The blog of author Dennis Cooper

Author: DC (Page 263 of 1086)

Hideo Kojima Day *

* (restored/expanded)

 

‘Really, it’s a miracle that the Metal Gear franchise exists at all. The original game was made for a system that few people outside Japan owned, and released by a company that had little faith in it. Yet 28 years later, Metal Gear’s huge: a multi-system, multi-media best-seller that is now one of the most important properties in Konami’s line-up. But back in the late 80s, Metal Gear’s pioneering ideas were widely frowned on in the Japanese developer’s offices.

‘Metal Gear designer Hideo Kojima cut an awkward figure when he began working at Konami in 1986. He’d studied economics at university, and had only become interested in videogames when he picked up Super Mario Bros a few months earlier; Super Mario was, he later said, “The game of my destiny.” Unable to program, Kojima was first hired as a planner, but his lack of technical skill often left him ostracised by his colleagues.

‘Kojima’s career was almost over before it started: his first game as planner, Lost Warld (yes, that is the correct spelling) was cancelled when it was found to be too complex to run on its host machine, the MSX. With one strike already against his name, Kojima was handed a new task: make a military combat game.

‘One year before, Konami had scored an arcade hit with the military action game Green Beret (known in some territories as Rush N’ Attack), and Kojima’s superiors probably expected him to make something similar: a game with plenty of pace, guns and explosions. Instead, Kojima came up with an altogether new and untested concept: what if, rather than wade into an overwhelming force head-on, you tried to sneak around it? Kojima’s bosses, it’s safe to say, weren’t especially taken with this idea.

‘”If I were to work on a game based on war,” Kojima later recalled, “I wanted to do something more like The Great Escape, where you actually run away rather than just shoot. When I came up with my game plan, my superiors said, ‘This rookie’s already failed on one project, and now he’s trying to come up with this weird concept where you don’t fight, but you run away.'”

‘In retrospect, it’s a miracle that Kojima was allowed to continue with Metal Gear at all. In fact, a collection of old design documents, dusted off by Kojima, photographed and uploaded to his Twitter feed, give a hint at the behind-the-scenes battle to get Metal Gear made. One document, carrying the early working title Metal Gear (Intruder), has a huge, official-looking red stamp across it: “Rejected”, it reads.

‘Nevertheless, Kojima clearly persevered. What emerged was a game that not only made the best possible use of the MSX2’s limited hardware, but also spawned a whole new genre: the stealth game.

Metal Gear introduces Solid Snake, a soldier whose mission is to infitrate an enemy stronghold and destroy the titular weapon: a towering, walking tank capable of firing nuclear missiles.

‘Looking back, it’s fascinating to see how many of the ideas which would become famous in later games – not least the equally seminal Metal Gear Solid – exist here in 8-bit form. Kojima’s now-famous love for cinema is evident even in this early incarnation, with its top-down perspective and tiny grey sprites.

‘Unlike most games of the time, which were decidedly one-note, Metal Gear’s gameplay has real light and shade, shifting effortlessly between stealth and action set-pieces. You enter the stronghold with no weapons of any kind, and Snake is hopelessly vulnerable to attack: if you cross a guard’s line of sight, chances are you’ll be gunned down within seconds. Metal Gear sees you criss-crossing the map in search of rations, key-cards and other items, all the while skilfully evading enemy soldiers and security systems. But gradually, increasingy powerful weapons are thrown into the mix, including a grenade launcher and an exceedingly satisfying Uzi, and the cat-and-mouse moments of occasionally punctuated by the occasional boss battle.

‘The game’s cinematic nature is underlined by its roster of non-player characters – including Gray Fox, who makes his franchise debut here – and abrupt turns of fortune, like the scene where you’re captured and lose everything you’ve collected. These are all trappings we take for granted in action games now, but were strikingly new back in 1987. Kojima’s fouth-wall-destroying sense of mischief makes an early showing here as well: at one point, your commander Big Boss will suddenly tell you to turn off your computer – a plot point that Kojima would later introduce in Metal Gear Solid 2. This all builds to a superb final-act twist, which even 28 years later, is still too good to reveal here.

‘Shortly after Metal Gear launched in Japan, the game began to proliferate elsewhere – though frustratingly, few got to play it as Kojima originally intended. A localised version of the game, translated for the small MSX2 market in Europe, was evidently rushed, with dreadful spelling and a severely cut-down script which left almost half of its radio conversations out altogether.

‘The first version of Metal Gear to hit the US wasn’t even overseen by Kojima. The NES incarnation, released later in 1987, is considerably different from the MSX2 original, with retooled graphics, increased difficulty – and, weirdly, no appearance from Metal Gear itself. It later emerged that Konami’s management had handed off development of the NES version to an entirely different design team, who were given just three months to prepare it for release. Kojima has been openly critical of the NES port and its sequel, Snake’s Revenge, designed to capitalise on that game’s western success.

‘All this meant that, for many years, few gamers – particularly in America – would have played or even heard of Snake’s debut on the MSX2. Fortunately, the franchise’s later success meant that the original Metal Gear was never quite forgotten – a faithful port of the MSX version (with a decent translation this time) appeared as a bonus on Metal Gear Solid 3: Subsistence (and, by extension, the Metal Gear Solid HD Collection disc).

‘But even now, the MSX2 incarnation is seldom discussed as much as Metal Gear Solid, the 1998 PlayStation game which made Hideo Kojima internationally famous, and really brought the stealth genre to the masses. Yet Metal Gear remains a great game, even after all these years; where so many early series entries are interesting purely from a historical point of view – few gamers would want to spend more than a few minutes in the company of the original Street Fighter, for example – Metal Gear is a superb action game in its own right.

‘With the series now known as much for its cinematics as its gameplay, there’s something refreshing about Metal Gear. Made at a time when computers were incapable of dazzling our eyes with Hollywood-style cut-scenes, Kojima’s 1987 debut presents his design ideas in their purest form.’ –– Den of Geek

 

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Stills
















































































 

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Further

Hideo Kojima @ Twitter
Hideo Kojima page @ Kotaku
‘Did Hideo Kojima Include An Epic Middle Finger To Konami In Ground Zeroes?’
‘Hideo Kojima Says It’s “Way Too Early” to Talk About New Game’
‘Why Did Hideo Kojima Leave Konagi?’
‘My Favorite Films’, by Hideo Kojima
‘Legends on the Future: Hideo Kojima’
‘Is Hideo Kojima imprisoned?’
‘Japan’s video game visionary: the console is dying’
Video: ‘BAFTA Interview with Hideo Kojima’
‘Should Hideo Kojima Just Go Make a Movie, Already?’
‘Hideo Kojima’s next game will be a ‘new evolution”
’10 of the Most Delicious-Looking Meals Tweeted By Hideo Kojima’

 

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Extras


G4 Icons – Hideo Kojima (part 1 of 3)


Hideo Kojima Talks New Studio, ‘Edgy’ PlayStation Game, and the Future


Fans Boo Konami for Banning Hideo Kojima from The Game Awards – The Game Awards 2015


D.I.C.E. Summit 2016 – Hideo Kojima, Guillermo del Toro & Geoff Keighley


Metal Gear Saga Vol 1 & Vol 2 Full Documentary

 

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Interview

 

GameSpot: Congratulations on getting out and starting your new company. It’s been about two months since the new Kojima Productions studio was announced. What kind of progress has been made since the day of the announcement, in terms of hiring and getting off the ground?

Kojima: In theory–and ideally–you put together some staff, you look for facilities, and then you start working on a project, planning and testing, but…I’m doing all of this in parallel. Many people say, “Your games are great but they take a while to come out,” so I’m trying to change that.

How do you decide what to work on first? You have the world in front of you: how do you choose the right project?

Originally, after working for 30 years in one company, I was thinking of taking a one-year hiatus. But if I don’t keep creating, I will definitely get rusty. So I was thinking of making not a blockbuster, but something more edgy, maybe a small movie. That was my original thought process.

However, after talking with several friends and fans, a lot of people told me, “Everyone is expecting a lot from your next project, and it has to be a big one. Something that goes over a game that earned perfect scores; something that goes beyond that. Don’t get derailed.”

So I gathered my thoughts and considered the situation, and I decided that I would work on an edgy project. There are many things that I want to do, but I didn’t have to think too much about which one I wanted to work on; it kind of came naturally, what I’m working on now.

How are you dealing with the pressure that comes with the responsibility of running your own studio?

