Sunday, 31 January 2016

WWE's Fast Lane main event makes no sense



There's always a danger when you start traversing into critiquing booking decisions of wrestling shows that haven't actually happened yet. No matter how silly something might seem conceptually there's a chance that somewhere in the WWE Connecticut headquarters there's a blackboard covered in brilliant plans (which can be changed) for Fast Lane and Wrestlemania that will blow everyone's mind and make me look like a fool retroactively. 

However, based on track record, what we know about this year's Wrestlemania and what we can safely presume about the plans for it, the main event booked for the upcoming Fast Lane show of Dean Ambrose Vs Brock Lesnar Vs Roman Reigns with the winner challenging Triple H for the WWE Championship at Wrestlemania seems like a straight up bad idea.

Let's get this out of the way; Roman Reigns is winning. You can clutch your Ambrose dreams to your chest all you want...or your Lesnar dreams if you seriously want to see Brock Vs Triple H again for some reason, but it's a safe bet Triple H Vs Roman has been the plan for a while. WWE wanted last year's Wrestlemania to be Reigns' breakout moment, that was derailed by the Royal Rumble 2015 trainwreck, they're not going to sideline him this year to pander to the Ambrose crowd. WWE have been teasing Reigns Vs Triple H since last Spring, it could be argued this feud began the day after Wrestlemania 30! The match is happening and it'll probably be more painless to accept that now rather than mentally masturbating about potential alternatives for the next few weeks.

Right now the presumed Wrestlemania card is Roman Reigns Vs Triple H, Brock Lesnar Vs Bray Wyatt and Dean Ambrose Vs The Inevitable Sidelining of Popular Midcard Talent That Part-Timer Main Eventers Force Upon The Wrestlemania Card Every Year. Think about what would happen if that was shuffled around, if you do Ambrose Vs Triple H then who does that leave for Reigns, the guy who's been pushed as a MEGA star all year so needs a big match? Bray? We've seen it a million times this year. Brock? If that's the case then the triple threat at Fast Lane makes even less sense because why wouldn't you just save it? Undertaker? ARE YOU SERIOUS, that puts Reigns in the worst position imaginable! And even if it was a good idea I doubt they would trust him with Sting after the Rollins match. 

Factoring in the fact The Rock is going to be at Wrestlemania and it doesn't seem like he has any intention of wrestling a match...yea, unless something goes horrifically wrong with WWE's plans in the next few weeks Roman Reigns Vs Triple H is happening (although, if Undertaker is indeed retiring this year it might not necessarily be the main event).

So with that in mind, what's wrong with the triple threat they've booked for Fast Lane? Even with Roman starting to get decent reactions from WWE crowds in recent months there's obviously also a large portion of the fanbase who can't stand the guy and have no interest in seeing him win the WWE Championship again from a 46 year old man at Wrestlemania. Those people are going to be in the corner of Ambrose or Brock, and regardless of who wins this match and how a significant portion of the audience is going to be extremely disappointed with the result of the main event of the Pay-Per-View that only exists to get people excited for Wrestlemania.

The worst thing about WWE booking lately is they keep putting themselves in situations where they can only do one thing (even if it's a "swerve") so everyone both predicts and groans at it when it happens. Regardless of your opinion of it, Sheamus pretty much had to cash in at Survivor Series because there was no other option that wouldn't throw a big wrench in WWE's plan, Triple H HAD to win the Royal Rumble because they put themselves in a situation where they needed the title off Reigns and onto someone he could challenge at Wrestlemania. Following last year's horrendously put together Royal Rumble WWE had to book an awkward face vs face match between Daniel Bryan and Roman Reigns, which of course meant Reigns had to beat the most popular guy in the company going into Wrestlemania 31 which did him no favours with his detractors.

The frustrating thing about the Fast Lane match is there's absolutely no reason for it, it's three guys different parts of the crowd all love and one of them has to get heat by knocking the other two of the Wrestlemania title match. There's no reason why this match couldn't have been Ambrose Vs Reigns Vs Sheamus Vs Rusev with the other League of Nations members screwing Ambrose and giving Reigns some odds (and some HEELS god forbid) to overcome heading into his big match against Triple H. At least that would also give Ambrose something to work with heading into his own Wrestlemania match. Instead, what we're probably going to get is the Wyatt Family beating down Brock Lesnar, and then creative have to decide if they want Reigns to pin a guy who's been beat down by four other guys or beat his friend clean (again). I can't imagine either scenario getting anything other than a tepid reaction...or boos.

The match itself will probably be a ton of fun, maybe Dean Ambrose will get the Intercontinental title taken off him to try and increase the odds of him winning, maybe I'm completely wrong and WWE has some plans for an unconsidered match that somehow involves Ambrose and Reigns. Maybe Ambrose will turn heel with timing that makes much less sense than it would of at Survivor Series! I strongly doubt it though, WWE will go with their original plans, which I presume they have none as far as Ambrose is concerned right now, and they will hope having a cool match on Fast Lane will get fans pumped for Wrestlemania. 

I would advise against getting your hopes up here, but the problem is the existence of this match at all creates possibilities in your mind that WWE don't want you to consider right now. Basically, they've created a match that's only going to cause you to be disappointed that stuff that you know probably won't happen didn't happen, shooting themselves in the foot in the process. 

But hey! WWE screwed all this stuff up during the build of the last two Wrestlemanias as well and they turned out alright, so who even cares.
 

Thursday, 7 January 2016

I CHECKED and I can confirm Words With Friends is a real game


Words With Friends is a Facebook game where the words aren't that important and you don’t have to play it with friends. It’s like Scrabble only with better level design and the option to wait 9 hours to take your next turn without annoying anyone. Some people will try to claim it doesn't count as a real videogame because their mum likes it, a statement that immediately confirms their mum is cooler than they are, because Words With Friends is the real deal.

