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Posted Saturday, June 07, 2008 5:51 PM

I Need a Hero, for Hire: A Look At What President Eisenhower and Solid Snake Have In Common

N'Gai Croal

Grand Theft Auto IV and Wii Fit have scored headlines for shifting public opinions about videogames by deftly tackling the respective subjects that inspired them: crime and fitness. Now comes Metal Gear Solid 4 ($60; konami.com), whose major themes derive from a most unlikely place: President Dwight D. Eisenhower’s 1961 farewell address warning against the dangers of the military-industrial complex.

Well before last October’s hearings into possible abuses by real-world contractors like Blackwater, game designers became fascinated with the character of the hired gun, including such pro-mercenary titles as Raven Software’s Soldier of Fortune (2000) and Pandemic’s Mercenaries (2005). The appeal is perhaps obvious, but psychologically telling: placing you in the role of a merc gives you access to all the cool ordnance you’d find in the glut of Army games out there, but without having to deal with the annoying hierarchical command structure that comes with the armed forces.

MGS 4 isn’t the only game looking skeptically at the post-9/11 corporatization of military functions—clips and quotes from Eisenhower’s 1961 speech were prominently featured in the trailers for both Army of Two ($60; ea.com) and Cipher Complex (not yet released; ciphercomplex.com)—but it’s by far the most thoughtful, even if its premise is not particularly original. Yes, a villain from the previous games turns up in the Middle East with yet another plan for global domination and, yes, only your lone hero—the prematurely aging Solid Snake—can stop him. But creator Hideo Kojima clearly has more on his mind than a repeat of the hide-seek-and-shoot mechanics that have made him the master of the genre he calls “tactical stealth action,” which emphasizes patience and strategy over the simple pleasures of run-and-gun.

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Now, we hate to draw lazy parallels between games and other media, so we’ll just list some of the influences we observed during our play-through of much of MGS 4’s first two chapters: the paranoid style of historian Richard Hofstadter; the covert-ops fetish of authors Tom Clancy and Robert Ludlum; the grit and moral ambiguity of filmmaker Sergio Leone. Had Kojima simply larded the game with world-weary, Antiwar 101 dialogue (sample voice-over: “War has changed. It’s no longer about nations, ideologies or ethnicity. It’s an endless series of proxy battles, fought by mercenaries and machines”), we’d just give him a gold star. But Kojima didn’t become an industry luminary solely for his games’ signature: lengthy Socratic dialogues, in which two soldiers—Snake and one of his rivals—debate the nature of conflict, loyalty and human nature. He’s also a master of interactivity, and MGS 4 may be his best marriage of theme and gameplay yet.

The previous Metal Gear Solid games took place in remote enemy bases and outposts that were relatively underpopulated, save for the opponents and an ally or two. You acquired weapons and matériel by relieving enemies of their gear, or through exploration. MGS 4, however, is set on battlefields around the world crawling with both enemy PMCs (private military companies) and rebel forces. The latter will help you if you assist them—or turn on you if you attack them.

With a larger number of enemies in MGS 4 than in the earlier versions, there’s much more weaponry left behind by dead or disabled PMCs and rebels for you to pick up. But you can’t use all the booty right away: the ID-secured weapons of the PMCs are useless without the aid of a new character to the game. His name is Drebin, and he’s a “gun launderer” who’ll buy, sell and unlock ID-protected guns for anyone with money: state armies, PMCs, terrorists, paramilitaries and you.

It’s all part of what’s referred to in the game as the “war economy” (echoes of President Eisenhower). The price of weaponry fluctuates according to that economy, which rises and falls based upon the intensity of fighting in the area: stay out of your enemies’ sight, and the price of acquiring new gear will remain lower than if you cause a ruckus by shooting at everything. The result is that MGS 4’s gameplay vocabulary and rhetoric reinforce each other to achieve what games do best: radically simplify complex systems—in this case, post-9/11 hot zones—in order to entertain and possibly inform. So while no one could or should mistake MGS 4 for a presidential address, it’s another welcome sign that games can be more than just fun.

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Member Comments

Posted By: SuperEffective (June 10, 2008 at 7:33 PM)

Great essay. Thank you!

Real short: Even when Sci-Fi/Action/Romance/Genre Lit reduces real world events down into manageable commercial elements, we're still better off for it. I may not think that Lost handles colonialism especially smartly, but it's nice that the concept even shows up on our collective radars at all, if only as a starting place.

And Kojima's works are destined to be starting places for folks thinking about the MIC. Either they want to google the idea or they don't.


Posted By: Shawn Elliott (June 10, 2008 at 2:24 PM)

Some musings from an admirer:

"The result is that MGS 4’s gameplay vocabulary and rhetoric reinforce each other to achieve what games do best: radically simplify complex systems—in this case, post-9/11 hot zones—in order to entertain and possibly inform."

Does MGS 4 inform? I’d like to see you hit this head on, even if, as you say, the game is no presidential address. The Military Industrial Complex needs war or the threat of imminent war to fuel it. From the profiteer’s/Drebin’s point of view, high-intensity conflict writes checks. Is this explored? What is our/Snake’s POV? He isn’t exactly the taxpayer in the equation. Nonetheless, are you arguing that the game discourages open conflict by hitting us where it hurts? Is this ability unique to the medium? Message movies can nudge our attitudes by depicting the effects of actions and policies on people. Can games condition us via virtually experienced cause and effect? How did you handle it, and why? Is it simply a matter of prefering to sneak or shoot? Or did these mutually reinforcing gameplay mechanics and thematic thrusts play a part? Did having the heavy weaponry induce you to fight the battles that it was designed to win (echoing the notion that we make war when we have the means to), even though you understood that doing so will make future conflict costlier?

In his farewell address, Eisenhower also said “only an alert and knowledgeable citizenry can compel the proper meshing of the huge industrial and military machinery of defense with our peaceful methods and goals, so that security and liberty may prosper together.” When Snake chooses to stay out of his enemies’ sight, is he also avoiding public scrutiny and accountability? Is MGS 4 using Eisenhower’s sentiments to indict or justify Snake?

Do MGS4’s gameplay vocab and rhetoric reinforce each other elsewhere and/or support the Einsenhower theme? For instance, what relation do Otakan and Sakharov (MGS3) have to Eisenhower’s scientific-technological elites and the solitary inventor, tinkering in his shop?

Does MGS 4's rhetoric simplify or convolute real concerns with another Russian-doll arrangement of conspiracies? How central is the "War economy" when the President of the United States is a conspirator (see MGS 2)?

Does Kojima rely on underdeveloped allusions alone to dazzle us? Sure, the MGS series adopts the seemingly sophisticated language of memes and genes, but then even the worst quacks wed the lexicon on quantum physics with the bunkum of positive vibrations.

Shawn Elliott


Posted By: latinogamer (June 7, 2008 at 7:42 PM)

Thats the same presidentail address when he questions how many schools could of been built for the price of an air bomber.  The same sentiment can be echoed in today's world, so here is hoping MGS4 is revelant to today's world socio-political arena.