Project Update: Final Draft

Metal Gear: Liminality and Legacy

I didn’t know what I was in for when I first got into Metal Gear. My first exposure to the series was Metal Gear Solid 3, which would have been around when I was thirteen. At that point I wasn’t looking to get anything out of it but to be decently entertained for a few hours at a time, without having to think too much about what I was actually engaged in. The idea of playing a game for any other reason wouldn’t have occurred to me. What I expected from it was based on what little I knew beforehand. The lead character, Snake, was familiar, as was the low growl he has for a voice. I knew the setting and the plot were at least vaguely realistic. That was pretty much it.

The thing I didn’t know about Metal Gear was that it is outright silly. Here I was coming in expecting straightforward action fare and being presented with a cast of colorful characters with over the top personalities and bizarre supernatural abilities. The game presents absurd concepts and characters without so much as a wink and a nod, and no attempt whatsoever at justification. You’re either willing to accept the things it puts forth at face value or you’re not, and in the latter case I imagine the whole thing just wouldn’t work. After its opening, the game puts on a bombastic lyrical title sequence in the style of James Bond, which was the last piece I needed to really understand what this thing was. It’s parody. It’s a pastiche of various genre elements, all exaggerated to a hilarious extent, and very clearly not meant to be taken seriously. Now knowing what to expect, I went in to see the rest of the game through. What I got was a story about loyalty between soldiers, the shifting sands of time and how they change the geopolitical landscape, and ending on an indictment of the US military industrial complex as a violent machine that puts a financial cost on human lives, and leaves those that survive sad and broken. Some parody.

The most of my exposure to media at that time dealt with the military in a very post-9/11 “respect the troops” mold. Soldiers were to be glorified, and there was no room to consider that maybe the military is actually a bad thing. Seeing a video game of all things, and one that varied so wildly between cartoonish excess and somber subject matter, breaking that mold and levying that criticism drew me in. Exploring the rest of the series revealed a similar tendency towards blending the extremely serious and the extremely inane, a technique that would prove a marker of many of my media favorites in the years to come. The best term that I can put to this concept is “liminality.” Sang Hyun Lee explores this concept in his book From a Liminal Place: An Asian American Theology, where he defines it as a state “in which a person is neither one thing nor another, but betwixt and between” (5). Lee goes on to explain the idea and its applications further:

liminality is a space where a person is freed up from the usual ways of thinking and acting and is therefore open to radically new ideas. Freed from structure, persons in liminality are also available to a genuine communion (comunitas) with others. Liminal space is also where a person can become acutely aware of the problems of the existing structure. A person in a liminal space, therefore, often reenters social structure with alternative ideas of human relatedness and also with a desire to reform the existing social structure. (6)

The way that Metal Gear juxtaposes such drastically different tones is only one way it embodies this concept. As Japanese games that are largely and unashamedly inspired by American movies, the series is the product of a strong pop culture cross current.

In a series of articles written from 2002 to 2003, series creator Hideo Kojima detailed a number of movies he fell in love with at a young age, and what each of them contributed to his own eventual creation. The Great Escape (1963) instilled a desire to create a game that could capture the tension of hiding from your enemies. The Guns of Navarone (1961) lent itself to the structure and objective behind the games, to “infiltrate, destroy, and escape.” Escape from New York (1981) most directly inspired the lead character, with Kurt Russell’s portrayal of Snake Plissken leading to the design of Metal Gear’s protagonist, Solid Snake. North by Northwest (1959) led to the choices around camera use for both first and third person perspectives, the use of recognizable landmarks and tourist locations for the site of the climactic action, and the decision to blend humor and tension to enhance the effectiveness of both. Dawn of the Dead (1978) led to the idea of setting the action in a singular interior location. Lastly, Planet of the Apes (1968) influenced the anti-war and specifically anti-nuclear themes of the games. In this regard the games also take noted influence from Japanese films, Godzilla (1954) especially, the titular Metal Gear being a titanic nuclear weapon capable of striking anywhere on Earth, representing the destructive capabilities of the nuclear bomb in much the same way as the famous Japanese movie monster.

Borrowing from so many sources might lead one to think of the end result as played out or derivative, but it’s a common practice in all media. The book Cinephilia: Movies, Love and Memory dedicates a chapter by Jenna Ng to understanding this trend, with what she refers to as “Transcultural Fusion:”

Thus transpires the cinephilic impulse of intertextual referencing: love shown in tribute and celebration inherent in the practices of homage and memorialization, conveying an uncanny mixture of admiration and affection – the former in implicit acknowledgment of a unique superiority of the original; the latter in the complicity of unspoken recognition deep in an affected and subjective memory. (69)

The same concept is applied to the film Better Luck Tomorrow (2002) in Margaret Hillenbrand’s article “Of Myths and Men: ‘Better Luck Tomorrow’ and the Mainstreaming of Asian America Cinema.” The film borrows heavily from both teen comedy misadventures and suspenseful crime dramas, entrenching it in a liminal territory of its own. Hillenbrand writes, “Lin’s movie is less about the recital of an encyclopedic list of influences than the bricolage effect that these influences collectively conjure” (62-63). The same goes for Metal Gear, as it goes for anything that owes its style and ideas to the groundwork laid out by the great works that came before it. As it turns out, that’s most things. The process of creating something original is less about coming up with an idea that’s literally never been done before, which is increasingly unlikely, and more about recognizing your influences and blending them together in a way that establishes the identity of your work as its own.

The last of these influences to mention for Metal Gear is the James Bond franchise. Originally novels that were adapted to film, the movies themselves are now fifty-seven years in. While the influence of these films as spy fiction and espionage thrillers is obvious, the way they have carried on for so long was itself an influence on the ideas that Metal Gear is interested in. In the last of his articles on his inspirations, Kojima writes:

While the producer, scriptwriter, musicians, main actor, supporting actors and stuntmen have all changed since the first Bond film, 007 continues. Just like parents passing on to their children and masters to their apprentices, the essence of 007 is passed on so that the series continues generating hits. The way the 007 series passes on to the future is the theme I wanted to communicate in [Metal Gear Solid]. What will [Metal Gear Solid] be like 40 years from now, created by those who share the spirit of Team Kojima? I would like to stay alive and experience it myself.

This “legacy” concept is one of the core thematic elements of the Metal Gear series as a whole, each game taking up and exploring different ideas of how things are passed on from generation to generation.

The first of them to really do this was Metal Gear Solid, its primary concern being genetic legacy. In this story the internal conflict for most characters is driven by a sense of self derived from genetics, struggling to either find some trace of history in their genes, or to break away from them entirely and define themselves as their own person. Solid Snake is dealing with the ramifications of having been created as a clone in order to produce a perfect soldier, and whether or not he can ever be anything more than what he was designed to be. The primary conflict of the game is driven by his heretofore unknown twin, Liquid Snake, and his animosity at having been made genetically inferior merely as a necessary byproduct in order to create Snake. The character of Otacon is something of a stand in for Kojima himself, having created the nuclear weapon Metal Gear based on his fascination with Japanese pop culture, the same way Kojima created the video game franchise based on his fascination with American pop culture. For Otacon, the realization that he is the third generation in his family with ties to the history of nuclear development weighs heavily on his mind. A character named Meryl Silverburgh enlisted to become a soldier in order to better understand her father who was killed in action. This particular example was called to mind when reading Asian-Americans in the Twenty-First Century by Joann Faung Jean Lee, wherein Karl Ludwig ascribes his decision to become a police officer to his biological father who he’s never met: “The uniformed services – just seems like there’s what I call a constant echo” (233).

