blu-ray players at the time, which helped to tip the format war between blu-ray and HD-DVD into blu-ray’s favour. Like DVD’s, the PS3 was my first blu-ray player and was the reason I stopped buying DVDs and made the switch to HD media.
  • Free Online Play – While it was widely agreed that Xbox Live had the more robust and reliable online system, you did have to pay an annual subscription for it, whereas online play was free on PS3. There was an optional ability to get PS+ if players wanted additional perks, but leaving it free by default was honestly the better move, since there really isn’t a good excuse that online play is a paid-for service on modern consoles.
  • Strong Hardware – While the PS3 was thought to be difficult to develop for early in the console’s life-cycle, by the mid-to-late period of the PS3’s stronger hardware was allowing the system to run games much easier and smoother than the comparatively underpowered Xbox 360. In addition, the PS3 did away with region locked games, meaning that you could play games from other regions out of the box (this was good for gamers who wanted to play Japanese-exclusive games, for example). When you consider that the PS3 also had a built-in wi-fi adapter and the blu-ray drive, whereas the Xbox 360 had to get a wi-fi adapter as an add-on, had only a DVD drive, and you had to pay an annual subscription for Xbox Live, the higher cost of the system was actually quite comparable.
  • My Favourite PS3 Games – Not a definitive list of the best games on the system, but my favourite games include: Uncharted 1 and 2, Dead Space 1 and 2, Battlefield Bad Company and 3, Bioshock, The Walking Dead, The Last of Us, Call of Duty 4: Modern Warfare, Fallout 3 and Dark Souls.
Mixed
  • PS3 Controller – I’m really mixed on the PS3 controller. On the plus side, they were all wireless by default (another leg up on the Xbox 360, which also required AA batteries on their wireless models) and you could finally connect up to 8 controllers at a time without requiring an add-on peripheral. Buuuuuut… the triggers were really strangely designed and unappealing, the SIXAXIS motion controls were badly utilized and the controllers originally lacked rumble functionality. I mean, at least the controller is better than the awful boomerang concept that we were initially shown, but the product we got is still a real mixed bag without any clearly-good innovations.
Hate
  • Backwards Compatibility Phased Out – The original PS3 release did include backwards compatibility and I did manage to snag one of these models back in the day (although the system eventually died and was unsalvageable, riiiip). However, in order to cut costs, backwards compatibility was cut out in subsequent models. This, in my opinion, was not worth it and has unfortunately weakened the PlayStation brand ever since as a result. Now I either have to track down a PS2 to play older games, or hope that they have been made available as remasters or digital downloads on PSN, which isn’t really reliable at all.
  • The Cost – I’ve already tried to justify the cost of the system a bit, but there’s no denying that the PS3’s initial asking price of $600 was a huge barrier to entry. I snagged mine after the first price drop, but even then it was around $500. This was probably the biggest factor in the PS3’s slow adoption rate and the Xbox 360’s dominance throughout this console era.
  • Network Stability and Security Was Unacceptable – Sure, PS online was free, but history shows that that came with some major caveats. Extended network outages happened far too regularly, including one major outage which lasted a whopping 23 days as hackers breached the network and stole customers’ personal information! This was simply unacceptable and a major black mark on the PlayStation brand for years.
  • System Updates – Throughout its life, PS3 players would often sit down to get into a gaming session, only to have the system reveal that they have to perform a system update before they can get online. These would often take up to ten minutes to complete, leaving you frustrated and potentially not even wanting to play anymore by the time it was complete.
  • The Gaming Landscape Began to Get (More) Corporate – Gaming was changing by the time the PS3 era rolled around. Major publishers were starting to rake in serious cash and profit was starting to noticeably interfere with enjoyment. DLC began to become egregious (probably most offensively with the online pass), pre-order culture kicked off, games began seeing “feature bloat” (such as tacked-on co-op and multiplayer modes that no one wanted or played, which existed only to provide an excuse for cheap DLC), and we saw the start of microtransactions in games such as Dead Space 3. Publishers also began trend-hunting, with Activision riding the sudden success of Guitar Hero into the ground in a couple short years after saturating the market with crappy spin-offs and sequels. Everyone was also chasing after the success of Call of Duty with numerous FPSes which didn’t come close to replicating the same success. This also led to “niche” genres, such as survival horror, starting to become more scarce, while those that remained where “Call of Duty“-fied and stripped of their own identity (see: Resident Evil 6). Basically, gaming was no longer the domain of hobbyists looking to succeed by putting out good products, it was no becoming a calculated profit-making machine.

Love/Hate: PSP

Love

  • Great Hardware – The PSP was a really great little handheld. It was very well-designed, felt great in your hand and had some great features, even outside of gaming. Having played only Gameboys up until this point, having a wi-fi capable system with an internet browser made this thing basically my first cell phone in terms of its functionality. It was also quite powerful, able to put out near-PS2 graphical levels in the palm of your hand. Compared to its competition, the Nintendo DS, the PSP won the hardware comparison, easily. I also loved that you could suspend games by putting the system into sleep mode, it was such a good feature.
  • Strong Support – People don’t remember it very well, but the PSP had strong support from first and third party developers, and even outsold the Nintendo DS for years, until that system’s cheaper price and stronger support ended up winning over in the end (the presence of Pokemon games certainly helped as well). Still, this allowed the PSP to have a very strong stable of games that you can look back on fondly.
  • PS1 Classics – One of the genius moves for the PSP was to allow you to play PS1 games on the go. Sony ended up releasing quite a few major titles for the system, including Metal Gear Solid, Resident Evil and Final Fantasy VII (in fact, I had never played FF7 until I downloaded it on my PSP).
  • My Favourite PSP Games – The usual deal: this isn’t a comprehensive list, but here are some of my favourite PSP games. These include Resistance: Retribution, Soulcalibur: Broken Destiny, Metal Gear Solid: Portable Ops, Metal Gear Solid: Peace Walker, Metal Gear Ac!d 1 and 2, God of War: Chains of Olympus, Patapon and Grand Theft Auto: Vice City Stories (mainly because, holy shit, a GTA game running on PSP hardware!?!).

Mixed

  • UMDs – UMDs were a cool, ambitious concept, attempting to be multi-media discs which would allow you to game and watch movies on the go. Sony tried to get film studios to release films on UMD discs and while there was some support, it wasn’t widely adopted (my PSP came with a copy of National Treasure 2, if I remember correctly). So yeah, they were ambitious, but man do they take up a lot of space for a portable cartridge, they load slowly and the just look so strange. I’ll give them points for trying something new, but I’m not entirely sure that it worked well.
Hate
  • No Second Analog Stick – Why, why, WHYYYYYYY did Sony not include a second analog nub on the PSP!?!?! It’s the system’s most glaring issue and it single-handedly screwed over so many games on this system. The second analog stick on the DualShock had, by this point, become the solution to the camera issues which had plagued early 3D games, but by not including a second analog nub, you immediately put developers back to the PS1 era. Predictably, camera controls became the #1 issue on PSP games, with half-baked solutions abounding (see: Splinter Cell: Essentials, which would force you to stand still and hold another button in order to move and fix the camera in place).
  • Power Button Placement Was Bad – The PSP was designed really well, but there was one glaring flaw (besides the lack of another analog nub, anyway…): the power slider was right were the palm of your hand would be, meaning that it was really easy to accidentally turn your system off. You kind of had to train yourself to not do this while playing, although there was more than one instance where I’d be playing Portable Ops online and accidentally turn the game off mid-match.
  • PSP Go – The PSP Go was a cool concept: basically, a smaller, redesigned PSP which could only play games downloaded to the system. However, it was way too expensive Sony gave this thing basically no support, meaning that it was dead on arrival. I feel sorry for anyone who paid $250 for this thing at launch, because Sony sure as hell didn’t earn your money.

Love/Hate: PS2

Love

  • Built-in DVD Player – Having a CD player in the PS1 was a nice convenience, but the DVD player in the PS2 was huge. For many people (my family included), the PS2 was our first DVD player and was the reason that we jumped ship from VHS tapes. At the time, the PS2 was a very affordable DVD player and it was a key factor in the success and wide adoption of the format. Hell, my younger brother has a PS2 and still uses it as a DVD player, which says a lot about the importance of this feature.
  • Backwards Compatibility – Another major factor of the PS2’s success is its backwards compatibility with both the hardware and software of the PS1. You could use PS1 controllers with no issues and PS1 memory cards could be used as well (although these memory cards only worked with PS1 games). The fact that you could carry over your collection to a new console generation made the transition more attractive and basically allowed the PS2 to immediately surpass its predecessor.
  • Huge Graphical Improvement – The graphical leap between the PS1 and PS2 era was one of the biggest improvements of any console generation. PS1 games were very blocky and low resolution, but PS2 games were able to smooth things out and start to approximate realistic graphics. Hell, stylized games like Okami and Sly Cooper still look quite good to this day.
  • 3D Gameplay Improvements – By the mid-to-late point in the PS2 era, developers were finally starting to get 3D gameplay under control. Camera issues still plagued a fair few games at the time, but gameplay was finally getting refined and control schemes were starting to become standardized in a manner familiar to the games that we play today. This, of course, makes PS2 games much more playable and easier to go back to today.
  • High-Profile Exclusives and New IPs – Exclusives and new-IPs ruled the roost during the PS2 era, perhaps to a greater degree than in any other era since, making it a truly exciting time to be a PlayStation owner. Games like Metal Gear Solid 2 and 3, IcoShadow of the Colossus, God of War and Final Fantasy could only be played on the PS2, many of which were high-profile third party exclusives.
  • My Favourite PS2 Games – Again, this isn’t a comprehensive list of the best PS2 games (not by a long shot), but my favourite games of the era include: Splinter Cell (especially Chaos Theory), Metal Gear Solid 3: Snake Eater, Freedom Fighters, Star Wars: Battlefront I and II, Twisted Metal: Black, Shadow of the Colossus, Sly Cooper 1-3, Bully and James Bond 007: Everything or Nothing.
Mixed
  • Underpowered Hardware – I’m putting this under mixed because it didn’t really matter, but the PS2 was clearly underpowered and missing features compared to its competition. This becomes very clear when you compare the PS2 port of Resident Evil 4 to the Gamecube original, or the PS2 ports of any of the Splinter Cell games to the Xbox originals. Still, the games worked and the PS2’s impressive library basically made this a moot point, because the PS2’s popularity made it the most successful console in history regardless.
Hate
  • Legacy Hardware Issues – In many ways, the PS2 lives up to its name: it’s a follow-up to the PS1, but the system itself doesn’t make any major innovative leaps forward, a fact which really stands out when you look at its competition. For example, the Xbox was built around online gaming, whereas PS2 owners had to purchase a separate ethernet adapter which was expensive and under-utilized (although this did allow couch multiplayer to last for another generation at least). The Xbox also had a built-in HDD, making the necessary purchase of pitifully tiny, 8MB Memory Cards on the PS2 look embarrassing and archaic in comparison. A HDD was made available as an add-on, but it was once again an expensive, under-utilized peripheral which was only really used in Final Fantasy XI. The PS2 also had only two controller ports once again, making couch multiplayer games harder to manage.
  • Glut of Shovelware – The PS2 era might have been the height of cheap, crappy licensed games, as they were very prevalent at the time, as this was an era where the install base was huge and games cost just enough to make that it was worth the investment to make a quick turn-around. In subsequent generations the mobile gaming scene would kill off this market trend (although it carried on over to the Wii as well), but when you go back to the PS2 you’ll notice a plethora of awful games which were shovelled onto the system.

Love/Hate: PS1

Hey, it’s time for another Love/Hate series! This time we’re going to be going through each of the generations of PlayStation consoles and handhelds! I’ve always been a PlayStation fanboy, having grown up along with each successive system. Hell, I even wrote a defense of the PS Vita when it was becoming a punchline and wrote my review of the notorious DOAX3 on the Vita version of the game for the 200th blog post celebration. So with that said, let’s go back to the beginning and look at the original PlayStation console – what I love about it, what I hate, and everything in between!

Love

  • Genre-Defining Experiences – The original PlayStation was the most successful console of its era at a time when video games were literally entering a whole new dimension of possibilities. Considering the limitations of computing at the time and that 3D game design was basically uncharted territory, it’s amazing how well a number of developers were able to make the transition and provide experiences which helped to establish genres as we know them today. For example, the 3D action platformer was established during this time with titles such as Tomb Raider, Ape Escape, Spyro and Crash Bandicoot, and games in this genre have retained most of these foundational elements since. Racing games such as Gran Turismo also play nearly identically to racing games from the PS1 era, just with more glitz and polish. Tony Hawk’s Pro Skater was also responsible for establishing the skating game genre, which would be hugely popular well into the PS3 era. Survival horror was really established on the PS1 with Resident EvilDino Crisis and Silent Hill, providing an experience which is almost entirely exclusive to the PS1. These are just a few examples, but it just goes to show that the PS1 was a key foundation for gaming as we know it today.
  • CD-based Format – In a time when cartridges were the go-to method for game storage and when CD players weren’t particularly common, the PS1 showed the value of multi-media storage formats. Having game’s played on CDs was a huge benefit for a number of reasons: they were less bulky, cheaper and could store far more data than the competition and they allowed PS1-owners the freedom to use the system as a CD player when they weren’t gaming.
  • The DualShock Controller is the Granddaddy of Modern Controllers – The title pretty much says it all. While the original, analogue-less PlayStation controller was basically just a refinement of controllers of its era, the DualShock set the new standard which has been replicated in all future controllers since (barring gimmicks like the Wii of course).
  • Easy to Pirate For – Sure, this wasn’t exactly an intended feature, but with the cheap proliferation of CDs, the PS1 was notoriously easy to pirate games onto, a “feature” which has only gotten more valuable in the years since support for the console has died. It was also fairly easy to modify the system, such as replacing parts in order to circumvent the system’s region locking features.
  • My Favourite PS1 Games – Obviously this isn’t a comprehensive list of good PS1 games, but the games that I love and grew up on include Ape Escape, Metal Gear Solid, Twisted Metal 2, Vigilante 2: Second Offense, Future Cop: LAPD and Driver.

Hate

  • Janky Gameplay – The jump to 3D gameplay was a new frontier back when the PS1 came out and while it’s impressive that there are some seriously good games in this era, nearly every game from this era feels incredibly dated and incredibly clunky. Between the low-res graphics, janky controls and (especially) the wretched camera controls that defined nearly every game from this era, it’s really hard to go back and play a significant number of games from this era.
  • Original Controller was Outclassed by DualShock – The original PlayStation controller was fine, but when the DualShock came out it controlled so much better and made the original controller completely obsolete. The fact that the PlayStation One Classic came packed with the original controller was a baffling decision on Sony’s part, because not only was it inferior, but it also meant that huge games like Ape Escape could not be included. The lack of analogue sticks on this original controller also did not help with the camera issues which plagued this era’s games and wouldn’t really be rectified until midway through the next console generation.
  • Hardware Limitations – The PS1 had some really annoying hardware limitations, even compared to its competition. Memory Cards were a particular annoyance, the official ones only had 15 blocks of memory if I remember correctly, but some games would take up multiple blocks so you would fill them up very quickly. You could also buy unofficial cards, but I had one knock-off which corrupted and actually managed to ruin one of my discs! The PS1 also required a multitap if you wanted more than two players at a time, whereas the N64 could have four players at once. This was unfortunate and really cut down on the potential for local multiplayer games such as Vigilante 8: Second Offense.

Will Metal Gear “Survive” Without Kojima?

I’ll be honest, I’ve been lazy about updating the blog lately. I’ve got about a half dozen posts half-written, but nothing managed to push through and materialize… until now. What could have possibly pushed me out of my lethargy? Trump? Some theoretical voting structure? Theology?
Nope, Konami and Metal Gear of course.

To open the year 2016, I wrote up a series of lengthy posts reviewing each of the main series games in the Metal Gear franchise. I spent a solid month and a half doing my “research” for those articles, so you know that this franchise means quite a lot to me. However, with series creator Hideo Kojima leaving Konami and the series on rocky terms, I’ve basically come to terms with the idea that the series is effectively dead. As exciting as another Kojima Metal Gear could be, I’m totally fine with 25 years of absolutely rock solid games which are amongst the absolute best in the industry. I’m willing to let the series go, for there to be a concrete end.

