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My Influences: Metal Gear Solid

Where do you take deconstruction?

Metal Gear Solid is a particularly useful example of what’s often called ‘deconstruction’ – taking cliche genre elements and critically analyzing them in the text, which is really just a specific form of postmodernism. One of the criticisms postmodernism frequently gets is that it’s a dead-end, artistically and philosophically – not only in that it exists mainly as a self-reflexive exercise pointing at itself, but that subsequent attempts to build off it are, if they’re possible, even emptier. Like all things that are stupid and wrong, there’s a core of truth here; that yes, there are a lot of bad examples of postmodernism (one sees a lot of them in sitcoms influenced by Rick & Morty the last few years) because it can descend into masturbatory gesturing.

But the fact that something can be done badly does not mean it shouldn’t be done at all. When I look back at my favourite comedies of my childhood and teen years, it becomes quickly obvious that I was a huge mark for jokes that were essentially saying the subtext out loud. How much of this comes from very likely being autistic is an interesting topic; postmodernist humour becomes like a cheat code for understanding other human beings and how they think. This combined with my interest in fiction to mature into an interest in postmodernist fiction, which was essentially saying “this is how fiction works”.

Metal Gear Solid is a particularly useful example of this, because it’s simultaneously a postmodernist deconstruction of action films and a straightforward example of same. To put it another way, it’s an action story that explains to you how it was made as you’re playing through it – not just through dialogue, but through technique that draws attention to itself. The subtext-that-becomes-text isn’t just for its own sake, but is part of trying to create a vivid emotional climax; Snake’s revelation of inner turmoil and trauma in the first game isn’t just the game saying “wow, action heroes are kind of messed up”, it’s part of an emotional climax in which he vows to be a better person and takes steps to do so.

If I may be allowed to throw a petty accusation at a vague concept of people, it’s in my experience that those most opposed to the concept of postmodernism are the most sensitive to any sort of criticism of their favourite stories or genres; ‘deconstruction’ rose in popularity on TV Tropes and quickly became its own phenomenon on that site; partially because its first major examples really are that good, and partially, I think, because ‘deconstruction’ has a veneer of intellectual respectability to it. Fans of anything tend to have an air of insecurity to us because what we do and care about is very silly and extremely accessible; it takes a decade of school to get good at medicine and the stakes are literally life and death, whereas technically anyone can learn to write a good story in five minutes (emotionally it’s more difficult). Deconstruction comes as the result of study and thought; you’re drawing on a wide scope of references, and you’ve put thought into an original insight and often come to a creative conclusion of their consequences.

Obviously, though, this led to a backlash, and the creation of a counterpoint: ‘reconstruction’, which is defined as a story trying to rebuild the genre and tell a straightforward story after the deconstructions. As you can imagine, this is a pretty reactionary concept – not in politics or in hating women and black people kind of way, but in that it’s based on responding to something else. Some of these stories are really good – Grant Morrison’s All-Star Superman series is often categorized under this label, and that’s a really successful example of telling old-style stories in the best possible way. But I was always struck by how many examples of this were just dumb stories uncritically offering up old cliches with no intelligence.

Metal Gear Solid is really interesting in this context, because creator Hideo Kojima is sincerely interested in having the player finish the story a better and more positive person than they were when they started; his games exist to uplift and educate as well as entertain. His end goal is for positive action to be undertaken in the real world. In a way, the ‘reconstruction’ that comes at the end is the natural consequence of the ‘deconstruction’ that makes up the first half; Snake and Raiden are made aware of their motivations and so learn how to express them in healthier ways after the events of their stories (one of the major upsides to Metal Gear Solid 2 is that we get to see what this means for Snake).

In this fashion, I’m kind of in their spirit. The ironic thing about being such a big fan of these postmodern deconstructionist stories is that my stories are actually thuddingly conventional; sure, I have an idiosyncratic style, but embracing the ancient art of tragedy is where I’ve totally locked in. Nevertheless, I feel that the spirit of my postmodernist ancestors is ever-present in my own work; Metal Gear Solid trained me to see stories in terms of these techniques by virtue of pointing at them – not just directly, but through analysis I read of the series that took these obvious techniques and explained them further. I learned: here is where we establish the stakes, here is where we see characters connect, here is where we see conflict emerge between them, this is foreshadowing. Above all else, this is how we care so much.

And if there’s one specific thing I attribute to Metal Gear Solid that I don’t to other postmodern works, it’s that it taught me to look at where the audience’s attention is by virtue of its use of every element, even if it was just for a joke. The most obvious one is when Naked Snake’s eye gets blinded in the third game, and from then on, if you go into first person, your vision is a little more limited. Because of that, I often see the gaps in stories where the storyteller didn’t take advantage of a particular element of our attention; moments and elements where the storyteller could have made things bigger, more specific, or more complicated. Ironically, my own works are very minimalist, but I still think it counts; I reduce the amount of things the audience has to look at to the absolute minimum, giving me more control over what information they get.

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