Metal Hill & Silent Gear |
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The Metal Gear series and the Silent Hill series. Two of the best game series of the Konami Corporation, and arguably two of the best game series out there in terms of unique-ness and originality. Without doubt, two of my favorite game series. Responsible for the MG series is Director 小島秀夫 Kojima Hideo. Responsible for the SH series is Producer 山岡晃 Yamaoka Akira. (Producer 今村哲裕 Imamura Akihiro for SH2.) Is it just me, or are there some similarities between the two game series that are too uncanny to be coincidences? A conspiracy mayhaps? Hints of similarities are sprinkled throughout the games. The first thing that triggered this suspicion is the oddity of the long path. - The long path down in SH2. An oddity that needs no further descriptions in order for gamers who'd experienced that game to know what I'm referring to. - The long stairs up in MGS1. - The long ladder up in MGS3. Oddities that stand out which require equally few descriptions to refer to. The memorable presences of the long paths in both game series appear to have some kind of significance. Second is the instant death sequence. - The instant death fog escape sequence in the Amusement Park of SH3. - The instant death rushing water escape sequence in the Tanker of MGS2. Even though cut out of the MGS2 game just prior to its completion due to Director Kojima deciding the sequence does not constitute as fun gameplay, the rushing water escape sequence was nevertheless completed for the game, where Snake would die instantly if rushing water catches up with him during his escape from the sinking Tanker after the explosions caused by Ray. This sequence is in virtually all respects completely identical to the fog escape sequence in SH3. Is there any significance to this overly unnatural similarity? Third, the female escort portion. - In SH2 escorting Maria, in SH4 escorting Eileen. - In MGS2 escorting Emma, in MGS3 escorting Eva. Not only similar, but practically identical. Fourth, the full utilization of real-time polygons during cutscenes. - SH series, real-time polygon demo cutscene heavy. - MGS series, real-time polygon demo cutscene only. Nowadays, with the increased polygon graphic quality of the improved hardwares, this method is more widely used. But during the era of the Playstation 1 console, cutscenes were still more commonly full motion video. Take RPGs, such as the Final Fantasy series (VII, VIII, & IX on the PS1), which contain the most cutscenes among game genres, all the cutscenes were done FMV. And both SH1 and MGS1, being both on the PS1 console, were already real-time polygon demo cutscene narrated. Related, the constant and focused emphasis on the importance of the camera angle. - In the games, camera angle is a constant presence and a big part of the SH series. - In the games, camera angle is a constant presence and a big part of the MGS series. In interviews, Producer Yamaoka constantly emphasized the importance of camera angles in the SH games. In interviews, Director Kojima also frequently commented on the importance of camera angles and camera placement in the MGS games. Another thing, the flashlight effects. - The flashlight in the SH series, the technically impressive presentation of textures in darkness and a circle area of light. - The flashlight technique presented in the MGS2 Tanker almost bested those achieved in the various Silent Hill episodes. Related to the flashlight is the radio. - In the SH series, of even more importance than the flashlight, the one single most important item for survival is the radio. - In the MGS series, the same single must have item for survival is also the radio. The presence of elevators and toilets. - Elevators that went down extra deep and toilets that contain items in the various games of the SH series. - Elevators that went down extra deep and toilets that contain items in the various games of the MG series. There indeed aren't a lot of games I know of with elevators and toilets. Then there's the system of clothes-changing in later installments of the two series. - In SH3, the clothes-changing of player character Heather. With some outfits being secrets accessible through the internet. - In MGS3, the clothes-changing of player character Snake. With some outfits being secrets accessible through the internet. Notice how the exact same descriptions could be fitted for both games. One extra thing, the wheelchair. - The wheelchair in the SH series needs no introduction. - The wheelchair of The End in MGS3. Just one more coincidence among the rest? A comparison was suggested by a friend of the rotating of the circular valve handle. - The rotating of the circular valve gateway handles by Valtiel in SH3. - The rotating of the circular valve door handles on the Tanker by Snake in MGS2. I don't know what to say about this one though. One last bit. The only ending song with words in the first Silent Hill was called "Esperandote", and that song was written and produced by the artist with the name of 村中りか Muranaka Rika. If my memory serves me, Muranaka Rika was also the composer of all the ending songs of the Metal Gear Solid series. And I can't believe I almost forgot. Two words - Tirn Aill. Is there something between the MGS team and the SH team? Is there something between Director Kojima and Producer Yamaoka? A hidden agenda of some kind? Something to think about? Or simply the overactive imagination of a conspiracy theorist with too much time on his hands? Or maybe some kind of horrific horror that has no bounds? You decide. 10.13.06, Friday. |
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