Naturally, Konami doesn’t see it that way and are ready to milk the franchise until it’s a decayed husk. We’ve already seen the Fox Engine used to “remake” the series’ best game, Snake Eater, into a freaking Pachinko machine, and now Konami has revealed their first original console entry: Metal Gear Survive… and it’s not doing much to get me back on board.

First of all, the premise sounds like it was thought up by someone who didn’t understand Metal Gear, just thought it was weird, and then ratcheted that weirdness up significantly. The basic idea is that you’re a soldier of Militaire Sans Frontieres who, when Mother Base is destroyed in Ground Zeroes, gets sucked into a freaking portal and now has to fight crystal zombies to get home in 4-player survival co-op. What the feth…?

Well first of all, it has to be said that this is a ballsy as hell move, because I’m pretty sure no one wanted Metal Gear Solid: Operation Raccoon City. As much as some people want to dismiss the portals and zombies in this game as being “typical Metal Gear“, I can’t really get on board that. Sure, there were portals in The Phantom Pain, but they were always a silly gameplay mechanic which was clearly intended to be more of a bit of player convenience rather than something which is meant to be canon, in-game technology. There’s a lot of tongue-in-cheek stuff in Metal Gear, so it can be hard to parse exactly what is real or not, but the portals never struck me for even a second as a thing which is real in its world. Plus, these elements were always on the edges of the game, not the central conceit of the game. Sure, we had to fight “zombie-like” enemies during a handful of boss battles in The Phantom Pain, but I can’t imagine a whole game with them. Again, it feels like someone saw these weird elements in other games in the series and thought that they were central to the experience, rather than in-jokes on the fringes.

I can’t help but feel like Konami is just chasing trends with the entire concept of the game. Open world 4 player co-op is clearly a “desired feature” these days, with games like Ghost Recon: Wildlands really pushing that as “the future” (although Wildlands actually looks like it will be very fun). Furthermore, zombie enemies and survival elements are the game’s other 2 big features, which are 2 of the most oversaturated buzzwords in all of gaming these days. What about this game is supposed to be selling it to me? Aside from the bonkers premise, this game just looks generic and boring, with its only potential selling point being the Metal Gear name.

Making the game even less interesting for someone like me, is there going to be any sort of story to this? And even if there is, is it going to transcend the usual, generic video game zombie survival tropes? Metal Gear is renowned for their rich (and usually insane) stories. Even The Phantom Pain, which was arguably the weakest narrative in the main series, had some pretty fascinating themes at its core – enough so that I somehow managed to spend more time dissecting it than I did for any other game in the franchise. Based on what we see here (4 nameless nobodies killing zombies), I have a hard time picturing anything other than the most shallow story. It’s not exactly the incredible Ground Zeroes reveal trailer, now is it?

I’m not pissed off about this game – like I said in the intro, the Metal Gear franchise is dead as far as I’m concerned, and with the very clear split between pre- and post-Kojima exit, this game is hardly going to ruin its legacy. It doesn’t even look terrible, but there’s absolutely nothing about this trailer that gets me excited in the slightest. Konami is just doing a poor job of trying to win us back after the shit they dragged their fans through. If they want to win us back, this wasn’t the way to do it. Do you know how they could get us back in good graces? Well first of all, finish Chapter 51 of The Phantom Pain and then release it as free DLC. It was already partially completed, so that is not going to be a ton of work, actually finishing the game will boost its legacy and earn you some major goodwill. Then, to ratchet up the workload a bit, take that Snake Eater pachinko machine and actually announce that you’re remaking the game in the Fox Engine for consoles. This gives you a template to work off of and, if you can pull it off, prove that you can make a solid Metal Gear game without Kojima’s oversight. After that, maybe do an original set-story. Hell, Survive might even work at that point if you’ve earned enough goodwill to do your own thing. After that, if you’ve proven that Metal Gear is in good hands, then you could probably get away with Metal Gear Solid 6 and beyond.

That’s really the crux of the issue with Survive though – we straight up do not trust Konami to deliver a worthy experience. The game looks generic already, but I can’t trust that Konami won’t screw it up fundamentally either. You can certainly continue Metal Gear without Kojima, but Konami is going to have to earn our goodwill through blood, sweat and many, many tears.

Retrospective: Metal Gear Afterthoughts & Greatest Moments

AFTERTHOUGHTS
This has been quite a journey that we have embarked on. It literally took me months to complete all of the games in the franchise and, at times, felt like I had taken on a second job, but it was definitely a worthwhile experience which has given me a new appreciation of the franchise. Seeing how the gameplay has evolved and gotten more complex was very interesting, and actually improved the original Metal Gear Solid in quite a few ways for me (especially the key cards and backtracking which I found annoying in my first playthrough, but which are refreshing compared to previous games in the franchise). I also got to experience a few games that I had wanted to play but never actually got around to – namely, Metal Gear, Solid Snake and Rising.

It was also interesting to get a better look at the Metal Gear story. The franchise is notorious for having a supposedly “incomprehensible” story, but I have always found this to be a ridiculous assertion. The series’ overarching narrative is certainly extremely complex, convoluted and doesn’t make a lot of sense at times, but it isn’t all that hard to follow in each game. Also, considering that the overarching story was made up from game-to-game, it’s nothing short of a minor miracle that the story is as satisfying and reasonably coherent as it is, especially with the numerous retcons which have occurred in each new installment.

If I have time at some point in the future, I might also do a bonus review for the two Metal Gear Ac!d games, as they were both very fun and unique experiences. Other than those two games, Ghost Babel for the Game Boy Advance and Portable Ops Plus for the PSP are both ripe for a potential bonus retrospective… hell, maybe even Snake’s Revenge for the NES as well if I’m feeling extremely masochistic. We’ll see if any of these entries actually happen (I’m long overdue for an entry for Dawn of the Planet of the Apes for that franchise’s retrospective series), but perhaps one day. I’ll try not to say “Kept you waiting, huh?” though.

10 GREATEST MOMENTS IN THE METAL GEAR FRANCHISE
Here are, in my opinion, the 10 greatest moments in the entire franchise. They could be cutscenes, or gameplay twists or even epic boss battles: what matters is that they’re very memorable and/or extremely key to the overarching narrative.

Honourable mentions: Sniper Wolf’s death scene in Metal Gear Solid and the Raiden switcheroo in Sons of Liberty.

10) “I just don’t fear death.” (Metal Gear Solid 4: Guns of the Patriots)

For all my complaining about Raiden in Guns of the Patriots, this fight scene alone made his inclusion worthwhile. The sequence is well set-up: throughout Act II, Raiden is hinted as having a major return and our heroes get into severe peril. Then, when Raiden shows up, we’re not sure what’s going to happen – there’s something different about him, but can he really deal with that many Gekkos? As we soon discover though, he definitely can as we get treated to the most purely entertaining sequences in the entire franchise. The escalation is just fantastic too as suddenly Raiden is not only contending with Gekkos, but the immortal beast Vamp as well. The choreography and direction of the fight are the real highlights – it doesn’t serve a lot of story purpose, but it is extremely entertaining and memorable, to the point where an entire game was made and sold based on this exact sequence. Now that is impressive.

9) Gustava is Killed By Gray Fox (Metal Gear 2: Solid Snake)

Some people might prefer the fist fight with Gray Fox in the land mine field or Solid Snake’s confrontation with Big Boss, but to me there is no bigger story moment in Solid Snake than the death of Gustava. Despite the game’s extremely limited storytelling abilities and her short screentime, Gustava was an instantly-likable character. Her death on the rope bridge marks a major shift in the game’s narrative, as Gray Fox and Dr. Madnar both betray us and the game’s best character dies in our arms, regretting that politics kept her from being with the man she loved. Tragically, we later discover that that man was Gray Fox himself, who unwittingly killed his one true love. This causes Gray Fox’s own death to be somewhat hopeful, and his subsequent forced resurrection to be an even more horrific form of torture.

8) Shining Lights, Even in Death (Metal Gear Solid V: The Phantom Pain)

Even if The Phantom Pain is lacking in its narrative, it’s undeniable that this mission is incredibly powerful, and is a skillful weaving of narrative and gameplay mechanics to produce a truly emotional moment. As Venom Snake makes his way through the horrors in the quarantine zone, you might come across soldiers that you recognize – you recruited everyone here, they have all fallen sick, and you need to do something to rescue them. However, it soon becomes apparent that there is no cure and, worse, if something isn’t done, then an epidemic could get unleashed on the world. As a result, you are forced to gun down each and every one of your men. Most of them don’t fight back. Some call you a monster. Some of them beg you to do it, as they salute and hum the Peace Walker theme. Even when you think that you found one survivor, the hope is short lived as they are infected in mere moments. By the end of it all, you know that all of these men and women are dead because of you – by your own hand, because you brought them to Mother Base and in your service.

The subsequent cutscene just makes things even more powerful. Keifer Sutherland justifies his casting with a very emotional and tragic performance as Venom Snake tries to come to terms with his actions, culminating with a fantastic little monologue:

“I won’t scatter your sorrow to the heartless sea. I will always be with you. Plant your roots in me. I won’t see you end as ashes. You’re all diamonds.”

Furthermore, the ending of the game makes this sequence even more of a tragedy – you caused these men to die, but the only reason you were put into this position was because the person that you idolized was using you as an unwitting decoy in order to keep themselves safe. If Venom becomes evil between The Phantom Pain and the original Metal Gear, you can bet that this was a major contributing factor.

7) REX vs RAY (Metal Gear Solid 4: Guns of the Patriots)

Of all the pure fan service moments in Guns of the Patriots, the Metal Gear battle between REX and RAY is probably the most wildly enjoyable. It serves basically no story purpose (in fact, one could argue that it is ultimately detrimental to the game’s narrative in a few ways), but damn is it ever incredibly entertaining. I don’t think anyone ever expected to be able to pilot their own Metal Gear in one of these games, let alone use one to battle another Metal Gear. It’s a very fun, empowering and awe-inspiring sequence which is so purely entertaining that it’s easy to ignore how inherently silly it is.

6) “This Is Good, Isn’t It?” (Metal Gear Solid 4: Guns of the Patriots)

Big Boss is still alive. This is a rather insane reveal to work into the epilogue of Guns of the Patriots, but considering that the franchise has expanded to be the overarching stories of Big Boss and Solid Snake, it is even more appropriate to give him the proper send-off in retrospect. While this scene goes on just a little bit too long, it manages to end the franchise in an incredibly satisfying and conclusive way – The Patriots are gone for good, Big Boss finally comes to understand The Boss’s will, Big Boss and Solid Snake are able to reconcile as father and son, and Solid Snake regains his will to live and see out the last days of his life in peace. This is capped off with Big Boss’s final words to Snake as he smokes his last cigar: “This is good, isn’t it?”

5) “You Like Castlevania, don’t you?” (Metal Gear Solid)

I had considered not including this moment at all, but on further retrospection it occurred to me that this was really one of the formative moments in the franchise. For many gamers, having Psycho Mantis tear down the fourth wall and perform his parlour tricks was a massive shock. Suddenly this wasn’t just a normal video game, and Psycho Mantis wasn’t just a normal video game boss. The sheer amount of outside-of-the-box thinking required to both design and defeat Psycho Mantis makes the fight incredibly entertaining. While it has lost some of its lustre due to cultural familiarity eroding away the surprise of it all, it remains a very enjoyable experience to this day.

4) “I NEED SCISSORS! 61!” (Metal Gear Solid 2: Sons of Liberty)

The Raiden switcheroo is the usual talking point when it comes to Sons of Liberty, but I recall fondly that Raiden’s naked romp through Arsenal Gear is the game’s real, truly important twist. Everyone knows about the Raiden switcheroo by now, but I imagine that there are still tons of people who will be playing Sons of Liberty and then be completely baffled as Raiden runs around naked, as the Colonel constantly calls Raiden with strange messages and as ninjas start appearing out of nowhere. And how many players put down their controllers in frustration when “Fission Mailed” showed up, before realizing that the game fooled them? Sons of Liberty really starts to jump off the deep end here, and does so in spectacularly, memorably absurd fashion.

3) Old Snake vs Liquid Ocelot (Metal Gear Solid 4: Guns of the Patriots)

As the final clash between the series’ main hero and its arch villain, the battle between Old Snake and Liquid Ocelot has a lot to live up to. Thankfully, it is one of the most distinctive boss battles in the entire franchise, as the two foes brutally pummel one another into submission. By the end, there isn’t even any dignity to the affair – it’s just two tired, old men beating one another to death for little purpose. It’s an incredibly sad and sobering affair which gets drawn out for quite some time, allowing us a chance to take in all of the trials we have been through with these characters.

2) “We Are Not Tools of the Government…” (Metal Gear Solid)

The death of Gray Fox in Metal Gear Solid is one of those major formative moments in a character’s development which can be clearly seen in subsequent games in the franchise. Throughout his life, Solid Snake is used as a tool by those above him, and he constantly fights back against this perception until he is able to achieve it. This moment is also called-back to by Solid Snake as a key part of Sons of Liberty‘s theme of “memes”, as he passes this idea on to Raiden, who internalizes the idea himself. In fact, within the universe of the game, this is likely a meme that was passed on to Gray Fox from Big Boss himself.

All of this in addition to being a very major moment in Metal Gear Solid itself, as Gray Fox sacrifices his life to save Solid Snake and give him the opportunity to destroy Metal Gear REX. In doing so, he demonstrates his friendship with Snake, and tries to atone for his lifetime of sins.

“We’re not tools of the government, or anyone else. Fighting was the only thing… the only thing I was good at. But… at least I always fought for what I believed in.”

1) The Ladder (Metal Gear Solid 3: Snake Eater)

…just kidding.

1) “She Was a Real Hero. She Was a True Patriot.” (Metal Gear Solid 3: Snake Eater)

The entire ending sequence of Snake Eater is by far the greatest moment in the entire franchise as far as I’m concerned. The showdown between Naked Snake and The Boss is already tragic, with the final trigger pull being a particularly heart-wrenching moment as the player musters up the fortitude to end The Boss’s life. That said, this all really comes into its own in the final series of cutscenes when Naked Snake discovers the truth of The Boss’s “defection”. Her defection was in fact a ploy to get close to Colonel Volgin and steal The Philosopher’s Legacy for the US government. However, The Boss soon realizes that in order to complete the mission and save the world, she will have to not only sacrifice her own life, but be remembered in history with disgrace. Considering that she has spent her entire life in service of her country, including giving up her only child and executing her lover, this is a despicable fate to befall such a noble woman. This revelation plants the seeds from which the rest of the conflicts in the franchise will grow, as her few disciples make misguided attempts to live up to her legacy.

“Snake, listen to me. She didn’t betray the United States. No, far from it. She was a hero who died for her country. She carried out her mission knowing full well what was going to happen. Self-sacrifice… because that was her duty. […] Out of duty, she turned her back on her own comrades. A lesser woman would have been crushed by such a burden. The taint of disgrace will follow her to her grave. Future generations will revile her: In America, as a despicable traitor with no sense of honor; and in Russia, as a monster who unleashed a nuclear catastrophe. She will go down in official history as a war criminal, and no one will ever understand her… that was her final mission. And like a true soldier, she saw it through the end. […] Snake, history will never know what she did. No one will ever learn the truth. Her story, her debriefing… will endure only in your heart. Everything she did, she did for her country. She sacrificed her life and her honor for her native land. She was a real hero. She was a true patriot.”

PERSONAL RANKINGS
1) Metal Gear Solid 3: Snake Eater – 10/10
2) Metal Gear Solid V: The Phantom Pain – 9.5/10
3) Metal Gear Solid – 9.5/10 (Literally the only reason that I have put this below The Phantom Pain is because it is a far less expansive and replayable experience, although for its time Metal Gear Solid was a SIGNIFICANTLY more important game.)
4) Metal Gear Solid 4: Guns of the Patriots – 9/10
5) Metal Gear Solid 2: Sons of Liberty – 8.5/10
6) Metal Gear 2: Solid Snake – 8.5/10
7) Metal Gear Solid: Peace Walker – 8/10
8) Metal Gear Solid V: Ground Zeroes – 7.5/10
9) Metal Gear Rising: Revengeance – 7/10
10) Metal Gear – 7/10
11) Metal Gear Solid: Portable Ops – 6/10

Retrospective: Metal Gear Solid V – The Phantom Pain (2015)

So finally we come to the most recent entry in the Metal Gear franchise – and likely the final entry for that matter in the eyes of most fans. Would Metal Gear Solid V: The Phantom Pain manage to bring the series full circle, while charting an ambitious new style for the series? Read on to find out. (Since this game is quite recent still, I will point out that there are MAJOR spoilers throughout this article.)

