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	<title>Comments on: Metal Gear Memories: Part 2</title>
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	<link>http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/</link>
	<description>gaming news, reviews, discussion, tutorials and humour</description>
	<pubDate>Tue, 06 Jan 2009 07:49:25 +0000</pubDate>
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		<title>By: SOG knives</title>
		<link>http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/comment-page-1/#comment-649</link>
		<dc:creator>SOG knives</dc:creator>
		<pubDate>Sat, 19 Jul 2008 10:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/#comment-649</guid>
		<description>&lt;strong&gt;SOG knives...&lt;/strong&gt;

Interesting ideas... I wonder how the Hollywood media would portray this?...</description>
		<content:encoded><![CDATA[<p><strong>SOG knives&#8230;</strong></p>
<p>Interesting ideas&#8230; I wonder how the Hollywood media would portray this?&#8230;</p>
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		<title>By: Neelesh</title>
		<link>http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/comment-page-1/#comment-410</link>
		<dc:creator>Neelesh</dc:creator>
		<pubDate>Thu, 12 Jun 2008 00:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/#comment-410</guid>
		<description>I agree that's the entire point of the "The Beauty and the Beast corps", the player gets rewarded accordingly for saving the inner beauty that has been distorted by post traumatic stress disorder, but here again we are at cross roads every game, at the end of the day every game is out to reach that green seller in the sky and as much as people may disagree so is Metal Gear....a tantalizing summer blockbuster it may be, such manifestations and representations of a gruesome reality is understood by  a minority, hence many shall loathe about the length of the cutscenes and the convoluted plot. Kojima made this game as an ode to the dying hardcore which has incessantly been engulfed in the endlless series of corridors that sustains creatures and humans that rev chainsaws and blow on their plasma rifles. Ash's dialogue "Come get some" best assesses the preponderance postulated by Metal Gear for anyone who loves the series to death....</description>
		<content:encoded><![CDATA[<p>I agree that&#8217;s the entire point of the &#8220;The Beauty and the Beast corps&#8221;, the player gets rewarded accordingly for saving the inner beauty that has been distorted by post traumatic stress disorder, but here again we are at cross roads every game, at the end of the day every game is out to reach that green seller in the sky and as much as people may disagree so is Metal Gear&#8230;.a tantalizing summer blockbuster it may be, such manifestations and representations of a gruesome reality is understood by  a minority, hence many shall loathe about the length of the cutscenes and the convoluted plot. Kojima made this game as an ode to the dying hardcore which has incessantly been engulfed in the endlless series of corridors that sustains creatures and humans that rev chainsaws and blow on their plasma rifles. Ash&#8217;s dialogue &#8220;Come get some&#8221; best assesses the preponderance postulated by Metal Gear for anyone who loves the series to death&#8230;.</p>
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		<title>By: Nike Okami</title>
		<link>http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/comment-page-1/#comment-407</link>
		<dc:creator>Nike Okami</dc:creator>
		<pubDate>Wed, 11 Jun 2008 18:21:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/#comment-407</guid>
		<description>Snake Eater and MGS 1 had self-contained story-lines that captured the series main trump in story-telling: political espionage. MGS 4, for all rights and purposes, is racing towards the finishing line for the series, since three games have been setting up the events for this one. As of this moment, it does look like we're part of a summer block-buster rather than a tech-noir, spy thriller, but you never know. Many of the elements, such as the new Foxhound Unit, the story behind the Beauty and the Beast Corps, as well Sunny's upbringing are all self-contained, and draw upon comparatively less mythos than say Cyborg Shinobi Raiden or the reformation of Outer Haven. Another interesting plot-point: which is the penultimate Metal Gear in this game? As of now, only REX versus RAY and the mooing Metal Gears have been spotted besides Snake's own personal mini-MG.

Each of the BB Corps represents some product of Post Traumatic Stress Disorder, like hysteria (Laughing Octopus), insanity (Screaming Mantis), depression (Crying Wolf) and bipolarism (Raging Raven). The whole point is that they're outer shells are the representation of their inner most trauma, while their inner beauty is buried under rubbles of emotional baggage. Interestingly, the player's approach to the bosses affects which wins out - so, if you approach Mantis like she's a vile creature, then her sadism had achieved it's goal, and her beauty is lost forever. It's kind of like killing a mental patient when you also have the choice to save her. I think it'll be cool to see how this approach to boss design affects gamers' strategies.</description>
		<content:encoded><![CDATA[<p>Snake Eater and MGS 1 had self-contained story-lines that captured the series main trump in story-telling: political espionage. MGS 4, for all rights and purposes, is racing towards the finishing line for the series, since three games have been setting up the events for this one. As of this moment, it does look like we&#8217;re part of a summer block-buster rather than a tech-noir, spy thriller, but you never know. Many of the elements, such as the new Foxhound Unit, the story behind the Beauty and the Beast Corps, as well Sunny&#8217;s upbringing are all self-contained, and draw upon comparatively less mythos than say Cyborg Shinobi Raiden or the reformation of Outer Haven. Another interesting plot-point: which is the penultimate Metal Gear in this game? As of now, only REX versus RAY and the mooing Metal Gears have been spotted besides Snake&#8217;s own personal mini-MG.</p>
<p>Each of the BB Corps represents some product of Post Traumatic Stress Disorder, like hysteria (Laughing Octopus), insanity (Screaming Mantis), depression (Crying Wolf) and bipolarism (Raging Raven). The whole point is that they&#8217;re outer shells are the representation of their inner most trauma, while their inner beauty is buried under rubbles of emotional baggage. Interestingly, the player&#8217;s approach to the bosses affects which wins out - so, if you approach Mantis like she&#8217;s a vile creature, then her sadism had achieved it&#8217;s goal, and her beauty is lost forever. It&#8217;s kind of like killing a mental patient when you also have the choice to save her. I think it&#8217;ll be cool to see how this approach to boss design affects gamers&#8217; strategies.</p>
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		<title>By: Neelesh</title>
		<link>http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/comment-page-1/#comment-406</link>
		<dc:creator>Neelesh</dc:creator>
		<pubDate>Wed, 11 Jun 2008 13:50:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.split-screen.com/2008/06/10/metal-gear-memories-part-2/#comment-406</guid>
		<description>Screaming Mantis is the most Vile of the lot....I still think Metal Gear Solid and Metal Gear Solid 3:Snake Eater had the best plots since they are not trying hard to warp up ends and postulate a beginning...even MGS4 plot falls a step below expectations since it tries too much to finish a segement of the series...</description>
		<content:encoded><![CDATA[<p>Screaming Mantis is the most Vile of the lot&#8230;.I still think Metal Gear Solid and Metal Gear Solid 3:Snake Eater had the best plots since they are not trying hard to warp up ends and postulate a beginning&#8230;even MGS4 plot falls a step below expectations since it tries too much to finish a segement of the series&#8230;</p>
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