The Music Of Metal Gear Rising Is Smarter Than You Think

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Let’s say that me and you are  playing a word association game,   where you say something and I have to then  say the first thing that comes into my head.  If you were to say ‘Metal Gear Rising’,   then I’d immediately say ‘Music’. And I don’t think it’d be wrong   to assume that quite a few other people  would have that exact same response too.  Soundtracks almost always enhance  some element of an experience,   but enhance feels like too weak a word when  it comes to discussing metal gear rising. The   soundtrack doesn’t just enhance the experience,  it’s a central pillar that makes it what it is.  It’s lightning fast and full of dynamic  action, perfectly reflecting what’s   happening on screen as Raiden reduces  everything he comes across to pieces.  But something that I feel gets a bit left behind  is that the music does so much more than just   match and accompany the exhilarating gameplay. The composition and implementation of   some of tracks do some really interesting  things to elevate the storytelling of the game.   It’s a lot smarter than you might otherwise think,  and today we’re going to talk about why that is.  In the vast majority of stories, there’s a main  character, or protagonist. They’re the one we as   the audience follow throughout the story, and when  it comes to video games, they’re usually the ‘good   guy’ who we play as and who we hope succeeds. The opposite of a protagonist is an   antagonist-their job in the story is  to oppose the protagonist in some way.  These two things can be implemented in so many  different and interesting ways, but at a really   basic level you’ve got the good guy vs the  bad guy, which crops up in media all the time.  I’m a big believer that to make this type  of framework compelling, you can’t neglect   the characterisation of the antagonist. But it is pretty easy to do just that.   After all, the protagonist is the one  the audience is supposed to root for,   and is the one they spend the most time with. This  focus means they often end up as far more realised   and interesting character than their antagonists. In the worst cases this renders the antagonist   as nothing more than an obstacle for the  hero to overcome. That makes the entire   conflict between the two of them far less  interesting for the audience to experience.  To get around this, a piece of media has  to put more attention on its antagonists,   and usually this means making the  audience spend more time with them.  In Avenger’s Infinity War, the main villain Thanos  has 31 minutes of screentime. That might not   sound like a lot, but he’s actually the character  with the most amount of screentime of the entire   cast, with the runner up only  having 20 minutes by comparison.  This extra time gave the audience way more  opportunity to understand his history and   motivations, and gain a view into the philosophy  driving his actions. The result was that he’s   generally considered to be the best antagonist  present in any of the marvel universe movies.  Similarly, in a song of ice and fire the  members of the Lannister family serve as   the antagonists for the Stark family early in  the story. But we get whole chapters from the   perspectives of Tyrion, Jamie and Cersie to  help us understand who they are as people,   resulting in an incredibly compelling story. But you’ll notice these two good examples of   stories spending time with their  antagonists aren’t video games.  There’s plenty of great villains in video  games of course, but generally speaking,   because of the way the medium works,  it’s a lot harder to have the audience   spend significant time with the antagonists. The vast majority of games are told entirely   from the perspective of one character who  you control throughout the entire experience.  If you’re not in some sort of cutscene  and have full control over the character,   the logical thing for you to do when encountering  an antagonist is to try to stop them. But you   can’t be allowed to do this unless it’s at  the specific point the game designers plan,   for obvious story, narrative and gameplay reasons. Usually, this means that most of the antagonist’s   character development is done through  cutscenes, but these present other issues.   Most people enjoy playing games for the  interactivity and control they offer when   compared to other mediums, so to fill a game  with long character-development cutscenes,   using techniques from film and  television, isn’t always desirable.  (And yes I’m aware of the irony of making  this point in a video about metal gear)  The other antagonist-building technique of  having the audience experience part of the   story from their perspective is pretty hard to  pull off in games. If you spend some time playing   as the protagonist, and come to root for them,  then you’re not going to have any motivation or   desire to help the antagonist progress with their  goals if you suddenly switch to playing as them.  In Metal Gear rising the main antagonists  throughout the game are the members of a   private military company Desperado, who  serve as bosses throughout the game.  Some of these antagonists pop up several times,  but in general you don’t get to see much of   them before you have to fight and defeat them. Given that, it sounds as though the game might   suffer from some of the difficulties in developing  interesting characters I just described.  But this is where the music comes in-or  more specifically, the lyrics written   for each of the main villain’s tracks. It’s often the case that the soundtracks   for videogames are largely instrumental. The  goal of a soundtrack is usually to enhance the   experience and get the player to have a specific  emotional response. Because it’s enhancing what’s   already happening on screen, a vocal layer  isn’t really necessary most of the time.  