


MGS 4 illustrates Snake's aging by taking full advantage of the PS3's ability to imitate life. Grey and wrinkled, Snake moves deliberately and gingerly in the cut scenes. His low voice has become exceedingly gravelly the point of comedy, although things get less funny when he seizes with uncontrollable coughing spasms. The aggregation of old psychic wounds compounded with new physical ones make him reliant on pain relieving injections during his missions. While still able to sneak through enemy territory undetected, any moment of rest sees Snake groan and rub his undoubtedly sore back. Perhaps Tactical Espionage Action is better left to the young?
The interesting thing about MGS 4's overwhelming thematic focus on aging is that it exists in contrast to most of the gameplay. Until the last scenes of the final act, the player has more nuanced and varied control over Snake than in any previous Metal Gear game. Clearly the old dog has learned some new tricks: side rolls, strafing, log-rolling, face-up crawling, crouched running, along with a bevy of new customizable weapons make Old Snake the most skilled incarnation of the legendary soldier to date. The physical degradation communicated by the cut scenes and story often runs counter to the skill in which Snake utilizes cover and dispatches enemies. It seems MGS 4 is a textbook example of that bogey-man of critical gaming: ludo-narrative dissonance. So which end of this ludo-narrative tug of war wins out?
As can be gleaned from my Twitter posts, I was quite trepidatious about starting MGS 4. However, the disenchantment I felt for the series after MGS 2's overwrought story and MGS 3's stagnant gameplay was wiped clean by Snake's latest (and hopefully last) adventure. Although the controls and updated move set were welcome surprises, what I will remember most about this game is my empathy towards an aging Snake. As I saw him wince his way through the missions, I was reminded of how long I had been following this character, and how much punishment he has received. More accurately, I was remined of my complicity in his scars. I could not help but think about all the times I lead him into a suicidal firefight or carelessly traipsed through a mine field. The milege Snake acrued was milege I had put on him over the decades. This connected me to a character that I had only previously thought of as a campy, stoic, bad-ass, trained to fight on in a never-ending war. It soon became clear that this war did have an end, as did its chief combatant: Snake.
A common explanation for how games differ from other mediums focuses on the role the player takes in helping explicate their meanings. I have always been part of that subset of gamers that claim to be wholly devoted to gameplay; to hell with story and graphics, if something is satisfying to play, that is all that matters. MGS 4 is a powerful challenge to this mindset, as the game conveys the sense of Snake's aging by letting the graphics and cut scenes tell the story. The gameplay and the player have a relatively small role to play in creating the narrative, a design choice that seems to find itself out of favor in current games.
However, like Snake himself, these techniques persist, and they were able to express "aging" in a video game as I had never felt it before. Perhaps traditional narrative techniques themselves have aged better than we give them credit for?