I have to be honest, for this project I’m working on, there’s are a lot of people, staff members, and fans who have high expectations. I have the feeling that I can’t fail. I can’t disappoint. I can’t go out there and do something too, too extreme, so there’s a little bit of that which I have to deal with.

Especially, because it’s our first game and we’re working with Sony, I want to make sure that it’s a great game for Sony, so there is pressure in that. However, I’m not even thinking of letting any of that to change anything that’s in the game.

Sony seems like a good fit for you. Is that because they’ve given you total freedom? Is Sony controlling any aspect of what your first project will be?

They are not controlling what I’m doing at all; that was part of the conditions, and Sony was very respectful towards me and what I do. In that regard, it’s been very nice, and very pleasant.

When you think about your success, does it surprise you? Did you imagine that you would get to this point when you started making games?

The first Metal Gear Solid title was surprising because I just made what I wanted to play, and I didn’t expect it to perform that well, and it actually didn’t need to perform that well, so that success was a surprise.

Metal Gear Solid was a surprise, and with Metal Gear Solid 2, there was a need to expand and build a market, so I had to keep that in mind. One thing that I never want to do is to change anything so that a game can to sell more copies.

If you could go back 30 years and give yourself one piece of advice, what would that be?

I guess it would be: “Believe in yourself.” Even now, and with the previous franchises that I worked on, whenever you try to do something really new, it’s hard to people to understand. The closer they are–and especially the people that are really close to you–they are opposed to doing something completely new. When you try to create something that doesn’t exist it’s difficult to communicate and convey that message to staff. There are always people telling me that I have to do things a certain way, but the only way to do what I want is to believe in myself.

Another piece of advice I would give myself…given that I didn’t expect Metal Gear to be so successful: I would tell myself to make something that wouldn’t be successful. It would have made things a lot easier. I don’t mean to brag with what I’m about to say, but I’m always making adjustments and playing the games I make, and I think to myself, “This is too fun, this is going to make other jobs harder. I need to make it a little more boring, because it’s just too good.”

Are you cautious about making another game that could turn into a series?

For this, with Sony, we are working on a project that will be a new IP, of course, and I have no idea if it’s going to be a series or not, but I want to make something that will have a big enough impact to become a series. By impact, I mean from the things that are unique to the game, the characters, and the world. This impact can lead into something outside of games, such as anime, manga, figures; something that is rich enough to expand.

Are you more interested in making a game with a really strong narrative, or really strong gameplay?

Both, because people expect both from me. I want to do something that gives a lot of freedom and interactivity. Like I did in the past, I want to make something that has a very strong, dramatic story. That’s what people want from me and that’s what I want to do. It would be so much easier if I could give priority to one or the other, but people expect both from me. At this point, it would be easier to make a linear game, but that’s not…

It’s risky, because we’re just starting up, so it probably would be better to go with something smaller-scale, maybe linear, but Sony is supporting us to make a big game that’s edgy with a strong story that gives the player a lot of freedom, with new elements, and I don’t know if that’s possible. But we’ll see.

Will your next project be a collaboration with another creator?

At this point, fans are expecting a game that’s mine, with 80-90 percent of my blood in it, so I would like to make collaborations, but that would lower the density of my identity in this game. Collaborations should be for other projects.

People make a lot of assumptions about you; what’s the biggest misconception?

A lot of people say that I spent too much money or take too much time, but that’s a misconception. My last project was late about five or six months, but I’ve always kept my word on timelines and budget. For example, I do take three to four years to make games, but that’s the plan from the start.

I take a lot of time because I create my own teasers, posters, and I work on how to create the box for sales. Japanese creators are famous for being loose with schedules, and I think people put me in that category, but it’s not reality. In my case, I’m a director and a producer, so I have to stay aware of production and the budget.

Lastly, how is your beard working out?

I’m not used to it, so I think about shaving it every day. In becoming an independent and creating my own studio, I wanted to change something about my look. I’ve received a lot of positive comments from people outside Japan about my beard, but inside Japan, beards have a bad image. People think, “You look old, you look tired.” My kids definitely don’t like it.

Thank you for taking the time to chat with us today, and congratulations on your upcoming award.

Thank you. I’m really glad I can now have a decent, normal interview. It just feels so good.

 

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Death Stranding (2019)
‘In the future, a mysterious event known as the Death Stranding has opened a doorway between the living and the dead, leading to grotesque creatures from the afterlife roaming the fallen world marred by a desolate society. As Sam Bridges, your mission is to deliver hope to humanity by connecting the last survivors of a decimated America. Can you reunite the shattered world, one step at a time?’ — 505 Games


Trailer


23 Minutes of Death Stranding PC Gameplay


Walkthrough Gameplay Part 1

 

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Metal Gear Solid V: The Phantom Pain (2015)
‘The holy grail of world-building games, it’s argued, is a black box that lets players do as they like with minimal handholding. Pliability with just the right measure of accountability. Metal Gear Solid V: The Phantom Pain, a tactical stealth simulation wrapped in a colossal resource management puzzle inside a love letter to theatrical inscrutability, comes the closest of any game I’ve yet played to realizing that ideal. We know by now that Kojima games mean wrestling with paradox. Thematic gravitas versus silly dialogue. Visual revelation versus graphical compromise. Gameplay versus cutscene. Eroticization versus objectification. Antiwar allegory versus lurid violence. When I asked Kojima what hadn’t changed about gaming over the past several decades, he told me that while the technology had evolved, “the content of the game, what is really the essence of the game, hasn’t moved much beyond Space Invaders.” It’s the same old thing, he said, “that the bad guy comes and without further ado the player has to defeat him. The content hasn’t changed—it’s kind of a void.” Loping across The Phantom Pain‘s hardscrabble Afghani-scapes, lighting on soldiers bantering about communism and capitalism, playing tapes of cohorts waxing philosophic about Salt II, Soviet scorched earth policies and African civil wars, questioning who I’m supposed to be—sporting metaphorical horn and tail, both hero and villain—all I know is that I’m going to miss the defiance, the daring, the controversy, the contradictions. This, given Kojima’s rumored breach with Konami and his own affirmations about leaving the series, is all but surely his last Metal Gear game, so it’s poetically fitting that it turned out to be his best.’ — Time


E3 2015 GAME PLAY DEMO | METAL GEAR SOLID V: THE PHANTOM PAIN


Metal Gear Solid 5 The Phantom Pain Walkthrough Part 1 – First 3.5 hours!


Metal Gear Solid V: The Phantom Pain – E3 2013 vs Gamescom 2014 – Graphics Comparison

 

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Metal Gear Solid V: Ground Zeroes (2014)
‘The story sequences in Ground Zeroes captivate with impressive cinematography, properly showcasing the exploits of the brutal yet heroic Big Boss; a battlefield prodigy who long ago disavowed his allegiance to the US Government and established his own military for hire. Metal Gear has always been recognized for having impressive cutscenes, but they’re usually hindered by inconsistent animation and over-the-top voice acting. Thankfully, the opposite is true in Ground Zeroes. Characters move and speak with a natural grace, and even though it’s jarring to hear the recognizable Kiefer Sutherland voice Big Boss in place of fan-favorite David Hayter, his delivery is far more realistic and believable. No matter the platform you play it on, you’re treated to impressive lighting and masterfully crafted character and environment models that, along with the renewed cast, elevate Ground Zeroes’ cutscenes above and beyond those from the past. They may not stick around for long, but they certainly leave a lasting impression. This dichotomy between stealth- and action-oriented gameplay lends itself to fear, tension, and excitement. One moment you can hear a pin drop, and the next, you’re bolting across a chaotic military base with bullets whizzing by your head and desperation clouding your focus. If this were a more linear experience, perhaps the allure of this contrast would wear thin, but there are so many ways to tackle individual missions, be it the path you take or the weaponry you choose, that there’s almost never a shortage of new tactics to explore. When your only playground is a military base, it’s easy to find new ways to entertain yourself in Ground Zeroes.’ — Gamespot


Trailer


Metal Gear Solid V: Ground Zeroes THE MOVIE – Full Story


Ending

 