Take the recent DOOM soundtracks as an example  of this-the tracks that play during combat   are setting out to evoke feelings of power and  strength. The instrumentals alone manage this, so   why bother adding a vocal element to them? The few  tracks that do have lyrics are just chanting and   gibberish-it’s there to make you feel like there’s  a crowd cheering you on along your destructive   path, thus making you feel even more badass. In the metal gear rising soundtrack,   the instrumentals set out to achieve a  similar goal of making you feel empowered.   And they achieve it: the tracks are heavy,  fast, and frenetic, perfectly synced with the   gameplay and resulting in you the player  feeling like a really cool cyborg ninja.  But that’s just the thing: the instrumental  versions of the tracks achieved the goal.   A vocal layer could add to the feeling  even more, but it wasn’t necessary-it’d   just be a cherry on the top. But instead of  stopping there, the composers asked what else   could a vocal performance add to the experience? And the answer was to provide characterisation.   In the case of the antagonists fought as boss  battles, this allows for a massive opportunity.  Because each boss has their own unique  vocal track, there’s an opportunity   for the lyrics to focus solely on each  character as individuals. Through this   you often get an insight into their history  and their emotional state, both in a general   sense and in the present moment of the fight. Let’s take bladewolf as an example of this.   Raiden encounters him in a cutscene just before  the fight starts. There’s some basic exposition   and back-and-forth quips between the two, and  then the boss battle begins. There’s not much   time to set him up as a character, and he runs the  risk of being one of the paper-thin antagonists   we talked about earlier-a temporary roadblock who  exists only to slow down our protagonist briefly.  His track is of course snappy and  exhilarating, but take a listen to the lyrics: These tell us so much about bladewolf’s character:  that for his entire existence he’s been a tool of   desperado, knowing nothing but violence under  their orders. Instead of being on board with   it as we might assume, he hates this life he  leads, and is desperate to break free of their   chains and go about life on his own terms, as his  own individual in full control of his destiny.  It’s so much more information than we  received in the brief cutscene beforehand,   and makes bladewolf so much more than  just a robot dog placed mid-level to   check if the player has learned to parry yet. Bladewolf is a little different to the other   antagonists in that later in the story he  switches to Raiden’s team, but even with the   extra opportunities for development this gave,  I think the vocal layer of his theme is still   the strongest moment of characterisation for him. And this is true of the other antagonist’s themes   too-Mistral, Monsoon, and Armstrong  all have their characterisations   supplemented by the lyrics on their vocal tracks. But my absolute favourite usage of this technique,   and the one I think is the smartest  implementation, is the theme of Jetstream Sam.  And to understand why, we first have  to talk about the first Halo novel.  In my version on page 252, there’s this line that  reads ‘The Master Chief got scared all the time.   He never showed it, though. He usually  mentally acknowledged the apprehension,   put it aside, and continued . . . just  as he’d been trained to do. This time,   however, he couldn’t easily dismiss the feeling’. This sentence has stuck with me since I read it   because it’s so completely different from the  impression you get while playing the game.   Especially in the first three, Master  Chief comes across as this unstoppable,   no-nonsense tank of a guy. This kind of characterisation   makes him far more human and relatable-I’d  shit myself several times over if I was him.  But in the games themselves, chief’s primary  purpose is to exist in such a way that the player   has fun. And the way bungie set out to do that was  to embrace the badass, power fantasy side of him.  And the truth is that it’s hard to balance  these two conflicting character elements,   especially given the limited perspective that  video games can have. The novel was able to get   away with it by putting the vulnerable side of  chief within his own head, then allowing us to   hear his thoughts. If he was to say something like  that out loud in the game during combat, there’s a   disconnect between what the player’s hearing from  the character and what they’re making him do. And   once that disconnect happens it’s a lot harder to  get invested in a character, and even harder to   win back that feeling of connection. And with that in mind,   let’s talk about Jetstream Sam. Sam is the antagonist to Raiden in the   truest form of the word. We encounter him right  at the start of the game, where he effortlessly   thrashes us and leaves Raiden one limb lighter. He then serves as a recurring rival throughout the   game, popping up to cause trouble several times  before a final showdown in the desolate desert.  Sam embodies swagger and bravado. The first  time we see him is when an armoured truck   points a heavy machine gun straight at him, to  which he responds with an incredibly defiant,   cheesy, shit-eating grin. When he speaks it’s often   light and jovial-he chats about matters  of life and death with a grin on his face,   and to him there’s no situation too dark for a  joke. It projects pure confidence, and that’s what   his theme conveys when we hear it the first time. This is in the first section of the game,   in a battle the player is destined to lose.  