Friday, May 3, 2013

Iron Man 3 (spoiler review)


Warning: This review will contain spoilers for Iron Man 3. Amazing, huh?


    Iron Man 3 was a fun-fun movie but I'm not sure I enjoyed it as much as Iron Man or Iron Man 2. Worse than Iron Man 2? You fiend, you're saying it's worse than an asteroid hitting Earth! No, I'm not. I liked Iron Man 2 even if it didn't really say anything new about Tony or his character. Which, frankly, this movie didn't.

    This movie exists to get Tony Stark to fight a ****load of cyborgs. It also exists to critique the Yellow Peril nature of the Mandarin as well as the War on Terror. Just as Iron Man 2 had two or three clever things (Justin Hammer is a poseur, the Black Widow's introduction, Howard Stark as Walt Disney) do did Iron Man 3.

    In Iron Man 3, these clever things were the Mandarin fake-out and getting Tony to realize his unhealthy dependence on the armor. In fact, two isn't all that clever since Tony said he was awesome without the armor in the Avengers.

    What did I think of the Mandarin fake-out? That the world's most powerful super-terrorist was a drugged-out British actor in service to the Military Industrial Complex's nastiest maniac? I loved it, personally, and felt it coming from the moment of the Mandarin's first broadcast. In a series which had avoided comic book theatricality, the Mandarin chewed the scenery from beginning til end.

    I loved the social critique behind the Mandarin. That America's media raised Osama Bin Ladin from a criminal like Timothy McVeigh to a Cobra Commander figure conducting a shadow war against America. Al-Qaeda was a real threat to the world but it's probably safe to say that a lot of the actions ostensibly taken to dismantle the organization had nothing to do with it or Bin Ladin.

    Aldrich Killian is also intriguing to me as a comics fan because he's the Caucasian Mandarin. When you strip away the Fu Manchu elements, the Mandarin's story was always about a poor man with great potential who raised himself to wealth through terrorism and technology. There's a neat little bit of foreshadowing that Aldrich wears an abnormally large number of rings for a man.

I would have preferred all of the armors against something worth fighting rather than expendable mooks.
    I wasn't a big fan of Extremis in the movies, despite liking it in the comics. I think nanotechnology capable of beating the crap out of Tony is a somewhat large leap for the setting. Given a large part of the movie resolves around Iron Man fighting the multitude of nanotech cyborgs around him, it got a little annoying. I don't care how much you enhance flesh, pure steel should be harder.

    I also felt the AIM was rather wasted here. We already have the Ten Rings organization from the first movie, so transforming Advanced Idea Mechanics into the corporate front of terrorist sponsors wasn't bad but it left me feeling nonplussed. I would have preferred AIM to show up as the public face of the new Hydra.

    Did I like the inclusion of the dozens of Iron Man suits from the comics? As a fan of the 90s Iron Man cartoon, I'll say that it was nice to see the movie make a nod toward them. However, as awesome as it was to see them all together, I think a lot of the coolness factor was deflated by them blowing up by the dozens facing the Extremis soldiers.

    Really, what bothered me most about this movie was the fact they felt the need to sweep all of Iron Man's legacy under the rug without it being true to the characters. Iron Man is needed more than ever and Pepper is more in danger without him than with. Yet, Tony is retiring as Iron Man because he wants to protect her. That just didn't make sense to me and felt forced.

    I wasn't too fond of the standard "damsel in distress" plot into the movie either. Pepper Potts managed to avoid that for two movies, being intelligent and proactive without being a superhero. Having her kidnapped by Aldrich Killian for what is implied to be sexual reasons leaves a bad taste in my mouth.

    Despite this, Iron Man 3 has a lot going for it. It's a continuation of Tony's character arc, which is still relevant despite him "resolving" it several times. Likewise, as a critique on the War on Terror, it had quite a few interesting things to say. My score remains unchanged and I think people should definitely see this movie. Could it have been better, though? I believe it could have been.

9.5/10

Iron Man 3 (Non-Spoiler) review

 
    I just got back from a midnight showing of Iron Man 3 and I thought I'd give my review while the reviewing is good. Is it good? Yes. Is it great? Not really. I have no complaints about it like the Dark Knight Rises but the movie was a trifle...disappointing? Yeah, that's probably the best word for it. Expectations were absurdly high for the movie after the Avengers but the film doesn't quite follow it up.

    Still, I heartily recommend it.