Most people seem to have a similar experience when they play the game for the first time, usually because they just got their 15th invitation and playing the game is easier the figuring out how to mute specific notifications on Facebook. They love to go in hard, proving they have read at least a book in their life, busting out a couple of six letter words across mostly blank tiles for a groovy 12 points. After a few games of getting crushed people either get incredibly salty, blaming their failure on the other players luck for being able to make better moves through luck of the draw, or they smarten up and realise the game isn't really about words at all.

I'm not sure you even need to be able to understand English to be good at this game. The benefits of technology and unlimited time to take your turn allows you plug in dozens of random combinations in advantageous situations until you find one that’s allowed. This game is not a perpetual anagram solver for literary nerds, it is a hardcore strategy game where controlling space on the board is absolutely essential. You could play “PAGING” branching off of your opponents “TONGS” for a hot 14 points, but if that “P” stretches into the top row you’re giving them a free shot at hitting a triple word score tile and losing out in the long run.

Not that you’re never awarded for the extra syllables, stretching out of the grid with a longer word to get an unchallenged triple word score tile is a great way to get a surprise advantage, a word’s value is also doubled whenever you use all seven of your letters at once. Eventually the luck of the draw is going to catch up to you though and your tiles will be replaced with letters that you have very limited options for. It creates a really interesting push/pull dynamic where you’re trying to maximise the value of your own words while limiting the options of your opponent. For example, “V” is a strong tile to have as it’s worth 5 points, but it’s also impossible to make any two letter words out of it, so playing it in a row or column that’s one space away from the edge of the board can render that space unusable. Timing this well can score you big points with zero risk of your opponent retaliating by sneaking a word in across one of the triple word score tiles.

There’s a lot of those kinds of mind games going on when you know you’re playing against someone who knows what they’re doing. When you’re left with an idle “D” on the word five spaces away from a double word score tile it taunts you, forcing you to smash every tile combination possible into the board praying that one of them works.

“Sorry! DALATE is not a valid Words With Friends word”

Well when you put it like that I feel bad for even bringing it up, but it did have the basic structure of vowels and consonants that a lot of words have so it was worth a punt. Although now that I've been playing this game for a few weeks I’m starting to appreciate the sheer amount of letter combinations that the English language doesn't acknowledge.

It is kind of bizarre that a game that deals entirely in letters feels completely disjointed from language. In Words With Friends the alphabet does not represent any form of communication, they are instead trading cards with predetermined values based on their ease of use. Pretty much everything in this game comes down to maths. You’re either figuring out the optimal use of your tiles this round, or the probability of your opponent being able to capitalise on a certain situation based on the space and the amount of tiles left in the bag. Most horrifically of all, there’s an incentive to use up all your tiles as fast as possible since the value of any you have left at the end will be deducted from your score and added to your opponents.

I wouldn't go so far as to say Words With Friends is comparable to poker, a game where you can always win regardless of what hand you’re dealt, since there are some luck based elements to it (there’s often not much you can do if you’re given a “Z” right at the end of the game for example), but it is shockingly well balanced. It’s not Scrabble as much as it’s Scrabble Championship Edition, as the design of the board, tile values and the quantities of each tile in the bag have all been adjusted for a much more interesting game where nailing the high scoring words is much more of a contest. This is a Zynga game after all, creators and distributors of the most powerful Microsoft Excel spreadsheets in the world, so it’s not surprising their numbers would be ironclad to keep those Words With Friends moves constantly rolling through your Facebook ticker. If you happen to be reading this and under the age of 18 and you’re one of those kids who constantly complains about having to do maths in school because it won’t ever be useful in real life, well good luck chump but you just bullied yourself out of billions of dollars of lunch money.

Say what you want about Zynga, but there’s some guts in taking the alphabet and attempting to balance it for competitive play. It’s remarkable how much is going on under the hood of Words With Friends, it could be mastered and played in tournaments, but instead it’s presented as something you're not supposed to really pay any attention to. You get a prompt on your phone or at work telling when it’s your turn, you poke at the screen for a couple of minutes deciding your move, and then you proceed to not engage with it for a couple more hours. This is when games are labelled (and usually demonised) as being “casual”, but in this case there’s very little difference in the game design, the deciding factor is in how it’s monetised via its integration with social media.

Not that any of that matters anyway, the “casual vs hardcore” argument is little more than the videogame equivalent of a “No Girlz Allowed” treehouse sign. Here’s all you need to know, Words With Friends takes the building blocks of our language and reimagines them as a finite resource where extorting the maximum value out of them is its core mechanic. Personally, I can’t think of anything more videogamey than that. 

Saturday, 26 September 2015

Doctor Who is fucking boring and I don't care any more


My eyes are incredibly sore from rolling too much and spewing tears out from crying of laughter, so that much mean that it's Saturday night and Doctor Who just finished airing! Specifically the second part of the Series 9 opener just finished airing, and there wasn't anything special about it other than it's probably the last episode of Doctor Who I will ever watch on broadcast television. I don't care any more.

I wanted to write this last week to be honest, but it would have seemed rash to declare "YAWN" during the first half of a two part episode so I stuck it out. I tried to have a good time too! After an opening scene where two women talk about how amazing the Doctor is for five minutes, one of the first things that happens is the Doctor uses a Dalek weapon to threaten Davros into giving him his chair under the logic that he knew he could drive into the middle of a pack of Daleks with it as it would have defences against Dalek weaponry.