DEVELOPMENT
First off, it must be said that The Phantom Pain was fraught with an incredibly troubled development which is almost as intriguing as the game itself. We still don’t have all the details, but a sketch of the events which transpired has developed over time, which I will briefly recount here. Shortly after the release of Metal Gear Solid V: Ground Zeroes, it was revealed that Hideo Kojima, Guillermo del Toro and Norman Reedus had been brought together to create Silent Hills, an announcement which people discovered after exploring the mysterious, acclaimed tech demo P.T. Fans of that series thought that this was a sign of a return to glory for Silent Hill, which had been languishing for 2 console generations by then after a long string of bad-to-mediocre releases.

However, only a few months after the announcement of Silent Hills, disaster struck. After a corporate restructuring Konami had begun to scale back its AAA gaming publishing, choosing to instead focus on less-risky mobile games and licensed slot and pachinko machines. While we don’t know the details of what happened, this caused a rift to grow between Konami and Kojima. The red flags started rising when “A Hideo Kojima game” was removed from all Metal Gear promotional art for The Phantom Pain and on previous Metal Gear games. Soon, Kojima announced that he would be leaving the company following the completion of The Phantom Pain, which instantly caused panics over the status of The Phantom Pain and Silent Hills. Ultimately, Silent Hills was cancelled after an agonizing couple of weeks of silence, with P.T. being pulled from PSN shortly thereafter in spite of massive backlash, while Konami insisted that The Phantom Pain would be unaffected.

The exact causes of the split between Konami and Kojima are uncertain, but it can be inferred that money was a prime factor. Perhaps due to Konami’s desire to downsize their console gaming presence, there have been many reports that they were uncomfortable with the high budget on The Phantom Pain, which reportedly surpassed $80 million. This might also have been a major contributing factor to Ground Zeroes‘ separate release, in an effort to recoup costs quickly. On a related note, timing was also likely an issue – Konami likely wanted the game to be released within a certain budgeted timeframe, and Kojima’s vision was too ambitious to fit comfortably into these restrictions. Ultimately though, this lack of transparency on Konami’s part has damned them in the eyes of the public, even if they do potentially have reasonable motives (I mean, if Kojima Productions had become too expensive for them to maintain then fair enough, but if you don’t say a damn thing to us about it then we’re going to side with the creative auteur behind our favourite games).

PLOT SUMMARY
The game’s plot picks up 9 years after the events of Ground Zeroes as Venom Snake (aka Big Boss) wakes up from a coma to find himself in a dangerous new world. His muscles have atrophied, his body is embedded with shrapnel and his left arm has been amputated. Before Snake can be fully rehabilitated, the hospital comes under attack by XOF forces and a mysterious psychic boy and a deadly, flaming phantom. Snake barely escapes, thanks to the guidance of an unknown man calling himself Ishmael and a timely get-away courtesy of Revolver Ocelot.

From there, Snake heads into Afghanistan to rescue former comrade Kazuhira Miller, who has spent the last decade building a PMC named Diamond Dogs to seek revenge on Cipher for the destruction of Mother Base. Along the way, they uncover a plot by the rogue XOF commander, Skull Face, who has rebelled against Zero and has effectively brought much of Cipher under his control. The hate-filled rogue has decided that Zero’s ambitions of world unity through information control are doomed to failure, and that the only way to unite and control humanity is through fear and revenge. In order to achieve this, he intends to spread chaos by constructing a new Metal Gear, Sahelanthropus, and by distributing inexpensive nuclear weapons to PMCs and smaller nations, stopping nuclear-equipped nations from strong-arming others (while also retaining control of these nuclear weapons as a fail safe). Secondly, he intends to eliminate the English language as a form of revenge for the loss of his own mother tongue – with English as the world’s dominant language, all other languages (and therefore cultural understandings and viewpoints) are under threat of singular control, all as part of Cipher’s intention for global unity. To do this, he has weaponized an ancient species of parasites which reproduces when it recognizes distinct vocal patterns.

In his time building Diamond Dogs, Kaz discovers that Huey Emmerich was responsible for the attack on Mother Base 9 years earlier. Huey has been working for Skull Face and is responsible for the construction of Sahelanthropus. Snake captures Huey and puts him to work developing a new Walker Gear for Diamond Dogs, but is kept under surveillance. They also discover a mysterious, mute sniper named Quiet, who has incredible powers mirroring XOF’s SKULL unit. Kaz immediately distrusts her, but Snake and Ocelot allow her to join Diamond Dogs and provide Snake with support on missions.

Diamond Dogs begins hunting Skull Face in Angola, but in the process Mother Base becomes afflicted with an outbreak of the vocal cord parasites after Snake brings back contaminated materials. The outbreak runs rampant until Venom Snake rescues Code Talker, the man who developed the parasites under duress from Skull Face. A young boy named Eli, suspected to be one of Les Enfants Terrible, is also captured and brought to Mother Base, where he constantly flaunts Snake’s authority.

Snake then goes to attack Skull Face head-on, but is captured and taken to Sahelanthropus, where Skull Face tries to get The Man on Fire (revealed to be a phantom of Colonel Volgin) to kill Snake. However, the nearby presence of Eli causes a young Psycho Mantis (Volgin’s puppeteer) to switch allegiances and unleash Sahelanthropus on Snake and the XOF troops. Much of XOF is destroyed and Skull Face is mortally wounded, but Snake manages to take down the Metal Gear after an epic battle. He and Kaz then gloat over Skull Face’s dying body, mutilating him in retribution before Huey puts him down for good. Diamond Dogs retrieve the remains of Sahelanthropus, putting it on display at Mother Base as a symbol of their victory as Eli and Psycho Mantis look upon it with their own nefarious designs.

In the game’s second chapter, Kaz begins a witch hunt within Diamond Dogs’ ranks, hoping to root out all within their ranks that he deems dangerous. Particular targets of his wrath include Quiet and Huey Emmerich, who is revealed to be a pathological liar the more he is interrogated. After a second, more serious, outbreak of a mutated strain of the vocal cord parasite ravages Mother Base, it is discovered that Huey was responsible. He is banished by Snake just before Quiet goes missing. Snake tracks her down to a Soviet base, where he discovers that she has been infected with the English strain of the vocal cord parasites. Skull Face had intended for her to infect Diamond Dogs with it, but she had turned against XOF and taken a vow of silence. However, after witnessing the mutation of the infection on Mother Base, she had realized that she was too dangerous to remain there. After an intense battle with the Soviet army, Snake is injured and Quiet is forced to break her vow of silence to call in helicopter support to save his life, damning herself to death from the infection. After Snake is rescued, she wanders into the desert to die alone.

Some time after this, Venom Snake receives a tape which reveals that he is not the “real” Big Boss, but rather the helicopter medic from Ground Zeroes. After the helicopter crash, Cipher conspired with Ocelot and (eventually) Big Boss to create a decoy to draw the attention of XOF while the real Big Boss set about creating his own nation of soldiers in secret. Kaz is incensed by this revelation, denouncing Big Boss as a traitor and pledging to support Venom Snake and the sons of Big Boss to bring him down. Ocelot remarks that a time will soon come when these two Big Bosses will be at war with one another, just as the sons of Big Boss will clash.

In post-game recordings, we also receive some plot revelations. While Kaz is furious at Big Boss for betraying his trust, he is also angry with Cipher, which he had been working in concert with to help establish the beginnings of the war economy. He had followed their instructions under the belief that they were going to reunite him with his old friend, making the reveal Big Boss’s decoy sting all the worse. We also hear recordings from Zero himself. Following the unauthorized attack on Mother Base, Zero had been acting to get XOF under control, but Skull Face infected him with a lethal parasite, throwing his ambitions into disarray. A rapidly-deteriorating Zero orders Donald Anderson (aka, SIGNIT) and Strangelove to create the AI network that would come to be known as the Patriots. In his last recording, Zero visits a comatose Big Boss in hospital, revealing that despite their differences, he is still quite fond of his foe. His system thrives on conflict, and therefore he needs someone like Big Boss to cause it.

GAMEPLAY & DESIGN
The Phantom Pain opens with a very intense and harrowing hour-long introduction into this brave new world. This sequence works very well for two reasons – it takes its time to draw you into the scenario and then, when it lets loose, you have absolutely no idea what is happening or why. It’s deliberately uninformative, but this just makes the horrifying events which happen here more impactful. I definitely got some Silent Hills vibes here and think that Kojima was dying to try his hand at a horror experience.

Once this sequence is complete, The Phantom Pain truly begins in earnest. While Ground Zeroes offered us a tantalizing taste of what an open world Metal Gear game would look like, that game absolutely pales in comparison to the freedom that The Phantom Pain offers*. The second that you get thrown into the expansive Afghanistan map, you feel a little overwhelmed with how much freedom the game has given you to approach missions, and where exactly to focus your efforts. The maps are dotted with all sorts of enemy outposts for you to approach or avoid at your discretion, while dozens of unique items, weapons, gameplay systems and AI buddies open up entirely new gameplay styles and practically guarantee a different experience for everyone. This also can lead to some incredibly intense moments where you end up in an extremely tight situation and find yourself improvising a solution on the fly which miraculously ends up working… whether due to your skill or the overwhelming force you choose to bear down on enemies, it’s up to you.

The game features two open world maps in Afghanistan and the Angola-Zaire border, both of which are rather unique. Afghanistan is dotted with cliffs and covered in desert, its action mainly centered around the roads controlled by Soviet troops. As a result, this map is actually surprisingly linear, with mountains forcing the player through series of choke points and making confrontation a regular affair. This is moderately disappointing, and can make traversal a real chore as the game wears on. However, Angola-Zaire is far more open, with the majority of the map traversable however the player wishes and roads being little more than an enemy-filled suggestion. This map is mainly covered in plains and swampland, with some jungles and villages offering a wide variety of ways to sneak about.

The game also features the most recent version of the base management meta-game which was pioneered in Portable Ops and Peace Walker. The Phantom Pain‘s base management is extremely similar to Peace Walker‘s, with troops captured in the field being assigned to various positions based on their skills to unlock new weapons and items. Going hand-in-hand with base management is the improved fulton extraction system. Fulton is one of the game’s strongest assets and is better and more convenient than ever. Instead of being limited to a handful of extractions as you were in Peace Walker, The Phantom Pain will quickly give you access to dozens of balloons to snatch enemy troops, supplies and eventually even vehicles as it pleases you (and if you run out of balloons, then just send a supply request for some more). My only complaint with this is that the fulton system is almost too good now – until your base gets completely filled up, there’s basically no reason to kill enemies when you can just fly them away with your balloon and make them join you. It also makes the numerous tank battle side-ops in the game a complete joke when you can just fulton the tank away without a fight and then take out the oblivious escorts (and fulton them too to boot). Still though, this is a rather minor quibble, as extracting enemies is one of the defining aspects of the game.

The Phantom Pain also contains a very fun buddy system, in which a very useful AI companion will join you in missions and follow commands. This system functions flawlessly and is an unexpectedly great addition. You start off with a horse named D-Horse who helps you traverse terrain easier and who can allow you to shoot while on the move (something that you can’t do while in a jeep or truck, probably so that D-Horse stays useful in the mid-to-late game). However, as you play, you can gain access to a wolf named D-Dog, a supernatural sniper named Quiet and a Gekko-like walker named D-Walker. Taking them on missions increases their bond with Snake and opens up powerful new abilities for them to unleash on enemies. All of them have their uses, but for my money D-Dog is the best – having 100% situational awareness is incredible for someone like me who doesn’t need a lot of help taking down a base silently. However, Quiet is also very good. She’s arguably overpowered, but she’s an incredible asset to have in missions backing you up… and can provide a fantastic distraction if the enemy’s defences are just a little too organized for your liking.

Returning in an expanded form from Ground Zeroes is driveable vehicles. Unfortunately, they’re not all that big a deal on the whole. The jeeps are the most useful of them since they help you traverse the maps far quicker than on foot (which is going to quickly become a problem once you inevitably swap out D-Horse for D-Dog or Quiet). However, the other vehicles are pretty useless for most of the game. The trucks are too slow to use effectively, and you still get spotted when driving them far too easily. The LAVs and tanks are funny to use on an enemy base once or twice, but aside from that they’re practically useless aside from a very small handful of boss battles, but even then they take a ridiculous number of shots to take out most enemies. For example, in one side-op I needed to shoot down a chopper but didn’t want to bring a missile launcher for the task. As a result, I took the heaviest tank to destroy it, but the chopper ended up taking more than 6 shots without an issue before it blew up my tank with its machine gun. Driveable vehicles are definitely a cool addition to the series, but it’s too bad that they’re just not all that useful outside of getting from place to place in less time.

The enemy AI is also definitely the best that the series has ever seen in my opinion. Sons of Liberty‘s AI was relentless when they were on alert, but The Phantom Pain‘s AI feel like geniuses sometimes. They call for help from nearby allies. If they see something suspicious more than a couple times, they’ll call in an alert which will put everyone in the area on edge. They also will warn other outposts of your presence and call in for backup if you reveal yourself. If they spot you, they’re not going to ease up until you neutralize everyone or until nearly a day of in-game time goes by, which is miles ahead of the goldfish-memory enemies we’ve seen in the past. Their vision cones are also fairly reasonable – they’re still rather near-sighted, generally needing to be within about 50-75m to spot you if you’re running, but if it was any closer then that the game would likely be far more frustrating. If anything, they’re far more reasonable than the laughably blind enemies in Portable Ops or Peace Walker. What all this adds up to is enemies who are actually rather thrilling to outwit, while remaining predictable enough that a skilled player will be able to take advantage of their routines as they get better at the game. It also makes me feel kind of bad when I kill enemies, especially when they get so badly wounded that they’re left bleeding out – I end up wondering if they have families back home and why I am killing them. This, of course, incentivizes non-lethal attacks and fulton even more.

It’s also worth noting that there are in-game counters to some of the tools that you will use on the enemy, and vice versa. If you go for a lot of headshots, enemies will soon be wearing helmets. If you use smoke grenades, they’ll wear gas masks. If you use decoys to fool enemies, you might soon find yourself the fool when an enemy decoy psyches out your plan of attack. These counters can make enemy encounters very challenging as a form of emergent gameplay (especially the riot suits that show up late in the game, which are the bane of my existence and make my stealthy playthroughs incredibly challenging). However, they can be countered by your combat units, by sending them out on missions to destroy enemy supplies. Doing so though costs you opportunities to gather resources and GMP, feeding into the game’s infinite strategic possibilities.

The game’s voice acting is good as you should expect from the series. Of particular note, Keifer Sutherland really grew on me and I think he does a really fine job as Snake… the only problem is that he is silent for long stretches of the game. Like, David Hayter’s Snakes would comment on things and reply whenever people talk to him. In this game, Venom Snake is often strangely silent when people are talking to him, with a particularly long jeep ride being the strangest example where it feels like Snake’s lines are completely missing. I’m not sure why Snake is so quiet for most of the game – perhaps Keifer Sutherland was unavailable to rerecord some dialogue, or the game’s constrained development didn’t leave room for some of the dialogue to be inserted, or perhaps it was intentional as a part of the theme of the power of words? Whatever the case, it’s a little awkward and too bad that we didn’t get more of Sutherland’s bad ass Snake performance.

Oh, and by the way, in case you were wondering, the game’s graphics are fantastic. I wonder how much they had to downgrade them for PS3 and Xbox 360 in order to make them work on those systems, or whether they compromised the current gen versions to make them work. If nothing else, this game really showcases how fantastic and scaleable the Fox Engine is.