    The premise of Iron Man 3 is Tony is suffering PTSD from his near-death experience fighting aliens in New York. The world is much the same after the events of Avengers and I think that's the first really big misstep in the film. After the existence of aliens has been discovered, this movie attempts to dial it back. I can't be too harsh on it because that's what Marvel comics does, make the absurdly fantastical mundane so it always resembles our world. Still, it's interesting the biggest thing Tony Stark is worried about after the Avengers is his own human frailty.

The set-up to one of the funnier scenes in the movie.
    Robert Downey Junior does a wonderful job in simultaneously showing Tony Stark as a mess while also reminding us of his brilliance. Tony Stark, despite how much improvement he makes, never quite gets his act together and that's what makes the movies so great. You don't even need to do a movie about Tony's alcoholism because RDJ realizes his frailty in every scene.

    Gwyneth Paltrow's Pepper has a somewhat reduced role in this despite, or perhaps because, of being Tony's girlfriend. She doesn't get much to work with other than fretting over Tony and a few scenes where she's imperiled. Despite this, I really liked the latter part of the movie where she has a moment to shine. I'd actually love to see her become Rescue like she does in the comics or maybe go "out there" and make her Ms. Marvel.

    Don Cheadle's James Rhodes is about where I put him last film, which is he's an excellent character in a supporting role but never really shines. You couldn't really base a movie around War Machine (or "Iron Patriot" as he is in this film) but he works well whenever playing off Tony. Sadly, I think some of the scenes were deliberately designed to make his character look foolish and I felt bad about that.

    Ben Kingsley's Mandarin is a tremendous display of acting talent both in the scenes where he's meant to embody anti-American sentiment given form followed by some (surprisingly) hilarious comic scenes. I hope Ben Kingsley gets more work in A-list movies after this. He deserves to be in everything I see from now on, he's that entertaining.

The Mandarin is so over-the-top it hurts...and it works!
    I thought Guy Pearce, as founder of comic staple Advanced Idea Mechanics, was going to be a retread of Justin Hammer or Obadiah Stane. Thankfully, he's very much his own character and very much in the spirit of a comic book character (not the one he's named after).

    Rebecca Hall's Maya Hansen was, for me, the standout performance of the piece. She managed to create a multi-layered and complex character who straddles the line between good and evil. Maya Hansen created Extremis in the comics with full-awareness of its terrorist potential. Here, you are left wondering how much she knows right until the movie reveals where her loyalties really lay.

    The movie makes use of the Extremis plot from the comic arts for the majority of its tale plus building on the "Ten Rings" organization established in the first movie. Despite the trailers depicting it as "darker and edgier" it's actually about as light-hearted as the Avengers.There's even a non-annoying little kid for Tony to bond with.

    Iron Man 3 excels on the back of its characterization. Robert Downey Junior has brought Tony Stark to the screen four times and he's owned the role every single time. Gwyneth Paltrow is an excellent actress who makes the best use of a limited role. The villains are also delightful in their evil yet "realistic" enough to be believable.

    If there's any area which it falls down is the movie is retreading a lot of the same ground. Tony's PTSD resembles his trauma in the previous two movies. Likewise, I feel a trifle saddened one of the twists, which was funny but diminished what was an excellent set-up. Finally, the movie tried to 'wrap up' all of the Iron Man movie plotlines in a bow without really 'earning' it emotionally.

9.5/10

Tuesday, April 30, 2013

Batman: Arkham City : Harley's Revenge DLC review



Warning: This review contains spoilers for Batman: Arkham City's main plot.

    It's been a long time since I've played Batman: Arkham City. I traded in the game almost as soon as I finished it despite how much fun I had playing it. However, thanks to the reduced cost of video games over time and Gamestop Points, I've been able to reacquire a copy. My first act upon doing so was to play Harley's Revenge, a DLC wrapping up some of the plot-lines leftover from the main game.

    The premise of Harley's Revenge is Harley Quinn, perpetually abused sidekick/girlfriend of the Joker, has kidnapped a bunch of police officers. Worse, somehow, she's managed to capture Batman. This is already a somewhat suspicious premise since Harley Quinn is a comedic villain, more pathetic tag-along than evil genius.

Harley's shrine to the Joker is double-plus creepy. I like it.
    Next, the game starts us off as Robin only to skip back to Batman later. I think this is something of a cheat as I would have enjoyed playing Robin the entire time or Batman but switching between the two diminishes both character's. I imagine most people thought a Robin-centric DLC wouldn't sell as well, which is true, but he's quite entertaining for the short time you get to play him.