THAT'S FINE! I like the fact the episode admits incredibly early that "logic" is one of the words Daleks don't have in their vocabulary and wouldn't be making an appearance tonight. I appreciate the honesty! Then the episode kept going, I cringed, I laughed (a lot), I got confused, I started looking out the window and sighing when it was revealed Davros had an incomprehensible plan that incomprehensibly the Doctor foresaw and allowed to happen so the Daleks could drown in their own sewer poo. I don't understand what the Doctor and Davros actually did at all or why, and the show doesn't have much more to say about it than "look you know they're both geniuses DON'T WORRY ABOUT IT".

Doctor Who in general doesn't seem to know how to have fun with the fact its main lead is a genius any more. He just knows stuff whenever he needs to which makes it frustrating when he falls for something obvious (like for example, a Dalek begging for its life and pleading innocence on KILLING SOMETHING), it's like Sherlock Holmes' art of deduction but without the part where he brags and explains how he did it.

That's about as far as I can be bothered to make fun of this episode, I made a joke on Twitter about how the scene with the Doctor and Davros crying was like if Wolfenstein ended with BJ Blazkowicz and Mecha-Hitler having a little cuddle which was so good I felt like typing it out again. Other than that I've pretty much already forgotten most of it, and I'm not even angry about it. 3 years ago I would have wrote 3000 words on how every grain of that story made no sense, I probably would have also been crying a lot and proofread it before putting it on the internet. But times change and so must I, and all I have to say in summary of that episode is it was another boring addition to the mythology of an increasingly bad television show.

It's been a heavy criticism of Doctor Who (and my biggest one for several years now) that Doctor Who is too obsessed with itself and its own lore and mythology. Some people have been ragging on it for being a bit fanfictiony even since the Russell T. Davies days, but it's gone completely overboard now. We're at a point where the show isn't just consumed with its own history, it's relying on it for intrigue. This series opener was entirely reliant on the fact that it's DOCTOR WHO and if you watch DOCTOR WHO then you know what the Daleks, Davros and Sacro are so therefore you're excited to see them again...whatever they happen to be doing. Story? Was there even a story? All I remember was a bunch of established characters having pseudo-intellectual conversations about philosophy and their relations/parallels to each other, kind of like The Dark Knight but performed by the cast of The Wiggles.

It's an inherent frustration I have with what Doctor Who is now. I don't think Doctor Who has ever been consistently an AMAZING show, but it does have an amazing concept. Back in the 60s they lucked into the concept of regeneration and accidentally came up with something that would allow the show to continue theoretically FOREVER. What you have then is a television show with a back catalogue of recognisable characters, with a concept that can do any story, any genre, anywhere, you can make up whoever or whatever you want or even include real historical people! On top of that it has a fantastic device built into it where you replace the main leads with new actors and freshen things up every few years and can re-explore things from a different angle. It could attract our best writers from all kinds of backgrounds to present all kinds of fresh stories with enough continuity and canon to tie things together so people keep coming back and every now and then you have a big EVENT happen comic-book style. Then we export that all over the world. It wouldn't be incredible television all the time, but it would certainly wouldn't ever be boring. 

Or instead, you give the show to an ageing fanboy, and he concentrates all his energy into making all his childhood fantasies for a Doctor Who fairy tale to come to life. The show now feels like it's exclusively aimed at people who just like this show, and are automatically excited by returning familiar faces or anything that can be added to the CANON(!) Some people have love for these characters and will endure any old shit the Doctor goes through as long as he makes quips about liking custard creams or whatever. But it's so goddamn fucking boring. How do you manage to make all of time and space feels so tiny and insular and lacking in possibilities? Answer: you centre it around one old dude who kind of already knows everything, and he's a real fast learner for the stuff he doesn't. Even the refresh from Smith to Capaldi didn't give the show any new energy this time, we all know what this show is now and nothing's going to change until someone new is in the captain's chair.

Even the current boring companion Clara Oswald (I sat around trying to think of words to describe her and all I could come up with were "fantasy girlfriend") is "important" because she fell into the Doctor's timeline or whatever. God even Capaldi's Doctor doesn't seem to have a personality outside of he's a collection of bits and pieces of other Doctors, he's a fantastic actor but I'm really starting to worry that he was only cast because he's a Scottish and has mannerisms slightly reminiscent of Tom Baker. Now the new series starts with an episode that has no point other than pointing out how 1) the Doctor is cool 2) the Doctor killed people HE'S SORT OF LIKE THE DALEKS AND MAYBE HE ALSO KIND OF MADE THEM WOAH which is the fourth or fifth time the new series has done that now and it's starting to feel like a joke at the expense of people who are still watching. 

Basically Doctor Who at this point feels like Batman crossed with a Star Wars prequel. Don't worry you're not missing anything, that wasn't funny or clever or anything, I'm just figuring out a way to end this while simultaneously pretending there was a point to writing it. Let's go with "Doctor Who will continue its transition from Saturday night entertainment to cult show for fans and will still receive tremendous critical and financial success, and maybe it'll accidentally be good once in a while."

Or..."I don't care any more."


Wednesday, 9 September 2015

Metal Gear Solid V is the Ear-Puncturing Scream of a Dying Industry


At time of writing it is September 8th 2015, exactly one week after Metal Gear Solid V: The Phantom Pain. I feel it is necessary to declare that writing anything at this time on a game of this scale is utterly pointless.

For Metal Gear fans this will surely be remembered as a bizarre and controversial addition to the series.

For the type of person who has a ranked list of the Assassin’s Creed games from best to worst in their head this will be declared “the best one” and perhaps even “one of the best games EVER (bro)”.

