It's Halloween, the day when all the children of America, enjoying a privilege usually limited to mob enforcers, governments, and nomadic Iron Age horsemen, don threatening-looking garments and knock on my door to demand that I hand over valuable material resources, lest I end up suffering some sort of ill-defined but ominous harm at some point in the future. This seems like a good time to make another venture into actual commentary about games and add something to my previous post about horror games and the creation of fear.
As I said last time, my single most intense moment of fear in a game was probably the bath tub scene in Eternal Darkness, which I think is a pretty commonly cited example among gamers. In terms of total experience, however, my most frightening game is sort of an unusual one- Metal Gear Solid 2: Sons of Liberty. If for some reason you're avoiding spoilers for an extremely well-known and endlessly discussed game that came out eight years ago, consider this your warning.
It goes to show how individual fear can be. In real life, my greatest sources of fear aren't about being in physical danger, they’re about the possibility of disruptions of the mind and senses- loss of self-control, delusion, reality around me dissolving into incomprehensible chaos because I’ve lost my ability to reason. For me, nothing is scarier than that, because there is nothing else that can render you so utterly helpless. Most of my favorite horror movies, such as Jacob's Ladder and In the Mouth of Madness, involve these sorts of themes. Metal Gear Solid 2 is one of the relatively few games that does this, and it takes it to a much deeper, more disturbing level than something like Eternal Darkness.
So, I'm playing as main character Raiden: elite spy, warrior, and Japanese market-friendly blond pretty boy. I'm fighting my way through the Big Shell installation, battling heavily armed terrorists, the elite rogue agents of Dead Cell, and the hostile work environment created by the grossly inappropriate workplace sexual advances of the President of the United States. Then, things start to get strange. Weird, inexplicable stuff starts happening, Colonel Campbell and Rose start sending me bizarre, threatening, or outright nonsensical codec messages, and things just become generally bizarre and confusing.
My straightforward, comprehensible, and above all rational (by Metal Gear Solid standards) military action-adventure turns into a nightmare of paranoia, delusion, and dissociation. People I’ve trusted and grown accustomed to suddenly have different personalities and are saying things that make no sense. Normal, comfortable, predictable conventions of reality (like the Game Over screen) are suddenly confusing and not behaving as they should. I’m being told I’m not really who I think I am and that my own past may be a lie. The lines between reality and fantasy are blurring or collapsing entirely, both within the universe of the game (suggestions that Raiden is actually in VR, the eventual revelations about the true nature of Raiden's mission) and beyond it (the Colonel telling Raiden to turn the game off).
My friends, my own sense of identity, my sensory perceptions, reality itself are not to be trusted. The eventual explanation for these phenomenon- the malfunction of Arsenal Gear's artificial intelligence- brings no consolation, and does nothing to make reality any more solid. The people I thought were my friends really are lying to me and conspiring against me. I really have been stripped of my free will by hostile outside forces. The world I inhabit really is an illusion, meant to deceive and control me. All sorts of seemingly unrelated phenomena really are consciously directed at me, personally. All the events I experience really are caused by the machinations of a powerful, hostile intelligence that controls everything around me. The sort of nightmarish world some people in the throes of severe mental illness imagine is the world I actually live in.
I found it incredibly creepy and disturbing. I’m being attacked by terrorists or Harrier jets or a portly mad bomber on roller skates- fine. I can evade physical attacks. I can kill them before they kill me. There’s nothing to dodge or run from or kill when rational, comprehensible reality itself is falling apart around me. If you're feeling immersed in the game, it can be quite an intense experience.
People who like Metal Gear Solid 2’s story and atmosphere usually cite its postmodern elements- removal of the fourth wall, commentary on the nature and conventions of its own medium, hyperreality. I find those aspects interesting, but I think discussion of the game has placed so much focus on subtext that people largely disregard what a more straightforward look can offer. Much of the later part of the game, if considered not in its role as commentary on gaming but simply as a depiction of events experienced by the protagonist, is a rather chilling portrayal of going insane.
Saturday, October 31, 2009
More about games and fear: Paranoia, helplessness, and Solid Snake's terrifying mullet
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