All of these threads come together in the game’s conclusion. The character of Naomi Hunter, a geneticist, is presented as the in-universe authority on the subject. She’s been trying to come to understand herself and her place in the world through her work, and the conclusion she comes to is that genes were never going to hold the answers she was looking for. The statement the game makes is more or less that genes allow for potential, but they do not realize it. This fits quite well with the conclusion made by Theodosius Dobzhansky in his article, “The Myths of Genetic Predestination and of Tabula Rasa:”

Correctly understood, heredity is not the “dice of destiny.” It is rather a bundle of potentialities. Which part of the multitude of potentialities will be realized is for the environments, for the biography of the person, to decide. Only fanatic believers in the myth of genetic predestination can doubt that the life of every person offers numerous options, of which only a part, probably a miniscule part, is realized. (160)

This message is further solidified with the revelation that Snake, in his victory over his embittered twin, had actually been the inferior creation from the start. This defiance of “genetic predestination” is the note the game closes on.

The sequel, Metal Gear Solid 2, continues these thematic concerns and moves them into a new framework: memes. The term has come to be used quite differently in recent years, but the use here is as it was when it was first coined by Richard Dawkins in his book, The Selfish Gene. He explains it as such:

Examples of memes are tunes, ideas, catch-phrases, clothes fashions, ways of making pots or building arches. Just as genes propagate themselves in the gene pool by leaping from body to body via sperm or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain via a process which, in the broad sense, can be called imitation. (192)

Importantly, the passage of information this way does not rely on familial relation as is the case with genes, which Metal Gear Solid 2 takes full advantage of. Here character relationships are more often non-biological in nature. We see Peter Stillman, a bomb disposal expert whose protégé takes the skills he was given and applies them to committing acts of terrorism rather than preventing them. Otacon’s stepsister plays a role in the story, having taken up her interest in engineering from her stepbrother in an effort to close the distance between them. The central character of this game, Raiden, is a mirror of Snake’s conflict in the last game, having been raised as a child soldier by his godfather, yet another clone, Solidus Snake. Raiden’s struggle is in trying to find a reason to fight, rather than just playing the role that he’s been given. Solid Snake reappears as something of a mentor in this game, teaching Raiden that each person has the freedom to choose what they believe in, and what they will pass on to future generations. This echoes again Dobzhansky’s article. This is the “biography of the person” that realizes their potential.

Metal Gear Solid 4 is not the last game in the series to be released, but it is chronologically the ending to the story. This game deals with what happens to our legacy after death. Hideo Kojima isn’t dead, but he is no longer attached to Metal Gear in any way, meaning whatever happens with the property from here on happens without his involvement. One of the developments that’s been moving ever so slowly for years is the seeming inevitability of a Hollywood film adaptation of Metal Gear. I outlined this project with a conclusion already in mind: that the ongoing process to adapt Metal Gear to film was inherently misguided. There are so many things Metal Gear is doing that are entirely unique to the medium of games that trying to make it fit the mold of a movie almost seems to be missing the point. There’s a whole narrative through line in Metal Gear Solid 4 that I was going to use as a connection for this, about the misinterpretation of a person’s will. Basically, once a person is gone and is no longer able to express their will directly, it falls to their successors to interpret it, and in many cases this interpretation fails to capture the original intent. This was how I was feeling about any prospect of Metal Gear being made into a movie, that it was inevitably going to misunderstand what the games are really about.

On revisiting Metal Gear Solid 4 for this project though, I found another theme in it that I had forgotten. That sheltering things is an easy way to suffocate them completely. The oft spoken of but seldom seen “next generation” is finally given form in this game in a character named Sunny, an orphaned girl adopted by Otacon and raised by him and Snake in total seclusion all her life. The means by which a future free from oppressive control is able to be secured is due to Naomi Hunter having passed on her work to Sunny to be continued after her death. Even the closest thing to an absolute villain in the series is only given rise to because its creator lacked the faith to pass his work on to the next generation. It’s clear that a part of what the games are saying about our legacy is that eventually leaving it in the hands of other people is a part of the process. The legacy of these games is already written. A movie isn’t going to erase that. I’ll keep my skepticism about the actual quality of the thing, but there’s always a chance that the end result will actually prove itself a respectful adaptation of Metal Gear, which is more credit than I would have been willing to give it before. The prospect of adaptation shouldn’t be seen as an inherent folly, but if the adaptation is going to change the core of what makes that thing what it is, it’s a nonstarter. There’s no point in an adaptation that doesn’t preserve the identity of its source material other than a blatant and shameless attempt at exploiting a recognized name in the hopes of making money.

Media that comes to America, as people that come to America, face a pressure to conform. To change itself fundamentally, let go of the unique aspects of its identity, and slip seamlessly into the homogeneous landscape. Those that stand out are often met with scrutiny and questioned as to why they would even bother coming here if they weren’t going to adopt this country’s every custom in place of their own. This is the affect America has as a global force of cultural imperialism. This is a pressure that must be fought back. People should be able to come here with the comfort of knowing that their identity will not only be accepted, but celebrated, and that their legacy of liminality will live on in future generations.

Works Cited

Dawkins, Richard. The Selfish Gene. Oxford University Press, 1976.

Dobzhansky, Theodosius. “The Myths of Genetic Predestination and of Tabula Rasa.” Perspectives in Biology and Medicine, vol. 19, no. 2, 1976, pp. 156–170., doi:10.1353/pbm.1976.0048.

Hillenbrand, Margaret. “Of Myths and Men: Better Luck Tomorrow and the Mainstreaming of Asian America Cinema.” Cinema Journal, vol. 47, no. 4, 2008, pp. 50–75., doi:10.1353/cj.0.0024.

Kojima, Hideo. “Hideo Kojima at the Movies: 007.” Official PlayStation 2 Magazine, 3 May 2003.

Lee, Joann Faung Jean. Asian Americans in the Twenty-First Century: Oral Histories of First- to Fourth-Generation Americans from China, Japan, India, Korea, the Philippines, Vietnam, and Laos. New Press, 2009.

Lee, Sang Hyun. From a Liminal Place: An Asian American Theology. Fortress Press, 2010.

Ng, Jenna, “Love in the Time of Transcultural Fusion: Cinephilia, Homage and Kill Bill.” Cinephilia: Movies, Love, and Memory. Amsterdam University Press, 2005.

Project Update: Full Draft #2

Metal Gear: Liminality and Legacy

I didn’t know what I was in for when I first got into Metal Gear. My first exposure to the series was Metal Gear Solid 3, which would have been around when I was thirteen. At that point I wasn’t looking to get anything out of it but to be decently entertained for a few hours at a time, without having to think too much about what I was actually engaged in. The idea of playing a game for any other reason wouldn’t have occurred to me. What I expected from it was based on what little I knew beforehand. The lead character, Snake, was familiar, as I had heard a hundred imitations of the low growl he has for a voice courtesy of the internet. I knew the setting and the plot were at least vaguely realistic. That was pretty much it.

