OK, so the Metal Gear Solid series is hardly known for its subtlety and brevity in storytelling, what with several 20-minute scenes in MGS3 and… well… the whole of MGS2, but the reviews of MGS4 are blowing my mind. Some of the reviews, notably Edge, are claiming that the game has two extremely long cut-scenes.
That’s a bit like saying that Metal Gear has a big robot in it, of course, but word is that these sequences are pushing the 90-minute mark. And Konami doesn’t want reviewers to mention it.
In the interest of fairness, GamePro is saying that it’s an exaggeration. We’ll find out for ourselves in less than a fortnight anyway, but I’ve always had respect for Edge and can’t imagine that such a prestigious magazine – possibly the only gaming publication that I’d use that word to describe – would make a claim like this about such an important game without there being some truth to it. And would Konami really care if reviews mentioned that the cinemas were no different to the other multimillion-selling games in the series?
True or not, it brings up an interesting question about storytelling in games. Would having 90-minute cut-scenes actually help games as a storytelling medium, or does it undermine it and defer the job to the conventions of film? Half-Life tells a story within a game and BioShock does it even better, and the irony is that the part of BioShock’s story that attracted the most criticism was the least game-like part: the ending. Continue reading Feature-Length Cut-Scenes?