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DTG said:
Faxanadu said:
I give this thread a 9.0
I give Profcrab an average of 7.5 for his posts.
I give the community an 8.0 on average.
I give Konami a 4.5 for their entire behaviour in this.


And finally I give Mr. Kojima a 2.0 for creating such long cutscenes, thus revealing to everyone that he is unable (unwilling?) to tell the story through gameplay. Which makes a game a game.

Yes, we need to bring average review scores down. so please no wcore inflation, Mr Crab.

People like throwing that around but I fail to see how you could possibly tell the MGS story through gameplay? Raiden backstory through gameplay? GW's ambitions through gameplay? Meanderings on memes and genes, identity and others through gameplay? The Boss's death and Big Boss's apparent resentment during his recieval of the Big Boss title? The content of the monologues through gameplay? I do not see how unless you mean that Kojoma should erect giant signboards in game with the dialog on them in bullet points.


Are you serious? Most of MGS' story can be entered in the gameplay, rather than the awful Kojima's cutscene abuse.

One perfect example of Kojima's design flaw is MGS2: The handling of control/freedom of information and it's implications. Basically, In MGS2, the player experienced mostly one type of one-dimensional situations of control of information throughout the game, which is fine. The problem was when Kojima simply abused them, as if he thought the player wouldn't be able to understand those experiences: Solid Snake's apathy in informing; Raiden tackling with forgotten past and Rosemary's duty; The revelation of the Patriots, Colonel and AI; and the only multi-dimensional experience from all (as small and indirect it was), the actions of an entity controlled by controlled by another entity, which is... The patriots being the highest order, having Ocelote running with controlled info, whom was having Solidus tackle with things on a controlled info, etc... pretty much just a cascade of the same types of experiences.

When you notice, for so many experiences they're basically just the same type of experience with a different coating, except Raiden's past which I thought was good in portraying culture growth in a 'controlled environment' (though it should've been more interactive, not only because there too many dialogue spent on a 'small' thing, but it would also allow the player's knowledge to correspond with Raiden's when tackling the situation).

Possibly the worst part is near the end, when we had a long 15min cutscene explaining everything we experienced in the game!!! I'm talking about Colonel, Raiden and Rosemary's triage. that scene only needed to be 2-3min long, only explaining about the GW and Rosemary's and stuff like that...why would Kojima need to explain everything again???? And there still was both Raiden and Snake, in the end, stating the same thing in their epilogues, that thing being something mentioned more than once in the game.

Basically, Kojima thinks the average player is an idiot. Kojima is no genious.

Also Most of the dialogues presented in the cutscenes could have easily been done in a more interactive way, through interactive dialogues since many of the scenes were based on a typical question/answer scheme, which is simply perfect for it. Raiden's backstory should have been done so, with a small obligatory dialogue from Solidus (the one who would initiate that part).