The thing I didn’t know about Metal Gear was that it is outright silly. Here I was coming in expecting straightforward action fare and being presented with a cadre of colorful characters with over the top personalities and bizarre supernatural abilities. The game presents absurd concepts and characters without so much as a wink and a nod, and no attempt whatsoever at justification. You’re either willing to accept the things it puts forth at face value or you’re not, and in the latter case I imagine the whole thing just wouldn’t work. After its opening, the game puts on a bombastic lyrical title sequence in the style of James Bond, which was the last piece I needed to really understand what this thing was. It’s parody. It’s a pastiche of various genre elements, all exaggerated to a hilarious extent, and very clearly not meant to be taken seriously. Now knowing what to expect, I went in to see the rest of the game through. What I got was a story about loyalty between soldiers, the shifting sands of time and how they change the geopolitical landscape, and ending on an indictment of the US military industrial complex as a violent machine that puts a financial cost on human lives, and leaves those that survive sad and broken. Some parody.

The most of my exposure to media at that time dealt with the military in a very post-9/11 “respect the troops” mold. Soldiers were to be glorified, and there was no room to consider that maybe the military is actually a bad thing. Seeing a video game of all things, and one that varied so wildly between cartoonish excess and somber subject matter, breaking that mold and levying that criticism drew me in. Exploring the rest of the series revealed a similar tendency towards blending the extremely serious and the extremely inane, a technique that would prove a marker of many of my media favorites in the years to come. The best term that I can put to this concept is “liminality.” Sang Hyun Lee explores this concept in his book From a Liminal Place: An Asian American Theology, where he defines it as a state “in which a person is neither one thing nor another, but betwixt and between.” (5) Lee goes on to explain the idea and its applications further:

liminality is a space where a person is freed up from the usual ways of thinking and acting and is therefore open to radically new ideas. Freed from structure, persons in liminality are also available to a genuine communion (comunitas) with others. Liminal space is also where a person can become acutely aware of the problems of the existing structure. A person in a liminal space, therefore, often reenters social structure with alternative ideas of human relatedness and also with a desire to reform the existing social structure. (6)

The way that Metal Gear juxtaposes such drastically different tones is only one way it embodies this concept. As Japanese games that are largely and unashamedly inspired by American movies, the series is the product of a strong pop culture cross current.

In a series of articles written from 2002 to 2003, series creator Hideo Kojima detailed a number of movies he fell in love with at a young age, and what each of them contributed to his own eventual creation. The Great Escape (1963) instilled a desire to create a game that could capture the tension of hiding from your enemies. The Guns of Navarone (1961) lent itself to the structure and objective behind the games, to “infiltrate, destroy, and escape.” Escape from New York (1981) most directly inspired the lead character, with Kurt Russell’s portrayal of Snake Plissken leading to the design of Metal Gear’s protagonist, Solid Snake. North by Northwest (1959) led to the choices around camera use for both first and third person perspectives, the use of recognizable landmarks and tourist locations for the site of the climactic action, and the decision to blend humor and tension to enhance the effectiveness of both. Dawn of the Dead (1978) led to the idea of setting the action in a singular interior location. Lastly, Planet of the Apes (1968) influenced the anti-war and specifically anti-nuclear themes of the games. In this regard the games also take noted influence from Japanese films, Godzilla (1954) especially, the titular Metal Gear being a titanic nuclear weapon capable of striking anywhere on Earth, representing the destructive capabilities of the nuclear bomb in much the same way as the famous Japanese movie monster.

Borrowing from so many sources might lead one to think of the end result as played out or derivative, but it’s a common practice in all media. The book Cinephilia: Movies, Love and Memory dedicates a chapter by Jenna Ng to understanding this trend, with what she refers to as “Transcultural Fusion:”

Thus transpires the cinephilic impulse of intertextual referencing: love shown in tribute and celebration inherent in the practices of homage and memorialization, conveying an uncanny mixture of admiration and affection – the former in implicit acknowledgment of a unique superiority of the original; the latter in the complicity of unspoken recognition deep in an affected and subjective memory. (69)

The same concept is applied to the film Better Luck Tomorrow (2002) in Margaret Hillenbrand’s article “Of Myths and Men: ‘Better Luck Tomorrow’ and the Mainstreaming of Asian America Cinema.” The film borrows heavily from both teen comedy misadventures and suspenseful crime dramas, entrenching it in a liminal territory of its own. Hillenbrand writes, “Lin’s movie is less about the recital of an encyclopedic list of influences than the bricolage effect that these influences collectively conjure.” (62-63) The same goes for Metal Gear, as it goes for anything that owes its style and ideas to the groundwork laid out by the great works that came before it. As it turns out, that’s most things. The process of creating something original is less about coming up with an idea that’s literally never been done before, which is increasingly unlikely, and more about recognizing your influences and blending them together in a way that establishes the identity of your work as its own.

The last of these influences to mention for Metal Gear is the James Bond franchise. Originally novels that were adapted to film, the movies themselves are now fifty-seven years in. While the influence of these films as spy fiction and espionage thrillers is obvious, the way they have carried on for so long was itself an influence on the ideas that Metal Gear is interested in. In the last of his articles on his inspirations, Kojima writes:

While the producer, scriptwriter, musicians, main actor, supporting actors and stuntmen have all changed since the first Bond film, 007 continues. Just like parents passing on to their children and masters to their apprentices, the essence of 007 is passed on so that the series continues generating hits. The way the 007 series passes on to the future is the theme I wanted to communicate in [Metal Gear Solid]. What will [Metal Gear Solid] be like 40 years from now, created by those who share the spirit of Team Kojima? I would like to stay alive and experience it myself.

This “legacy” concept is one of the core thematic elements of the Metal Gear series as a whole, each game taking up and exploring different ideas of how things are passed on from generation to generation.

The first of them to really do this was Metal Gear Solid, its primary concern being genetic legacy. In this story the internal conflict for most characters is driven by a sense of self derived from genetics, struggling to either find some trace of history in their genes, or to break away from them entirely and define themselves as their own person. Solid Snake is dealing with the ramifications of having been created as a clone in order to produce a perfect soldier, and whether or not he can ever be anything more than what he was designed to be. The primary conflict of the game is driven by his heretofore unknown twin, Liquid Snake, and his animosity at having been made genetically inferior merely as a necessary byproduct in order to create Snake. The character of Otacon is something of a stand in for Kojima himself, having created the nuclear weapon Metal Gear based on his fascination with Japanese pop culture, the same way Kojima created the video game franchise based on his fascination with American pop culture. For Otacon, the realization that he is the third generation in his family with ties to the history of nuclear development weighs heavily on his mind. A character named Meryl Silverburgh enlisted to become a soldier in order to better understand her father who was killed in action. This particular example was called to mind when reading Asian-Americans in the Twenty-First Century by Joann Faung Jean Lee, wherein Karl Ludwig ascribes his decision to become a police officer to his biological father who he’s never met: “The uniformed services – just seems like there’s what I call a constant echo.” (233)

All of these threads come together in the game’s conclusion. The character of Naomi Hunter, a geneticist, is presented as the in-universe authority on the subject. She’s been trying to come to understand herself and her place in the world through her work, and the conclusion she comes to is that genes were never going to hold the answers she was looking for. The statement the game makes is more or less that genes allow for potential, but they do not realize it. This fits quite well with the conclusion made by Theodosius Dobzhansky in his article, “The Myths of Genetic Predestination and of Tabula Rasa:”

Correctly understood, heredity is not the “dice of destiny.” It is rather a bundle of potentialities. Which part of the multitude of potentialities will be realized is for the environments, for the biography of the person, to decide. Only fanatic believers in the myth of genetic predestination can doubt that the life of every person offers numerous options, of which only a part, probably a miniscule part, is realized. (160)

This message is further solidified with the revelation that Snake, in his victory over his embittered twin, had actually been the inferior creation from the start. This defiance of “genetic predestination” is the note the game closes on.