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Metal Gear Solid: Peace Walker (2010)
‘Gameplay wise, the ‘Metal Gear Solid’ games are not the best option for the impatient. The objectives are based around stealth as it is the main focus of the gameplay, and even though you can head in like gangbusters and shoot everyone down, MGS frowns on that approach. What that basically means, is that you will be doing a lot of hide-and-seeking as you watch your sonar screen to progress. However, this formula isn’t airtight, and Peace Walker is more glitchy and restrictive compared to something like MGS4: Guns of the Patriots. Even with warnings like “careful snake, this is a stealth mission” I still gunned down everyone that moved running to the next fading load screen without penalty. Playing against the grain can host some interesting results, and highlight the occasional bug. Turning into Rambo won’t get you very far, but you might just be able to pass some levels you didn’t think where possible without turning into a chameleon. Of course Boss Battles are different, and aside from them Peace Walker encourages you to keep your actions on the down low. Snake has several gadgets available at his disposal to trick and take advantage of your adversaries. Believe it or not, this includes an “adult” magazine. Playing the way Kojima wants you will earn you more experience points and benefit your game in the long run. Got the Creepy Crawlers I’m not sure why I found Peace Walker to be so buggy, but I kept having unpredictable experiences during all hoopla. In once instance I was actually playing the game properly, sneaking around and using my stun baton when a guard spotted me crouched down in a corner not moving. He then yelled for help saying “he was being shot at” when I didn’t even move from my crouched position, or have a gun equipped in my hand. This is a little alarming when the game is made up of 50% cut-scenes and 50% in-game action. buggy? broken? or unpredictable? MGS: Peace Walker might be more frustrating then intended. Keep in mind, these “occasional” bugs don’t ruin the game and are more forehead crunching then anything.’ — Extreme Gamer


Metal Gear Solid: Peace Walker – The Movie [HD] Full Story


Metal Gear Solid: Peace Walker – Gameplay Walkthrough Part 15


Metal Gear Solid Peace Walker – Easter Egg Part 3

 

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Metal Gear Solid 2: Digital Graphic Novel (2008)
Metal Gear Solid creator Hideo Kojima has taken to Twitter to add some insight into why he decided to include two graphic novels by artist Ashley Wood in the upcoming Metal Gear Solid Legacy Collection. The first two Metal Gear Solid have “got different control feeling” compared to modern games, says Kojima through a translator. The graphic novels are meant as more of a “watch MGS” mode for those raised on modern control schemes. With more remakes and longer series lately, it’s not uncommon to see developers help players get players caught up on a universe one way or another. Including a graphic novel for backstory is an interesting way to make up for gameplay differences over a series’ lifetime.’ — IGN


the entirety

 

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Metal Gear Solid 4: Guns of the Patriots (2008)
Metal Gear Solid has always been a love it or hate it proposition. Millions love it for its involved, conspiratorial plotting, its arch sense of humour, its demanding stealth gameplay, its sprawling cinematic ambition, its preposterous stylishness and pretensions toward artistic weight. Millions hate it for exactly the same reasons. Then there are those – this reviewer included – for whom Metal Gear Solid is a love it and hate it proposition. Flawed, intractable, unspeakably tedious at times, and yet blessed with incredible production values, imaginative design, and a brilliant, brave willingness to think and do the unexpected and impossible. At times they’re barely videogames at all, but they’re capable of moments of pure videogame genius, joy and shock that few other series can match. So how do you review a new Metal Gear Solid? Do you assess it on its own terms, ones that its legion of fans will understand? Do you play the sceptic, and take Hideo Kojima and his team to task for their stubborn refusal to catch up with what the rest of the world expects of a videogame? Or do you walk the path of compromise, down the middle? Well, if there’s one thing Metal Gear Solid 4 isn’t, it’s compromising. Kojima has barred no holds in an extraordinary, kitchen-sink finale to the Solid Snake story. Plausibility is stretched to extremes as every character you can think of (and several you never would) makes a cameo appearance in this melancholy epic. Features that would be a tent-pole selling-point for other games are frittered away as Easter eggs and one-shot surprises. Such is the luxurious length and mind-numbing detail of the cut-scenes and codec conversations that you could put the pad down for almost half the game’s ample length. (One character actually asks you to do so at one point, resulting in a typically self-aware and genuinely hilarious joke.).’ — EuroGamer


Trailer


Metal Gear Solid 4: Guns of the Patriots (Big Boss Run)


Metal Gear Solid 4 – The Movie [HD] Full Story

 

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Metal Gear Solid 3: Subsistence (2005)
‘Just why is Solid Snake called Solid Snake? Contrary to popular belief, series creator Hideo Kojima has said that the name didn’t actually come about from Escape from New York star Snake Plissken. Kojima wrote on Twitter to explain the code name Snake in the original Metal Gear. “The reason I used Snake as code name in MG was Snake was the most appropriate symbol of living thing that hides his presence and sneaks without any noise. The reason I didn’t make any specific snake like cobra, anaconda, viper was because the protagonist is the player,” Kojima explained. And what about Solid? “The reason I use Solid was to give opposite impression of soft image,” he said. Moving on to the other Snake characters in the series, Kojima first explained the thinking behind Solid Snake’s cloned brother Liquid Snake in 1998’s iconic Metal Gear Solid, created from the DNA of Big Boss–known in prequel title Metal Gear Solid 3: Snake Eater as Naked Snake. “Like of all endings of any series are, the appearance of strongest enemy was a must in MGS. It’s Snake who can surpass the Snake. Thus I brought about ‘clone’. Solid vs Liquid. That is MGS.” Kojima also went on to explain the naming behind Solidus Snake in 2001’s Metal Gear Solid 2: Sons of Liberty. “As to develop sequel, the 3rd snake was needed,” he said. “Since both Solid & Liquid express state, means same true state. Naturally the next would be gas, but gas snake is like gas human, not handsome name. So I borrowed from physics terms of “solidus/liquidus”. Solidus is not state but implies the boundary of liquid and solid.”‘ — Game Spot


Trailer


Metal Gear Solid 3: Subsistence / Snake Eater – Secret Theater


Metal Gear Solid 3: Subsistence PlayStation 2

 

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Metal Gear Solid 3: Snake Eater (2004)
‘Snake is in for another richly cinematic, occasionally convoluted, and ultimately satisfying adventure in Metal Gear Solid 3: Snake Eater, the latest installment in Konami designer Hideo Kojima’s long-running stealth action series. Much like its predecessors, Metal Gear Solid 3 begs to be talked about, if nothing else. After all, during the course of the game, you’ll experience a story dense with detail and intrigue, one that’s often presented using some of the most dramatically staged video game cutscenes to date. You’ll also spend about half your time with the game just watching (or listening to) the story unfold, and for every sequence that’s extremely exciting and thought-provoking, there’s a part that seems needlessly drawn out. Meanwhile, the gameplay itself–despite an all-new setting in a Soviet jungle during the 1960s–really hasn’t changed much since the last installment, and it’s aged noticeably during these past few years. Consequently, the mechanics of Metal Gear Solid 3 can be just as confounding as the storyline–but also just as rewarding, especially once you reach some of the game’s memorable, dramatic confrontations. In short, this is a great game that embodies both the impressive style and the one-of-a-kind spirit of its predecessors.’ — Game Spot


Trailer


PS2 Longplay [001] Metal Gear Solid 3: Snake Eater (part 1)

 


Metal Gear Solid 3 – Operation: “Snake Eater” (All Cutscenes with Captions)

 

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Metal Gear Solid: The Twin Snakes (2004)
‘Remake of the acclaimed PlayStation stealth-action action title Metal Gear Solid, developed under supervision of creator Hideo Kojima and legendary Nintendo game designer Shigeru Minamoto.’ — Emuparadise


Metal Gear Solid: The Twin Snakes (Gamecube) Full Playthrough

 

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Metal Gear Solid 2: Substance (2002)
‘The creator Hideo Kojima’s original design document for the game was completed in January 1999; it was later made publicly available several years later and then translated into English in 2006. It mentioned that the game was originally going to be called Metal Gear Solid III to symbolize Manhattan’s three tallest skyscrapers at the time and that Raiden was designed as “a character in which women can more easily empathize.” The document outlines new game mechanics and features, such as bodies that need to be hidden, enemies being able to detect shadows, lights in an area that can be destroyed to affect enemy vision, realistic enemy AI that relies on squad tactics rather than working individually, and multi-level environments that add an element of “vertical tension” to the stealth gameplay. It also outlines themes, such as passing on memories, environmental issues, and particularly social themes regarding the “digitization of the military,” digital simulations, the “digitization of operational planning,” the “digitization of everyday life,” and the “effects of digitization on personality.” The document stated that the “aim of the story” involves “a series of betrayals and sudden reversals, to the point where the player is unable to tell fact from fiction” (departing from the “very clear and understandable story” of its predecessor), that “every character lies to (betrays) someone once,” blurring the line between “what is real, and what is fantasy,” and “ironies aimed at the digital society and gaming culture.” The game’s production budget was $10 million. Kojima states that when he “heard about the hardware for the PlayStation 2,” he “wanted to try something new. Up to that point, all cutscenes had focused more on details like facial expressions, but I wanted to pay more attention to the surroundings, to see how much I could change them in real time.”‘ — Wiki