    So how does it play? Not badly, but not fun for me either.

    Part of the issue is my own damn fault. Harley's Revenge is set after the main portion of the game and the difficulty is ramped up to an extreme level. There's snipers, dozens of assault rifle-wielding goons, and rooms filled with dozens of melee-weapon armed minions. Worse, there's no Easy difficulty for those of us who are out of practice. Batman has never died this often before in my games and Harley's squeaky taunts during the 'game over' sequence only made it worse. It was a slog from beginning to end, consisting of me repeating save points until I win.

    My favorite part of the game is the opportunity to play Robin. I'm not sure if this is Dick Grayson or Tim Drake, though I'm inclined to think it's the latter, but the character is a lot tougher and more likable than most versions. He's very much how I envision Nightwing acting, a great deal lighter than Batman but still tough as nails. I had a lot of fun using Robin's quarterstaff, too. My only regret is he plays a little too much like Batman. I would have preferred a Robin capable of going up in level and with his own set of toys. That's a bit beyond the bounds of a DLC, though, especially one where he's not the only star.

    As mentioned, Harley Quinn isn't quite capable of pulling off Master Villain by herself. Her going crazy(er) after the events of Arkham City and trying to kill Batman is appropriate for her character but I'm not sure kidnapping cops fits her M.O. I would have preferred an archvillain with a bit more menace to them like Hush or the Scarecrow. One thing I did appreciate was their handling of the "twist" in this game. Basically, a rather stupid plot was set-up in Arkham City and they manage to nicely retcon that out in Harley's Revenge. I'm glad of it.

     Which plot twist? The abysmally stupid pregnancy plotline. So, Harley Quinn may be pregnant with the Joker's baby. So what. It's not likely that the child will grow up to be the Joker 2.0 and even if it does, the kid isn't going to be a problem until it's the Batman Beyond era. Retconning it so Harley isn't actually pregnant is a good thing, IMHO.

Being Robin is surprisingly kick-ass.
    Batman, himself, is an interesting case in this DLC as we see him acting somewhat out of character. Having failed to save the Joker and Talia al Ghul in the main game's narrative, Batman is traumatized. I don't mind seeing Batman turn dark(er) and gritty(er) but the fact none of this seems to have lead anywhere in future DLC is a trifle disappointing. I would have appreciated getting Bruce Wayne's thoughts on the events in the game.

     In conclusion, I really enjoyed Batman: Arkham City: Harley's Revenge but I think the difficulty is way too high. Likewise, the game would have been more entertaining if it was an All-Robin adventure or had a more menacing villain. Despite this, anything Batman: Arkham City related is fun and better than 90% of most other games.

8/10

Friday, April 12, 2013

Bioshock: Infinite review


    Bioshock: Infinite is a fine game. It's just not a great game. I completed it, which is an accomplishment in and of itself. I had fun playing it throughout, which is rare enough to earn its own praise. But is it great? I dunno. I have a lot of problems with it. Even the ending, which has received nearly universal acclaim, is deeply troubling to me on several levels.

    The premise of Bioshock: Infinite is that Booker Dewitt, disgraced Pinkerton Detective, is assigned to retrieve a girl from the flying city of Columbia. His employers, a mysterious pair of twins with an odd manner of speaking, claim that he will be able to wipe away his ample gambling debts should he successfully do this. Stuff happens. You spend the rest of the game traveling with Elizabeth in hopes of escaping with her to Paris (where she wants to go) or New York (where Booker wants to).

Elizabeth is one of my favorite characters in video games. So it has that going for it.
     Now, honestly, the plot is a lot more complex than this description. There's quantum mechanics, alternate realities, references to Rosencratz and Guildenstern Are Dead, and expansive critique of American exceptionalism. There's also something of a critique of populist/revolutionary rhetoric vs. oppressive systems. All of this is window dressing. Very elaborate, upscale, window dressing. With curtains.

    The real heart of Bioshock: Infinite is the relationship between Booker Dewitt, Elizabeth, and the city's deranged founder Comstock. It is a personal multi-faceted story with multiple twists, turns, and a surprise finale I actually enjoyed for a change. Admittedly, though, I figured it out halfway through but it was nice to have my suspicions confirmed.