The sequel, Metal Gear Solid 2, continues these thematic concerns and moves them into a new framework: memes. The term has come to be used quite differently in recent years, but the use here is as it was when it was first coined by Richard Dawkins in his book, The Selfish Gene. He explains it as such:

Examples of memes are tunes, ideas, catch-phrases, clothes fashions, ways of making pots or building arches. Just as genes propagate themselves in the gene pool by leaping from body to body via sperm or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain via a process which, in the broad sense, can be called imitation. (192)

Importantly, the passage of information this way does not rely on familial relation as is the case with genes, which Metal Gear Solid 2 takes full advantage of. Here character relationships are more often non-biological in nature. We see Peter Stillman, a bomb disposal expert whose protégé takes the skills he was given and applies them to committing acts of terrorism rather than preventing them. Otacon’s stepsister plays a role in the story, having taken up her interest in engineering from her stepbrother in an effort to close the distance between them. The central character of this game, Raiden, is a mirror of Snake’s conflict in the last game, having been raised as a child soldier by his godfather, yet another clone, Solidus Snake. Raiden’s struggle is in trying to find a reason to fight, rather than just playing the role that he’s been given. Solid Snake reappears as something of a mentor in this game, teaching Raiden that each person has the freedom to choose what they believe in, and what they will pass on to future generations. This echoes again Dobzhansky’s article. This is the “biography of the person” that realizes their potential.

Metal Gear Solid 4 is not the last game in the series to be released, but it is chronologically the ending to the story. This game deals with what happens to our legacy after death. Hideo Kojima isn’t dead, but he is no longer attached to Metal Gear in any way, meaning whatever happens with the property from here on happens without his involvement. One of the developments that’s been moving ever so slowly for years is the seeming inevitability of a Hollywood film adaptation of Metal Gear. I outlined this project with a conclusion already in mind: that the ongoing process to adapt Metal Gear to film was inherently misguided. There are so many things Metal Gear is doing that are entirely unique to the medium of games that trying to make it fit the mold of a movie almost seems to be missing the point. There’s a whole narrative through line in Metal Gear Solid 4 that I was going to use as a connection for this, about the misinterpretation of a person’s will. Basically, once a person is gone and is no longer able to express their will directly, it falls to their successors to interpret it, and in many cases this interpretation fails to capture the original intent. This was how I was feeling about any prospect of Metal Gear being made into a movie, that it was inevitably going to misunderstand what the games are really about.

On revisiting Metal Gear Solid 4 for this project though, I found another theme in it that I had forgotten. That sheltering things is an easy way to suffocate them completely. The oft spoken of but seldom seen “next generation” is finally given form in this game in a character named Sunny, an orphaned girl adopted by Otacon and raised by him and Snake in total seclusion all her life. The means by which a future free from oppressive control is able to be secured is due to Naomi Hunter having passed on her work to Sunny to be continued after her death. Even the closest thing to an absolute villain in the series is only given rise to because its creator lacked the faith to pass his work on to the next generation. It’s clear that a part of what the games are saying about our legacy is that eventually leaving it in the hands of other people is a part of the process. The legacy of these games is already written. A movie isn’t going to erase that. I’ll keep my skepticism about the actual quality of the thing, but there’s always a chance that the end result will actually manage to capture the liminality and legacy of Metal Gear. That’s more credit than I would have been willing to give it before.

Works Cited

Dawkins, Richard. The Selfish Gene. Oxford University Press, 1976.

Dobzhansky, Theodosius. “The Myths of Genetic Predestination and of Tabula Rasa.” Perspectives in Biology and Medicine, vol. 19, no. 2, 1976, pp. 156–170., doi:10.1353/pbm.1976.0048.

Hillenbrand, Margaret. “Of Myths and Men: Better Luck Tomorrow and the Mainstreaming of Asian America Cinema.” Cinema Journal, vol. 47, no. 4, 2008, pp. 50–75., doi:10.1353/cj.0.0024.

Kojima, Hideo. “Hideo Kojima at the Movies: 007.” Official PlayStation 2 Magazine, 3 May 2003.

Lee, Joann Faung Jean. Asian Americans in the Twenty-First Century: Oral Histories of First- to Fourth-Generation Americans from China, Japan, India, Korea, the Philippines, Vietnam, and Laos. New Press, 2009.

Lee, Sang Hyun. From a Liminal Place: An Asian American Theology. Fortress Press, 2010.

Ng, Jenna, “Love in the Time of Transcultural Fusion: Cinephilia, Homage and Kill Bill.” Cinephilia: Movies, Love, and Memory. Amsterdam University Press, 2005.

Project Update: Full Draft #1

Metal Gear: Liminality and Legacy

I didn’t know what I was in for when I first got into Metal Gear. My first exposure to the series was Metal Gear Solid 3, which would have been around when I was thirteen. At that point I wasn’t looking to get anything out of it but mindless entertainment. The idea of playing a game for any other reason wouldn’t have occurred to me. I knew very little beforehand. The lead character, Snake, was familiar, as I had heard a hundred imitations of the low growl he has for a voice courtesy of the internet. I knew the setting and the plot were at least vaguely realistic. That was pretty much it.

The thing I didn’t know about Metal Gear was that it is unashamedly silly. Here I was coming in expecting straightforward action fare and being presented with a cadre of colorful characters with over the top personalities and bizarre supernatural abilities. The game presents absurd concepts and characters without so much as a wink and a nod, and no attempt whatsoever at justification. You’re either willing to accept the things it puts forth at face value or you’re not, and in the latter case I imagine the whole thing just wouldn’t work. After its opening, the game puts on a bombastic lyrical title sequence in the style of James Bond, which was the last piece I needed to really understand what this thing was. It’s parody. It’s a collection of elements from across spy fiction, all exaggerated to a hilarious extent, and very clearly not meant to be taken seriously. Now knowing what to expect from the rest of this game, I went in to see the rest of the comedy through. What I got was a story about loyalty between soldiers, the shifting sands of time and how they change the geopolitical landscape, and an ending that condemns the US military industrial complex as a cruel machine that chews people up and spits them back out, sad and broken. Some parody.

