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DTG said:
Garcian Smith said:

DTG: Okay; please refer me to a critical analysis of MGS2 (or, heck, any MGS game) that portrays the supposedly deep, mature themes running undercurrent in the game - preferably with reference to specific plot points, events, and characters that relate to other pieces of high art from whatever medium, and with analysis that takes into account at least one major, specific school of thought in reference to art interpretation. Or, if you can't find one, then write one yourself. I'm very interested to see this.

 

The best one which was on Metalgearsolid.org is unfortunately unavailable as the website is down. It covers the entire franchise and all of it's themes. You can find it here once the website is up again and is a remarkable read. http://www.metalgearsolid.org/show_features.php?id=1382

James Howells analysis is also a great read. (He also did an amazing Killer7 analysis). It also raises attention to what many people tend to overlook -that the games (MGS2 in this case) do present their themes through gameplay as well.

http://www.deltaheadtranslation.com/MGS2/DOTM_TOC.htm

A third one, perhaps the least impressive analysis yet still a worthy read is this one.

http://www.gamefaqs.com/console/ps2/file/913941/17225

 

 

As you said, the first link was down, but the second one is just awful. It's positively mind-bending how much this guy reads into seemingly insignificant or satirical events. My favorite passage:

"Raiden’s relationship with the player also changed as the Solid Map failed. Raiden became less controllable when he refused to uncover his genitals during his naked escape. He sometimes sneezed from the cold and revealed his presence to enemies. The player’s actor refused to act; he even made mistakes and created trouble that the player might have avoided. The gameplay subtly asserted Raiden's growing awareness of himself as a concrete character rather than an abstract actor."

So, Raiden running around in his skivvies = some babble about abstract actors v. concrete characters. This entire thing reads like a parody of postmodern analysis. It often reminds me of those guys who wrote - and got published - a completely fabricated postmodern essay.



"'Casual games' are something the 'Game Industry' invented to explain away the Wii success instead of actually listening or looking at what Nintendo did. There is no 'casual strategy' from Nintendo. 'Accessible strategy', yes, but ‘casual gamers’ is just the 'Game Industry''s polite way of saying what they feel: 'retarded gamers'."

 -Sean Malstrom