However, for all of its positives, there are some issues with The Phantom Pain‘s gameplay, some nit-picky, some more substantial. On the more minor side, there are some complaints about the opening credits which play at the start of every mission. These wouldn’t be much of an issue, but they do end up being “spoiler-ific” at times when they reveal that Skull Face or a SKULL unit are going to show up at some point when you wouldn’t have known otherwise. Each mission also has a post-missions credit sequence, but at least this can be easily skipped. The credits are obviously a rather minor issue and I quickly just learned to ignore them as I fiddled with my iDroid and reloaded weapons, but it’s hard to argue that the game wouldn’t have been improved somewhat if they had been removed.

Also worth pointing out is the game’s fast travel system. As the game goes on, traversal becomes a major chore and begins to feel like it’s padding out play time. Enemy bases become a pain in the ass to encounter when you’re trying to get somewhere and it becomes obvious that large stretches of the maps are just empty land. Considering the size of the maps, and the limited travel routes available in Afghanistan in particular, a proper fast travel system should have been implemented to cut down on the hours of point-A-to-point-B busywork which is going to pile up. The game does feature a very basic “mailing” system, but it is barely explained in game and is not particularly helpful – basically, there are obscure delivery points across the map. You must get to each of these points and then steal the point’s shipping manifest. This will allow you to be delivered to that location by hiding in a cardboard box at a delivery point when there are no alerts. As you can probably tell, it’s a cumbersome system that still requires a ton of traversal through empty space to even get it working, and even when it is functioning, it delivers you into the heart of enemy bases… not the ideal place to end up as you can probably tell.

Ideally, the game should have just given you the option to ride your helicopter to different landing zones without having to exit the map every time you climb on board. It already does this when you visit Mother Base, why can’t it do the same in the main maps? This would also disincentivize overuse and over-reliance on fast travel, since calling the helicopter costs GMP.

On the more substantial end of the complaints, the open world means that enemy encounters are far less deliberately designed than in previous games. This is an obvious trade-off, offset only by a few missions which take place within confined areas (such as “Code Talker” or “The War Economy”), but it is worth pointing out. On a similar note, the game’s side-ops have been designed to be plugged into around a dozen particular places on each map. This makes these encounters feel more dynamic, but they almost always play out the same way, with troops and targets located in the same areas. Furthermore, the side-ops’ variety is nowhere near the level it was in Peace Walker. If you want to get 100% completion, get ready to grind through the exact same missions over and over again. Each side-op type has more than a dozen extremely slight variations (eg, “Extract the Highly Skilled Soldier 16”), but even the differences between these side-ops are only marginally different from one another. Even more annoying is the fact that the game will continue to spawn completed side-ops on the map. Sure, you can ignore them when you come across them, but if you’re like me then just entering their area of operations is going to make you feel like you have to complete them, if only for the (reduced) GMP reward.

Speaking of repetitiveness, the game’s second chapter is notorious for making you repeat earlier missions under different circumstances. While it’s a little better than Chapter 5 in Peace Walker, this section of the game feels very tacked-on and is almost certainly a product of Konami’s interference on development. Basically, the game requires you to replay most of the harder missions that you beat earlier in the story, but with different conditions for completion. These are Extreme (more punishing difficulty and no reflex mode), Subsistence (start with no equipment and no reflex mode… I found these missions incredibly frustrating) and Total Stealth (an alert phase results in instant game over – this was basically my existing play style so I didn’t mind this too much). I would have preferred if every mission could be replayed voluntarily with these conditions, but as it is it’s clearly padding to try to distract from the fact that most of chapter two’s actual “story missions” are over glorified side-ops.

Also, the mission “Truth: The Man Who Sold the World” is a particularly egregious offender in this regard and bears extra mention. Billed as a proper story mission with an actual impact on the game’s narrative, this mission is little more than a straight replay of the game’s opening mission with only a small change near the beginning and a slightly shorter ending to differentiate it. Other than that, you’re forced to replay the whole opening hour all over again, but this time with full knowledge of what’s going on. This sequence fails for a number of reasons. First of all, knowing exactly what’s happening robs the scene of the impact and horror which it had the first time you play. Secondly, making its completion a requirement to reach the game’s true ending turns it into a slog and highlights just how on rails this whole segment is. Aside from a couple of short moments, there are almost no changes here from the original opening – hell, even the tutorials have been kept in place, making this section feel incredibly contrived. You think that they could have at least cut down most of this sequence or changed more things to keep it from dragging on and becoming incredibly tedious.

Also, many of the game’s “boss battles” are amongst the absolute worst in the entire franchise. The “Cloaked in Silence” missions (both the original and Extreme versions) are very fun and tense, as are the “Sahelanthropus” encounters (again, both the original and Extreme versions). However, all of the boss battles against the SKULLs are infuriatingly awful (with the sole exception of the sniper SKULLs in the standard version of “Code Talker”). The SKULLs are bullet sponges, requiring hundreds of bullets to take down. If you thought that the mechs in Peace Walker were bad, imagine that, but with 4 of them chasing you around. The armoured variety almost impossible to take down if you didn’t happen to bring a Machine Gun or Sniper Rifle with you. I shudder to imagine how awful it would be to try to defeat them non-lethally. There’s basically no strategy involved in defeating them either – just hold down the trigger and try not to get killed as you fight these annoying bastards for upwards of 10 minutes. Even worse, on Extreme missions, they can one-shot you with ease. This absolutely ruins the sniper battle on “Code Talker”, where you can’t even get a shot off without having 3 other SKULLs instantly kill you (the secret here is to call in a tank to shoot them, but this will take 10-15 minutes of incredibly tedious work to pull off, they still take 8 shots to down and they can still blow up the tank if you don’t play uber-conservatively). The armoured SKULLs on “Metallic Archaea” are even more annoying when you factor in a save glitch in the game which can be triggered by taking Quiet into this battle, especially considering that her anti-material rifle is the easiest way to bring these suckers down. I ended up having to take D-Walker and fired off every last one of my mini-gun shots to take down just 2 of the bastards.

So yeah, bottom line: F–K THE SKULLS WITH A RUSTY PIPE.

Finally, we have Konami’s awful microtransactions which have marred the game since release. First of all is the game’s forward operating base (FOB) system. On the one hand, this is actually a pretty cool opportunity for dynamic multiplayer action. However, its implementation sours the water very quickly. For one thing, playing online instantly slows down your menus consistently every time you open your iDroid (which, if you haven’t played before, is constantly). Thankfully you can disconnect in the pause menu, an option which I took advantage of for nearly my entire playthrough.

On top of this is the whole ploy behind FOBs – MB coins. This is Konami’s microtransaction currency which they generously offer to sell you in up to $80 chunks. With MB coins, players can purchase additional FOBs to gather resources for their bases and to buy cosmetic items in Metal Gear Online. Oh, and to buy freaking FOB insurance, a feature which was patched in a month after release. FREAKING FOB INSURANCE. If “FOB Insurance” doesn’t become the new “horse armour” of this console generation then there is truly no justice in the world. Up until recently I dismissed microtransactions in these sorts of games as a silly cost recouping gimmick which I can easily ignore, but I have decided that they really are a distasteful blight. The whole point of microtransactions is that they are meant to fund free-to-play games. However, when full-priced, AAA games try to get in on this action, it’s breaking this financing strategy. Unless they’re going to compensate by giving us something (such as free, worthwhile DLC), then they’re simply fleecing us for more money.

As you can probably tell though, Konami seems to have created many of the biggest issues in The Phantom Pain. The game just feels unfinished on the whole. While cutting features is a necessity in nearly every game’s development, the corporate restructuring of Konami late in development seems to have caused the company’s leadership to give Kojima a firm deadline to release the game and less support to complete his vision. This likely caused Kojima to heavily compromise and ditch a ton of features that he had been planning on including until this time and is likely the source of the split between Kojima and Konami. Since release, fans have discovered a massive amount of planned content was cut, including 3 new (likely smaller) maps, Snake Eater-style guard dogs and even a whole third chapter. It can also be deduced that Chapter 2 was likely heavily stifled by these cuts as well, with the plot thread about Eli stealing Sahelanthropus being dropped entirely, Kaz suddenly going blind and the game’s ending appearing with no narrative explanation whatsoever. Furthermore, the presence of “The Kingdom of the Flies” on the collector’s edition bonus disc suggests to me that this mission is intended to be canon but was not given the proper time to be included. While Konami may have declared that The Phantom Pain‘s development was not affected by the friction between the company and Kojima, I have an extremely hard time believing this, and the unfinished nature of the final product goes a long way to reinforcing these notions.

I’ll be honest though, most of these complaints are massively outweighed by how well The Phantom Pain plays. All-in-all, the game is an absolute joy to play. The freedom that it gives you to approach situations is unparalleled and the toolbox that it gives you to unleash your imagination is expansive. I had worried that the game’s daunting 30+ hour length would make replaying the game an unattractive idea, especially when compared to the much more reasonably-paced games in the franchise. However, as I’m writing this about a month after I finished the game, I’m already getting hankerings to replay it so this fear seems to have been somewhat allayed.

STORY & CHARACTER ANALYSIS

The Phantom Pain has the opposite problem of Guns of the Patriots: the game emphasizes gameplay to such a degree that it becomes detrimental to the story. Furthermore, the friction during development seems to have only made these issues worse in some ways – as I have said, entire storylines are dropped, whereas others are introduced out of nowhere. That’s not to say that The Phantom Pain has a terrible narrative (it’s still far more thought-provoking than most games out there), it’s just far more fractured than we’re used getting from a Metal Gear game. I also believe that the game places more emphasis on themes rather than telling a straightforward narrative which contributes to its murky reception.

Before I dive into the game’s themes, I have to say that the game’s story is incredibly confusing if you don’t listen to the supplementary audio tapes (and, to be honest, it can still be confusing even with the tapes, particularly in regard to the vocal cord parasites). These tapes generally fulfill the roles which exposition dumps would have in previous Metal Gear games, explaining every concept, the setting and characters’ histories. Considering the time that you have to spend getting from place to place, there should be plenty of opportunity to listen to the tapes, and they do a great job of keeping you interested as they convey fascinating insights into Afghan War history or the  I can’t imagine trying to understand the game’s story without the aid of these tapes; it would be a completely different experience.

The tapes also really flesh out many of the characters. Code Talker in particular is a rather unimportant side-character after he cures the parasite outbreak, but when you listen to the dozens of tapes about his research and motivations, he becomes extremely sympathetic. Hell, he might be my favourite character in the game and that comes down entirely to the numerous recordings he has made explaining his life and the tragedies that have befallen him (plus I don’t think I’ll ever be able to get the way that he says “DA VOKUL CORD PARASYTES” out of my head).

Also, the secret post-game tapes are crucial to understanding the game and assuage some peoples’ complaints about how Guns of the Patriots revealed that Zero was the force behind the Patriots. These tapes give us our first clear glimpse at Zero’s motivations since his very brief cameo in Portable Ops, and bows out the series with a very sympathetic look at arguably the biggest villain in the whole series. Since Guns of the Patriots, Kojima has seemed to be trying to hammer home the idea that there are no true villains in the Metal Gear saga, only flawed individuals with the noblest intentions. Zero’s characterization fits into this idea very well – in creating Cipher, he is attempting to bring about world unity through information control. Unfortunately, Cipher has become quite unwieldy, necessitating the invention of AIs to control his system without having to worry about figures such as Skull Face overthrowing him. His friendly demeanour towards Big Boss also stands in sharp contrast to Kaz and Big Boss’ own murderous, revenge-fueled motivations.

And speaking of revenge, this is the first theme of the game and the one most clearly foreshadowed by Ground Zeroes. Also worth noting are the game’s frequent allusions to Moby Dick. These not-so-subtle references underscore The Phantom Pain‘s analysis of revenge, since Moby Dick‘s Captain Ahab is famous for allowing his desire for revenge consume and destroy him. Revenge is the driving motivation of nearly every character in the game – Kaz and (to a lesser extent) Venom Snake are both principally concerned with exacting revenge on Skull Face for destroying Mother Base 9 years ago, while also reserving a future desire to get back at Zero. Huey Emmerich seeks his own petty vengeance against Diamond Dogs and Cipher. Quiet is torn over whether she should complete her own mission and get revenge on Venom Snake for her immolation. Skull Face’s evil plan is entirely focused around a ploy to exact revenge on the English language for stealing away his mother tongue and for robbing him of his identity. Colonel Volgin’s desire for revenge is so strong that it turns him into a literal demon. Eli’s thirst for vengeance against Big Boss is so strong that he becomes a conduit for Psycho Mantis. Hell, Code Talker even expounds that the vocal cord parasites are, in essence, exacting revenge for their near extinction by ancient humans. So yeah, as you can see, there’s a shitload of revenge-plots at play in The Phantom Pain.

If that were where the exploration ended, then it would be a rather shallow, well-trodden theme for the game to tackle (although Taken comes to mind as a legitimately good example of the shallow side of revenge fantasy). However, The Phantom Pain is more interested in what revenge does to a person. As a general rule, every character who is motivated by revenge either relents or has it destroy them in the end. Kaz goes from a charismatic, likeable leader to a paranoid, cold-hearted, xenophobic bastard who sees insubordination at every corner and loses his friendship with Big Boss as a result. Huey’s bumbling attempts at revenge alienate him from everyone around him and nearly get him killed, turning him from a well-meaning person into a monstrous villain. Skull Face is defeated only because he underestimates his desire for revenge and loses control of Psycho Mantis, causing his plans to literally come crashing down around him. In “The Kingdom of the Flies”, it is also revealed that Eli is nearly killed when he refuses to stand down in the face of Cipher and Venom Snake, surviving only because of the timely intervention of Psycho Mantis.

On the other end of the scale though, Quiet and Venom Snake’s journeys are far different. Quiet is horrifically disfigured by Venom Snake during the hospital escape and is only saved when Skull Face implants her with parasites to be used as a biological weapon to exact her revenge. She initially goes along with this plan, but at some point her perspective changes. Perhaps because Venom Snake spares her life when he had the chance to kill her, she decides not to carry through with her mission, despite still wrestling with desires for vengeance. It is also implied that she starts to develop some feelings towards Venom Snake in spite of their rocky history. In the end, she sacrifices her own life in order to save his in an ultimate display of forgiveness. It’s a rather beautiful demonstration of the hollowness of revenge, while forgiveness leads to redemption.

Venom Snake on the other hand does not seem to be quite so gung-ho about revenge as Kaz. On the one hand, he does want to seek him out, but he does not seem to get a gleeful satisfaction out of it like Kaz. Furthermore, he also seems to be just as motivated by the evils that Skull Face perpetrates (if not more), rather than just seeking to settle his personal vendetta. He also is demonstrably merciful to people who do him wrong, such as Huey Emmerich, Eli and Quiet (although this is player-determinate, depending on how people play, he might end up being a vicious monster outside of cutscenes). This changes in the game’s ending though, when the truth about Big Boss and Venom Snake is revealed. Venom Snake is portrayed here in his demonic form, suggesting that the truth that Big Boss forcibly stole away his own identity drives him to become evil. The parallels between Venom Snake and Skull Face are so clear here that I’m basically convinced that this is supposed to be the intended interpretation of the ending, and it also helps to explain some of the logical gaps that this twist creates. There’s a fantastic essay that you can read here which goes into greater detail which I would recommend reading.

Also, before I move on to the next theme, I must say that this analysis of revenge retroactively makes Metal Gear Rising even more of a red-headed stepchild of the Metal Gear franchise. That game is basically the definition of the shallow revenge fantasy, which puts it greatly at odds with this game’s message that revenge is a desire which destroys people and can literally turn them into a monstrous figure. I know that Rising is intended to be dumb fun, but this just makes it even more of an inconsistent issue within the series canon.

The second, and perhaps most important, theme in the game is the power of words and language, and their place in the formation of identity. Having done studies in communication, language and colonialism, these themes resonated with me quite a bit and might have actually made this particular aspect of the game even more profound for me. Caliban’s famous lines in Shakespeare’s The Tempest came rushing back to me many times due to the game’s themes:

“You taught me language, and my profit on’t

Is I know how to curse. The red plague rid you

For learning me your language!” (I.ii.366–368)

The power of language is an extremely under-appreciated force, so it’s heartening to see it highlighted in a video game of all places. As a side note, I think that a major reason why the Planet of the Apes remake sucked so bad was because it underestimated the power of language. By having the humans and apes able to communicate with one another from the outset, the entire idea of humans being a subjugated, inferior species just goes out the window, because if the apes didn’t sympathize with them then the humans would just organize and fight back.