For everyone else; Metal Gear Solid V: The Phantom Pain is a game that got perfect or close to perfect scores from every single person who is paid to review videogames. I won’t lie, the initial critical response to MGSV is nothing short of embarrassing, and I expected nothing else. Most review scores make more sense when you consider them to be grades based on how well the game in question syncs up with its own marketing. For example:

Metal Gear Solid V: The Phantom Pain is the newest addition to a long running series that has a lot of fans and it also features returning characters. It’s an “open world stealth game”, and the open world is big and has lots of stuff to do in it, and the stealth gameplay basically works and there’s TONS of content that utilises it. On top of that it has a heck of a lot of graphics in it, like at least 12 or 13, and a STORY.

All boxes are ticked, of course the game gets perfect 10s. As a bonus, something on the scale of MGSV has so much stuff in it that every single sentence in a 1500-2000 word review can be dedicated to explaining a different feature that the game has. There you have a giant checklist of things that back up your perfect score without having to actually engage with or challenge the game whatsoever.

But hey ho, we’re not here to complain about reviews, as much as I think there’s serious problems with the current psychology of them they’re more of a symptom than a cause. The point is we’re yet to escape the chokehold that MGSV hype has on the current discourse. The reviewers say “yes”, the consumers say “yes”, the Metal Gear fans says “uh, I don’t know what to think yet…maybe”.

Ultimately Metal Gear Solid V: The Phantom Pain is an absurdly huge entry into a nearly 30-year-old franchise; an extremely complicated franchise that means a lot to people for many different reasons. It’s a game dense with thematic, literary and mechanic elements layered with a near implausible amount of stuff. It’s going to be impossible for any one person to tackle this game so soon into its lifespan on a level significantly higher than the reviewers who threw 10s at it and ran away screaming.

On the other hand, we live in the online age of instant gratification where any old jerk can throw their opinion in the wind and have it slam into at least one poor soul’s windshield. This particular jerk currently doesn’t have a working internet connection and can’t post cryptic non-spoiler thoughts on Twitter, and I did already pay £10.99 to own this ridiculous domain name for two years, maybe as well make some memories while we’re here!

So here we go, Metal Gear Solid V: The Phantom Pain. It’s big, it’s sort of brilliant and it’s sort of an abomination. It might end up being a videogame that is essential for everyone to play, but only for the saddest reasons imaginable.

Metal Gear Soulid

Is anyone else weirded out by the fact that Metal Gear Solid in general is celebrated as a “stealth” series?

The series is often talked about and featured on “best stealth game” lists, dudes who don’t like it bash it on the grounds that “the stealth actually sucks you NOOBS”, people suckered in by the endless parade of perfect review scores for The Phantom Pain tweet things like “should I get MGSV? I haven’t played any of the others because I don’t like stealth games!”

Maybe it’s because the original Metal Gear is credited for inventing the stealth genre (this isn't true).

Maybe it’s because the original Metal Gear Solid is credited as the most influential 3D stealth game (this also isn't true).

I replayed the original Metal Gear Solid earlier this year and it blew my mind how little stealth there is in that game at all. Seriously, at least 80% of it is cutscenes, set pieces and boss fights, and most of what’s left is backtracking through the same areas you know inside and out. Metal Gear Solid 2 had a little more thought in that department, but quickly turned into a game of “find the radar map for this area as soon as possible” and then became just as trivial. Metal Gear Solid 3 actually tried to be a stealth game and slammed its fat wallet bursting with innovation on the counter with the camouflage system, but this mostly served to slow the game down and the separation of areas and checkpoint made it easy to run and gun through most of it. Metal Gear Solid 4 pretended to be a stealth game for about 5 hours then broke down into the scripted sequence we all secretly want these games to be.

I know there are people who take pride in beating these games over and over again and getting every rank, including the one for never being seen ever or setting off an alert. Quite frankly, those people terrify me, and their time would probably be better served if it were dedicated to learning video poker or pachinko, they might get something out of that.

Metal Gear Solid as a series is a bizarre yet wonderful mix of earnest attempts at tackling military and geopolitical themes with complete anime nonsense. Its plot is the lowest possible tier of overcomplicated incoherent garbage that falls apart the second you think about any of it, but its characters provide a fascinating mythos that could be potentially explored and re-explored forever. Metal Gear Solid 3 contains the single greatest moment in interactive storytelling EVER, where the ludic and non-ludic elements get sewn together beautifully in a way that perfects Telltale’s The Walking Dead method of storytelling before it was even invented. On the other hand, Metal Gear Solid 4 contains a mechanic where you can pause the game during boss battles to magically buy guns from a man with a pet monkey who wanders around in a diaper drinking a can of coke.

All of this is just a portion of the stuff that makes up “Metal Gear”, there’s a lot to be said for the series both positive and negative, but no one can deny it’s got some god damn fire in its belly. Yet some people want to celebrate the game as a classic based on the parts where you hide in a locker for 30 seconds waiting for the guy to walk away so you can go to the place to trigger the next cutscene?

Well good news jerks, whoever you are and if you really exist, Metal Gear Solid V: The Phantom Pain is all stealth all the time. There are now hundreds of stealth missions for you to sneak your way through where you can Play It Your Way™ , even travelling through the open world involves taking paths to avoid enemy outposts, and what few boss battles there are all involve some form of hiding where most Metal Gear bosses of the past were straight up action.

