I Want Konami for Christmas

konami logo from the nes era

When I was a kid, I thought “Konami” was some kind of video game system, like the original NES. I didn’t realize it was a video game company. I told my parents that “I want Konami for Christmas,” which probably made things very difficult for them when they went to Toys ‘R’ Us and started asking around.

One of my friends in the neighborhood had a Konami game called Rush’N Attack – which I always thought was “Russian Attack.”

I remember seeing the Konami logo – were there commercials for video games back then? – and knowing that I wanted whatever it is that Konami was.

Episode 63 of the Kojima Frequency Podcast (Hideosyncrasies) discusses the preservation of old games, streaming, dying consoles, the stealth similarities between Metal Gear and The Last of Us 2, and more.

Right after I bought a PS4, I went out to the local pawn shops in Killeen, Texas looking for one of the original PS3s that had backwards compatibility. I wanted to make sure I’d be able to play some of my old games (which I never do, by the way). I managed to find one and I still have it – and it still works.

After listening to this episode, I’m starting to get worried I might lose that capability.

I’m still not even sure what the changes to the Playstation Network mean. I am getting the sense that even if I physically own a copy of a game, I might not be able to play it.

Huh?

As I mentioned in the last post on the Kojima Frequency, the Lunar series is one of my favorites – and I have the discs (original PS1) and a PS3 to play it.

Whenever I decide to go back to it, will it work?

I relaunched CTG when I was wrapping up my playthrough of The Last of Us 2, and there is so much more I could have written about it if I was in the groove. I think I just have this one post on Isaac and the burden of leadership.

I know that game took a lot of flack for a lot of dumb reasons – but I loved it. And I think they got it right (in the episode). The stealth mechanics made the game. There is real terror when navigating the terrain and avoiding both zombies and human enemies. And I remember getting into set battles where I had to set traps and think hard about how to win and move forward – often just avoiding battles altogether.

What a great game. Would love to go back to it.

But I probably won’t.


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Solid Snake Oil

stan talking to guybrush threepwood

I’ve tested out a few different podcasts to satisfy my gaming interest, and I’ve finally settled on the Kojima Frequency.

You may remember last year’s Tom Olsen saga – that was my introduction to Nitroid and the internet bubble that is the Metal Gear online universe.

I’ve listened to a bunch of episodes now and it’s become a very comfortable, easy listen for someone who has a deep appreciation for Metal Gear, all things Kojima, and then gaming in general.

Episode 61 sealed the deal.

Two things jumped out and ultimately led me to write this post (and declare the Kojima Frequency as the unofficial gaming companion podcast to Carrying the Gun).

  1. On internet provocateurs, clickbait, and the way audiences react: “…say dumb shit thing, get smart people angry, get dumb people excited, question marks(), profit.” The first 10 minutes or so features a great discussion on the way internet “clout” works, the gravitational pull towards using clickbait-y techniques to drive viewership, and the value (and challenge) in resisting that.
  2. Working Designs / Lunar: There’s a conversation deep in the podcast on localization (the process, mostly in translation, of preparing a game for a foreign market). Nitroid brought up the (now defunct) studio Working Designs and their work in localizing the Lunar series. The Lunar series is one of my favorites, and the fact that it got brought up is what got me more excited about the podcast. It’s not *just* Metal Gear/Kojima stuff all the time. The Metal Gear/Kojima stuff is the entryway, but there’s a whole lot there. This is a gaming podcast and the knowledge is deep, but accessible.

As an aside, I’d point out that the wacky, 4th wall-breaking localization done by Working Designs was widely considered part of the charm for most of the audience, myself included. Working Designs also did some incredible story-retelling when they remade Lunar: Silver Star Story Complete for the Playstation. It’s a move that Square-Enix seems to be taking with the FFVII Remake, and I’m glad for it. Fan service is fun, but it’s better to tell a compelling story, even if it stings.

I like to believe there is a tiny segment of the CTG audience that enjoys my odd gaming references. If you’re a part of that audience, it’s worth checking out the podcast.


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