The least-subtle example of the power of words in The Phantom Pain is the vocal cord parasites. When they first showed up in the game, I thought that having seemingly supernatural parasites all of a sudden showing up was a ridiculous plot development on par with the overuse of nanomachines in Guns of the Patriots. The existence of weaponized, supernatural parasites would probably be something that would have been useful in subsequent evil plots, but having something so over the top exist for only one entry strains credulity. While they may still be rather ridiculous in a lot of ways, their inclusion actually makes some sense… if you listen to Code Talker’s cassette tapes, that is.

In essence, Code Talker reveals that mankind evolved in symbiosis with a strain of parasites which initiated vocalizations as a mating call. Over time, the influence of the parasites caused early humans to evolve the ability to produce complex speech patterns without requiring the parasites to do this for them. As a result, humans began to use these vocalizations for their own purposes, meaning that the vocal cord parasites were no longer able to make their mating calls, while a retrovirus transcribed the ability to speak right into man’s genes. I believe I have actually heard parasites cited as a possible explanation for what might have caused humans to gain the power of speech, so there seems to be a precedent for this plot development, and one which ties into the game’s themes quite naturally when you look into it. While it’s a rather blunt way to incorporate this theme and the parasites’ abilities can be rather ridiculous, with the contextualization of the audio tapes I actually warmed up to them somewhat (although the more supernatural parasites have to be one of the biggest credibility stretches in the entire franchise).

The two characters who most clearly exemplify this theme are Code Talker and Skull Face (although there are others who tie in a little more loosely). Code Talker is a Navajo (or Diné) biologist who is terrified that his culture is going to be erased. After centuries of American imperialism, the Diné way of life is at risk of going extinct as his people are forced into residential schools, where their culture and language was systematically and insidiously stripped away from them. Whether intentionally or unintentionally, English’s worldwide dominance has put the very existence of smaller languages at considerable risk. Code Talker watches as his peoples’ language is exploited in World War II as a cipher, while the discovery of uranium deposits in Navajo lands causes many Diné to begin mining it to fuel the Cold War – with deadly consequences. These injustices cause Code Talker to delve into his research of parasites, which Skull Face exploits to become ethnic cleansers under threat of wiping out the Diné if he fails to comply. To Code Talker, language arguably the key factor of his peoples’ identity:

“To erase our words was like erasing our people. Their ‘education’ was tantamount to ethnic cleansing. Over time, the overt persecution of our language stopped. But to this day it continues to be eaten away by the lingua franca that is English. Many of the Diné outside the reservations can speak nothing else. It isn’t just our language. Across the world, minority languages are being destroyed by dominant languages. Many are on the verge of extinction.”

Similarly, Skull Face is a living embodiment of the dehumanizing effects that cultural imperialism can have on a person. As a child, his mother tongue was robbed from him by foreign invaders who forced him to adopt their language. During World War II, he was caught in a factory bombing, stripping him of even more of his identity as his body was covered in horrific burns. As he was passed from nation to nation, Skull Face’s languages were in constant flux and he began to understand the under-appreciated powers of language:

“I was born in a small village. I was still a child when we were raided by soldiers. Foreign soldiers. Torn from my elders I was made to speak their language. With each new post, my masters changed, along with the words they made me speak. Words are… peculiar. With each change, I changed too. My thoughts, personality, how I saw right and wrong… War changed me – and not only my visage. Words can kill. I was invaded by words, burrowing and breeding inside me.”

In Skull Face’s view, Code Talker’s discovery and development of vocal cord parasites presented him with the perfect vector by which to extract his revenge. Skull Face seems to have a very skewed take on “The Boss’s will”, emphasizing her desire to “let the world be”. However, in order to do so, he believes that the answer is through chaos rather than control. English will have to be eradicated because of the homogenizing threat it poses to cultures the world over, and also conveniently helps him to get back at another target of his vengeance (conversely, Zero’s plan is to use English to unite the world as part of his conflicting interpretation of The Boss’s will).

On the other hand though, Quiet is basically a living counterpoint to this theme. By choosing to remain silent, she cannot construct her identity through speech. Her actions are the only things which “speak” for her, and so people project their own prejudices onto her. Kaz in particular wants her dead when he discovers that her abilities are the same as the SKULLs, whereas Venom Snake and Ocelot are simply cautious, interpreting her actions as an attempt to help them.

It must be said though that this theme links back to Metal Gear Solid and Sons of Liberty really well, since those games are all about “genes” and “memes” – the role of fate and identity in the formation of an individual. I imagine that Kojima intentionally added this little bit of connective tissue to link The Phantom Pain to the subsequent Metal Gear games, although it would have been nice if it had been set up even a little bit in Ground Zeroes.

This brings us to the game’s third main theme, the titular “phantom pain” sensation which manifests itself at various points in the narrative and within the player. The game contains many references to phantom pain, almost all based around Venom Snake. The most overt example is Venom Snake’s amputated arm, which he states actually is experiencing the titular sensation. There are other, more subtle examples throughout the story though. One particularly affecting example is during the mission “Shining Lights, Even in Death”. After being forced to kill many of his comrades to prevent a mutated strain of the vocal cord parasites from being unleashed, Venom Snake finds himself unable to part himself from his fallen comrades, the men who died at his own hands:

“I won’t scatter your sorrow to the heartless sea. I will always be with you; plant your roots in me. I won’t see you end as ashes. You’re all diamonds…”

Instead of giving them a burial at sea, Venom Snake turns their ashes into diamonds to give his men a visual reminder of the dead. In essence, the soldiers of Diamond Dogs have become an extension of Big Boss himself, and he cannot simply give them a funeral and then move on. To me, this scene seems to represent Snake’s attempts to reclaim a small part of the men who he has lost. The ending can also be seen as a an attempt to show that Venom Snake is going to be swallowed up in the identity of Big Boss when he dies, meaning that no one is going to even know he existed and will just attribute his actions to someone else.

A similar scenario plays out in the secret Paz storyline if you discover a hidden room on the medical platform. Inside this room, Venom Snake discovers Paz who suspiciously survived the seemingly fatal explosion in Ground Zeroes. However, as the player progresses through this storyline, it becomes increasingly clearer that this is not the real Paz, but only a figment of Snake’s imagination – a phantom from the past. At the culmination of this storyline, we come to realize that this is a visualization of Snake trying to come to grips with her death, especially since he only remembers her as the innocent child she had been portraying herself as throughout most of Peace Walker. While it may seem like a bit of a stretch to call this “phantom pain”, you must also remember that Venom Snake is not the real Big Boss, but rather the medic on the chopper who extracted the bomb from her stomach in the first place. He feels so much guilt for failing to save his patient and for indirectly causing the deaths of many of those around him that it penetrates the hypnotically-induced mind wipe that he has undergone to turn him into Big Boss. This guilt is a lingering phantom pain of a life and an identity which has been lost, and is a crack in his otherwise complete facade.

Finally, we come to elements of “phantom pain” which have been injected into the gameplay by Kojima. The most obvious and affecting example is the culmination of Quiet’s storyline. Following “A Quiet Exit”, Quiet is no longer able to be taken as a buddy (until the November 2015 patch, which will allow her to be recruited again when you complete “Cloaked in Silence” 7 times). Considering how useful (and arguably overpowered) she is, this can make some missions much harder and you find yourself missing Quiet constantly. I’d catch myself heading into “Sahelanthropus (Extreme)” and “Code Talker (Extreme)”, two missions where Quiet’s really the best buddy to take, and then catching myself in the thought. It’s a rather sombre moment every time it comes up. For my money, this is easily the most effective use of phantom pain in the game, and one which I encourage players to actually go through with – there are far too many people complaining about this decision, but as an artistic choice I find that it works quite well, even if it stings constantly.

Aside from Quiet’s ending, there are other gameplay and narrative elements which more dubiously tie into the idea of phantom pain. I believe that Kojima himself has said that he intentionally omitted a boss battle with Skull Face because he wanted the player to feel a lack of catharsis for having his defeat snatched away. This disappointment has caused some people to say that Skull Face was an awful villain, although I would have to disagree. He is quite charismatic and imposing and drives the player’s actions forward – we just don’t get to off him ourselves, and that seems to rub some people the wrong way. However, between such intentionally-subversive narrative elements and the clearly unfinished state of the game, it becomes an exercise in futility to try to figure out what was meant to cause “phantom pain” and what wasn’t. Many people have pointed out their dissatisfaction with the game’s ending, especially the lack of conclusion for Eli’s storyline, is just Kojima trolling us through the titular phantom pain. I personally don’t think that this was the intended case though – by digging through the game’s files, the community has found that quite a few elements, including a whole additional chapter, were dropped from the final product. If anything, I believe that Kojima had a conclusion planned, but when he discovered that he wasn’t going to get to implement it, he might have compensated and just decided to leave what they had open to this interpretation while he struggled to get the crucial elements finished in time for launch (such as “Truth: The Man Who Sold the World”, which would explain why this mission/revelation suddenly happens with no narrative explanation to kick it off – I imagine that it would have been precipitated by some event in Chapter 3 that never came about).

Moving on to some character notes, you just know that I have to speak about Quiet. Way back when she was first revealed I had some choice words about her character design, but I did refrain from jumping to conclusions since it sounded like Kojima had some sort of good justification for it. However, as you are probably aware, the justification is a ridiculously paper-thin excuse to make Quiet be as close to naked as possible, as often as possible (in short, she breathes through her skin so she can’t wear clothes or she’ll suffocate!). Making it worse, basically every time she’s on screen, Kojima subjects Quiet to a really perverted camera which focuses all its attention on her tits and ass as she waves her ass your face or her tits jiggle like a plate of Jell-o. It’s fan service at the very lowest of the lowest common denominator, and it just makes me embarrassed whenever she appears on screen… and that’s too bad, because she really is a cool character. She is a fantastic buddy to take on missions and you actually start to develop a legitimate bond with her as she saves your ass for the hundredth time or when she endearingly plays in the rain with a hesitant Snake (a rather cute and otherwise innocent scene which the camera tries its best to turn into a porno). The end of her storyline is also very poignant and I found myself very affected by her sacrifice. It’s just… that character design. Holy shit does it ever make it difficult to take her seriously in any way.

Having played through the game, I do think I understand the actual logic behind her design, but it’s not a pretty explanation. Since we know that Quiet will heroically sacrifice herself for Venom Snake, and that the player is intended to build a strong bond with her so that this sacrifice and its subsequent lingering pain will resonate, it is obvious that Kojima wanted to ensure that players would really like Quiet. However, instead of trusting in strong characterization and useful action, I believe that he decided to piss all over subtlety and took the most juvenile, lowest common denominator approach and just made sure that the player would lust like hell after her to form an attachment. I mean, in a sense it does kind of work, Stephanie Joosten is an undeniably gorgeous woman after all… but c’mon. It’s off-putting and kind of insulting to the player’s intelligence, and it becomes nearly impossible to take her character seriously due to her awful design.

Personally, I far preferred Quiet’s XOF Uniform once I unlocked it. While its existence instantly throws the “she’ll suffocate!!!” explanation into the wind, it simply is so much more sensible than her default outfit that it’s not even funny. It actually looks like a uniform that a soldier would wear and just fits her character so much better. I was actually worried that it might look a little too bland at first, but after a couple missions it had really grown on me and it made me lament her default costume even more (although now I could actually play the game when there were others around, so bonus). Hell, this might sound odd, but I wasn’t bothered at all by the cleavage-bearing Sniper Wolf costume that you can unlock by beating “Cloaked in Silence (Extreme)”. I’m not even sure exactly why either… Does her default outfit make Sniper Wolf look tasteful by comparison? Or perhaps I appreciate it when even a touch of subtlety is employed rather than pornographic fan service? Or maybe Sniper Wolf just has a better character design in general, striking a nice balance between a serious uniform a soldier might wear, while making it just cheesy enough that it has a sort of comic book sense of style? I’m not really sure, but I imagine the answer is somewhere between all three of these suggestions.**

Huey Emmerich also deserves a special mention for his role in The Phantom Pain. While there were some subtle hints in Ground Zeroes that he was responsible for the attack on Mother Base, it is not until The Phantom Pain that Huey is turned into a full-blown monster. This is a jarring change from his status in Peace Walker to say the least. On the one hand, I really did not like how his relationship with Big Boss paralleled Solid Snake’s relationship with Otacon so closely in Peace Walker, as it began to strain credulity (and before someone points it out, I don’t care if Metal Gear‘s a ridiculous series; there’s a difference between elements of magical realism and in having two generations of characters meeting up under the same circumstances out of sheer coincidence with absolutely no guiding force bringing this about). With that in mind, I significantly prefer Huey’s portrayal here as a lying, cowardly, spiteful individual as it allows him to create his own unique mark on the franchise’s story, but the justification for it is almost non-existent. The only real hints at these developments in Peace Walker that I could find are that he seems to blame his father’s genes for every misfortune that befalls him (showing a lack of responsibility) and that he believes wholeheartedly in deterrence (peace through force of arms), but even these traits are subverted through other actions that Huey makes throughout that game’s story (he feels strong remorse for his development of Peace Walker and doesn’t actually want to see any nuclear weapons be used, respectively).

With Peace Walker taken into consideration, Huey’s portrayal is problematic for a number of reasons, which is especially odd since The Phantom Pain is supposed to be a direct sequel to that game. The explanation for Huey’s complete change of character is left conspicuously ambiguous, which makes it difficult to understand some of the evil things he does. At least in Kaz’s case, losing Mother Base and his arm and leg are enough to understand if the guy goes over the edge. The only way I can rationalize this turn is to assume that, when Huey joined MSF, he believed that he would no longer be exploited to create machines of war. However, after Kaz acquired the nuke from Peace Walker and equipped it to Metal Gear ZEKE, Huey slowly realized that he was being used once again. As a result, he collaborated with XOF forces to bring down MSF, although this ended up being more deadly than he had expected. As a result, he is captured by Skull Face and forced to work on Sahelanthropus, pushing Huey over the edge and causing him to become a paranoid, distrustful coward who assumes that everyone is trying to exploit his talents for their own gains (which, when considering the threats and torture he endures, and that Diamond Dogs force him to work on D-Walker and Battle Gear, might not be too much of a stretch to imagine). Perhaps most difficult to justify though is his cold-blooded murder of Strangelove, who he was clearly head-over-heels in love with in Peace Walker. Obviously these feelings could have cooled somewhat in the time after she gave birth to his son, especially since (as she elaborates in her dying confessions) she did not reciprocate any love for him and simply used him as a willing sperm donor. In any case though, locking her in an AI pod to suffocate seems like a major overreaction to the fact that she secretly sent their son away to keep him from being used as a test pilot for Sahelanthropus. The only thing I can possibly infer here is that the choice of “murder weapon” is interesting – it is never directly stated, or even really implied, but perhaps Huey realized that she loved The Boss and not him, and so he left her to die with her symbolic lover in the Mammal Pod. It’s too bad that there’s not more justification given for Huey’s actions though. I think my speculations are sufficient to explain his actions, but they’re little more than my own personal theories filling in some rather large narrative gaps, since the game doesn’t deign itself to even bother giving an explanation.

Moving on to a few other notes about the story, I think I personally would have preferred a more “retro” style design for Sahelanthropus. As it is, it’s clearly the most powerful Metal Gear ever built, despite being smack dab in the middle of the series continuity and clearly intended to be the basis for Metal Gear REX. It’s the usual sort of irritating technological inconsistency that springs up in prequels all the time, like how the galaxy of The Phantom Menace is so much more technologically developed than that of A New Hope. The iDroid is a similar sort of anachronism, but at least in its case it is a rather minor issue which can be ignored, and it’s not like there’s a progression of iDroids in the series, with this one suddenly being the most advanced despite being in the middle of the continuity.