    The game plays more or less identical to Bioshock and Bioshock 2. You have plasmids (called Vigors), guns, and a melee weapon. There are a variety of enemies in the game ranging from police officers to weird fire-spewing psychopaths. The enemy variety is much better in Bioshock: Infinite than in its predecessors but still feels a bit repetitive after a certain point.

The action is fun and has a few twists as compared to Bioshock 1 and 2.
    My biggest problem with the game, ironically, is that the critiques it makes of everything from quantum physics to classicism are fundamentally shallow. The game observes that turn-of-the-20th century America was racist, that revolutions against oppressive governments are often violent, and the multiple worlds theory makes free will essentially nonexistent (i.e. if you do everything you possibly could in any given situation it doesn't matter what you do).

     In short, the game doesn't really offer any answers but simply presents a number of high concept ideas. I would have much preferred a game which dissects one of the many ideas it presents thoroughly versus simply showing a dozen intriguing ideas. If the game doesn't have any real opinion other than "racism and classicism is bad" it's not really making full use of the writer's ability.

    Just my .02.

     Still, I can't complain too hard. Booker Dewitt is one of the best antiheroes in gaming since Max Payne while Elizabeth is an excellent deconstruction of the Disney Princess archetype. They play off each other exceptionally well and the game really hits his stride when the two meet after Act I. Comstock, unfortunately, doesn't really work as a villain. He's about as in-depth as the Red Skull and only has a few moments to really shine, unlike Andrew Ryan (who was a many shaded monster).

     I was disappointed with the character of Daisy Fitzroy as well. As one of the few black female characters of note in video games (outside of Half-Life), Daisy's role is a Straw Political who does not contribute anything to the plot other than to serve as a temporary threat to lengthen the game. Given the game's use of racism and American exceptionalism, I would have preferred a larger role for her.

     Bioshock: Infinite is a beautiful game, the city of Columbia being one of the best-designed locations I've had the privilege of gaming. It's gorgeous to look at with wonderful attention to every detail. I mean, what can you say about a game which has a steampipe version of "Girls Just Want To Have Fun"? I'd be happy to do another game in the setting, even if it didn't work out too well in Bioshock 2. Gameplay is so-so, adequate but not serviceable. The plot is wonderfully engaging but skin-deep, when you try and think about it too hard it falls apart.

     My recommendation? An absolute rental but I wouldn't say much for its replay value.

9/10

Saturday, April 6, 2013

The Hobbit (2012) review



*Warning - Spoilers for the book*

    Am I alone in thinking this movie was terrible?

    I didn't get to see this in theaters because I was hoping to see it with my wife and we both fell sick when the other was ready. However, on DVD, this was just disappointing on every conceivable level. The production values are fine, the storytelling is okay, but the changes from the book aren't only unnecessary but tone-shifting. The finished product is diminished as a result of them. As a movie, The Hobbit is okay but as an adaptation it's awful. Part of the issue is the removal of the heart of the story. Peter Jackson seems to forget it's a parody.

    Definition of PARODY
    1: a literary or musical work in which the style of an author or work is closely imitated for comic effect or in ridicule


    Contrary to what many people realize, fantasy existed before J.R.R. Tolkien. Certainly, he codified a lot of what we take for granted in the genre but that doesn't mean it wasn't possible for him to poke fun at ideas inherent in epic fiction. The Hobbit is the story of a middle-aged English busybody getting caught up in an adventure well beyond his understanding.

    That, at least, is maintained. However, the movie  ejects the next most important part of the plot: no one else is very good at it either. The character of Thorin Oakenshield is a buffoon who dreams of being a great king. The dwarves are coalminers on a treasure hunt. Gandalf, alone, is the kind of character who exists truly in the epic world of heroes they're traveling through.

The parts at Bilbo's house were about note-perfect, I should say.
     Ultimately, the book is a love-letter to rural English life. Bilbo Baggins goes on an adventure, is the better man for it, and is part of great things but virtually every heroic trope possible is subverted. I hesitate to spoil it for those two or three people who haven't read the book but Bilbo and the Dwarves accomplish nothing! They don't kill Smaug! All they do is rill it up and get a bunch of Laketown people killed! The entire Battle of Five Armies is a satire of how Europe is willing to get a bunch of innocent people killed over naked gain! Only coincidence (and Bilbo) saves it from being a meaningless bloodbath.