Trailer


PC Longplay Metal Gear Solid 2: Substance (part 1)

 

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Metal Gear Solid 2: Sons of Liberty (2001)
‘Almost anyone who owns an original PlayStation knows the name Metal Gear Solid. Heralded as one of the best games ever released for the system, it was indeed an amazing experience, albeit a short one. As much as this game was hyped, it was also equally criticized by gamers and reviewers alike for its 3-5 hour average gameplay length. And while it was true you could blaze through this title in a single sitting, people who did missed out on much. The entire concept of Metal Gear Solid is more of a cinematic experience or interactive motion picture if you will. You become the hero of your own action movie and no one can argue that a 3-5 hour action movie is a pretty good deal. Metal Gear Solid 2: Sons of Liberty has been one of the most anticipated titles in the history of the PS2. People were talking about it while we waiting in line to get our systems; it video preview drew amazing crowds at the 2000 E3 show, and the combo-packaged demo made Zone of Enders one of the best selling (and least played) titles in PS2 history. Sons of Liberty builds upon its predecessor in both scope and length, but in the end it succumbs to its own grandiose vision and bogs the player down in seemingly endless movies, sacrificing gameplay for the narrative. I’m told by our Japanese cultural attache that the Japanese gaming public enjoy this style of game, but for the trigger happy domestic gamer, you will find yourself tapping your foot impatiently as com-link conversations and movies drone on and on.’ — Game Chronicles


Trailer


Metal Gear Solid 2 – The Movie [HD] Full Story


Metal Gear Solid 2: Sons Of Liberty Glitches

 

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Metal Gear Solid VR Missions (1999)
Metal Gear Solid: the revolutionary game that invented its own genre. A game that redefined the way we imagine games and how we play them. As has been well documented, Metal Gear Solid is a game that focuses mainly on stealth. Stealth, as displayed by Solid Snake, is the greatest weapon you will have in the game. Haphazard gunfire and sloppy tactics will get you killed in this game. Period. If you want to make it out of this snowy hellhole in one piece, you’d better learn when to act and when to stay still, and you’d better learn quick. What, then, is the point of Metal Gear Solid: VR Missions? Unlike the Japanese version (which released under the name MGS: Integral), the domestic version is not just a slightly updated version of the original game. The Japanese version only added the tuxedo from the original American release, along with a useless first-person perspective that was more trouble than it was worth. For the US version, MGS: VR Missions is essentially an extra disc, which, among other things, adds 300 additional VR missions for the stealthy gamers out there to occupy themselves with. That’s right. At the risk of sounding like a used-car salesman, a staggering 300 VR missions awaits to test all of you who thought you were all that the first time around.’ — Game Spot


Trailer


[TAS] Metal Gear Solid: VR Missions “100%” in 2:10:12.43

 

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Metal Gear Solid: Integral (1999)
Metal Gear Solid: Integral is an expanded version of the original Metal Gear Solid first released for the PlayStation in the NTSC-J region in 1999 and later released for Windows in other regions in 2000. It includes most of the changes and additions that were made in the NTSC-U/C version of the original Metal Gear Solid (e.g. adjustable difficulty settings, English voice acting, and Solid Snake’s hidden tuxedo outfit), as well as new features and changes of its own, including a third disc consisting almost entirely of VR training missions dubbed the “VR Disc.”‘ — Metal Gear Wikia


PC Longplay [077] Metal Gear Solid Integral – Story Mode (Part 1)


Metal Gear Solid Integral – First Person View Mode Demo


Metal Gear Solid Integral – Mei Ling Talked About Memories

 

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Metal Gear Solid (1998)
‘The development for Metal Gear Solid began in mid-1995 with the intention of creating the “best PlayStation game ever”. Developers aimed for accuracy and realism while making the game enjoyable and tense. In the early stages of development, the Huntington Beach SWAT team educated the creators with a demonstration of vehicles, weapons and explosives. Weapons expert Motosada Mori was also tapped as technical adviser in the research, which included visits to Fort Irwin and firing sessions at Stembridge Gun Rentals. Kojima stated that “if the player isn’t tricked into believing that the world is real, then there’s no point in making the game”. To fulfill this, adjustments were made to every detail, such as individually designed desks. Hideo Kojima created the characters of Metal Gear Solid. Modifications and mechanics were made by conceptual artist Yoji Shinkawa. According to Shinkawa, Solid Snake’s physique in this particular installment was based on Jean-Claude Van Damme, while his facial appearance was based on Christopher Walken. The characters were completed by polygonal artists using brush drawings and clay models by Shinkawa. Kojima wanted greater interaction with objects and the environment, such as allowing the player to hide bodies in a storage compartment. Additionally, he wanted “a full orchestra right next to the player”; a system which made modifications such as tempo and texture to the currently playing track, instead of switching to another pre-recorded track. Although these features could not be achieved, they were implemented in Metal Gear Solid 2: Sons of Liberty. Metal Gear Solid was shown to the public at E3 1997 as a short video. It was later playable for the first time at the Tokyo Game Show in 1998 and officially released the same year in Japan with an extensive promotional campaign. Television and magazine advertisements, in-store samples, and demo give-aways contributed to a total of $8 million in promotional costs. An estimated 12 million demos for the game were distributed during 1998.’ — Wiki


Trailer


Metal Gear Solid – Extreme (in 1 hour 31 minutes!)


Metal Gear Solid 1-Easter Eggs and Secrets

 

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Policenauts (1994)
‘For the longest time, Policenauts was considered Hideo Kojima’s lost masterpiece. Although initially released in 1994 for the Japanese PC-9821 home computer, it was eventually ported to the 3DO, PlayStation and Saturn over the next few years. None of these were ever released outside of Japan. It wasn’t until 2009 that a group of determined fan translators at Policenauts.net hacked the PlayStation version and released an English language patch, to elation of thousands of fans around the world. Why all the hype? At the time of its release, Policenauts was advertised as “The Next Generation of Snatcher“. While Snatcher was released in English for the Sega CD, it gained a cult audience in America and Europe, although the sales were beyond dismal, mostly due to it being released at the tail end of the system’s life span. It wasn’t until 1998 that Kojima’s name entered the video gaming world with the release of Metal Gear Solid, which not only revived interest in the old 8-bit series, but renewed interest in Kojima’s other works. The price of Snatcher in the aftermarket shot up, and gamers everywhere wondered, just what the heck was that Policenauts thing?’ — Hardcore Gaming 101


Policenauts intro (English)


Policenauts (PlayStation) English Full Playthrough

 

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Metal Gear 2: Solid Snake (1990)
Metal Gear 2: Solid Snake has received near universal critical acclaim by retro game reviewers. According to Paul Soth of GameSpy, the game surpassed its predecessor Metal Gear in every way. In addition to praising the gameplay, he also praised the game’s “gripping, well written storyline” for its “rich characterization” and its “same quality of storytelling that made MGS so compelling.” He concluded that players will not be disappointed by “the great gameplay and story,” and that it remains “one of the best 8 bit games ever made.” Game Informer was more critical of the game, however, giving it a 7 out of 10. They wrote that in order to reach the most pivotal moments in the game’s story, “you must endure some of the most ridiculous situations Solid Snake has ever seen,” and that “the game’s focus on constant backtracking and keycard acquisition makes it too repetitive.” They concluded that “only diehard fans will find the experience rewarding” and that the best way to play the game is through the bonus disc of Metal Gear Solid 3: Subsistence.’ — Wiki


Intro


Metal Gear 2: Solid Snake (MSX/Xbox 360) Full Playthrough


Big Boss’s Final Battle

 

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Super Deform Snatcher (1990)
SD Snatcher was released exclusively in Japan in 1990. In the early 1990s, the game was translated into English by a Dutch group of fan translators called Oasis. Although the quality of this translation arguably was not so good, it enabled many people outside Japan to play this game as well. In 2011, a re-translation project was started known as Project Melancholia. The release of this new English translation was expected to be around early 2012. On 2 January 2014 the project was released. This translation is not distributed freely though – the group requires monetary compensation for their patch.’ — Wiki


MSX – SD Snatcher (1990) – Intro


Super Deformed Snatcher | MSX2 | Episode 16

 