I’ll briefly touch on what I think of the stealth mechanically I suppose; it’s okay. It’s certainly “good enough” for whatever that’s worth. There’s a ton of good design into all the enemy outposts and on missions there’s obviously been a lot of conscious thought put into letting the player tackle things however they want to, even going so far as to have changing guard posts for day and night essentially offering the player a choice of level design. There’s a decent sense of being able to figure out when you’re visible or not and your spatial relation to the guards…as long as you have them marked on your radar first which gives you incentive to scout out the situation before making your approach. It works well at first and feels like a natural evolution of the “find the computer to unlock your radar” idea from Metal Gear Solid 2, although I have to admit when I got more used to the game I completely stopped bothering with it. The enemy AI is still extremely “gamey” and in general still feels like Metal Gear as opposed to anything resembling realism. “Whose footprints are these” might have blown minds back in 1998, but guards noticing a choked out colleague collapsing to the ground but not the choker still standing directly behind them is too silly to not be funny in 2015. What’s less funny is the kind of bad slow motion mechanics that are incorporated whenever Snake gets seen or seriously injured. I say “kind of bad”, they’re perfectly functional, but there’s something off with a stealth game when the best strategy involved seems to be getting seen on purpose so the slowdown gives you a free headshot with the tranquillizer dart before the alert goes off. Incidentally, there are some “EXTREME” versions of missions later into the game where this mechanic is removed, and there you start to gain an appreciation of how slow, frustrating and not fun The Phantom Pain would have turned out to be if it didn't have this cop out built into it.

MGSV does have the best stealth of the series so far, but again I don’t really play these games for the stealth in the first place so it’s not a deal maker. This is another part of what is so frustrating about the reviews for this game, because the question of “is the stealth good this time?” isn't as important as “what has Metal Gear lost in its ambition for stealth?”

The Open Road

Metal Gear Solid V has gone all in on being open world, and it’s gone in as hard as you could possibly imagine.

There’s two huge maps to explore; a desert in Afghanistan and a jungle in Africa. There’s also a disgustingly and pointlessly huge hub world called Mother Base that you have to manage, build and gather resources for as you play. There’s a ludicrous amount of weapons and items to that you have to order to be developed, despite constantly developing weapons as often as I possibly could and playing the game for 60 hours I couldn’t ever get the amount of items to develop to drop below the “99” maximum. This is kind of cool because every Metal Gear Solid has contained some mechanical strangeness where you’re given a whole bunch of stuff to play around with and perhaps find awesome situational uses for, but there’s just so much here that you barely know where to start. Every time you complete a couple of side quests the game immediately replaces them with incredibly similar brand new ones. While you’re managing all of this in your “Aerial Command Center” the game taunts you by pasting your “Overall Completion” score on the screen.

At time of writing my overall completion is 51%, if you find that unimpressive you probably haven’t played the game yet (hey thanks for reading, watch out for the SPOILERS on the way soon!) It's possible there's major events and scenes in this game I've yet to see as I haven't completed all the EXTREME remixes of past missions and I have no intention to either as this game has taken away enough of my life.

“Gathering resources” for your Mother Base also including gathering staff, which you do by extracting soldiers you defeat in battle. The idea of “extracting” enemy soldiers (via knocking them out and sending them back to base by strapping a balloon to them which you’ve probably seen some hilarious gifs of) is a bizarre method of deterring a player from killing enemies, but regardless of whether you kill or kidnap you’re still taking ownership of someone else’s life. All the soldiers who get sent to Mother Base also have names and can be assigned roles via the “Staff Management” menu. There’s no room for arguments about abstraction or metaphors here. You are literally kidnapping the soldiers you fight in the field, they are “convinced” to join Mother Base (considering the game contains several interrogation and torture scenes the word “convinced” is a little sketch) and then they work for you, inspired by the legend that is BIG BOSS.

I’m sure thinkpieces are on the way if they’ve haven’t already arrived about how Mother Base is an allegory for capitalism and the game thematically and mechanically is about constantly wanting MORE. I’m not going to get deep into that here, since in this time of reflection on MGSV as a recent thing I’m more interested in overlooking it as a complete work. There’s no doubt that this game is deliberately designed to be exhausting, stretching out key plot moments and cutscenes with hours of faffing around in the field and doing what some people would describe as literal work as you manage your base navigating through layers of menus. It almost broke me, there was a time where the story was moving so slowly and Metal Gear felt so far away that my 14% completion rate staring back at me was cause for despair.

Not just that but everything is so slow. The game insists that you hop back and forth between the field and Mother Base and waiting for helicopters to pick you up and drop you off would be a bathroom break moment every single time if the game didn’t force you to hit the X button to continue from the loading screen. Travelling across the open world via horse or vehicle always feels slightly longer than you want it to be, and Afghanistan especially seems to always have a huge mountain blocking you from where you want to go so you have to constantly consult the map to work your way around it. Ammo and weapons drops involve waiting, dispatching new buddies involve waiting, developing new weapons and bases can take literal real world hours. Hell, just the fact the core mechanic for passing missions is stealth involves a lot of waiting in itself.

There’s a part in the story where an epidemic with unknown symptoms breaks out across the staff at Mother Base, and you’re told you should send anyone to be quarantined who shows any potential signs. Of course, later on its revealed there are no clear symptoms whatsoever and trying to determine who was infected was a pointless exercise, but it’s thrown in there to force you to look through all your staff and consume the information and be taken aback by how much stuff you’re supposed to be monitoring and in charge of.
Between the interface, and the sheer amount of missions of content, and the constant waiting MGSV is trying to overwhelm you with its sheer size.

