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Analysis #3
Metal Gear Solid 4: Guns of the Patriots
Director: Hideo Kojima
Composer(s): Harry Gregson-Williams/Nobuko Toda/Shuichi Kobori/Kazuma
Junnouchi/Yoshitaka Suzuki/Norihiko Hibino/Takahiro Izutani
1998 saw the release of the first video game in the Metal Gear Solid series. Even
transcendence; that a product can become something more significant then its medium
would allow it. There is such boldness about Metal Gear Solid in the way it has no
problem deceiving or confusing you to prove its point; drawing you in to its world
through carefully constructed sequences that border on interactive narrative. What always
made the series so intellectually intriguing was not only the fact that it took its intentions
seriously, but the capability of it to do just the opposite; to break down the gaming
process to its very core components in order to show the audience its intricate inner
workings. The storyline is every bit sci-fi as it is Shakespeare; a carefully concocted epic
of honor and duty set against the backdrop of a near future where heavy-handed dialogue
concerning the fear of a nuclear proliferation or the dangers of genetic engineering are
joined with overtly dramatic sequences full of blood and sweat. At the center of the tale is
Solid Snake, a celebrated soldier of modern warfare, who is now, in Metal Gear Solid 4:
Guns of the Patriots, very ill and on the verge of death, but still needed for a final
mission.
Despite initially having ambitions to become a film director, Metal Gear creator
Hideo Kojima decided on entering the video game industry during his final year of
college. His intention to become a director of cinema becomes apparent in his approach
to game design and certain aesthetic choices that flavor his work. His games are marked
by the expansive use of cinematic cut scenes and large ambitions plotlines that exist over
an extended period of time and involve a numerous cast of characters. A large part of
Kojima’s influence is found in the science fiction output of the 1980’s, such as the movie
BladeRunner and the writings of William Gibson. In designing the Metal Gear series,
Kojima employs his quirky and irreverent sense of humor through dialogue and his
constant breaking of the fourth wall. In the post-modern tradition, he will fill his stories
and the ideology of living one’s life with a disregard for all manner of constraints such as
composer. His works range from epic action and fantasy (The Chronicles of Narnia,
Phone Booth), to quirky family films (Flushed Away, Shrek) to introspective indies
(Domino, Gone Baby Gone). He began working with Kojima back in 2002, when his
services were requested for Metal Gear Solid 2 where he was assigned to create original
music along with prominent videogame composer Norihiko Hibino. In the case of Metal
Gear Solid 4, Hibino’s newly founded sound production company, GEM Impact, joined
Gregson-Williams for the games almost 2 hours of music. During the creation of the
game, GEM Impact never actually worked directly with Gregson-Williams and instead
was hired only after it was realized that Gregson-Williams music, which were fixed in
length, did not fit the many cues for the cut scenes. GEM Impact therefore had to not
only edit all of Gregson-Williams music to create basic structure, but were asked to
create approximately 90 minutes of cut scene music over a mere 3 week period. With
Hibino in the role of producer ensuring that all cues were clearly understood and taking
consideration for continuity, the team was able to create a cohesive musical aptitude for
Syntax
The music of Metal Gear Solid has always had a clearly defined aesthetic that
exists as a fusion between classical compositional technique and new audio technology.
The stylistic choices are determined by their situational purposes but can be separated
into two distinct categories. The first being the action related cues, which are defined by
intense syncopation using synthetic percussion and ambient pads that create a thick bed
of sound with varying textures. Normally, strings will enter in a repetitive ostinato pattern
while the brass section maintains held tones to predict chord changes. On the opposite
spectrum, a minimalistic approach is chosen for the points where dialogue is meant to
take precedent over mood. The music is limited in both dynamic and textural quality.
Slow downbeat synth percussion punctuates the scene sporadically to create a feeling of
intrigue when characters are exploring long complicated monologues that detail essential
plot points while very quiet ambience is built with artificial landscapes.
What marks Metal Gear Solid 4 as a step away from tradition is in the use of a
now softer tone to characterize the older Snake. Due the effects of the cloning process,
the skilled legendary hero Solid Snake has become aged at an accelerated rate and is now
in his final years of life. The tragedy of seeing the once proud and seemingly invulnerable
soldier as a suffering elderly man is brought to life with Gregson-Williams “Old Snake”.
The main qualities of “Old Snake” are that of a lamenting ballad with a mournful melody
played with stark clarity by a nylon string guitar. For a gamer familiar with the series and
its players, this is a truly profound moment of emotional weight. In comparison to themes
of the past iterations, certain similarities can be garnered through a side-by-side analysis.
B-flat minor - i IV v i
C-sharp minor - i iv VI V7
Although both are in a minor key and of the same tempo, there is fundamental
difference in tone and mood. “Old Snake” employs a 6 bar exposition where most
melodic movement takes place in the 2nd and 5th bars allowing a ominous feeling of space
a lucidity. The chord changes function as a fluid transitory experience leading back to the
tonic that concludes the phrase. The main theme of Metal Gear Solid 3 is a picture of
daring bravery; a militaristic charge that finds its choral quality founded on distinct
phrasing and development of the C#-D#-E idea. Additionally, the theme functions as a 4
bar exposition where each bar is a play on the thematic structure based on a rhythmic
quality. In terms of comprehensible mood related differences, the use of the Major 6th in
the Metal Gear Solid 3 theme creates a significant change in tonal quality that makes it
more courageous then gloomy, particularly in leading to the Major 5-7 to lead back to the
tonic. While a theoretical analysis brings about ruminations on the disparity of the two
themes, the orchestral treatment of each theme generates the dissimilarities even to an
untrained ear. “Old Snake” is given a thin texture of synthetic pads to create harmony,
which allows the melody in the folk guitar to be clearly distinguished both tonally and
aurally. In the theme of Metal Gear Solid 3, a lush orchestral treatment creates an even
split between the synthetic and the acoustic where the horns take the melody with legato
strings portraying the harmony and rough synthetic percussion dealing out the rhythm.