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Snatcher (1988)
Snatcher is so much a product of its time that it hurts. An adventure game released in Japan in the late 1980’s, it’s played from a static first-person perspective and relies heavily on searching environments for clues and speaking with/interrogating characters in the game (in other words, scrolling through menus), the only action coming in the form of intermittent “shooting gallery” sequences (Japanese game fans will recognise it as, in many ways, a “visual novel”, a genre still popular in the country today). One reason Snatcher burns on in many people’s hearts is its writing. Kojima is well-known for his love of telling a story, and nowhere does this work to better effect than in Snatcher. Unlike Metal Gear, which is at times simple (owing to it being an action game) and others bloated (owing to the fact it’s been around for decades), Snatcher’s adventure game setting means Kojima was able to weave his various influences together into a strong, coherent storyline that boasted surprisingly strong writing, both in terms of framing the story and in your dialogue with the game’s characters. Of course, it helped the game also looked gorgeous, especially in its later updates (originally released in 1988 on Japanese computers, it would later be ported and seriously upgraded for the PC Engine, Sega CD, Saturn and PlayStation). It wasn’t just the graphics being updated between versions, either; later versions added improved intro sequences and voice acting, while the Sega CD edition (the only one ever released in the West) even had support for Konami’s light gun peripheral to make the shooting sequences easier.’ — Kotaku


Snatcher (Sega CD) Full Playthrough


Snatcher Censorship – Censored Gaming Ft. Avalanche Reviews

 

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Metal Gear (1987)
‘Known as the first “stealth action” game, Metal Gear tells the tale of “Solid Snake”, a rookie operative of the U.S. special forces unit FOXHOUND, as he infiltrates a fortified military compound (known as Outer Heaven) to destroy a mysterious superweapon known as Metal Gear.’ — Emuparadise


Metal Gear (1987) MSX – Complete Walkthrough


Metal Gear 1987 Ending

 

 

*

p.s. Hey. ** scunnard, My pleasure, my honor, J. ** Kettering, Hi. ** Bill, I just started Thomas’s novel, and it’s very wonderful, of course. With ‘3:54 AM’, it was all shot for the sequence. It was part of a PBS series called ‘United States of Poetry’, directed by Mark Pellington. I’m surprised the series has never been made available online or DVD. It had a lot of big names in it, poets but also poet-y people like Leonard Cohen and Tom Waits. ** Jonathan, Hey, hey, hey! You’ll always be distinguished around here and to me, sir. Paris is good, just getting too summery, and I hope Dublin, assuming you’re still there, is giving you its best goods. Come visit Paris! xo, me. ** Nick., Hi. Uh, me either, and I’m doing fine, you? Course corrections do seem to sneak up on one. No, I didn’t eat rice noodle yet! I can’t remember why. I only know about three jokes, and they’re all very old and familiar, I think. He probably already knows “‘What were Kurt Cobain’s last words?’ ‘Hole’s gonna be big'”. I’ll watch that clip later, but, coincidentally, one of other few jokes I know is “‘How do you wake up Lady Gaga?’ ‘Poke her face.'” I look forward to experiencing your passing feelings. ** Darbz 🐼🍦, I’ve been really craving soft serve ice cream the last few days, what a coincidence. So sorry about the interview. Experience is so overrated. Yeah, I lived in NYC for about 4 1/2 years in two chunks. It’s pretty big and too complicated to summarise easily. You should go, for sure. Yes, it’s expensive, but every cool place is. LA is more expensive than Paris now, it’s so weird. I’ve read ‘Skin’, yeah, and I liked it. I know the song ‘I Never Promised You a Rose Garden’, which is kind of a guilty pleasure song, but not the book. Which came first? I just saw your email. Great thank you! I can’t wait to read the chapter. I hope your Monday doesn’t live up to Monday’s bad reputation. ** Dee Kilroy, Thanks for talking to Darbz. ** Steve Erickson, The book fair was very crowded and very hot (as in temperature), but kind of fun. High concentration on Mogutin/LaBruce-style queer stuff, which isn’t really my thing. But, yeah, glad I went. I know Lopushansky by name, but I’m not sure I know the work. I’ll find out. Thanks. The song sounds pretty exciting. I believe Jared’s book is only published in the UK, but if someone reading this knows better and can correct me, please do. ** _Black_Acrylic, Hi, Ben. Never heard of ‘Saint Maud’. Huh. Okay, it seems like something my go-to illegal streaming site would have in stock. ** Misanthrope, I did include the murderer restaurant? Shows you what I know. So sorry about your friend’s mom. Life’s ending sucks so bad. Hugs. ** Right. Someone recently asked me if I would restore and expand the blog’s very old and broken down post about video game auteur Hideo Kojima, and obviously I have today. Check in with it please. See you tomorrow.

Please welcome to the world … Jared Pappas-Kelley Stalking America (Delere Press)

 

Stalking America blends an interior/exterior assemblage of a young person on a train riding cross-county where everything is subtext and suspicion. Here, events are presented in a glassy contemplation of travel and transition. Stilted and strange dialogue, description, minor reality stars, historical influences, lists, architecture, movements, and mundane pop culture observations of a misinformed but well-meaning observer montage into an internal and external reverie. In America, nothing is seen or spoken directly. Conversations and thoughts wander in from around a corner—a deleted browser history of experience—ripple into the cliché of a coming of age. In this sense America is half-baked like a teenager. The protagonist obsesses over historical references to nude bathers, anarchist colonies, reality television, communes, volcanic eruptions, and songs in a playlist trying to understand a certain aspect of America through observations and false epiphanies. A vacated puzzle attempts to undo itself while each piece ploddingly re-assembles with the assurance of the train ride as elements come into proximity. To understand America, to really appreciate it, is to fundamentally misunderstand it at the deepest levels—to read into its flattening out and image as the ultimate subtext and that is where the story lies.

https://www.delerepress.com/books/stalkingamerica

 

S/Talking Jared

How do you know this isn’t a dream you’re in? With the world feeling stranger every day and having stalked Jared Pappas-Kelley online for years, I thought it best to continue our conversations about his writing and talk to him about his excellent new book, Stalking America (soon to be published by Delere Press in June of 2023) We’ve have yet to meet IRL.

Jared Pappas-Kelley’s Stalking America bends genres; fiction and memoir blur as if we’re piecing together a life via online platforms and information gleaned along the way, while being informed with push notifications and asides of art history and pop anecdotes. It offers timely thinking on identity and how we navigate the pitfalls in this media saturated world. At its centre is a coming of age story: a teen dealing with their parents and divorce, whilst trying to form their own identity as it shifts and turns on a train journey of discovery. It cleverly captures that feeling of the “non-stop now” that ever-vast expanse of the real, as life bleeds into the internet. Stalking America, flows in and out of states, flattening time and space while trying to rebuild or reconstruct it, with the aim to understand and grasp the “now”, as identities blur and change in a blink of an eye. Jared is America and America is Jared or at least a version of it, all built on dreams, but I, like Bono, still don’t think America knows who or what it is yet, making this genre-blurring journey an exciting ride and a puzzle to solve.

Over email we discussed how the artist Gordon Matta-Clark and his cutting up of domestic spaces informs his writing style, along with the unauthorized biographies written by his aunt and the unsettling blurring of fiction and reality we exist in and how we tread water in the post truth era. Along with the endless image building and the various “us” that haunt online platforms, the absurdity and joys of influencers, chatbots and the smorgasbord of Web 3 and AI issues facing us, all while we exalt the allure and mystique of train travel.

***

Jonathan Mayhew: I really loved Stalking America, for me, you capture this feel of now where we flow through information daily at our fingertips and yet the world is starting to feel more and more fictional, facts and fiction are blurring, especially if shouted loud enough, they can be seen as real, yet as shallow as a phone screen depending on who said it first. So an “easy” question to start. How do you think fiction can exist, when we seem to be living in it?

Jared Pappas-Kelley: Maybe the only thing that can be written now is fiction. I’m a visual person by nature, so for me a lot of it was about trying to catch an aspect of experiencing the world, this way of inhabiting the now in a sort of mundane sense, when much is mediated or at a remove, an observation, information, as that is one of the things fiction can do, and still give a sense of the truth in it.

One thing I was interested in with Stalking America was also this apparent distinction between truths and fictions, as not mutually exclusive in any capacity and if anything, the blurring has become more overt and that was a starting point to tease out and observe. It was also something that I tried to consciously explore with how things were structured with details like the dialogue and layering or paralleling where in many ways everything was presented like conversation threads that aggregate from various sources and experience or blurring—without trying to be too heavy handed as a thought experiment.