Also worth noting is that The Phantom Pain ditches most of the series’ signature instances of silly humour. While we get the glorious “Hamburgers of Kazuhira Miller” cassette tapes and a few humourous weapons and items (such as the surprisingly useful Water Pistol or the amazing Decoys), the game’s story is a very straight-faced affair… even when it is introducing parasites which coat the skin in carapace or when there’s a bikini-clad sniper shooting jets from the sky with her rifle. Obviously the series’ stranger elements clash with this tonal shift quite a bit, although the quirky elements remains charming enough that it still manages to hold together. The serious tone makes some of the nastier moments in the game resonate quite well, particularly “Shining Lights, Even in Death”… but considering that there are still so many over the top plot elements in place, it can still be difficult for some people to accept the narrative dissonance on display.

As for the game’s narrative on the whole, it basically boils down to filling in a few of the blanks in the series continuity. In very general terms, The Phantom Pain tells the story of why Zero puts his faith in AIs to create the Patriots network, why Kaz turns on Big Boss by the time Metal Gear 2: Solid Snake rolls around, where Big Boss acquired his “legendary mercenary” reputation and how Big Boss managed to create two military nations and “survive” being “killed” by Solid Snake in Metal Gear. Contrary to the marketing and popular belief, The Phantom Pain is NOT about Big Boss’ descent into villainy – it should have been pretty clear in Guns of the Patriots that Big Boss was never a straight up mega-maniacal monster. All of his “villainous” actions in Metal Gear and Metal Gear 2: Solid Snake were insurrections against the Patriots. Yes, he did some shady shit to get there, but his intentions were always understandable.

As for the game’s controversial ending, I’m a bit torn. First of all, having to replay the entire opening again dampened by enthusiasm for it significantly. Secondly, I think that the big reveal made for a pretty clever twist, not quite on par with the Raiden switcheroo, but close. However, the twist leaves far more questions than answers in the end and muddies the chronology significantly between this game and Metal Gear since there’s little info given for why the Big Bosses would turn on one another (although the essay I linked to in the revenge segment is, I would argue, a strong contender for the intended interpretation). It is also problematic since Big Boss clearly doesn’t want you to succeed in Metal Gear, so we’re left with two options. Either Big Boss was putting on an act in Metal Gear and wanted Solid Snake to actually kill Venom Snake for him, or Big Boss and Venom Snake were still working together and they really didn’t expect Solid Snake to get as far as he did. Neither option is airtight, although I think that the betrayal idea fits best with the overarching series storyline.

I’ve gone through almost 5500 words now delving into themes and character analyses in some detail without really getting to the heart of my feelings on The Phantom Pain‘s story… which will honestly take a small fraction of the time and space. Ultimately, the narrative of The Phantom Pain leaves a lot to be desired, being one of the weakest entries in the entire series in this regard. Perhaps it is because of the open world structure, or because the game is so clearly unfinished, but the events don’t really cohere particularly well in the end. There are definitely standout moments within the story, but on the whole, most of the missions don’t seem to be building up towards anything and simply feel like busywork. The lack of payoff in the end hurts matters even more, because why should we give a shit about all the stuff with Eli if he just pisses off into the sunset with Sahelanthropus and is never heard from again (outside of the collector’s edition DVD of course)? Then there’s the rather ridiculous elements revolving around the parasite soldiers which, again, remind me a bit too much of The Phantom Menace.

That said though, if you can untangle the twist and throw in “The Kingdom of the Flies” then The Phantom Pain acts as a pretty great mid-point for the franchise’s narrative. The pieces are set for all of big showdowns which will occur from here on out as the relationships between Ocelot, Big Boss, Venom Snake, Kaz, Liquid Snake, Solid Snake and the Patriots all begin to simmer towards a boiling point. As a middle chapter, that’s probably a good place to get the series to, but it’s just too bad that it had to be so messy on the way.

All-in-all though, simply due to its stellar gameplay Metal Gear Solid V: The Phantom Pain could easily be considered the best Metal Gear game. Its gameplay is incredibly fun and ambitious. However, while its themes are very interesting (if not particularly deep or subtle at times), its actual narrative leaves quite a bit to be desired, putting it well behind Snake Eater in that regard. It will be interesting to see how the reception for The Phantom Pain evolves over the years and whether it cools off or becomes stronger as people get over the initial sting of missing content and the twist. If Konami releases new story DLC, then this could also have a major bearing on the game, since “The Kingdom of the Flies” alone would make the game feel significantly more complete. As it is, it’s an amazing game, but one can’t help but wonder what it would have looked like if Kojima had gotten the opportunity to get it into a reasonably finished state…

9.5/10

*Much to Ground Zeroes‘ detriment, I might add. It would be awesome if they could retroactively unlock the gadgets and options from The Phantom Pain in Ground Zeroes to shake up that game somewhat and make it a little more open. As it is, Ground Zeroes is going to feel incredibly limiting now that we have seen what The Phantom Pain has to offer. As an interesting note, prior to release, Kojima had said that he’d allow us to explore Camp Omega again in The Phantom Pain, but this feature ended up being cut… surely due to the strained development period and time constraints.
**Also worth pointing out is one of the excuses given for Quiet’s attire: “well EVA was wearing even less during Snake Eater and no one gave a shit!” This is a very weak argument on many levels. For one thing, I have always found EVA’s costume to be ridiculous as well, but at least in her case she’s actually trying to be seductive and the game is trying to recall cheesy 60s spy flicks so it has some narrative justification. Secondly, when the game was first released on the PS2 in 2004, game journalism was far less developed than it is now. Back then, it mainly consisted of previews and reviews, with maybe some interviews and commentary. However, in the current climate, video games are taken far more seriously, so commentary on the content of a game is far more common and, in all honesty, this is a very good development. Even then, I doubt games journalists of today would bat an eye at EVA’s attire, but I can fully understand the hullabaloo that Quiet has caused.

Retrospective: Metal Gear Solid V – Ground Zeroes (2014)

Welcome back to the Metal Gear retrospective! In this entry we’re going to cover the 10th game in the franchise, 2014’s prologue, Metal Gear Solid V: Ground Zeroes! I actually wrote a review for this game back when it first came out, but in… er… retrospect it was more of a justification for the game’s length rather than a real review. As a result, I’m going to make sure to cover more info on the game itself. How does it hold up now that the price has dropped significantly and with the game being given out for free on a couple different occasions now? Read on to find out…

(For the sake of this review, I used the PS4 version as my benchmark. I can’t comment on the PS3/Xbox 360 versions.)

DEVELOPMENT
Even prior to the release of Peace Walker, Kojima teased the idea of Metal Gear Solid V. His team was busy developing a new game engine which would become known as the Fox Engine. The freedom of the Fox Engine would allow for a fully open world Metal Gear game, a notion which Kojima had been attempting to achieve since Snake Eater. With work on the Fox Engine wrapping up and the next generation of consoles approaching, the decision was made to make Ground Zeroes a cross-generational game.

Prior to the game’s official announcement, Kojima went on record saying that his next game would deal with delicate, even taboo, issues which might not make the final cut in the game or which might be so shocking as to negatively impact the game’s sales. Ground Zeroes was finally revealed in the summer of 2012 through a Japanese trailer which consisted of the game’s opening cutscene. This was also the venue where Kojima announced that the game would be running within an open world setting, emphasizing player freedom to approach their objectives. It would also be available on a very wide release, with the PS3, PS4, Xbox 360, Xbox One and PC all being able to play the game.

Some confusion began to grow as the game’s development continued. A trailer for a game called The Phantom Pain by “Moby Dick Studios” was quickly deciphered to be another Metal Gear game in simultaneous development. After some speculation, it was officially announced that The Phantom Pain was a part of Metal Gear Solid V, causing people to believe that this game and Ground Zeroes were going to be a single game. However, it was later clarified that they would be 2 separate games, with Ground Zeroes serving as a smaller prologue.

The game then began to encounter some major controversy. The long-time English voice actor for the Solid Snake and Big Boss, David Hayter, was replaced by Kiefer Sutherland. Fans bristled at this revelation and threatened to boycott the game, to no avail. Fans also complained about the game’s addition of “reflex mode”, which allows for a chance to eliminate guards after being spotted without setting off an alert, and a fast-regenerating health mechanic, both of which were seen as making Metal Gear too “casual”.

During the game’s initial release, the PlayStation versions received the “Déjà Vu” mission as a console-exclusive mission, whereas Xbox versions received the “Jamais Vu” mission. These two missions were timed console exclusives, which were unlocked for free for both consoles a few weeks after release. Naturally, the announcement about console-specific missions riled up some fans as well.

Probably the biggest source of controversy around the game though arose from Game Informer‘s Metal Gear Solid V cover story. In their commentary, they stated that the game was comparable to the Sons of Liberty demo, but paid for separately. Furthermore, they commented that they had completed the main mission in 2 hours, but some testers had run it in only 5 minutes. These comments caused fans to react extremely negatively, with people claiming that Konami expected them to drop $30-$40 for a demo with only 5 minutes of gameplay. These complaints were fresh in the public’s minds when the game finally released in March of 2014 (although the PC version would not be released until December).

PLOT SUMMARY
In the aftermath of Peace Walker, the UN has requested to inspect Mother Base for the presence of any nuclear materials. MSF initially turned the request down, but Huey took it upon himself to reverse the decision to try to make MSF appear to be a beacon of peace. As a result, Big Boss and Kaz prepare for the inspection by hiding ZEKE and their nuclear warhead, and evacuating civilians and heavy equipment offshore.

However, as they prepare for the inspection, Miller discovers that Paz survived her encounter with Big Boss. She has been captured by Cipher for interrogation and is now stationed in Camp Omega in Cuba. Hoping to rescue her, Chico sneaks into the enemy base, but is captured in the attempt. The Intel team attempts to discover Chico’s location, but after some time a cassette tape is received which contains a distress call from Chico. Big Boss and Miller suspect that the request is a trap, but with the inspection bearing down on them and the sensitive knowledge held by Chico and Paz, they have no choice but to attempt a rescue.

As Big Boss infiltrates into Camp Omega, Skullface, the leader of the Cipher special forces unit XOF, departs by helicopter and then heads out to sea to perform the UN “inspection”. Big Boss witnesses the helicopter convoy heading out and then moves to retrieve the prisoners. Making his way through the base, Big Boss locates Chico and then takes him to the shoreline for extraction via helicopter. Chico laments that Paz is already dead, giving Big Boss a cassette tape of her being tortured. Undeterred, Big Boss heads back into Camp Omega to locate Paz. He finds her in the basement of the Admin building, chained up in the boiler room. He sneaks her back out to the extraction site and then heads back towards Mother Base with the two rescued prisoners. However, on the way back, Chico discovers that Paz’s gut has been stitched up. Big Boss realizes that she has been rigged with a bomb and orders a medic to come inspect her. After a painful surgery without anesthetic, the bomb is extracted and thrown into the ocean.

Contact is soon lost with Mother Base though. When they arrive, they see that the base is on fire and that many of the struts have collapsed. The helicopter lands on one intact strut, which allows Big Boss to save Miller and a couple other soldiers before evacuating. Miller blames Paz for the destruction of MSF, but she stands up and reveals that there is a second bomb before jumping out of the helicopter and exploding. Despite her sacrifice, the blast radius knocks the helicopter out of control and sends it careening into the path of an XOF helicopter, causing the two aircraft to crash and putting Big Boss into a coma…

GAMEPLAY & DESIGN
First off, I have to say that in a lot of ways it is fair to call Ground Zeroes a paid-demo, as it really is a stripped-down tech demonstration for the game’s main act. That said, it does have quite a bit of content to experience which helps to justify its stand-alone price point. For one thing, there are 7 different missions in this game which can all be replayed and experienced in a number of different ways. The main “Ground Zeroes” mission alone should easily take up 1.5 to 2 hours to beat on a first playthrough. In addition, unlike many open world games, all of the side-ops are well worth trying out. They all have their own interesting little stories and fairly unique objectives which make them both fun and challenging. For my own part, I have probably sunk at least 8+ hours into this game.

Of course, the “Ground Zeroes” mission is where most of the gameplay lies, and it is thankfully very fun. It is reasonably lengthy and offers a ton of player freedom. While you’re supposed to rescue Chico first, you can actually choose to go for the more difficult approach and rescue Paz first, which adds a whole new angle of challenge and difficulty to the mission. The other side-ops change up the gameplay quite a bit, tasking you with eliminating targets, retrieving intel or even killing body-snatchers.

In terms of mechanics, Ground Zeroes plays similarly to Guns of the Patriots in many ways. The radar and all associated systems have been completely eliminated, meaning that reconnaissance and situational awareness are now crucial to stealthy gameplay. The controversial reflex mode is a major boon in this department – with most of your aids now excised, having that last ditch effort to land a headshot is extremely helpful, without feeling absolutely broken either. Of course, if you’re just too damn “hardcore” for this pansy-ass bullshit, then you can just turn it off. And then eat some nails, presumably.

If you do get stuck in a straight-up gunfight, Ground Zeroes‘ combat is extremely refined. Gunplay is very fun and smooth, not featuring any of the stuttering which was common in Guns of the Patriots. Enemies’ animations when they get hit are notable for how surprisingly good they are, with shots to various parts of the body staggering them in that direction. CQC has also seen another makeover, with standard combat chains actually being a viable option, rather than having to rely on chokeholds and hold-ups to get anything done. You can also steal enemy vehicles, such as a jeep, truck or LAV (which has always proven extremely useful to me when extracting Paz).

Despite the game’s philosophy of providing player freedom, there are some annoying design decisions which go against this idea. Probably most importantly, the lack of ability to customize your loadout is a major problem which hurts replayability. Sure, you get some bonus weapons at the start of the mission when you replay it, but they’re very limited in variety. There’s also just a lack of meaningful weapon variety in general, with nearly everything being procure-on-site. The game also locks its 2 bonus side-ops, “Déjà Vu” and “Jamais Vu”, behind a collectible hunt. This is rather annoying because this locks off a good 30+ minutes of content (for just a single playthrough) which most players aren’t going to bother to unlock. It also doesn’t hurt that “Jamais Vu” is arguably the funnest side-op in the whole game.

STORY & CHARACTER ANALYSIS
Like most Metal Gear games, Ground Zeroes opens up with a very impressive cutscene which shows off a Alfonso Cuarón-style continuous tracking shot which shows the player around Camp Omega. Here we are introduced to all of the key players, including the enigmatic villain of the game, Skull Face. Most of the story is told in a rather simple, straightforward manner, but the story itself is fairly compelling. A lot of supplementary information related to backstory is sectioned off in the game’s optional and collectible cassette tapes (including all of Paz’s secret tapes from Peace Walker). While it will take you over an hour to listen to all of the tapes, I would definitely recommend that you do so, as they fill out the whole political situation surrounding the game’s story very well, lend it additional gravitas and show the various characters’ motivations. The interrogation cassettes are also rather important as they flesh out Skull Face’s character, especially considering that he is basically a shadowy figure off-screen for the whole game.

Of course, there is one very lengthy and difficult-to-listen-to cassette tape which details the torture inflicted upon Chico and Paz, which features Paz being gang raped by the soldiers, having Chico be forced to rape Paz (with Skull Face twisting it into a sick reward for the boy, who you must remember had a crush on her) and having Skull Face be heavily implied to insert a bomb into Paz’s vagina. The amount of suffering that she endures is unimaginably awful, and the fact that this sequence is an unlockable “reward” caused a fairly big controversy. Claims that depictions of sexual violence were being used as a “reward” for the player were rather overblown, as I’m sure that most players will concede that these are hardly a “reward” at all, but rather plot explanation. You could definitely argue about the necessity of such depictions, but this was one controversial aspect of the game which I think was overblown from people who didn’t actually play the game.

It’s also worth realizing that all of the torture inflicted on Paz ties into this game’s main theme, which revolves around the ethically bankrupt actions carried out by governments. Camp Omega is clearly intended to be a representation of Guantanamo Bay detention camp, and the tortures inflicted on the characters are meant to be a commentary on the moral shadiness of American anti-terrorism methods. The game compounds this idea with its theme song, “Here’s to You” (which was previously used in Guns of the Patriots‘ closing credits). The song is about a pair of anarchists who were executed by the American government in the 1920s, who are believed to have been executed for their political beliefs rather than any actual actions the pair might have committed. The song plays at a few key moments throughout the game, particularly during the opening and when Paz is being tortured by Skull Face.

