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7/13/2025, 9:11:32 PM
>>715373773
It's the epitome of the saying that audience has no idea what they need but the artist knows.
It's the epitome of the saying that audience has no idea what they need but the artist knows.
6/23/2025, 9:23:45 PM
Why Phantom Pain was the perfect ending to the saga
>denies you the spectacle and fanservice of Big Boss being predictably evil
>makes you FEEL a lasting emotion of hollow emptyness that comes with the end of a franchise and turns it into a central theme
>puts you into the shoes of a soldier who is manipulated and used by Big Boss then thrown away after serving as a cog that perpetuates endless warfare
>bridges the gap between PW and MG1 without a checklist of cameos and memberberies
>makes you experience the pointlessness of revenge and catharsis by excluding the generic bossfight conclusion with the antagonists and slowly stripping you of your accomplishments
>creates a sense of unease and paranoia by turning everyone against each other once the target of vengeance is gone
>turns the ending of MGS2 on its head and erases your identity as a player
>further wounds you with an unachievable goal of Nuclear Disarmament and the unreversible aftermath of Ground Zeroes
>deals heavily with the themes of PTSD, colonization and loss of culture/self
>forever closes the loop on the saga by effectively killing it and turning its legacy into a hunger for answers that will never come, ensuring it will always live on in your mind
This is how you create art.
>denies you the spectacle and fanservice of Big Boss being predictably evil
>makes you FEEL a lasting emotion of hollow emptyness that comes with the end of a franchise and turns it into a central theme
>puts you into the shoes of a soldier who is manipulated and used by Big Boss then thrown away after serving as a cog that perpetuates endless warfare
>bridges the gap between PW and MG1 without a checklist of cameos and memberberies
>makes you experience the pointlessness of revenge and catharsis by excluding the generic bossfight conclusion with the antagonists and slowly stripping you of your accomplishments
>creates a sense of unease and paranoia by turning everyone against each other once the target of vengeance is gone
>turns the ending of MGS2 on its head and erases your identity as a player
>further wounds you with an unachievable goal of Nuclear Disarmament and the unreversible aftermath of Ground Zeroes
>deals heavily with the themes of PTSD, colonization and loss of culture/self
>forever closes the loop on the saga by effectively killing it and turning its legacy into a hunger for answers that will never come, ensuring it will always live on in your mind
This is how you create art.
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