    *sighs*

    The 2012 movie tries desperately to be as heroic and uplifting as The Lord of the Rings. Thorin Oakenshield is a transparent stand-in for Aragorn, the specter of Sauron hangs over everything, and the naked greed of the dwarves is replaced with a more noble need for a homeland. By attempting to make the story more noble, it diminishes the tale because it's all about a bunch of people acting like they're on a noble quest when it's really not. It's a treasure hunt and nothing more, which is part of the fun.

Any parts with this guy? Not so much.
    Anyway, time to get on with the actual movie review part of the story. We all know the story: Bilbo Baggins, Gandalf, dwarves, Smaug, and Gollum. This is only the first third of the story, however, getting up to the part where they kill the Great Goblin. To fill up the time, we have a posthumous character in Azog the White Orc. He pursues Thorin tirelessly, adding tension to the story which doesn't really build to anything because Azog has no motivations other than, "Kill dwarves." The orc villains in the Lord of the Rings films were placeholders for Saruman and Sauron, respectively, while Azog's one-dimensionality is solely for itself.

    The acting in the movie is well done, the special effects were fine, and the inclusion of Sylvester McCoy (my favorite Doctor) was a welcome treat. It's nice to see Christopher Lee's Saruman before he became corrupted by the Palantir. In the books he's already turned to evil by this time but I was able to make a mental divorce here I wasn't able to in other places. Gollum, of course, was wonderful and Andy Serkiss was robbed at the Oscars but no surprise there.

    As a successor to The Lord of the Rings, the movie feels off with its uneven pacing between big dramatic moments and slapstick comedy. The movie likewise drags in a few places. Despite this, it wasn't a bad film. I just think it was a terrible The Hobbit. The production values are excellent in the movie and what parts taken from Tolkien and allowed to play out on screen are wonderful. It's just that they don't flow well together at all.

    Your mileage may vary.

4/10

Friday, April 5, 2013

Happy Endings vs. Downer Endings

Inspired by this article by Peter Clines I win, I always win.

*Warning - this essay will contain spoilers for the Lord of the Rings, The Dragonlance Series, The Drizzt series, Romeo and Juliet [hint: they die], the Domination, series, and The Great Gatsby*

    Endings.

    They happen to every story, at least if you finish them. However, what is the best way to end a story? This is an interesting conundrum because I am not a great believer that happy endings are always the best way to end a story. Indeed, in one of my novels (titled: Cthulhuapocalypse in case you wanted to know) resolving the end has proven to be on of my greatest challenges in getting the work done.

    The original ending was meant to be a deliberate challenge to stereotypical Lovecraftian stories with as happy an ending as can be imagined. That didn't really sit well with me. So, I rewrote it to be darker and more depressing yet that didn't sit well with the novel. Trying to figure out the titular balance is more of a struggle than people might think.

    In Greek theater, the trope of Deus Ex Machina came from when the playwrights literally had the gods sort out everything in the end. This isn't always a bad thing. In the Lord of the Rings, a bunch of Eagles fly from pretty much nowhere to rescue not only our protagonists but all of the supporting characters who would otherwise be buried under a bunch of volcanic ash. This rescues the ending from being wholly depressing with everyone involved in the story dying horribly.

    However, the Lord of the Rings' ending works, I suspect because it is not a wholly happy one. Frodo is left traumatized to the point of needing to leave Middle Earth entirely. That small moment of trauma in an otherwise blissful sea of crownings, weddings, and triumph makes the story infinitely better in my opinion. Even The Hobbit, a largely humorous story, has a number of deaths in the end which highlight the cost of war.

    Obviously, it depends on what sort of story you're telling. Detective stories tend to end just fine with the murderer's caught because the worst of their crimes have already happened. A love story doesn't exactly need tragedy as countless romantic comedies have proven you don't need extra dramatic weight to the story.

    Yet, sometimes the Downer Ending is more meaningful in the end. The Great Gatsby is a love story, for example, only in the titular character's mind. Everything turns to crap in the end and he dies unloved chasing after a dream which doesn't matter because the person he loves is entirely unworthy of it. Romeo and Juliet is entirely memorable over Shakespeare's other romances because of what an epic disaster it all turns into.

    So where does an author want to make the ending slightly more bittersweet? It's a difficult question but I think it's a question of whether or not you want the story to have weight. Countless forgettable fantasy fiction from the 1970s and 1980s effectively consisted of "and everyone lived with no tragedy whatsoever, except that one guy who died but got brought back to life."