With these themes in mind, I don’t believe that this game is truly about Big Boss, as it may seem to be at first glance. In my opinion, this game is all about Paz. She is the one invoked by “Here’s to You”, the martyr who is killed by the government, and the only character who has a real arc in the game. In her own audio tapes at the end of Peace Walker she reveals a conflicted desire to turn on Cipher and live as a true student of peace, but those dreams were lost. She also revealed a dislike of Chico, but when the two of them are being tortured she seems to warm up to him a lot. She even comforts him throughout their torture, even when he is forced to rape her and even though she is receiving the brunt of their depravity. She also refuses to break throughout the interrogations until Skull Face presents her with an offer – Big Boss’s life for Zero’s location. Betrayed by her own organization and perhaps looking to redeem herself for her previous actions, Paz sacrifices her own life to help ensure Big Boss’s survival. This is further demonstrated by her willingness to throw herself out of the helicopter at the end when she realizes that they didn’t find the second bomb planted on her. All of the suffering she is inflicted with makes Paz seem like something of a Christ-figure in this game. It’s easy to miss all of these plot points though if you don’t dive into the game’s audio tapes. Without them, this is a simple story about how Big Boss rescues a couple of targets. With them, this is a story about Paz’s struggles, her choices, her strength in the face of evil, and her defiance until the end.

Ground Zeroes suffers a bit as a prologue though. If the purpose of a prologue is to set up the events which unfold in the greater story, then Ground Zeroes is rather inadequate. Judged from this game alone, you’d think that The Phantom Pain would be primarily concerned with the dark side of nationalism/government control, but those plot points are never raised again. The only way that the two are really connected in a meaningful way is that it sets up Big Boss’s desire for revenge, but if you want a really tight narrative (especially in a two-part release) then you should at least try to work in the other themes in the game, rather than just the simple motivations. This is, of course, not entirely this game’s fault, but it is a strange point which makes some of the more fantastical elements of The Phantom Pain more awkward, especially after the extreme seriousness of Ground Zeroes.

All-in-all, Ground Zeroes is a very fun, but limited game. Questions of the length and value of the game persist long after its release. It is definitely a fun experience, but it really does feel like a rather large demo when all is said and done. Luckily, it is also quite cheap to acquire these days, making questions of value less of a deal-breaker for more people. For my own part, I’d recommend checking it out before jumping on board with The Phantom Pain, but be sure to experience the main story and the side-ops for maximum enjoyment.

7.5/10

Retrospective: Metal Gear Rising – Revengeance (2013)

Welcome back to the Metal Gear retrospective! In this entry we’re going to be covering the ninth game in the franchise, 2013’s Raiden-based spin-off Metal Gear Rising: Revengeance! After a troubled development cycle and some major fan backlash, would this game manage to prove itself worthy of the Metal Gear name? Read on to find out…

DEVELOPMENT
The original version of the game which would eventually become Metal Gear Rising: RevengeanceMetal Gear Solid: Rising, was announced in 2009 at Microsoft’s E3 press conference. After the praise Raiden had received for his portrayal in Guns of the Patriots, there was a strong fan demand for another game in the franchise with him in the lead role. Kojima actually wanted a game with Gray Fox, but staff and fans pushed him to focus on Raiden instead. The game was intended to bridge the gap between Sons of Liberty and Guns of the Patriots, explaining how Raiden became a cyborg ninja, how he rescued Sunny from The Patriots and how he retrieved the body of Big Boss. A trailer was released the next year featuring Raiden absorbing robotic enemies’ power cells and with a gratuitous amount of watermelon-cutting. According to the development team, the game would allow fast-paced action while remaining a stealth game at the core, with the ability to “cut anything”.

However, the game was quickly finding itself running into trouble as it was simply not working well as a stealth-action hybrid. To put it simply, it wasn’t working at all and by 2011 Kojima pulled the plug on the game, but not before concept work on the bosses and script was completed. The project was then handed over to Platinum Games, of Bayonetta fame. Considering their previous history with fast-paced action games, this was a fantastic move. However, fan reaction was very negative, as the shift from stealth to pure action was seen as betraying the series’ roots. To these fans, the shift in direction had effectively “ruined” a game that they hadn’t played.

Under Platinum Games, the game was retitled, reworked into more of a pure action game and set post-Guns of the Patriots. Stealth was essentially removed except for optional instant stealth-kills and some cutting-based environmental kills that the player can pull off. Platinum Games also upped the game’s framerate to 60 fps, a request that Kojima himself asked for as Rising was originally going to be only 30 fps. It was also revealed that the cutscenes, settings and story were written by Kojima Productions, while Platinum Games focused on the gameplay.

A year after the game’s initial release, the game was ported to PC, the first game in the franchise to receive a PC release since Metal Gear Solid: Integral back in 2000. All subsequent Metal Gear games would receive PC ports as well.

PLOT SUMMARY
4 years after the destruction of The Patriots, the world has fallen into an uneasy state where peace is extremely fragile and the last gasps of the War Economy continue. The remaining PMCs have taken on cyborg soldiers. Looking to support his family, Raiden joins up with Maverick Security Consulting Inc as a private security contractor. He is on assignment providing security for the peace-loving Prime Minister N’mani (of some unnamed African nation) when their convoy is suddenly ambushed by a cyborg PMC. Raiden’s boss, Boris, orders Maverick Security to evacuate N’mani while Raiden dispatches many of the attackers. However, a Metal Gear RAY unit, armed with a gigantic sword, appears and destroys N’mani’s limo. N’mani crawls from the wreckage, but is kidnapped by the enemy PMC’s leader, Sundowner. He explains that he needs N’mani dead and that he wishes to restore the War Economy. Raiden destroys the RAY unit and then pursues Sundowner onto a passing train.

Raiden tracks down Sundowner, N’mani and another enemy cyborg, Sam Rodrigues. Sundowner executes N’mani and then Sam attacks Raiden. Sam proves too capable, slicing off Raiden’s arm and then slashing out his left eye. Sam nearly finishes Raiden off, but backup arrives in the form of Boris and a convoy of armed jeeps, which force Sam to retreat. Raiden is recovered and it is discovered that the enemy PMC is called “Desperado Enforcement LLC”.

Three weeks later, it is discovered that Desperado is involved in a coup against the Abkhazian government led by a local extremist, Andrey Dolzaev. Outfitted with a state-of-the-art cyborg body, Raiden infiltrates into the city of Sukhumi and then fights his way through Desperado cyborg troops to reach Dolzaev and the local Desperado leader, Mistral. He is eventually ambushed by an AI-controlled robot called LQ-84i (aka, Blade Wolf) which resembles Crying Wolf’s exosuit. Blade Wolf attempts to kill Raiden as per its mission directives, but Raiden defeats the robot and shuts it down.

Soon after, he spots Dolzaev and Mistral at a factory. Mistral spots Raiden and blows him a kiss from a distance. Unperturbed, Raiden battles his way through the facility and reaches the top of the plant, where he is confronted by Mistral. She explains that she was an orphan and a child soldier in the Algerian Civil War, and had used war as an excuse to get revenge on those who killed her parents and as a cause to kill. She scoffs at the idea that Raiden fights for justice and then attacks. The pair fight all across the facility before Raiden corners Mistral at a tank of liquid nitrogen. He severs the tank and then freezes her solid before destroying her for good. Dolzeav discovers that Mistral is dead and then blows himself up, taking out a chunk of the factory in the process. Satisfied that the coup is over, Raiden is extracted from Sukhumi. Before leaving, he recovers Blade Wolf’s remains and has him rebuilt and reprogrammed to provide him with mission intel.

Maverick then receives intel that Desperado owns a research lab in Mexico and are connected to rumours of human trafficking. Raiden sneaks into the city along with Blade Wolf and then heads into the sewers to get closer to the lab. After fighting enemy units in the sewers, Raiden encounters a boy named George who claims to have escaped the lab. He tells Raiden that the kidnapped children in the lab were having their organs harvested. Raiden hurries into the lab to rescue the children. Heading further into the lab, Raiden finds a room which is full of cyborg brain casings – the cyborgs Raiden had been fighting this entire time were adults, meaning that the children must have been taken elsewhere.

He then uses a reprogrammed Dwarf Gekko to access the lab’s data terminals, where he discovers a video of Sundowner, the lab chief and another man speaking. They comment on a VR training program similar to the one that George Sears (aka, Solidus Snake) used to train child soldiers in Liberia. Fearing that their cover was blown, the unknown man says that all of the harvested, unprocessed brains and kidnapped children need to be destroyed and the lab shut down immediately, regardless of the cost. Maverick support team member informs Raiden that the unknown man is Colorado Senator Steven Armstrong, a leading presidential candidate for the 2020 elections, and a key member of World Marshal Inc, the world’s current largest PMC. With World Marshal and Desperado working together, trying to go public with the news of their corruption is apparently impossible, as they wield too much influence over the media and would destroy them if they tried.

Raiden then fights his way to get to the surviving children. He finds them locked in a lab as the chief scientist tries to gas them to death. The scientist holds George hostage and tells Raiden that he has to surrender. Calling his rather stupid bluff, Raiden cuts the man down and then rescues both George and the children.

Deciding to take the fight to World Marshal personally, Raiden resigns from Maverick Security and then heads to Colorado to rescue the remaining harvested brains. Boris contacts Raiden and says that he can’t offer his official support for this mission, but agrees to help however he can. Raiden is then pursued through the city by the cyborgs of the Denver police, which he dispatches as he heads towards World Marshal headquarters. On the way there, Raiden is confronted by holographic projections of Sam Rodrigues, who questions Raiden’s motivations. Raiden claims that he fights to defend the weak, but Sam asks who defends the weak from Raiden. He reveals that the cyborgs attacking Raiden are merely doing so to provide for their families, just as Raiden does. Raiden is then forced to fight a pair of cyborgs while listening to their thoughts, and kills them after taking a beating. With his psyche draining, Raiden kills more cyborgs while being confronted with their own humanity, before Sam appears in the flesh, accompanied by another Desperado officer, Monsoon. Monsoon explains that the “weak” cyborgs are used as human shields for the real powers behind World Marshal and Desperado. He also explains that war is like a meme, similar to Raiden’s belief that his sword is a tool of justice. Flying into a rage as he succumbs to bloodlust, Raiden unleashes his split persona, “Jack the Ripper”. In a flurry of violence, Raiden destroys a series of cyborgs and then is confronted by Monsoon. The pair battle, with Monsoon using trickery and the ability to “magnetically” split his body to avoid many of Raiden’s attacks. However, Raiden eventually severs Monsoon’s head and destroys him for good.

Raiden makes his way into World Marshal HQ, where Sundowner informs Raiden that the brains are in the server room. He then fights his way up the building to reach the upper levels, battling through corridors, a Japanese garden and the elevator shafts before reaching the top floor. Here, he encounters AI body doubles of Mistral and Monsoon, both of which he defeats with ease. He then moves on to the server room where he confronts Sundowner, who shows Raiden the hundreds of child soldier brains in World Marshal HQ undergoing VR training. He also warns that in 3 hours time, an event would occur that would rival 9/11 and would resurrect the War Economy.

Not wishing to “damage the merchandise”, Sundowner leads Raiden to the rooftop heliport to battle. Sundowner battles very defensively, but Raiden cuts through his defences before putting the leader of Desperado down for good. Deducing Sundowner’s words about a terrorist attack on par with 9/11, Raiden realizes that World Marshal is planning to assassinate the US President, who is travelling to Pakistan for a series of peace talks. His assassination would reignite the War on Terror and War Economy in the process. They realize that the only way to get to Pakistan in time would be to reach Mach 23 speeds via an RLV spacecraft, which could get Raiden to Pakistan in under a half hour. Raiden commands Boris to see to this and seek help from the Solis company while Raiden and his support team member, Doktor, retrieved the brains from World Marshall HQ.

After picking up the brains via helicopter, Raiden and Doktor are beset by a pair of drones. Raiden destroys them but falls from the helicopter in the process, forcing him to make his way to Solis by ground. He destroys a group of World Marshal cyborgs and then escapes the city on a motorcycle. However, just as he is about to reach Solis, Raiden encounters Sam Rodrigues and Blade Wolf on the road. Sam demands a final duel with his rival and the pair battle. Blade Wolf is confused by the purpose of the fight and is unable to understand why Sam and Raiden want to kill each other so badly. Regardless, the pair battle until Raiden slashes his foe open, killing him. Blade Wolf takes Sam’s ID-locked sword as a memory of his former friend and then the pair continue on to Solis.

At Solis, Raiden encounters Sunny Emmerich, who constructed the RLV spacecraft Raiden will be using. She realizes that they don’t really have time to reminisce, and proceeds with the launch. Raiden arrives in Pakistan with little time to spare. He reaches the air base where the President was scheduled to land and attacks the World Marshal forces guarding it, having already killed the US forces guarding the base. Soon, he comes across Blade Wolf, who has been badly damaged. Searching for the attacker, the ground suddenly gives way and a gigantic mech called Metal Gear EXCELSUS appears, piloted by Senator Armstrong. He reveals that photos of the attack on the base have already been leaked onto the Internet and that people are calling for death to the Pakistani people. Due to the harsh ideologies embraced by the American people, they have become “Sons of The Patriots” and simply need an excuse to reignite the War Economy. Of course, Raiden will have to be eliminated to ensure that this all goes down smoothly.

Raiden then proceeds to fight Armstrong in EXCELSUS, destroying its front legs and then removing one of its gigantic swords, which Raiden uses to slash the mech apart. Annoyed, Armstrong emerges from the destroyed mech and powers himself up, gaining a ton of muscle bulk in seconds. Armstrong then begins to beat Raiden with his bare hands, absolutely pummelling the cyborg ninja and snapping his high-frequency blade in half. Armstrong then explains his true motives: he is looking to destroy America to make it free again, allowing everyone to fight for what they believe in and for the strong to not be held back by the weak. Raiden tells Armstrong that he’s insane and the pair continue to fight. Raiden is unable to cause any meaningful damage to his foe though, due to nanomachines in Armstrong’s body which harden in response to physical trauma.

Blade Wolf then intervenes and provides Raiden with Sam’s sword. A final voice message from Sam reveals that he set his ID lock to expire after an hour and that he wanted Raiden to do with the blade as he saw fit. Armstrong bats Blade Wolf away, but not before Raiden retrieves the sword and then attacks the Senator with it. After an intense battle, Raiden slashes open Armstrong and then rips out his heart with his bare hand. Armstrong collapses and dies as Raiden stands in the rubble.

In the game’s epilogue, it is revealed that the US and Pakistan discuss a unified effort to combat terrorism, implying that the War Economy is still not dead. It is also revealed that George is now working at Solis with Sunny, who recounts that she would not be here today if Raiden had not saved her so many years ago. Despite what anyone thinks, she considers him to be a hero. The children were given cyborg bodies and put to work within Maverick Security. Raiden also permanently resigns from Maverick and declares that he will be fighting his own wars from here on.

GAMEPLAY & DESIGN
Obviously, Rising plays significantly differently than any other Metal Gear game. Whereas previous Metal Gear games were stealth-based, Rising is a fairly standard, fast-paced, hack ‘n slash action game. Thankfully, it doesn’t try too hard to fit into the Metal Gear mold and tries to do its own thing. For one thing, this game’s violence is super over-the-top, with the first 5 minutes of the game featuring people getting slashes apart and spraying out ridiculous amounts of blood. It also is punctuated by a hilariously cheesy nu metal soundtrack. While these tonal differences might make it seem odd (or even heretical) for a traditional Metal Gear fan, the extremely cheesy and ridiculous tone of the game makes it hilariously enjoyable (and considering that nu metal is known for being excessively angsty and more than a little cheesy, its usage is actually very appropriate).

Rising is also designed primarily around a philosophy of “speed”. To this end, the game has a “Ninja Run” mode which allows Raiden to sprint and automatically vault over objects. He can also slash and slide in Ninja Run which is useful for getting some quick attacks in on enemies. The game also was built around the idea of being able to cut anything, which is well-implemented. While obviously you can’t cut everything, many objects in the environment can be slashed apart, with the cut occurring exactly where the player’s blade passed through the object. It’s pretty damn impressive to see in action, although getting caught on the newly-bisected objects quickly becomes an annoyance. Rising also features a free-control “Blade Mode” which allows you to slash apart objects or enemies with exact precision. Depending on the enemy’s status, you can also rip out their repair units by using Blade Mode, providing you with a power and health refill. As a result, this action is extremely key to your continued success in Rising.