Despite there being so much stuff it all feels weirdly empty. I got a feel and familiarity with specific enemy outposts but not the terrain itself, basically both Afghanistan and Africa feel like a bunch of disjointed videogame levels floating in a sandy/swampy void that I have to constantly travel through if I want to do anything. The game’s beautiful but I don’t enjoy exploring or hanging out in it, the part of my brain that will happily go hiking by accident in Grand Theft Auto V for hours is constantly numbed by the fact there’s always so much work to do and I have to get there now. It’s the kind of game where after a while I start playing it for the sake of it and start to feel numb, and that’s when the TV volume goes off and the podcasts and headphones go on. I cannot begin to explain how much I can’t believe I just wrote that last sentence about a METAL GEAR game.

*FROM HERE ON OUT THE SPOILERS ARE GOING TO BE COMING IN HOT AND HEAVY, THIS NEXT LITTLE PART IS ABOUT A MAIN CAMPAIGN MISSION, SPECIFICALLY EPISODE 18, THE SECTION AFTER THAT WILL REVEAL HUGE PLOT DETAILS ABOUT SOME MAIN CHARACTERS. THEN THE SECTION AFTER THAT WILL LITERALLY RUIN THE ENTIRE GAME AND YOU SHOULD NOT EVEN VAGUELY GLANCE AT IT IF YOU HAVE NOT BEAT THE PHANTOM PAIN YET

YOU HAVE BEEN WARNED*

We could talk about how much the jump to open world causes a shift in soul that threatens to burn MGSV from the inside out for hours, but there’s one mission in particular that sums up for me how the change to “open world Play It Your Way™” is openly toxic to Metal Gear.

In Chapter 18 you are given a relatively simple mission objective; eliminate six targets for a client in two locations. You’re only given one of these locations immediately, you go into the enemy camp, identify which one of the guards is the target, then you either kill him or extract him to Mother Base. I chose the latter because 1) I want to extract everyone I can for the perks and 2) I don’t interpret Big Boss as someone who would kill needlessly.

After you've made your choice the game reveals your second location, and it’s immediately weird that there would be one target in one location as a guard, and five targets in the second location. Anyway, you head over to the second location, it’s a huge dome but the guards are relatively spread out so it’s not too tough. Personally I went around the edge of the camp and cleared out/extracted everyone I could find methodically, almost all the guards were gone by the time I got to the targets.

That’s went the game gives you the gut punch, the “targets” are five child soldiers who are currently prisoners. Snake points a gun at the children, they reach through the bars clutching diamonds, offering them in exchange for their lives. Miller screams at Snake through the radio to do the job, Snake fires with the camera turned away from the children, then turning once again to reveal he shot a bucket to make noise for a recording that could be sent to the client to convince them the job was done. Snake chooses to save the children.

That’s all well and good, but if you recall, on my playthrough I chose to extract the other target who was an enemy guard. Once I did that Miller called me up on the radio to tell me that he trusts my decision to extract rather than exterminate. With that in mind, why in god’s name was Miller screaming at Snake to murder children? There’s lots of cases where Snake/me would choose to interpret a “job” differently and Miller would lie to the client, what’s got him so hot for child murder all of a sudden?

It gets weirder though, one of the children is injured and Snake is forced to carry them while the other run ahead. The children have a set AI path but they will stop or go at Snake’s request. My head is steaming with rage as the children run out of their cage to the left for their set piece, as opposed to the right where I so meticulously cleared out the entire base. We could walk out the front door.

What follows is a transparent use of level design, the kids run straight for a rock, which clearly leads to a bunch of other rocks in a path that coils around and zig zags around some enemy guards. Clearly you’re opposed to give the kids commands to navigate them around these guards. I knew that, but on the other hand, my brain is in open world Play It Your Way™ mode, so I opted to tell the kids to wait, put the sick kid down with them and took out the guards first. Now in this entirely cleared out area, the kids continued to run across their scripted AI path, including a part where they stumble over a couple of burned out corpses. I’m not going to lie, it’s pretty hilarious to watch animated cartoon zig zag their way around an imaginary threat only to fall into a pile of their burned up friends. (I swear I’m not a psychopath, I just consider child soldiers stumbling into burned up bodies as an emotional moment to be extremely manipulative and cheap so I enjoy the fact I accidentally ruined the attempt).

Don’t you judge me, it’s not my fault, these kinds of sequences where a very specific thing happens in response to a very specific threat do not work once you give the player the tools to neutralise them and put them in the mindset to do it. Also, it’s a really bad and frustrating escort mission in general, I understand that kids would be scared and perhaps freak out in a tense situation, but on my playthrough all they ever did was run from complete safety directly into a man with a gun for no reason. There’s already at least one article on the internet arguing this level is brilliant and “one of Metal Gear’s finest moments”. Maybe it is brilliant if it actually works, but it’s not going to work for a lot of players because MGSV’s structure undermines its attempts to build a memorable interactive moment.

Quiet, Skull Face and Characters You Actually Care About

Going into Metal Gear Solid V: The Phantom Pain the universally agreed “most worrying part” of it was going to be Quiet; the horrifically designed, completely silent, basically naked female sniper. Kojima talked some smack in interviews about how people were too quick to judge her, and that he was going to make us care about her. I think it’s fair to say her design is somewhat deliberately antagonistic, an attempt to score some pre-release heat and backlash so Kojima could prove some kind of point about something once the game was actually released.

Well let’s go ahead and drop what the REVELATIONS are about Quiet, bearing in mind that my save file is still at 51% so it’s possible that there’s some scenes I haven’t seen even though I'm reasonably sure the “plot” of this game is wrapped up now. Either way, here’s what I understand about her; she can’t speak because she’s infected with vocal cord parasites that will breed and spread an epidemic through Mother Base if she talks in English (put your hand down we don’t have time to explain it (I KNOW that doesn’t make any sense don’t worry about it (please stop screaming at me))) and she can’t wear clothes because she breathes through her skin and she would suffocate.