    Even the Dragonlance trilogy, father of all mass-marketed D&D paperbacks, ended its story in a rather bleak manner. One of the company dies ignominiously of a heart attack, another fully gives himself to evil, the ex-girlfriend of the hero refuses redemption, and not everything is sunshine happy day. Yes, the world is saved but it came at cost. This is in contrast to R.A. Salvatore's the Legend of Drizzt series where after twenty or so books, the only major death was undone by author's fiat, effectively removing the only meaningful sacrifice in the series.

    I will challenge, however, authors that darker and bleaker doesn't mean better. SM Stirling, author of the Domination series, has made a career of writing the most repulsive Nazi-esque villains imaginable opposed by plucky heroes only to have the bad guys win. Every.single.time. This subversion has repulsed as many fans as it's attracted. Let's face it, a lot of people come to series wanting to see evil punished and good triumphant--monsters are rarely characters you enjoy see triumphing. The exception is horror and rarely does this work outside of short stories or as a stinger to the ending.

    What do I prefer? I think I generally prefer endings which are hard fought. My favorite urban fantasy series is the generally uplifting Dresden Files. The series is sprinkled with a number of unhappy or bittersweet endings despite the fact its primarily an action-comedy story. The deaths of characters we love adds to the drama and makes the struggles meaningful. While I doubt I would enjoy a story where Harry Dresden dies locked in a cellar forgotten by everyone, the tragedies he endures give the story dramatic strength.

    In short, the question of what sort of ending you want to have is something you should consider as to how it makes the audience feel as well as how you want the characters to feel themselves. Sometimes, a character's story ending comes suddenly and unexpectedly in the middle of the story. These facts should be considered when you're doing a write-up of your tale. Many a good character has been created to die and this isn't a bad thing.

    Just my .02.

Wednesday, March 20, 2013

The Social Satire of Metal Gear Rising: Revengeance


    Metal Gear Rising is a much more thoroughly straight-forward in its satire than its sister title Metal Gear Solid. Despite this, its themes are no interesting. After the somewhat overwrought dissection of the War Economy and Media Control in Metal Gear Solid 4: Guns of the Patriots, Metal Gear Rising: Revengeance returns to a more grounded reality. Well, a more grounded realiy with cyborg ninjas and hundred-foot-tall mechanoids.

    The heart of Metal Gear Rising: Revengeance is the question of violence and its necessity. What level of violence is need to solve the world's problems, if any? It's an old question based around a fundamental problem with no solution. How does one solve the issue of violence without violence? If one side is willing to use violence and the other side isn't, does that mean the side which is willing will win automatically? History shows us examples from both sides.

    The Metal Gear series is decidedly anti-war but the games long struggled with the fact you were encouraged not to kill opponents while, nevertheless, still being a soldier. Revengeance's protagonist  is a character who fully embraces his role as a killer. Throughout the game, he gives various justifications for his violence ranging from "they chose this" to "I am a killer, so this is what I do."

    At the start of the game, he discusses the concept of deterrence and how a sheathed sword can prevent others from being drawn. I.e. the threat of violence is more important than the actual use of it. Likewise, he talks about the idea of killing one man to save many. The game dissects this question from multiple angles, pointing it out as both hypocrisy which favors the morality of killers and also as a truth of reality.

    Raiden saves many lives by killing villains but he's also confronted by the fact that the people he kills are usually employees, not evil themselves. Those who do evil deeds are unlikely to be intimidated by threats of violence against their minions. In short, deterrence is difficult unless you're willing to strike at those who make the decisions.

    Throughout the game, we have Raiden serving as the so-called "sword of justice." The gameplay encourages us to view combat as a ballet of swordplay, combos, and finishing moves. In contrast to Metal Gear Solid, which is filled with a largely melancholy instrumental score, the game is filled with Devil May Cry heavy metal which encourages you to enjoy the violence going on. As Raiden is cursed with "Jack the Ripper", his alter-ego who loves killing, so do we experience his blood-lust in a positive manner.

Raiden is not your ordinary hero in many respects.
     Yet, the strongest scene in the game is undoubtedly when Raiden is forced to confront a set of cybernetic policemen who have been brainwashed into being unable to retreat. Raiden is forced to kill them despite having their electronically recorded thoughts projected into his brain. He and we are forced to hear how terrified they are of fighting Raiden and how they have no idea what's going on.