Mayhew: That almost selected view of truths or selective points of view you’re talking about neatly brings me to the artist Gordon Matta-Clark, whose cut building works you return to throughout the book, for me these works open up the private in a very controlled way giving you this curated view. Giving just enough information to conjure an idea of the person but never the whole. Why are these works so important in this book?

Pappas-Kelley: Part of it is that I just like Matta-Clark as an artist, but also in the book there is a lot of identifying or over-identifying with public personas and writing about him gave another way into this idea. Gordon Matta-Clark was an artist that went into old, abandoned houses and sliced them in half or cut them up as interventions so that we might consider them differently, but also there is just something appealing and immediate about taking these homes apart, an artist with a chainsaw and winches slicing across domestic spaces. He’s one of those people I keep coming back to.

In a more practical sense, Matta-Clark gave permission to make these sorts of interventions into the source material in the rest of the book. To make incisions into character, show how things are performative and stepping into these domestic or public personas and question intimacies of narrative or interior spaces and what is considered outside for public consumption and like you said relates to experiences of social media or even conventions of reality TV.

In that, what is taking place as I approached it isn’t directly about writing itself but something more writing-adjacent as an approach or conjuring that visual art and popular culture also allow.

Mayhew: There’s a quote I’m going to paraphrase from Nick Hornby’s High Fidelity that has stayed with me, “it’s not what you’re like, it’s what you like that matters.” Matta-Clark’s houses really have that feel of someone’s profile page, a limited curated viewpoint. In one way it’s dehumanizing us, turning into a brand, but I also feel it’s the tastemakers that will succeed in the future especially with AI. It’s a strange puzzle of sorts.

I want to delve into the sub plot of the TV show Stalking America in the book, it feels like you’re tackling some of these contemporary Black Mirror-esque dilemmas, where social media has kind of made us all Truman, while also hinting at the endless surveillance from cameras to our own self-censorship. Have we moved past that “Warholian 15 minutes of fame” to a new paradigm?

Pappas-Kelley: It was there already, but with something as simple as the invention of the like button, or the heart, or upvote, it’s become foregrounded so that we are now the apex predators of liking but in an extremely passive or disengaged way.

We swim in feedback, baby sharks, and it’s about how do we live in that and make sense or are perhaps shaped by it. Could this be translated as an experience, the sort of bits that fall between the cracks when nothing specifically is happening or directly contradicts? That’s sort of how I approached it, and is it a satisfying experience or what might it put on display?

I have an aunt, or I guess she’s my mom’s cousin so whatever that makes her to me, and she wrote these high-profile unauthorised biographies about people like Nancy Reagan, or Oprah and the royals that got a lot of attention. And I don’t really have any particular connection with her except as sort of a backdrop in family dynamics or as the tangential fabric of extended relatives when a new book came out. And she might have this lateral relationship to the subjects she writes about and their fame or notoriety, but in a very real sense I am not on her radar, but in writing this book I was interested in these oblique or tenuous connections like the main character here where they might or might not have grown up knowing this person who is now on television and this supposed connection takes on a disproportionate significance or projection. This kind of living through a perceived connection to someone else that is somehow noteworthy, trying to work it into conversations that are very tenuous, or cringe, is an attractive starting point and what is being noteworthy or being known in this more mundane sense.

With Warhol, you might commission a society portrait in like Neiman Marcus or wherever, so for the price of admission you got the allure or appearance of being someone who is known. But it isn’t even about 15 minutes anymore and perhaps about an ability or even desire to influence, an aggregation as the act of influencing. And with this book I wasn’t really interested in any of these big constellations but in only the most tangential of identifications through these other people and this might be the more duct-tape version of that.

Mayhew: I’m going to change tracks for a minute. Personally I find influencer culture a strange thing, I get the “we don’t believe big corporations” bit, but this “celebrity” is trustworthy shtick is crazy, it’s just another form of adverting or that De-Influencing trend, which was mostly humble brag mixed with lifestyle selling and cringe reverse psychology, it’s this weird desire hyper loop. I find it super sad that people talk like they’re brands too, as it really dehumanises us, we’re much more than a commodity, it’s this kind of thinking that feels like the future is hopeless. Sorry for the doom spiral, do you have a better hope for how things will turn out or are we going to be in a hyper stalking of everything soon?

Pappas-Kelley: I’m intrigued by jobs that emerge that our parents or their parents wouldn’t be able to conceive. Like influencer is a genuine job or career choice and what does that mean? What do you want to be when you grow up? A firefighter? An influencer? Do you score really high in influencing on some aptitude test or like the Myers-Briggs? …I wanted to be an influencer, but my posts weren’t influence-y enough.

Have you ever seen on reddit, the forums that are chatbots debating something and each approaches their response from a specific POV and finds a way to work those ideas into any conversation? And it’s unsettling to me how quickly the bots get racist as well after culling through all our castoff material online, yet we wonder how that happens.

Mayhew: Well I try to avoid reddit, but I’m aware of the Tay bot twitter AI from a few years back and I’m following many others in the AI arena. What and how we teach AI is going to be the event horizon of the future and so far we’re not doing so great. You’re right about how jobs have changed, with the cycles of boom, bust, and bail out it seems to be having an effect on Gen Z’s approach to life and work. Things like long-term planning seem pointless when the world crashes and burns so fast before the phoenix rises again, exploiting yourself seems like a better option than doing it for the man, I won’t even get into the politics and environment issues… So with a pull of the lever we’re back on track.

As I was reading Stalking America the spectre of Sophie Calle, one of my favourite artists was all around me, and then she popped up and said boo. Her work feels like an important clue to deciphering your book’s puzzle and I feel she was way ahead of her time with the work she makes. Can you let us know how her art has impacted culture and your own ways of thinking?

Pappas-Kelley: Sophie Calle was definitely present in the material, following some guy around Venice and covertly documenting his movements with her camera, and I was doing this thing where I write sort of all-around something that is right there in the middle of it until it gets lost a bit and then after all that sidestepping just come out with it—and here is the piece that was missing and it deflates it, like the polar opposite of a jump scare, in a way that is curious to me and I also think that is something Sophie Calle does. I was intrigued in writing that sequence with how the other character was kind of cool-shaming or almost dismissing the kid’s own experience, like, oh all these things you’re interested in are the fake or poseur versions, somehow less, but this artist is like the real version. And this happens a lot and sort of the way a music snob or someone like that would do it but in perhaps a more endearing way, and there was something more compelling rolled up in this exchange about authenticity or an inability, and in this case what was the real version or is there one.

Mayhew: She was like cookies before the Internet, stalking the mundane to get a better picture of the person. It’s really beautiful work I return to a lot. Going back to Matta-Clark, home, or the idea of it as part of our identity seems to reoccur, almost as if you’re taking his process and reconstructing within a fractured sense of identity, like you’re building a fictional you. Could you speak on this? You know I also love a good joke, like that where are you from line? Home. It’s why I own the perfume Rien from Etat Libre d’Orange, so when asked, what I’m wearing, I can say nothing.

Pappas-Kelley: Yes, I like the blurring where the writing appears to be more about me than it actually is, and the process of constructing while cutting away. This idea of the process through which we construct ourselves or the way a narrator sees themself more clearly through someone else. I also appreciate a line like that where language sort of claps-back with its flatness—what are you wearing, nothing or where are you going—Home—the name of the town or fragrance is factually true but also a more general idea as it shuts the door and truth lies in a way.

Mayhew: You have these lovely little disruptive devices Lapso Mori, which give you the sense of reading a book written right now, where we’re surrounded by distractions. Am I right in thinking that the train is also a device, like a literal one, a phone or a tablet and you’re on this scrolling journey through the past and present or well this new flattened time we’re in, where everything can nearly be instantly recalled by the internet and social media, including browse holes to be lost in?

Pappas-Kelley: A bit like a push notification. Like the memento mori, a pocket that collects or lapses that are a withdrawal yet persist as an artifact, a slippage as reminder from another parallel that bleads across and accumulates. I mapped out the beginnings of a follow-up book where this idea of the Lapso Mori becomes the foreground, so I guess we’ll just have to see if I ever sit down and write it.

I like thinking of the train ride as a device in that sense or a peripheral, that is sort of how I approached it, and in many ways, it is the least train-like train ride, and I wanted it to be this sort of engaged reverie space being constructed.