Unlike many action games, Rising forgoes a block button in favour of parrying. Enemy attacks are colour-coded by a flash – red means that the attack can be parried, while yellow means that it is unblockable. Presumably, the decision to eliminate the block button was done to keep players on the offensive and to keep them from turtling up, but it is a very controversial decision. On the one hand, it certainly does force the player to be active and alert, while also backing off when they see an unblockable attack telegraphed. However, it’s easy to miss these cues when surrounded by enemies or if they end up off-screen when they telegraph their attack. The game also makes this more annoying by not featuring a dodge mechanic by default – it’s a skill that you have to unlock early on. Even then you have to hold 2 buttons to pull it off and it’s far from fool-proof, meaning that you’re going to need to rely on parrying anyway more often than not. To make matters worse, Rising does a wretched job of explaining its fundamental gameplay systems. I didn’t understand parrying at all until about halfway through the 2nd chapter when I ran into a parry-dependant boss, at which point I had to learn the system on the fly. That said, once you do understand parrying, the rest of the core gameplay becomes extremely easy, with only a handful of enemy types providing any sort of challenge (basically just Mastiffs as they love their unblockable attacks and usually attack in groups of 3).

In my personal estimation, the combat doesn’t seem particularly deep. It’s certainly better than the rhythm-based, pathetically easy combat which pervades most modern action games these days (eg, Assassin’s CreedShadow of Mordor*, the Arkham games, etc), but I don’t think it’s up to snuff with Ninja Gaiden. Most confrontations are easy as soon as you understand the game’s parrying system, making the core gameplay a very simple game of offence and quick reaction times. Much of the game’s challenge comes from its systems not working correctly though. Again, you could theoretically block every parriable-attack with relative ease if you have reasonable reflexes. However, it’s common that you will miss your cues due to enemies being off-screen, getting being surrounded, or from all the visual chaos that occurs during combat. The camera in particular really sucks in the game at times. I found that it would swing around wildly if you headed into a corner and can make tracking enemies difficult when it moves unbidden. Alternatively, there’s a camera lock-on system, but it has the exact same problems (or worse), swinging around wildly when enemies move quickly or keeping all of your other enemies off-screen. This tends to result in some rather cheap damage as you get caught in an unblockable attack from off-screen. The lack of a dedicated block or dodge button compounds this issue as you can’t even block as a last-ditch effort.

There are also a couple of really strange design issues. For one thing, you can customize Raiden in-game, but if you do so then you’ll have to restart from the latest checkpoint. I’m not sure why this was added, although I think it might have something to do with the encounter-based ranking system. The item/weapon switching system is also counter-intuitive. Considering that the game is all about speed, it’s totally inexplicable to me that it would force Raiden to be stationary before he can switch his weapons or equipable items. It is a limitation which makes little sense and can actually get you killed at times.

Also worth noting are that the game’s environments are extremely unimaginative. If you’ve ever played a hack ‘n slash game before, let me know if this sounds familiar: there’s a level in a ruined city, across moving train cars (straight out of Uncharted 2), a freaking sewer system, city streets, office buildings… even a Japanese garden/temple setting. All of these settings are very basic action game locales, and have been since the SNES days. It would be one thing if they did something to stand out, but the environments are just very noticeably generic throughout the game.

To change up the gameplay somewhat, there are also some very basic stealth segments. They’re typically quite short and optional, giving you the opportunity to one-shot enemies if you remain undetected. However, more often than not, it’s both funner and more beneficial to just sound an alert and enjoy the combat. There’s also a sequence where you get to control a Dwarf Gekko which is surprisingly very fun, but for some reason enemies will shoot at you anyway. It doesn’t make a ton of sense, but it is a nice bit of disempowerment which had me laughing at my enemies’ feeble attempts to catch me.

Rising is also quite short in length. There are only 8 chapters, but they vary significantly in length – most of the earlier chapters take around 45-60 minutes, but chapters 5 and 6 took me 13 and 5 minutes, respectively. I got to the end of the game after only 2 reasonable sittings, which might have taken me only 5 or 6 hours, tops. With reasonably simple combat, replayability is going to come down to how much you want to play around with the tools you have available. You can play on a harder difficulty, go for a “non-lethal” playthrough (in which you only slice off all of your enemies’ limbs… they’ll live), try to get S-ranks on all encounters, find all of the unlockables and beat the available VR missions if you really want to extend the game’s length.

The game’s graphics are also noticeably a step down from Guns of the Patriots. While this might be disappointing as there is a 5 year gap between the two releases, it is more than made up for by Rising‘s silky smooth 60 fps. This is key for such a fast-paced game and significantly outweighs the slightly mediocre graphics. The framerate does dip occasionally, but I didn’t find that any frame drops that did happen affected the combat significantly. There is also some strange disparity between gameplay and cutscenes, where it can be nighttime in the cutscene and then broad daylight in-game, although this is presumably due to the work-split between Platinum Games and Kojima Productions.

On the subject of cutscenes, they are less intrusive than in previous Metal Gear games. Many action sequences that would have been relegated to cutscenes are now playable, although they do so through quick-time events. I also personally think that the Codec calls are a little too frequent and take you out of the action for too long when they do show up. Rising is also notable for having a ton of optional Codec conversations available – in fact, it easily has the most prominent Codec since Snake Eater.

The enemies in the game are fairly standard action game fodder and can’t really stand up to Raiden in a fight (especially when you factor in the prominence of parrying). Enemies’ visual designs draw very heavily from the technology depicted in Guns of the Patriots, particularly Sliders, Crying Wolf, Haven Troopers and Gekkos. As a result, this visual continuity helps to ground this game as being in the game universe as the Metal Gear games, despite being so tonally different.

The fight against Blade Wolf is the first difficult enemy in the game, although this is mainly because the game hasn’t bothered to teach you its own systems at this point. I posted a link above where a Kotaku writer stated that he, and many other players, hit a brick wall during this fight. I have to agree with him, this fight took me about a half dozen attempts at least before I finally “figured out” the parry system.

After Blade Wolf, most of the bosses become significantly easier. I found Mistral to be quite easy to take down by brute force, especially because she surrounds herself in Dwarf Gekko which drop health pickups every time you kill them. Monsoon was also quite easy, but because he is very rarely open to be attacked, his fight drags on significantly longer than it needed to. You also have to fight both of these bosses again shortly after defeating Monsoon, but luckily the fights are significantly easier.

Sundowner is an enjoyably hammy and douchey enemy, but his fight becomes annoying quickly. He is a primarily-defensive boss, using an explosive shield to avoid your attacks. The only way to avoid it is to use Blade Mode and cut at a specific angle, which allows you to cut off some of Sundowners’s shields. Unfortunately, I would get locked into a combo as he put up his shield, meaning that I would hit it before I even had a chance to use Blade Mode. I had to start using smaller attack chains until he put up his shield, at which point he became much easier (…again, parries).

Considering that he gets hyped up to be your big rival throughout the game, I actually found the battle against Sam to be disappointingly easy. Unlike other bosses, Sam’s battle is basically a straight-up duel, meaning that you literally just have to parry in time to make it through. Defeating him shouldn’t take too much effort to pull off, which is a bit of a shame.

Like most Metal Gear battles, EXCELSUS is stupidly easy in spite of its imposing stature. Like most giant-monster battles in these sorts of games, just attacks its parts which are close to the arena’s edge and avoid its attacks as best you can (constantly using Ninja Run is useful for this). To make things sadder, pairs of Gekkos attack you, but they do so when EXCELSUS shoots a flamethrower at you, meaning that they just get hit by the attack and commit suicide.

However, for all of the simplicity of Rising‘s combat, Senator Armstrong is a freaking annoyance. Nothing in this game will prepare you for the difficulty spike that this guy is. In fact, I’m going to go out on a limb and declare Senator Armstrong the absolute hardest boss in the entire Metal Gear franchise, and not in a good way. The battle is very long, you have to face him in 3 different stages and he is cheap as all hell!!! It seems that he can break parries with his regular attacks sometimes, he has a ridiculously enormous health bar and his attacks cause significant damage, meaning that if you don’t learn all of his attack patterns perfectly, time all of your own attacks/parries, avoid all of his unblockable attacks and then have perfect Blade Mode mastery, then you’re absolutely screwed. I went into this fight on Normal mode without any health regenerating nanopastes and I literally couldn’t get him down lower than 140%… luckily I knew I was at the game’s end so I just Youtube’d the finale, but this fight was seriously infuriating. I guess you can argue that he’s the ultimate test of all of the skills that you’ve learned in the game, but the fact that he is so much harder than any other test that the game throws at you suggests to me intentionally obtuse game design… it’s up to you whether that sounds like just plain bad design or the best thing ever.

STORY & CHARACTER ANALYSIS
I’ll be honest, when I booted up Rising, I was expecting an absolutely awful story. While I wasn’t exactly wrong, the game does have a fairly complicated plot which is better than your average action game, and arguably still better than most AAA console releases. That said, it really doesn’t make a lot of sense when you’re playing through it, and when I was writing the game’s plot summary it was really striking me how stupid everything was. The main issue is that most of the game’s connective plot tissue is relegated to the hundreds of Codec calls scattered throughout the game. This can cause some pretty jarring plot points to appear out of nowhere, such as when the hell Raiden recruited Blade Wolf or the entirety of Raiden’s mission to eliminate Dolzeav – when he blew himself up I literally said “who the hell was that?” I know that a lot of people really like Codec, but Rising is a strong illustration of why I am glad that it has taken a backseat in modern Metal Gear games. When the plot info that you need to understand the game is excised and told only by pausing the action, something is wrong in my opinion. Furthermore, Rising is a very fast-paced game, so expecting the player to pause the action constantly to listen to static audio is rather counter-intuitive. If you could continue to playing while listening to Codec calls then that would be one thing, but considering that there are literally hours of audio in the game, I gave them a hard pass.

On the plus side though, Rising is a game which knows that it is all about the gameplay, so the weaker story isn’t really that big of a deal in all honesty. The humour and over-the-top moments also help to keep the cheesiness of the story in perspective. Within the first 10 minutes of the game, you heft a Metal Gear RAY over your head and then slice it apart with your sword… and that’s not even the most ridiculous moment in the game. Furthermore, Raiden is the butt of some fairly silly fun as he tries to disguise himself as a Mexican local by dressing in a mariachi uniform. The game definitely has a strange sense of humour, but it keeps everything reasonably enjoyable.

There are actually quite a few unexpected call-backs to the Metal Gear franchise as well. The consequences of Guns of the Patriots factor very heavily into the game’s narrative, particularly emphasizing The Patriots, SOP, War Economy and George Sears. The game also tries to build upon Sons of Liberty by claiming that The Patriots’ memes live on in the form of war… a thematic extension which actually makes some sense, even if it is only half-baked within the plot itself. There are also some unexpected recurring items within the game, such as the Drum Can, Cardboard Boxes and 3D pin-up models, although these are really only useful during the limited stealth segments. I wasn’t expecting this game to have nearly as many references to the rest of the franchise as it did, which actually helped it in some ways to feel like less of an outlier.

Unfortunately, Rising can’t help but trample on Guns of the Patriots‘ rather fitting conclusion for the series just to make the game’s plot work. The ethics in the post-SOP world are fairly shaky, with the peace implied by Guns of the Patriots‘ finale being on the verge of being absolutely destroyed and the War Economy continuing without The Patriots to foster it. The idea that World Marshal and Senator Armstrong are so powerful that the media wouldn’t report on them harvesting the bodies of children is pretty insane though – it’s a huge plot convenience, because obviously somebody would print this. PMCs are also very prevalent still, although I did rather like the idea that cyborg technology would end up becoming a prominent development that would shape the battlefield, especially after Raiden’s heroics became public knowledge.

Unfortunately, the game tries to hit us with a twist by making us question Raiden’s morality. This is a rather tired trope that was attempted by Ninja Gaiden 3 a year earlier, to much derision. Rising handles it a little better (for example, it made me wonder for a moment whether I’ve been slaughtering child soldiers all this time), but I still can’t help but shake my head at the assertion that “You’re the real monster! You love killing people!” “OH NOES, I IS SO CONFLICTED!!1!” It’s obviously meant to be a meta-commentary which is an indictment against the player and the character, but it doesn’t work when you make your villains a bunch of murderous, sadistic, warmongering, child-killing psychopaths… not to mention that the whole point of progression in the game is to enjoy the killing. It’s hard to take someone lecturing Raiden about his morality seriously when he really is fighting for justice… and if he enjoys the killing along the way, who cares as long as he kills these assholes and not civilians? I don’t even care that he’s killing people with families, they signed up to shield the child-murderers and decided to keep fighting.

While the “a murderer is you” angle is annoying, it is interesting that the game explores Raiden’s ideals. From Raiden’s perspective, he protects the weak and his sword is not a weapon, but rather a tool of justice. His foes scoff at this philosophy, but it really is demonstrably true in the game – he doesn’t just go around killing willy-nilly, he hunts after those who have clearly wronged him and plunged an entire nation into conflict. It seems pretty cut-and-dried that Desperado, World Marshal and Senator Armstrong need to get the shit kicked out of them. In addition, Raiden is no longer whining and running away from his troubles for once, which is a nice development. The fact that he fights for justice and to stop other children from being exposed to the regimen which turned him into a bloodthirsty killer is actually quite noble. The story conveniently ignores Rose and little John almost completely throughout all of this though, which is rather unfortunate. Hopefully Raiden’s raking in a ton of money to help support them…

I also noticed that Quinton Flynn’s performance is quite different than in previous portrayals of Raiden. He has given Raiden a significantly deeper voice, presumably to represent his coldness and experience. It makes him sound like he’s attempting to channel David Hayter in some ways as well. He also gets a ton of one-liners throughout the game, but his delivery seems to unintentionally contribute to the rather cheesy tone of the game. Luckily most of the other voice actors put in fairly mediocre performances.

The other characters are a fairly mixed bag. Sam is a very charismatic and imposing rival for Raiden, but his motivations don’t make much sense at all. Sundowner is also an enjoyably hammy villain, I quite liked his scenery-munching appearances throughout the game. Of Raiden’s allies, Blade Wolf is the only one who is in any ways interesting, due to his AI’s very defined parameters and his attempts to stretch those limits. Sunny’s brief cameo appearances are also a major highlight of the game.

Unfortunately, everyone else is pretty mediocre at best. The rest of Raiden’s support team are fairly yawn-inducing, especially the boring doctor named, originally, Doktor. His speeches tend to be long-winded as well which, when considering that 50% of the mandatory Codec calls are probably coming from him, gets annoying. Amongst the villains, Senator Armstrong has to be the absolute most ridiculous enemy in the entire Metal Gear franchise – a US Senator who pilots a giant mech ant, grows super-muscles and then has nanomachines that harden his body and allow him to Falcon punch his enemies? What the actual hell? The other villains aren’t nearly as bad, but don’t have much in the way of personality. I should mention that Monsoon has a fairly cool design though with his magnetic body parts providing a unique challenge in a game dedicated to cutting things. Oh and as there are only 3 female characters in the game, Mistral and Countrney obviously had to be given ridiculously enormous breasts… obviously.

I feel like I have been excessively hard on Rising throughout this retrospective. I did find the game reasonably enjoyable for the most part, but the mediocre combat failed to excite me as I had hoped it would and that final battle with Senator Armstrong left me with an incredibly bad taste in my mouth. I guess this is a really obvious observation, but it’s just my Metal Gear game. I can replay Snake Eater a dozen times and try out different play styles with each new playthrough, but this is a game that I don’t really have a lot of interest in replaying. The “meh” story doesn’t really help matters either, which doesn’t even factor in the fact that it screws with Guns of the Patriots‘ legacy pretty badly. Maybe some people will really enjoy this, which is totally fine, but it just didn’t scratch that action game itch that I have been having.

7/10

*The combat system was easily one of the worst aspects of Shadow of Mordor. I wanted to have some really powerful nemeses who would kick my ass again and again, but the combat was so easy that I was able to dispatch dozens of orcs without risk of taking damage. The only way I could conceivably get defeated would be if there were close to 50 orcs attacking me at once, plus 2 or 3 officers egging them on.