DGC Ep 099: Metal Gear Solid (part three) episode artwork

EPISODE · Feb 7, 2018 · 1H 32M

DGC Ep 099: Metal Gear Solid (part three)

from Dev Game Club

Welcome to Dev Game Club, where we are in our third episode of our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about a big choice in the game and the things you're not taught, particularly considering how fourth wall breaking it can be, as well as topics like UI choices. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Vulcan Raven (II) Podcast breakdown: 0:41    Metal Gear Solid 58:54  Break 59:26  Feedback Issues covered: Brett's carpal tunnel, Decoy Octopus and the DARPA Chief, animals chosen for code names, keeping Octopus in the game, submitting to the torture, big story splits and Dragon Breaks, tone variety in Eastern action cinema, weird untaught mechanics, negative vs positive reinforcement in teaching, blood tuition (learning through death) vs soft failure, gameplay telegraphing vs realistic environments, the staircase section, contextualizing rather than breaking systemic knowledge, rappelling down from the roof, having to do things too many times in boss battles, player skill vs stretching time, using vector art in various weapon UIs etc, grounding and science fiction, Otakon and the guys in the elevator with you, CQC'ing the guys around the elevator, multiple ways of dealing with Sniper Wolf, love blooming on the battlefield, respecting the soldiers, professionalism, catching a cold, Naomi's grandfather and adding layers of random research, using the codec for storytelling, a sequel for the West, Metal Yorke Solid, stealing time on the PC, lessons from Metal Gear Solid to teens, when some of the audience wants one thing and a larger audience wants something else, evolving with the industry and your player base, bands selling out vs finding a wider audience, having games find their own voice in a changing environment, changing characters with actors, Kojima's prequels, expanding the histories of characters. Games, people, and influences mentioned or discussed: other Metal Gear games (Solid and otherwise), Elder Scrolls (obliquely), Jackie Chan, Park Chan-Wook, John Woo, Nintendo, Super Mario 64, Tomb Raider, Uncharted, Call of Cthulhu: Dark Corners of the Earth, James Bond, Die Hard, Hideo Kojima, John Carpenter, Tom Clancy, Linda Nagata (the Red series), The Incredibles, Bastion, Ashton Herrmann, Splinter Cell (series), MSX2, Konami, Philip Yorke, ISS Pro '98, LoZ: Ocarina of Time, Ploppy54, Metal Gear Rising: Revengeance, The Rock, Tomb Raider (2013), Halo (series), Fallout (series), Star Wars: Starfighter, TIE Fighter, X-Wing, Republic Commando, Rogue Squadron, Sean Connery, Roger Moore, Daniel Craig, Star Wars prequels, Gothic Chocobo, Bleem, Connectix's Virtual Game Station, Aaron Giles. Next time: Actually finish the game Links: Bleem and VGS @brett_douville, @timlongojr, and @devgameclub [email protected]

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DGC Ep 099: Metal Gear Solid (part three)

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This episode is 1 hour and 32 minutes long.

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This episode was published on February 7, 2018.

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Welcome to Dev Game Club, where we are in our third episode of our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about a big choice in the game and the things you're not taught, particularly considering how fourth wall breaking...

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