Um.

Mr Kojima, have you got a second? Come over here I have a couple of feedback notes for you:

1) Your characters are fictional.
2) We, as the audience, understand that your characters are fictional.
3) The characters you create are, to some extent, a product of how you see the world.

With that in mind, I'm not entirely sure what you were trying to prove by thinking backwards to see how you could narratively justify a character design like Quiet. Taking a character and working backwards is honestly pretty easy, it’s a well-known improvisational exercise, so it’s hard to see what your point was supposed to be. Your explanations don’t cover why Quiet refuses to communicate in any other fashion, or why she has little to no ability to express any personality whatsoever, nor why she seems to deliberately style herself as some kind of military themed stripper.

You can try and explain Quiet as some kind of backwards counter argument against people crying “sexist” against the depiction of female characters in videogames, but that would imply Kojima doesn't understand or care that those kinds of arguments are more about the industry that produces the characters than the characters themselves. Regardless, there’s no escaping the mental image I have of some poor character designer keeping held back in the Konami employee work cages with Kojima anxiously jittering behind them whispering in their ear “dude…*inhales*…the tits need to be like…15 per cent bigger…”

Let’s just say that the fact Kojima thought he was making some kind of subversive point about characters and people judgments of them with Quiet, combined with his already not great track record with female characters, has filtered him in my mind as one of those people who were bursting with volatile rage at Polygon’s 7.5 out of 10 review for Bayonetta 2.

That’s not to say you can’t enjoy Quiet as a character, I don’t think there’s much to her but she does a few cool things and has one or two character moments that could make you care about her. She’s just not exactly a high point for the series. Then again, she’s probably more interesting than the villain of this game, Skull Face.

I'm probably horrifically offending someone here but Skull Face might be the least interesting Metal Gear villain ever. The Phantom Pain is weirdly honest about it too, when Skull Face’s plan fails he has a line of dialogue referring to how he’ll be deleted from history by Cipher, as if the game is admitting that it’s a midquel set in a bit of the timeline when not that much of interest happens and it made up a new villain to keep things together. His backstory is okay I suppose, but he doesn't feel like he belongs, there’s not a single thing about him where you think “maybe this guy was planned to be part of the story all along”.

The parade of villains and adversaries brought out for The Phantom Pain seem to be a deliberate cop out. Quiet doesn't speak, Skull Face isn't interesting, and the rest of the cast contains a 12 year old Liquid Snake, the rotting flesh of Volgin from Metal Gear Solid 3 walking around as a “The Man On Fire” and an early crappy barely operational version of Metal Gear Rex both of which are controlled by a young Psycho Mantis from the first Metal Gear Solid. It feels like a joke at the expense of the player, as if Kojima is saying “you REALLY still want another Metal Gear after MGS4 where we tied up every conceivable loose end possible? Okay, here’s what you get!” And what we got was the ghost of Metal Gear Solid 3, two made up boring characters and the villains from Metal Gear Solid appearing as children.

The Kojima Moment

It’s worth pointing out at this point that I don’t hate this game.

However, I do feel somewhat detached from it, as it barely feels like a Metal Gear game.

I'm not a fan of David Hayter personally, I agree his voice is “iconic” but it’s mostly iconic due to him performing every single line with the exact same inflections (slightly growly gargled voice, with an extra bit of growling for the last 2 or 3 syllables). Still, it’s bizarre to see him gone and replaced with Kiefer Sutherland, especially when Kiefer Sutherland isn't actually much better. I'm uncertain whether the change of voice actor was a purposeful attempt to distance us from Snake since the voice actor went unchanged in the Japanese version.

However, it is off putting how little Snake talks in this game. I’m in the camp of people who think Metal Gear cutscenes do often go on a little too long for their own good and it would be nice if Kojima had an editor (or at least a better one). Still, I couldn't stop noticing how many scenes would play out with Snake just standing there and doing nothing. In the late game scene where Snake finally confronts Skull Face, he gets escorted along to visit the Metal Gear, where Skull Face sits opposite him in a Jeep and explains the plot of the game to him. Once they arrive the Metal Gear is activated by babby Psycho Mantis and starts attacking everyone, and in the entirety of these scenes Snake does not say a god damn word.

The cinematic language of Metal Gear is completely changed too, with the pretense to emulate movies replaced with a TV show “episodic” format and a moving camera so everything plays out as one long shot. Every mission has opening and closing credits, which list all the characters that appear under “starring” (which actually spoils a bunch of missions). It’s a completely different feel, and it created some sad moments when every now and then I would hear the infamous exclamation mark alert sound and be reminded that YES this is a Metal Gear game.

I played this game for 60 hours and Revolver Ocelot twirled his gun once, and it was a little baby twirl that lasted about 2 seconds, heck I could have twirled a gun like that.

Of course, this is all setting up the KOJIMA MOMENT, which is something that’s losing its power a little since I go into all of the Kojima-directed games expecting one now. Yes, the attempts to exhaust and overwhelm the player, the dull filler villains and the disconnect from Metal Gear were all absolutely deliberate.

*SERIOUSLY I KNOW THERE’S ALREADY BEEN A COUPLE OF SPOILER WARNINGS BUT THIS IS THE BIG ONE, YOU ABSOLUTELY SHOULD NOT READ THIS NEXT PART IF YOU HAVEN’T FINISHED EPISODE 46. OKAY? OKAY.*

The Phantom Pain kicks off with what Jackson Tyler accurately describes as a Dead Space level. Snake wakes up from his coma nine years after the events of Ground Zeroes (which blows by the way). After having his condition and situation explained to him the doctor insists that plastic surgery must be made to hide Snake’s identity so that he can leave alive. The game allows you to make an avatar, a name and a date of birth, but after you’ve done that the doctor is assassinated and MGSV tells you “NOPE! You’re Snake DEAL WITH IT” (although it later gives you the option to dispatch as other characters if you feel like it).