Mayhew: Ah interesting, so you could end up as a side character in a future book. Continuous image building is very much part of contemporary platform culture. The twitter you is different to the Instagram or TikTok you, the various ghosts that act for us as we doom scroll. Trains do have this feel of an endless side scroll that’s always now and new, I’ve spent a lot of time in these various moving tubes, they can be great places to dream. What’s your favourite mode of transport and least favourite? And does the “you” in the book share the same likes and dislikes?

Pappas-Kelley: Each platform has that specific aspect it brings to the foreground or highlights like image, brevity, or story, I guess like how different forms of transportation might also do this, it’s like the way you show up.

Some of the initial inspiration came from taking a Greyhound bus across country in the US years ago for many days but a Greyhound felt a bit too honky tonk in a way and I also didn’t want it to just be a story about highways which is something else. With a train there’s more of an inevitability that you will end up somewhere and it’s more automated and letting go, and the outside is out of your hands, so it disappears into like a permeable bubble of the experience.

I live in the UK now and like travelling by train but feel like it’s really expensive and always breaking down or delayed. Maybe a train ride in someplace like Switzerland—do they have train delays or interruptions there, I feel like no, or that if they did, they’d have some mediated but posh Swiss solution in place.

Do I like the same things as the character in the book—in many ways I suppose I do but I think I’m confused differently by things than that character and it also allowed me to be a bit more naive in the responses which I also enjoyed. I feel like that character dislikes most things and is figuring it out, but maybe that’s just me?

Mayhew: I’ve spent a lot of my life commuting in various machines, from boats, buses, and trams but my favourite is still the train, well ok not in the UK, there’s always delays, but anywhere else it’s a great space to dream. Now for some fun short questions. Does America have a smell? And if so what is it?

Pappas-Kelley: When I first spent time in Southern California the smell I remember sort of embodying the experience was a mix of fake orange and car exhaust. But for all of America? Maybe one of those air diffusers, so you have a scent profile of like four options that you put on to match your mood.

Mayhew: After Stalking America can you describe it in one word?

Pappas-Kelley: Er, tenuous?

Rumpus: And finally is this really just a dream?

Pappas-Kelley: Well this is a physical experience we are in, but so much of this is beyond just the physical, so thinking of it like that is a good way of giving it form. But for me it’s always how this physical grinds up against the idea or intangible aspect and maybe through it there might be a lucidity to be examined, driven by these physical actions.

Mayhew: Thank you Jared, this has been wonderful and maybe you could tell the nice folks at home where your new book can be found and when? My train is due as I’m in motion to the ocean.

Pappas-Kelley: Stalking America is out at the beginning of June from Delere press and is available at all the usual places. I am also working on a body of related drawings and video work for an exhibition in the near future and part of that is in the anthology Good Symptom by the 3rd Thing Press.

 

Jonathan Mayhew is an Irish conceptual artist and occasional writer, who was shortlisted for the Zurich Portrait Prize 2021 at the National Gallery of Ireland, he has shown recently at IMMA the Irish Museum of Modern Art, The Bomb Factory London, Pallas Projects and the LAB in Dublin, along with HIAP Helsinki, Finland and Kristiansand Kunsthall in Norway. He’s currently based in Dublin, creating new works and developing olfactive sculptures. You can find his digital ghosts on Twitter @jnthmyw and on Intsagram @jonathanmayhewart

 

Excerpts from Stalking America:

The next morning, I wake up to find the train stopped. We did this a couple times yesterday. I lean over, press my face against the window and peer outside. Nobody stirs. It’s bright. Outside there is nothing, sun-bleached grass and stray trees off to the right. Empty. Wind ruffles the grassland and it’s unsettling to be stopped. The ripples of grass match the diagonals of the train upholstery pattern. Nothing between here and the horizon, it’s early morning and the sky is soft water blue. The grass is brown and clusters in darker blotches and lighter. This could be Wyoming or a Dakota.

The world had been riding along with us, all stories, everything anyone had ever done or thought, stray words overheard, toting along for the ride. All set on course, everything here now, then gone in this hush as we stop, drifting to other locations or stepping behind unseen curtains. I’m the only one awake and seeing this space here. It’s a car at a stoplight when the van next to you rolls forward and for that instant you panic that you are falling back.

I don’t know why this spooks me more than it should. The new guy across from me isn’t in his seat. My ear aches where I fell asleep with headphones. Telepathic Babysitter nuzzles in her seat, head propped against the window, pushing a sheen of skin and hair grease on the glass. Her sweater twists around her in her sleep, her shoulder protrudes where her chest should be. She is all elbows. Across from her the other woman pulls the blanket she uses as a makeshift pillow over her face to block the morning light. I stand up and wander over to the bathroom to pee. The bathroom is small and feels cramped. I glance at my watch. It is 8:37. The graffiti from the day before still looks at me from the partition. It says 11:00. Nobody painted over it in the night or scrubbed it away, and I wonder if it happens every day at 11:00, or twice a day I guess. Busy. There’s not much to do on a train except think about sex. Makes sense I suppose.

***

Transmission 2

Matta-Clark made inquiries when first proposing the project, asking around and letting it be known that he was looking for a house for the cut-up project. The site was put forward by art dealer Holly Solomon—who owned the location, apparently purchased as investment for the land with neighborhood slated for renewal (was it another Solomon who once proposed a baby be cut in two in order to determine a rightful parent?). A faultless triangle wedge of light cuts into the shadow, framing the bottom of the construction, visually accentuating the deed of a house cut in two from back to front. Matta-Clark observes, buildings are fixed entities in the minds of most people. The notion of mutable space is taboo, especially in one’s own house or the places we inhabit. People live in their space with a temerity that is frightening. Yet suddenly sky becomes framed, incised, or visible with the interior of someone else’s space breaches through the structures we inhabit like collective experiments with the stories we tell, vantages, magicians carving an assistant in half, yet somehow whole. Slicing through the artifice or shared.

Oversimplified, a metaphor of a house divided, but what if instead it is multiplied—child-logic of cutting a worm in half making two (cutting babies to produce a triplicate)—now two homes and three (assemblage revised—the commune with horizontal hole drilled clean through as periscope for exposing) to make sense first of bisecting, dissecting, trisecting an existing structure and revealing all these compartments (so many) one never knew were even here like pomegranate, overlapping multitude and contained at once—volcano, snow, van, dining hall. Slotted curve from afar passes under from upstairs and to the left, the housing complex and high-rise farm estate of living, with a deer trail through grass that leads to a geodesic dome of sorts (another time, another place). It gathers and becomes wedged; these exercises, an airing.

It somehow seems fitting for my memoir of sorts (who the hell said it was a memoir) to begin with somebody else, a significant artist, his story, as I have always seen myself most keenly in contrast to other people, through an affinity but also where they are not like me, their experiences. So then perhaps it is also apt that my memoir (not a memoir) and these fictions (truths) are both mine and someone else’s (I’m waiting for your email) not stretched out as time, but as it occurs, pooling and gathering, a glimpse in through other windows (when flights land you can see my house from here). I have always had a hard time trying to frame events into a narrative as each episode is more like a glimpse where what is true once, is no longer the next day or instead directly contradicts, or huddles near what might be about to arise. So this cutting up reveals something more—a framework or architecture, see a stairway that led somewhere once, a room, actions, anxieties, trysts that could only happen in the microclimates of a particular time or day cut across and somehow bleeding into all but matchlessly separate/spliced onto one away or into the other. More-true somehow. Not an absence—an everything all at once and at the same moment—the way life appears with a cut but before the fruit-pulp leaks away, that moment it congeals as now.

***

 

On the second day I discover the closet in his bedroom connects to the back of the closet he uses for his office like an L-shaped secret passage. The duplex was redone at some point and the rooms added-on like palindromes. If I sit quietly with the door ajar, I hear him tapping away at the keyboard, pausing, or grunting quietly while he thinks something through. I stare out the window as traffic floods past, trying to decipher what he might be typing by the rhythmic chatter of the keyboard. Occasionally the phone rings.

Hello.
He puts force into the second half of the word, so it comes out hell-oh, like hell is a given, followed by a surprise, oh. An echo.
Oh.
Then waiting while the person on the other end says something.
Yeah, he’s here. We’re fine.
I listen intent through the half-closed door.
Thanks for calling back. I was not sure if you are, so thanks.
An exhaled breath that is meant as a laugh.
We get along very well. No really. He acts the same way as I do, but he has everything in order, and that’s it.
A tapping noise, maybe his finger against the armrest of his chair.
I really don’t know what to do with it. I thought you probably know something.
Breath.
Oh, that would be great. Are you sure this is not an inconvenience? Of course, if you are confident, it sounds good. We will be back there later in the evening.