The most of my exposure to media at that time dealt with the military in a very post-9/11 “respect the troops” mold. Soldiers were to be glorified, and there was no room to consider that maybe the military is actually a bad thing. Seeing a video game of all things, and one that varied so wildly between cartoonish excess and somber subject matter, breaking that mold and levying that criticism drew me in. Exploring the rest of the series revealed a similar tendency towards blending the extremely serious and the extremely inane, a technique that would prove a marker of many of my media favorites in the years to come. The best term that I can put to this concept is “liminality.” Sang Hyun Lee explores this concept in his book From a Liminal Place: An Asian American Theology, where he defines it as a state “in which a person is neither one thing nor another, but betwixt and between.” (5) Lee goes on to explain the idea and its applications further:

liminality is a space where a person is freed up from the usual ways of thinking and acting and is therefore open to radically new ideas. Freed from structure, persons in liminality are also available to a genuine communion (comunitas) with others. Liminal space is also where a person can become acutely aware of the problems of the existing structure. A person in a liminal space, therefore, often reenters social structure with alternative ideas of human relatedness and also with a desire to reform the existing social structure. (6)

The way that Metal Gear juxtaposes such drastically different tones is only one way it embodies this concept. As Japanese games that are largely and unashamedly inspired by American movies, the series is the product of a strong pop culture cross current.

In a series of articles written from 2002 to 2003, series creator Hideo Kojima detailed a number of movies he fell in love with at a young age, and what each of them contributed to his own eventual creation. The Great Escape (1963) instilled a desire to create a game that could capture the tension of hiding from your enemies. The Guns of Navarone (1961) lent itself to the structure and objective behind the games, to “infiltrate, destroy, and escape.” Escape from New York (1981) most directly inspired the lead character, with Kurt Russell’s portrayal of Snake Plissken leading to the design of Metal Gear’s protagonist, Solid Snake. North by Northwest (1959) led to the choices around camera use for both first and third person perspectives, the use of recognizable landmarks and tourist locations for the site of the climactic action, and the decision to blend humor and tension to enhance the effectiveness of both. Dawn of the Dead (1978) led to the idea of setting the action in a singular interior location. Lastly, Planet of the Apes (1968) influenced the anti-war and specifically anti-nuclear themes of the games. In this regard the games also take noted influence from Japanese films, Godzilla (1954) especially, the titular Metal Gear being a titanic nuclear weapon capable of striking anywhere on Earth, representing the destructive capabilities of the nuclear bomb in much the same way as the famous Japanese movie monster.

Borrowing from so many sources might lead one to think of the end result as played out or derivative, but it’s a common practice in all media. The book Cinephilia: Movies, Love and Memory dedicates a chapter by Jenna Ng to understanding what she refers to as “Transcultural Fusion:”

Thus transpires the cinephilic impulse of intertextual referencing: love shown in tribute and celebration inherent in the practices of homage and memorialization, conveying an uncanny mixture of admiration and affection – the former in implicit acknowledgment of a unique superiority of the original; the latter in the complicity of unspoken recognition deep in an affected and subjective memory. (69)

The same concept is applied to the film Better Luck Tomorrow (2002) in Margaret Hillenbrand’s article “Of Myths and Men: ‘Better Luck Tomorrow’ and the Mainstreaming of Asian America Cinema.” The film borrows heavily from both teen comedy misadventures and suspenseful crime dramas, entrenching it in a liminal territory of its own. Hillenbrand writes, “Lin’s movie is less about the recital of an encyclopedic list of influences than the bricolage effect that these influences collectively conjure.” (62-63) The same goes for Metal Gear, as it goes for anything that owes its style and ideas to the groundwork laid out by the great works that came before it. As it turns out, that’s most things. The process of creating something original is less about coming up with an idea that’s literally never been done before, which is increasingly unlikely, and more about recognizing your influences and blending them together in a way that establishes the identity of your work as its own.

The last of these influences to mention for Metal Gear is the James Bond franchise. Originally novels that were adapted to film, the movies themselves are now fifty-seven years in. While the influence of these films as spy fiction and espionage thrillers is obvious, the way they have carried on for so long was itself an influence on the ideas that Metal Gear is interested in. In the last of his articles on his inspirations, Kojima writes:

While the producer, scriptwriter, musicians, main actor, supporting actors and stuntmen have all changed since the first Bond film, 007 continues. Just like parents passing on to their children and masters to their apprentices, the essence of 007 is passed on so that the series continues generating hits. The way the 007 series passes on to the future is the theme I wanted to communicate in [Metal Gear Solid]. What will [Metal Gear Solid] be like 40 years from now, created by those who share the spirit of Team Kojima? I would like to stay alive and experience it myself.

This “legacy” concept is one of the core thematic elements of the Metal Gear series as a whole, each game taking up and exploring different ideas of how things are passed on from generation to generation.

The first of them to really do this was Metal Gear Solid, its primary concern being genetic legacy. In this story the internal conflict for most characters is driven by a sense of self derived from genetics, struggling to either find some trace of history in their genes, or to break away from them entirely and define themselves as their own person. Solid Snake is dealing with the ramifications of having been created as a clone in order to produce a perfect soldier. The primary conflict of the game is driven by the appearance of his heretofore unknown twin, Liquid Snake, and the animosity he feels at having been created with inferior genetic material merely as a necessary byproduct in order to create Snake. The character of Otacon is something of a stand in for Kojima himself, having created the nuclear weapon Metal Gear based on his fascination with Japanese pop culture, the same way Kojima created the video game franchise based on his fascination with American pop culture. For Otacon, the realization that he is the third generation in his family to contribute to the development of nuclear weapons weighs heavily on his mind. A character named Meryl Silverburgh enlisted to become a soldier in order to feel closer to her estranged father. This particular example was called to mind when reading Asian-Americans in the Twenty-First Century by Joann Faung Jean Lee, wherein Karl Ludwig ascribes his decision to become a police officer to his biological father who he’s never met: “The uniformed services – just seems like there’s what I call a constant echo.” (233)

All of these threads come together in the game’s conclusion. The character of Naomi Hunter, a geneticist, is presented as the in-universe authority on the subject. She’s been trying to come to understand herself and her place in the world through her work, and the conclusion she comes to is that genes were never going to hold the answers she was looking for. The statement the game makes is more or less that genes allow for potential, but they do not realize it. This fits quite well with the conclusion made by Theodosius Dobzhansky in his article, “The Myths of Genetic Predestination and of Tabula Rasa:”

Correctly understood, heredity is not the “dice of destiny.” It is rather a bundle of potentialities. Which part of the multitude of potentialities will be realized is for the environments, for the biography of the person, to decide. Only fanatic believers in the myth of genetic predestination can doubt that the life of every person offers numerous options, of which only a part, probably a miniscule part, is realized. (160)

This message is further solidified with the revelation that Snake, in his victory over his embittered twin, had actually been the inferior creation from the start. This defiance of “genetic predestination” is the note the game closes on.