There’s no lyrics here, so the track is just   trying to achieve that first goal we talked about  earlier of evoking a response from the player.  And it achieves it-it sounds really heavy and  dangerous, matching the situation and what we’ve   seen of Sam so far. This is right at the start  of the game where you’re probably still trying   to grasp how all the controls work, adding to the  panic and impending doom of the fight for Raiden.  After Raiden loses, we don’t hear the track  again until the final duel between the two   later in the game, and it’s only now that we  hear the lyrics too. By this point Raiden’s   overcome the other generals of Desperado, and Sam  is one of the last obstacles preventing him from   stopping their plan to cause worldwide chaos. So what do the lyrics have to say for the   swaggering, confident, badass that we the  player see Sam as? Well, it goes like this…. These lyrics are the antithesis to everything  we know about Sam up to this point, or rather,   everything we thought we knew about him. They  paint a picture of a man whose entire life and   identity is being held together by threads  that feel ready to snap at any given moment.  Sam’s purpose in the game was to be Raiden and the  players rival, a powerful enemy who they have to   really work hard to defeat. To fill that role  well, Sam needed to come across as incredibly   powerful, and showing him brimming with confidence  in his own ability was a good way of doing that.  But to make him more than a two-dimensional  obstacle, he needed more character traits,   and this inner conflict regarding  his own morals and actions was a   perfect way of making him more interesting. It makes you want to know more about him-why   is he feeling this way? Was it something Raiden,  and by extension us, did? Could we find some way   to get him to act on these feelings and switch  sides? I think the desire to ask questions like   this means the character and narrative succeeded  in getting us invested enough to be interested in   hearing possible answers, which like we mentioned  before is especially impressive because they   managed to do that with an antagonist. But these vulnerable traits directly   contradict those of his primary purpose of  being a seemingly unstoppable badass-it’s   the same characterisation issue that the  halo series had to use a book to solve.  And that’s why it was such a smart idea to  have this instead take place in the lyrics   of his theme. One of the big strengths of  the written medium is the things writers   can do by having the reader directly hear  what characters are thinking and feeling,   instead of relying solely on what they say and  infer. The composers here have found a way to   translate that storytelling technique into a  video game in an absolutely incredible way.  But it doesn’t stop there-during the fight, Sam  loses his sword and takes on Raiden barehanded.   During these moments, the lyrics  cut out completely, and only start   again when he picks his sword back up. I’ve got two interpretations of this:   The first is that the sword is a symbol for all  of the people he’s killed and bad deeds he’s done   serving desperado. The inner conflict described  in the lyrics is a result of these actions,   so them disappearing when he drops the  sword implies that if he stops fighting,   or at least stops fighting for desperado, his  conflict will disappear and he can be at peace.  The second interpretation is that  because he’s lost his weapon,   he has to concentrate more on the fight itself,  and he becomes so concentrated on the present   moment that his inner thoughts are quieted. You  could say then that the danger of the fight is   the only way he knows how to quiet these thoughts  in his head, and that unhealthy coping mechanism   has led to him needing to fight stronger and  stronger foes and ending up in this situation.  You don’t have to agree with either of these-the  point is more that the game got me to think   this way at all. And it did it just by the  simple action of removing lyrics from a song   when certain gameplay conditions are met. Video games are a great medium for storytelling,   in part thanks to how they’re able to draw so  many different techniques from other mediums,   the big three being writing, visual or art  design, and music. It often feels like the   first two get the most attention when it comes  to making a game, and serve as the core base that   the music can then ‘enhance’ or improve upon. But games have the potential do so much more   with their music. There are so many opportunities  to leverage soundtracks in truly unique ways to   not just elevate or enhance the experience,  but to convey narrative and story elements   that otherwise wouldn’t be possible. And  that’s why, as cheesy as it is at times,   I love the soundtrack of metal gear rising, and  think it’s a lot smarter than it gets credit for.
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Channel: Tomkon
Views: 1,891,067
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Keywords: metal gear rising, metal gear rising music, metal gear rising soundtrack, metal gear rising ost, revengeance ost, revengeance music, metal gear rising revengeance, metal gear rising revengeance ost, metal gear rising video essay, metal gear rising: revengeance, video essay, metal gear video essay
Id: X3zPXm2quiQ
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Length: 16min 31sec (991 seconds)
Published: Sun Sep 19 2021
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