Under his bed he keeps a bin filled with old magazines and junk gathered over the years. Next to that I discover an enamel box that to my surprise contains a collection of seven grapefruit-sized ceramic heads. Heads. My first thought is these are real heads, shrunken, and kept under his bed, puppet-like. The box is threatening, and I invent the sucking sound of air escaping as I open it. I’ve interrupted something. My father is only one room away. The eyes catch light and reflect back at me and I close the lid, re-securing the latch. But I go back to them over the next two days. I don’t get a good look at first because every time I unpack them, I get the ominous feeling he’ll walk in on me looting through his things, or that they have a life of their own when I’m not there.

I wait for his walks before undertaking these more in-depth explorations into his things. Every day after an hour of writing, we eat lunch together, and then he goes on a walk for forty-five minutes or so. He invites me, but I always say no.

That’s how I find the box of heads. Unlatching the lid, the case is long and rectangular, about a foot and a half by six inches. It is built especially for the heads, with each sequestered away in its own perfectly sized compartment, and the interior lined with gray velvet. Opening, they all gaze up in unison from their cubicles. It’s creepy. Their stare follows me where I move. Four little man heads, and the other three are women. Each alternate, so first it’s a boy, then a girl, and then another boy. It’s orderly, sort of voodoo or demented duck-duck-goose. Half matted, their hair feels real, like too real, cut away from a wig or from scalped dolls. The second from the left smiles vacantly, her teeth showing, and eyes too shiny. Dark eyes and skin pale luminous off-white. Mostly they look the same, like cast from the same mold with slight variations but the guy on the right is a little off. Eyes are a pale pinkish, his hair white at odd angles, stare gazing-off soft focus. He is part rabbit or it’s an albino’s head. But they all seem familiar. Ceramic and oddly substantial for their size. The one in the middle looks vaguely like my mom. My hand reaches in to smooth her hair. Soft. I rest my chin on the edge of the case staring into their eyes, but watchful one might blink or flinch at my touch. I close the box.

***

 

In my favorite episode of Stalking America, Claire’s on a stakeout in front of her target’s house. She sits in a car watching in the rearview mirror. A man two houses over carries out garbage, lobbing a re-used grocery bag crammed with trash into the bin before wheeling it to the curb. Claire eyes him, looking casual. A small camera is mounted somewhere near the car’s glove box, another on top of the mirror, and she glances to it for reassurance from time to time. It’s early and she’s been here most mornings lately mapping her stalkee’s schedule. He should be out any minute.

In the lower right corner of the screen, time code rolls and at 7:17 he leaves his house. Her stalkee wears a dusky colored overcoat, brown or gray, and he’s in a hurry. Claire makes an uncomfortable noise and looks out the window. The man next door goes back inside, but leaves the door ajar, returning a moment later.

Down the street a car pulls out and coasts past. Claire’s the only one on Stalking America who talks directly to the camera like she knows you are out here listening. Claire checks the time on her phone and slides it into her pocket, composes herself, turns to the camera near the glove box, and tells us this story. I remember it clearly like a reenactment. She said something like:
It usually starts with an accident. A little over a year ago, my friend XXXXX became obsessed with some actor that only had walk on roles before this movie that we watched.

Whenever Claire says her friend’s name the show bleeps it out. Something to do with waivers.
The actor was in more recently, but then he is unknown. XXXXXX was in a car accident at that time, the back ended and pushed into the intersection, and for some reason she grabbed onto this actor, having gone to see his film after her physiotherapy. He’s getting known at a time when she is recovering, so in a way he got her through it.

Outside her car a blue sedan passes. Claire looks to the side, watches as it moves down the block.

***

 


Gordon Matta Clark – Splitting, 1974


Transmission 3: Mt St Helens (text from Stalking America)

 

Part of my process has always started with image making and drawing. Often these sort of enigmatic drawings or video pieces are the first step in how I approach the writing and then branch off into their own work or exhibitions, but with Stalking America the drawings became part of an accumulating series of grid drawings and also a sequence of video pieces that utilize audio from the text in my book with my audio compositions. The installations of the drawing grids and the video pieces will hopefully be part of a separate exhibition and I’d like to find a venue for it in the US or UK, but in the meantime one of the Transmission texts from the book (Transmission 3: Mt St Helens) has become part of the video series Good Symptom from the 3rd Thing press and is part of their video anthology.

 

 

*

p.s. Hey. This weekend the blog employs its red carpet function to help alert the world to the new book by the fascinating thinker and consequent prose maestro Jared Pappas-Kelley. Jared has put together an exclusive look-see into the tome, including a great interview with the wonderful artist and veteran distinguished local of this blog Jonathan Mayhew. Enjoy discovering, everyone, and thank you kindly for putting your faith in this venue, JP-K. ** Dee Kilroy, Hi. I share your mixed feelings, for sure. I’m not convinced about the growing as a writer part, but JG’s support definitely kept Burroughs going and at his craft. There’s no love lost between JG and me, but more power to him. Oh, you’re in Atlanta. I haven’t been there in ages. I used to visit some friends of mine there fairly regularly, but only one of them still lives there and we’re estranged. I’d like to head back there at some point. Coffee addiction, which I have, is a hassle, but I’ve pretty much given up every stimulant-vice except coffee and cigarettes, and I’m keeping them both. And we’ll see. Excellent weekend to you. ** Misanthrope, I forgot about that poor, crushed kid. It wasn’t an anecdotal post, but I might have included his crusher if I’d thought about it. Enjoy the visiting and going. ** Jack Skelley, I can imagine. I wonder if it still looks like that inside. I suppose it does. Cool, send me or show me tonight. I hope you awaken with a friendly head. I mean friendly to you, it’s always friendly to me. ** _Black_Acrylic, I’ll try to see that Tacita Dean piece. There’s a big show of her stuff here in Paris right now, not including that one, and I have to say it’s a pretty blah array. Oh well. Holy moly, enjoy the jammed garden. It sounds pretty fun in theory. ** Mark, It’s true that in that photo that bar does not look grungy. It does look like some grunge would make a world of difference. Not that it looks uninviting as is, mind you. ** Steve Erickson, Hm … I don’t think I’ve eaten at any of them, actually. It’s possible I had a snack in the Seattle tower in my youth. I’d like to eat at all of them, or at least have a coffee. I just checked and there doesn’t seem to be any recorded Kraus/Petersson music sadly. I have noticed that The Quietus seems to be going the Pitchfork route of mixing the biggies and the obscurities in their reviewing. Not a surprise, I guess. It’s still pretty valuable. It’s no TinyMixTapes, whose death I continue to mourn. I have my biweekly international Zoom bookclub meeting this evening. Then I’m participating in a Zoom event in memory of the fantastic writer and my friend Bo Huston. Tomorrow I’m going to the Paris Ass Bookfair. Zac and I finished the rough cut of our film yesterday — although it still needs a ton of work — so we might celebrate that big step somehow. I hope you get to catch a Ferreri film. What else did you do? ** politekid, Howdy, O! I think a play can be any length theoretically. Obviously, concise is an always a good modus. Or mostly at least. Sanding it down in the fun part, no? Yeah, not a huge fan of theater and especially its acting style either. Kant, yikes, or … cool? I’ve never read him. I suppose I should. I suppose I might. I think probably not. The Kirsch talk sounds pretty interesting. I liked running a journal or lit mag, I guess. But I had no higher ups. Still, I don’t know, that sounds tempting. I wouldn’t brush it off without some serious considering with at least a little sparkle allowed into your eyes. Gladman and Butler are way up there among the ultra-best younger American fiction writers for absolutely sure. I just told Steve up above what my weekend ahead theoretically consists of. It’s getting semi-hot here, and I fucking hate it. But it won’t stop me. I didn’t not know that about the BT Tower. Huh, I thought I read somewhere that Rimbaud/Verlaine’s London pad has a plaque on it and stuff. Maybe the plaque is on the BT Tower. That’s kind of a nice image. A weekend is just a weekend, but it can always be more, and I certainly hope yours is. ** Guy, Ha ha, I got dizzy making it. High five. I do remember that poet’s mention by you, yes. Thank you for sneaking my thing into him. Whew. I’ve always thought the key to that 3:54 AM clip’s success is the appearance of James Duval’s stomach. Have a fine Saturday and even Sunday too. ** Okay. Mr. Pappas-Kelley will take good care of you while you’re in the DC’s realm this weekend. And I will see you Monday.

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