The sequel, Metal Gear Solid 2, continues these thematic concerns and moves them into a new framework: memes. The term has seen some evolution and increased use in recent years, but the use here is as it was originally coined by Richard Dawkins in his book, The Selfish Gene. He explains it as such:

Examples of memes are tunes, ideas, catch-phrases, clothes fashions, ways of making pots or building arches. Just as genes propagate themselves in the gene pool by leaping from body to body via sperm or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain via a process which, in the broad sense, can be called imitation. (192)

Importantly, the passage of information this way does not rely on familial relation as is the case with genes, which Metal Gear Solid 2 takes full advantage of. Here character relationships are more often non-biological in nature. We see Peter Stillman, a bomb disposal expert whose protégé takes the skills he was given and applies them to committing acts of terrorism rather than preventing them. Otacon’s stepsister plays a role in the story, her interest in engineering having been passed to her from her stepbrother. The central character of this game, Raiden, is a mirror of Snake’s conflict in the last game, having been raised as a child soldier by his godfather, yet another clone, Solidus Snake. Raiden’s struggle is in trying to find a reason to fight, rather than just playing the role that he’s been given. Solid Snake reappears as something of a mentor in this game, teaching Raiden that each person has the freedom to choose what they believe in, and what they will pass on to future generations. This echoes again Dobzhansky’s article. This is the “biography of the person” that realizes their potential.

Metal Gear Solid 4 is not the last game in the series to be released, but it is chronologically the ending to the story. This game deals with what happens to our legacy after death. Hideo Kojima isn’t dead, but he is no longer attached to Metal Gear in any way, meaning whatever happens with the property from here on happens without his involvement. One of the developments that’s been moving ever so slowly for years is the seeming inevitability of a Hollywood film adaptation of Metal Gear. I outlined this project with a conclusion already in mind: that the ongoing process to adapt Metal Gear to film was inherently misguided. There are so many things Metal Gear is doing that are entirely unique to the medium of games that trying to make it fit the mold of a movie almost seems to be missing the point. There’s a whole narrative through line in Metal Gear Solid 4 that I was going to use as a connection for this, about the misinterpretation of a person’s will. Basically, once a person is gone and is no longer able to express their will directly, it falls to their successors to interpret it, and in many cases this interpretation fails to capture the original intent. This was how I was feeling about any prospect of Metal Gear being made into a movie, that it was inevitably going to misunderstand what the games are really about.

On revisiting Metal Gear Solid 4 for this project though, I found another theme in it that I had forgotten. That sheltering things is an easy way to suffocate them completely. The oft spoken of but seldom seen “next generation” is finally given form in this game in a character named Sunny, an orphaned girl adopted by Otacon and raised by him and Snake in total seclusion all her life. The means by which a future free from oppressive control is able to be secured is due to Naomi Hunter having passed on her work to Sunny to be continued after her death. Even the closest thing to an absolute villain in the series is only given rise to because its creator lacked the faith to pass his work on to the next generation. It’s clear that a part of what the games are saying about our legacy is that eventually leaving it in the hands of other people is a part of the process. The legacy of these games is already written. A movie isn’t going to erase that. I’ll keep my skepticism about the actual quality of the thing, but there’s always a chance that the end result will actually manage to capture the liminality and legacy of Metal Gear. That’s more credit than I would have been willing to give it before.

Works Cited

Dawkins, Richard. The Selfish Gene. Oxford University Press, 1976.

Dobzhansky, Theodosius. “The Myths of Genetic Predestination and of Tabula Rasa.” Perspectives in Biology and Medicine, vol. 19, no. 2, 1976, pp. 156– 170., doi:10.1353/pbm.1976.0048.

Hillenbrand, Margaret. “Of Myths and Men: Better Luck Tomorrow and the Mainstreaming of Asian America Cinema.” Cinema Journal, vol. 47, no. 4, 2008, pp. 50–75., doi:10.1353/cj.0.0024.

Kojima, Hideo. “Hideo Kojima at the Movies: 007.” Official PlayStation 2 Magazine, 3 May 2003.

Lee, Joann Faung Jean. Asian Americans in the Twenty-First Century: Oral Histories of First- to Fourth-Generation Americans from China, Japan, India, Korea, the Philippines, Vietnam, and Laos. New Press, 2009.

Lee, Sang Hyun. From a Liminal Place: An Asian American Theology. Fortress Press, 2010.

Ng, Jenna, “Love in the Time of Transcultural Fusion: Cinephilia, Homage and Kill Bill.” Cinephilia: Movies, Love, and Memory. Amsterdam University Press, 2005.

Project Update: Partial Draft

Metal Gear: Liminality and Legacy

I didn’t know what I was in for when I first got into Metal Gear. My point of entry to the series was Metal Gear Solid 3. Near as I can remember I would have been around thirteen the first time I played it, and at that age I wasn’t looking for much more in a game than to be decently entertained for a few hours at a time, without having to think too much about what I was actually engaged in. So, what I expected from this game was assumption based on what little I knew already. I knew the lead character, Snake, and his growly voice from so many imitations. I knew the setting and plot were vaguely realistic and militaristic. That was about it.

What I didn’t know based on the fleeting things I had come to understand about Metal Gear beforehand was how downright goofy it would be. Where I expected standard action fare, I was met with a game that showed no hesitation in introducing a swath of characters with weird supernatural abilities, including a man whose superpower is “bees” and one completely literal ghost, with absolutely no attempt at explaining or justifying any of it. At about the point the game rolls out an elaborate title sequence a la James Bond I realized what this actually was. It’s parody. A completely non-serious pastiche of various genre elements, all exaggerated to humorous effect. With expectations reconfigured, I went on to see through a story that proceeds to take itself deadly seriously, about loyalty, the shifting sands of time, and ending on an indictment of the U.S. military industrial complex as a cruel machine that chews people up and spits them back out sad and broken. Some parody.

At that age the only exposure I had to any media that dealt with the military was very much in a post 9/11 “respect the troops” mold that glorified soldiers and offered no room for considering that maybe the American military is in fact a bad thing. The idea of anything, least of all a video game, levying criticism at that fundamental idea was a new one by me. The fact that it had come from a game that varied so wildly between its cartoonish excess and somber commentary on the world drew me in. I would continue to grow a fondness for the rest of the series, and that balancing act of juxtaposing absurdity and self-seriousness would persist as a defining trait in several of my media favorites. The term that best embodies this duality in Metal Gear is “liminality.” Sang Hyun Lee explores this concept in his book From a Liminal Place: An Asian American Theology, where he defines it as a state “in which a person is neither one thing nor another, but betwixt and between.” (5) Lee goes on to explain the idea and its applications further:

liminality is a space where a person is freed up from the usual ways of thinking and acting and is therefore open to radically new ideas. Freed from structure, persons in liminality are also available to a genuine communion (comunitas) with others. Liminal space is also where a person can become acutely aware of the problems of the existing structure. A person in a liminal space, therefore, often reenters social structure with alternative ideas of human relatedness and also with a desire to reform the existing social structure. (6)

While the balance of humor and drama is one way this concept manifests in Metal Gear, it is far from the only way. As Japanese games largely and unashamedly inspired by American movies, the series is a product of a strong pop culture crosscurrent that makes it what it is. The series’ creator, Hideo Kojima, wrote a series of articles from 2002 to 2003, detailing the movies he fell in love with from a young age, and what each of them gave to his own eventual creation. The Great Escape (1963) instilled a desire to create a game that could capture the tension of hiding from your enemies. The Guns of Navarone (1961) lent itself to the structure and objective behind the games, to “infiltrate, destroy, and escape.” Escape from New York (1981) most directly inspired the lead character, with Kurt Russel’s portrayal of Snake Plissken leading to the design of Metal Gear’s protagonist, Solid Snake. North by Northwest (1959) led to the choices around camera use for both first and third person perspectives, the use of recognizable landmarks and tourist locations for the site of the climactic action, and the decision to blend humor and tension to enhance the effectiveness of both. Dawn of the Dead (1978) led to the idea of setting the action in a singular interior location. Lastly, Planet of the Apes (1968) influenced the anti-war and specifically anti-nuclear themes of the games. In this regard the games also take noted influence from Japanese films, Godzilla (1954) especially, the titular Metal Gear being a titanic nuclear weapon capable of striking anywhere on Earth, representing the destructive capabilities of the nuclear bomb in much the same way as the famous Japanese movie monster.