When handling music in relation to event sequences, game composers are usually
working under the category of cut scene or gameplay. The treatment of cut scene cues
depends on the very same qualities found in scoring for film where noteworthy moments
can be predicted and accentuated appropriately. Music meant for gameplay sequences
presents a trickier situation because of its reliance on mood over cues. In an interview
“With the cut-scenes, it's very much like writing a cue for a movie. That would be
my modus operandi, anyhow. With a movie, I've got a screen running in the background
the whole time, so I'm in sync with it, experimenting with different things with different
cuts. But, clearly, with the more ambient stuff that they're going to loop in the
background, those are the ones that have really been done with these descriptive notes”
Naturally, with music that loops in a continuous process regardless of the action
taking place on screen can be quite overbearing. Gregson-Williams claims carte blanche
does go down a certain path and takes that extreme, there’s enough there so that if
something’s going to change, the atmosphere of the music changes as the gamer makes
the decision”. This is a bit of an understatement but understandable from the film world
variation because of their experience with the video game industry and the existence of
these standards in gaming. Firstly, GEM Impact took the existing music that Gregson-
Williams wrote and created compositions that are developments on the ideas held within.
In addition, particular steps were taken to better integrate musical cues when gameplay is
occurring. This becomes particular apparent during Act III, when Snake is sent to
Shadow Moses, a nuclear facility deep in the heart of the Alaskan wilderness and the
location where the whole Metal Gear saga began way back in Metal Gear Solid.
As Metal Gear Solid 4 is intended to be the closing of the arc that began with
Metal Gear Solid, specific moments are accentuated to create controlled instances of
nostalgia. At the onset of Act III, Snake is dropped slightly outside of the Shadow Moses
facility and must locate and infiltrate the heavily armed fortress. In a brilliant use of
sound design, no music is used during this segment and instead replaced by the swell of
the strong winds that batter the frail body of Solid Snake in the barely visible whiteness
of the Alaskan frontier. As you crest a large hill and first view the expanse of the Shadow
Moses courtyard the music picks up in a slow crescendo and plays “The Best is Yet To
Come”, a song composed and sung by Rika Muranaka for the original MGS. Kojima
chose to actually display the song title on screen, as a both a nod to the fans of the series
and a deconstruction of narrative in his typical method of increasing player interaction
Another time conscience staple of the Metal Gear series is the musical cues that
rely on the “Alert clock”. As MGS4 is categorized a stealth/action game, much of the
experience is spent avoiding confrontation through hiding, sneaking and CQC (Close
noise, the “Alert Clock” will be set off. The clock exists in 3 phases, each lasting 99
seconds. Each individual phase of the clock has a unique musical quality that
characterizes the intended actions taken by the player within that time period. The first
phase, “Alert Status” cues intense percussion and string ostinatos while you dodge
gunfire and rapidly progress to a safe area. Once that ends, the clock enters “Evasion
Status” in which the soldiers are still actively pursuing you but may not actually know of
your hiding place. Here, the tempo slows down but the texture remains similar to the
“Alert Status” with a markedly different lack of string interjection. Finally, the clock
begins the “Caution Phase”. Here the player is potentially safe from being noticed but
still must remain careful of the sentries security patterns. The tempo slows further to an
intermittent throb and no further orchestration exists. All these methods put the Metal
Textual Analysis
Besides being renowned for its intricate story elements and inventive immersive
qualities, the Metal Gear series is also known for its approach to pacing; an important
quality in a game that can span close to 25 hours. The game achieves this continuous
substance through the correct placement of epic “Boss” confrontations. Besides always
being a battle of wits and reflexes, the encounters usually tie into an overall premise that
plays on themes meant to relate to the plot. While Metal Gear Solid 2 focused on the data
revolution and the post modern state and Metal Gear Solid 3 was a picture of Cold War
era loyalties, Metal Gear Solid 4 focuses on the impact of the modern war economy and
its effect on the psychic condition. In this vein, the present “Bosses” are the members of
the Beauty and the Beast Corp. Women of exceptional splendor and deadly technique; all
affiliates of the Corp. share the common experience of being displayed and damaged by
localized violence particular to their region of the world. GEM Impact approaches each
battle as a tableux, where the soundtrack for every individual mêlée is unique musical
interlude but contains compositional threads that tie them together. The music is meant to
represent the psychic state, associated animal and region of origin for each affiliate.
One of the most interesting new inclusions in MGS4 is the Apple iPod as a
useable item in Snake’s inventory. Kojima, as a savvy artist of the technological era,
obtained full licensing from Apple to include a sample of their products throughout the
game. As an item in your cache, the iPod can be equipped and controlled using the very
same mechanisms of the actual product with the Right Analog stick of the controller
replacing the patented “Click-Wheel”. A thorough gamer can explore the hidden nooks of
each area in the game to uncover songs that then can be played using the iPod at any
point during gameplay. The song selections cover well-known cuts form the Metal Gear
series along with other songs from Kojima’s other game industry output. By allowing the
player to choose the audio heard during play, Kojima acknowledges the profound effect
music can have over a gaming experience and the importance a user can have in the
about through in depth analysis and not only being placidly exposed. As a videogame
should be, Metal Gear Solid 4 is a well rounded venture; a unique blend of animation,