    It's a brutal moment that calls into question the philosophy of war where one man is evil but to stop him you may have to kill ten thousand good ones. What about if said evil man was going to kill ten thousand and one or a million? The game gives no easy answers. Instead, it invites you to think about the serious consequences of going to war.

    The game's harshest criticism, in-fact, is of individuals who go to war for stupid or ill-considered reasons. America receives a rather brutal slamming in the game not for being the world's sole remaining superpower but having a military policy based on public opinion. The idea of going to war to raise public morale and industry is ruthlessly slammed. The game attributes this to the "toxic meme" of American exceptionalism.

    During one scene, Raiden literally pauses in the middle of a battlefield to surf the internet. He discovers that America is going to go to war with Pakistan because a group of mercenaries trying to assassinate the President have been killed (by Raiden). The nuances of the situation are completely lost in favor of the fact Americans have been killed on Pakistan soil.

    Unexpectedly, the villain of the piece, Senator Armstrong is repulsed by the typical attitudes of his fellow Americans. He loathes the greed, materialism, self-satisfaction, and lack of ideals amongst stereotypical US citizens. In a time when people have no religion or philosophy (a gross overstatement but reflecting feelings in some circles), being born in a specific place is no substitute for ideology. Unfortunately, his substitute is to try and replace it with an anarchy he believes will foster an environment of the strong.

    I think Kojima is being unfair to Americans in this respect. Americans are one of the most religious people on Earth and many others have secular ideologies. There is a strong undercurrent of materialism in the country but it isl, by no means, the defining force behind our politics. Instead of accurately trying to deal with the issue of American exceptionalism, the game just ascribe Social Darwinist theory to its villains. They are all killers and believe the strong should rule the weak.

    Social Darwinism is a theory which has mostly been discredited (with good reason). However, Metal Gear Rising examines an element of it which relates to the eternal conflict between militancy and pacifism. The majority of Metal Gear Rising villains espouse a doctrine of "might makes right." However, repeatedly, Raiden is confronted with the fact that high ideals mean nothing against his opponents until he's strong enough to oppose them. In short, might doesn't necessarily make right but the right NEED might to enforce it. In short, violence is a tool that those who seek peace need as much as those who profit from war. I appreciated this point.

    The game also addresses, though not at length, the use of mercenaries and the problem of vagrant children. While both are issues in the real world, the game argues the real struggle is against human apathy towards them. Both continue to be a problem because people don't care enough to involve themselves. I'm not sure this is true. In my opinion, the larger social-political-economic issues are a great deal more complex than the game indicates but it, at least, made the effort to say the issue deserved more attention than it gave it.

    The main villains of Metal Gear: Revengeance are a PMC which has become so large and prevalent, it has started using advertising to brand itself as a family-friendly brand every American knows. This, despite the fact the PMC has nothing to offer most Americans. It has become normalized to the point it's nothing more than another company. After all, why not? America is a democracy and appoints the leaders which employ private military contractors. I feel highlighting this issue drew attention to the wrong questions to be asked about any company which profits from war.

    Yet, unlike previous games where the PMCs are demonized unilaterally, the game also shows Raiden's own military outfit as fairly moral. Raiden points out that most Private Military Contractors are just security providers and treating them all as mercenaries or war profiteers is unfair. It's a nice bit of reality in a game series which has, until now, treated all PMCs as instruments of evil.

    Its moral ambiguity on the subject is thrown away, however, with the PMCs use of child-soldiers. Thankfully, this is a subject we can all agree is universally bad. However, the game doesn't just stop at child soldiers but talks about poverty in general. The world is filled with abandoned or vagrant children who are either easy prey for criminals or unable to receive the kind of education which would pull them out of their circumstances. I consider education, alone, not enough but that's a conversation for another time.

    Metal Gear: Rising talks at length about how the problems with homeless children are manifold but have been ignored because it is too difficult a subject for most to tackle. The game forces the exploitation and suffering of the defenseless into your face and comes up with an imperfect but workable solution for the individuals involved. Raiden can't save the world but he can possibly save a small number of its citizens.

    In conclusion, the game is extremely effective at conveying its ideas of violence. Overall, I think the game comes down on the idea that violence is both necessary but also something not to be trivialized. As a student of the martial arts, however briefly, the first thing I learned was fighting was meant to be a last resort. The game taking the simple philosophy that violence begets violence but one should be prepared for it is a good one, especially when coupled with the knowledge it's something to be avoided when possible.

    More games should have this attitude.