This practice of borrowing from so many sources is a common tradition in almost all art forms but is especially noticeable in cinema. The book Cinephilia: Movies, Love and Memory dedicates a chapter by Jenna Ng to understanding what she refers to as “Transcultural Fusion.” Ng writes:

Thus transpires the cinephilic impulse of intertextual referencing: love shown in tribute and celebration inherent in the practices of homage and memorialization, conveying an uncanny mixture of admiration and affection – the former in implicit acknowledgment of a unique superiority of the original; the latter in the complicity of unspoken recognition deep in an affected and subjective memory. (69)

The concept is also applied to the film Better Luck Tomorrow (2002) in Margaret Hillenbrand’s article Of Myths and Men: “Better Luck Tomorrow” and the Mainstreaming of Asian America Cinema. Speaking to the film’s broad use of genre elements from both teen movies and crime dramas, Hillenbrand writes, “Lin’s movie is less about the recital of an encyclopedic list of influences than the bricolage effect that these influences collectively conjure.” (62-63) The effect is similar for Metal Gear, where the assortment of influences and the elements borrowed from each of them does less to make the whole seem unoriginal, and more to establish the identity of the work as its own. The idea of art as theft is common parlance, whichever artist the particular quote might be attributed to. The extent to which anything can be truly original is more a matter of exactly how its influences blend together than whether or not its an idea that’s never been done before, increasingly unlikely as that latter possibility is.

The last influence to note for Metal Gear is the long running James Bond franchise. Starting from novels that were then adapted to film, the movies alone are at fifty-seven years running. In addition to the more obvious influence the films have had as spy fiction and espionage thrillers, the way the films have carried on for so many decades was itself an influence on the thematic elements Metal Gear is interested in. Writing the last in his series of articles on the films that influenced him, Kojima says of the Bond films:

While the producer, scriptwriter, musicians, main actor, supporting actors and stuntmen have all changed since the first Bond film, 007 continues. Just like parents passing on to their children and masters to their apprentices, the essence of 007 is passed on so that the series continues generating hits. The way the 007 series passes on to the future is the theme I wanted to communicate in [Metal Gear Solid]. What will [Metal Gear Solid] be like 40 years from now, created by those who share the spirit of Team Kojima? I would like to stay alive and experience it myself.

This brings us to the concept of “legacy,” and then there’s going to be the rest of an essay here at some point.

Works Cited

Hillenbrand, Margaret. “Of Myths and Men: Better Luck Tomorrow and the Mainstreaming of Asian America Cinema.” Cinema Journal, vol. 47, no. 4, 2008, pp. 50–75., doi:10.1353/cj.0.0024.

Kojima, Hideo. “Hideo Kojima at the Movies: 007.” Official PlayStation 2 Magazine, 3 May 2003.

Lee, Sang Hyun. From a Liminal Place: An Asian American Theology. Fortress Press, 2010.

Ng, Jenna, “Love in the Time of Transcultural Fusion: Cinephilia, Homage and Kill Bill.” Cinephilia: Movies, Love, and Memory. Amsterdam University Press, 2005

Project Update: Outline

This week has proven effective for me in terms of refamiliarizing myself with the materials I intend to work with. My initial idea for this project was born out of a memory of what Metal Gear talks about rather than a deep familiarity, which may have produced a less than accurate reading on what subject matter the series actually concerns itself with. Revisiting the games has refocused my project only slightly, but it means I’ll have to take a second pass at research to find books and articles that are more in conversation with the themes I now intend to explore. This is only to explain the absence of these in my outline. The theme I was working with previously was “identity,” which is not an incorrect takeaway exactly, but a bit too vague. The themes I have identified and will go forward with are presented in the title for my project. That said, my outline:

METAL GEAR: LIMINALITY AND LEGACY

  • Intro
    • context
      • Metal Gear background (boring answer)
      • personal background (“tell it slant”)
    • what am I talking about/why am I talking about it?
      • Japanese games inspired by American movies
      • balancing act of self-seriousness and absurdity that thematically deals with what it means to pass things on to future generations, can be applied to the Asian American experience
  • Pop culture crosscurrent
    • films that inspired the series’ creator, speaks to the way media is a part of the process of things being handed down generation to generation
      • The Great Escape
        • “running away from the enemy,” “the thrill of hiding”
      • The Guns of Navarone
        • “infiltrating enemy grounds,” “luring the enemy with a noise,” “ecstasy of overcoming limits and making the impossible possible”
      • Escape from New York
        • Snake Plissken -> Solid Snake
      • North by Northwest
        • “switching between the first-person view and the objective view,” “tourist sites and landmarks for the climax,” “mixes humor and tension in order to shake an audience’s emotion and enhance the terror/fear we feel”
      • Planet of the Apes
        • “anti-war/anti-nuke message and criticism of civilization”
      • Dawn of the Dead
        • “dealing with the enemies in a closed building”
      • 007
        • “a secret mission on which hangs the fate of the world, spy-versus-spy, and espionage action,” “turned the spy into a special forces member and gave him heavy firearms and equipment, and a more realistic world,” “The reason why the series has maintained its style (in a good way) and its freshness over 40 years is that the staff and cast have kept and passed on the 007 style and spirit loyally. This is what a series must do.” “The way the 007 series passes on to the future is the theme I wanted to communicate in MGS”
    • What do we pass on for future generations to inherit?
      • Genetics
        • Metal Gear Solid
        • genes may define potential, do not define who you are
      • Information
        • Metal Gear Solid 2
        • people have the freedom to decide what to pass on beyond their genes
      • Environment
        • Metal Gear Solid 3
        • ? (this one may not have as much to do with the “legacy” theme as I thought, may need to rework or just cut this section, TBD)
    • Conclusion
      • Metal Gear Solid 4
      • after passing the torch (genetically/memetically/any kind of way) what comes next?
      • misinterpretation of intent -> eventual movie adaptation
        • yes, you could probably get away with a straightforward adaptation of the story, but in so doing you would be missing a lot of the unique capabilities of the medium that makes this series what it is

Project Update: Preliminary Resource List

Peer-reviewed journal articles

Toward a more humane genetics education: Learning about the social and quantitative complexities of human genetic variation research could reduce racial bias in adolescent and adult populations (Brian M. Donovan, Rob Semmens, Phillip Keck, Elizabeth Brimhall, K. C. Busch, Monica Weindling, Alex Duncan, Molly Stuhlsatz, Zoë Buck Bracey, Mark Bloom, Susan Kowalski, Brae Salazar, 2019)

Placed firmly at the intersection of genetics and race, two themes that will be inevitable in my project, this article should provide an interesting look at how our understanding of genetic information affects our perception and treatment of people of other races.

Genes, Memes, And the Chinese Concept of Wen: Toward A Nature/Culture Model of Genetics (Thorsten Botz-Bornstein, 2010)

An article that tackles two of the biggest themes that I’ll be dealing with and specifically does so using a Chinese framework seemed a little too perfect to pass up.

Explaining Asian Americans’ academic advantage over whites (Amy Hsin, Yu Xie, 2014)

The perception of Asian Americans as more inclined to success in school is one of the more pervasive stereotypes in the “model minority” tradition. This article looks to explore where that actually comes from, the answer being that it’s not genetic predisposition, but a matter of cultural differences and immigration status.

Books

The Selfish Gene (Richard Dawkins, 1976)

In which Dawkins coins the term “meme,” leading to the field of study that is memetics, a study of information and culture, and the transfer of such information.

The Bell Curve: Intelligence and Class Structure in American Life (Richard J. Herrnstein, Charles Murray, 1994)
Learning Gap: Why Our Schools Are Failing and What We Can Learn from Japanese and Chinese Education (Harold Stevenson, James W. Stigler, 1992)

Both of the above are referenced in “Explaining Asian Americans’ academic advantage over whites” as resources that establish the fact that any advantage as described is not inherently genetic in nature.

Games

Metal Gear (1987)
Metal Gear 2 (1990)
Metal Gear Solid (1998)
Metal Gear Solid 2 (2001)
Metal Gear Solid 3 (2004)
Metal Gear Solid 4 (2008)

The core premise of my project is to examine the thematic framework these games provide on the nature of identity and the various components that construct it. My intent in listing these as resources is to use footage from them in order to put together a video on the topic.

Articles

Hideo Kojima at the Movies: The Great Escape
Hideo Kojima at the Movies: The Guns of Navarone
Hideo Kojima at the Movies: Escape From New York
Hideo Kojima at the Movies: Hitchcock Films
Hideo Kojima at the Movies: Planet of the Apes
Hideo Kojima at the Movies: Dawn of the Dead
Hideo Kojima at the Movies: 007

A series of articles from Metal Gear creator Hideo Kojima on the films that were most influential in his own work. Essential in understanding the “pop culture crosscurrent” that allows for Japanese games to function as such a love letter to American movies.

Films

The Great Escape (dir. John Sturges, 1963)
The Guns of Navarone (dir. J. Lee Thompson, 1961)
Escape from New York (dir. John Carpenter, 1981)
North by Northwest (dir. Alfred Hitchcock, 1959)
Planet of the Apes (dir. Franklin J. Schaffner, 1968)
Dawn of the Dead (dir. George Romero, 1978)
James Bond films (various)

Films referenced in the above articles as primary influences on Metal Gear. I’d also like to take clips from each of these and work them into the aforementioned video I plan to make for my project.

Project Update: Final Topic Choice

For my project I’m going to examine Asian-American identity through the framework provided by the video game series Metal Gear. As Japanese games inspired heavily by American movies (Escape from New York, North by Northwest, Planet of the Apes, etc.) the “pop culture crosscurrent” is readily identifiable, and thematically the series has a lot to say about the nature of identity and the things we use to construct it. From genetic heritage, to the passage of information between generations, to the time and place a person is born and raised, each game in the series deals with a different facet of identity. My plan is to take these ideas and do the research to apply them back to the Asian-American experience. The final theme that my project will deal with is a harder one to define, but it has to do with how our will is carried out after we are gone (which doesn’t necessarily mean death to be clear, though it often does), and how a will can be misinterpreted. To bring it all to a conclusion I’ll tie this idea into the seeming inevitability of an American film adaption of Metal Gear, and how the intent and meaning of the original material is unlikely to stand up to the process of being recast into a different medium, though it will almost certainly happen anyways. The reason I selected this for my project is because it’s quite different from the work I’ve done before in a way that sounds fun and exciting, seems to run very close to the themes this program is meant to cover, and provides plenty of creative opportunity regarding how to handle the multimedia component of the project.

Project Update: Three Ideas

Last year I did a project on race in the subgenre of cyberpunk, and how representation has evolved over time. The project brushed up against issues of Asian/Pacific Islander representation in several ways, so I’d be curious to apply some of those ideas and explore outside of the cyberpunk genre and into different corners of pop culture to get a wider scope of how race and representation are handled in our creative fiction.

A second idea would be to keep it within the cyberpunk genre instead and focus on the specific ways APIA aesthetics and stereotypes are commonly deployed. The project I did last year covered materials including Blade Runner, Neuromancer, the American adaptation of Ghost in the Shell and Altered Carbon, so I would have to search outside of those for examples to talk about so as not to just be retreading the same territory.

My primary concern with both of these ideas is their similarity to work I’ve already done, so with the goal of doing something new and different, my last idea is to examine the video game series Metal Gear, Japanese games overtly and unashamedly inspired by American movies, thus pop culture crosscurrent. Thematically these games have a lot to say about human identity, what it is that makes us who we are, themes that could easily be applied to the APIA experience. This idea interests me because it’s unlike the kind of work I’ve done before, thematically in keeping with the program’s core ideas, and ripe for the multimedia component of the project.

In-class Writing: Dancing About Architecture

The lyrical contents of this song are not especially subtle, layered, or nuanced, but if anything I think that’s what appeals to me about this one so much. In the fraught political times we live in, there’s something unusually soothing about hearing a relaxed voice just talking through these issues from a perspective twenty-six years in the past and still getting it entirely right. So often when we revisit older media we talk about how things haven’t “aged well,” a graceful term used to say that social norms have progressed such that even the things we may have loved at the time in hindsight seem ugly by today’s standards. This piece suffers no such fate.  The subject matter being dealt with here is dark to be sure, but there’s something to the delivery of it all that just makes it feel like things are going to be alright. The intermittent addition of a reverb effect to the vocals and the habit of dragging out the end of these words creates an almost dreamlike impression, perhaps aiding that positive vibe by making it feel less “real” in a literal sense while still speaking truthfully about the matter at hand. The line I love the most in this is a clear mission statement:

I hate to sound macabre
But hey, isn’t it my job
To lay it on the masses and get them off their asses
To fight against these fascists

Having this direct intent is a part of what makes this song so reassuring. It’s confronting the reality that we’re faced with, but doing it in a way that doesn’t leave you with a feeling of dread the way so many other things these days do. The last repeating line, an echoing “Not me,” makes an effective closer, grasping at the core of inequality in America in two words.

In-class Writing: Album Art

The Beatles – Revolver

To put a single term to what this art produces, I think “contrast” would be it. Contrast both within the elements of the artwork itself, and from the albums this would have been competing for attention against, making it stand out visually at a time when the band’s sound was beginning to lean more experimental. While at first the flat white faces create a sense of low detail in the line drawings, there is in fact incredibly high detail, but all of it localized to the many tangled locks of hair and the various things hiding within them. The use of photographs in a collage itself contrasts from the style of the drawings, all of this saved from becoming cluttered by the merciful decision to render it all in black and white, adding some cohesion to the otherwise chaotic piece. At the same time as these elements cohere, they are also at times used to create an uncanny element, photographed eyes, lips, and ears standing in over the drawings, creating a sense of depth that feels deliberately out of place against the otherwise featureless faces.