From there a tightly scripted sequence of events plays out as a weak recently woken up Snake is helped out of the hospital being stormed by soldiers by his neighbouring patient whose face is concealed by bandages. A whole bunch of action scenes and murder play out as Snake regains strength and you’re introduced to The Man of Fire and mini-Mantis. Snake and the bandaged man appear to escape, but their vehicle is attacked and the man in the bandages appears to have been killed as Revolver Ocelot extracts Snake from the wreckage.

About 50 hours later, after Skull Face is dead, the dramatic “We are Diamond Dogs” scene, Liquid has escaped with the Metal Gear and Otacon’s dad is floating on a raft through the ocean, the game bumbles around for a little bit offering you more side missions and a few remixes of missions you’ve already completed albeit on a much harder difficulty. Then your mission list will be updated with “Episode 46 – TRUTH: The Man Who Sold The World” where you replay the first mission in the hospital, albeit with some minor changes:

1) When the doctor shows the patient his face in the mirror, you don’t see Snake looking back at himself, but instead your created avatar from the start of the game
2) You’re headed a photo will your name and date of birth printed on it, the doctor moves his finger to reveal your created avatar starting next to Snake and Miller
3) At the end of the sequence, the bandaged man has recovered from the crash and is completely fine, and is having a conversation with Ocelot
4) The man is revealed to be the true Big Boss, with the Snake in the crash the one selected to be his replacement.

There you go, there’s the gut punch you waited 50 hours for, you were never Snake, you were never the true Big Boss. The real Big Boss was out somewhere else doing cool stuff while you took up all his odd jobs. In one serve the game pulls out some hard hitting commentary on the sidequest spewing “open world” game. When you insist on making your own story in a videogame you take away the creator’s ability to give you one. You cannot be the real Big Boss you can only be an imitator, the guy who stumbles around a map following waypoints to clear out minefields while the real thing is off having real adventures. The game was meant to wear you down, then instead of giving you an ending it takes away the beginning. The game lays it all out for you; this wasn't a story worth telling, not one worthy of Big Boss anyway.

It’s worth pointing out that the reveal isn't done in a flashback or a quick scene, the game forces you to replay the entirety of the incredibly scripted opening which with the exclusion of some minor changes at the beginning and the end is exactly the same. The game wants it to sink it that yes, this is how it really was, this is how is always was, you were never Big Boss, and Big Boss is still cooler than you.

After Skull Face is defeated and the Diamond Dogs have got their revenge, the game keeps stumbling on incoherently and without destination, as Miller screams at Snake “we need to be bigger! We need more men!” In the end, Miller finds out the truth too, the real Big Boss has abandoned him to chase his own dream. Miller wanted more and more, and in the end he was left with nothing, mirroring the player experience.

They missed an opportunity to have the real Big Boss voiced by David Hayter in his one scene where he pulls out a cigar (the fake Big Boss smokes e-cigarettes) and rides off on a motorcycle with a smirk in what is designed to be the coolest possible image. Then again, a lot of people were predicting they would pull something like that so maybe they felt that would be too obvious.

It really is admirable how much faith Metal Gear Solid has always had in its franchise player. Metal Gear Solid 2 knew taking away the ability to play as Snake would frustrate the player, Metal Gear Solid 3 knew a game about Snake’s predecessor becoming the world’s greatest soldier would work because that’s what we want him to be, and Metal Gear Solid 4 knew tying the series’ climax into the unavoidable demise of Snake would give the climax the proper weight (even if it was too scared to actually pull the trigger). Now with Metal Gear Solid V, we are given so much Snake we can barely take any more, then it takes it all away so all our work was for nothing.

It’s calculated, it’s confident, it’s kind of brilliant, it’s also completely, miserably pointless.

Here’s the thing, I'm not going to say I “called” the ending because I didn't, but I caught on to the joke pretty dang fast though. That “Overall Completion” prompt on the screen kept taunting me, and all I could think about it how much I don’t like this kind of game, and how much I wish Metal Gear Solid wasn't this kind of game. Here’s the thing Mr. Kojima, I already agreed with you on open world games before I played The Phantom Pain, and I liked you because I thought you were different. As brilliant as your game occasionally is, you've put me through another 50 hour triple-A experience that killed more brain cells than it simulated.

If The Phantom Pain is a joke, then it’s a prank phone call that goes on long enough to be prosecutable harassment.

The Sad, Sad, Sad Conclusion

For the record, Metal Gear Solid V: The Phantom Pain has a lot of great stuff in it. There’s some great level and mission design, there are fun and memorable moments, and as exhausting as it can be I can’t imagine someone who cares about Metal Gear actually giving up on it. I can’t say that I didn't have a heck of a good time playing some of it.
When I started writing this piece I asked myself “Do I like Metal Gear Solid V?” and my answer then was “I don’t know”.

Now that I'm writing the conclusion, my answer is “I don’t care”.

It’s impossible to separate this game from the drama that surrounds it, and remove it from context from the industry that it simultaneously exists within and comments on. Within that context it is a sad, disappointing and distressing thing.

Konami is dead. Okay, they’re not really dead, but they’re dead in all the ways that matter. Silent Hill is dead. Castlevania is dead. Now with Kojima’s escape to the wild Metal Gear is dead. Games with these franchise brands attached to them will probably continue to be made, but all the major talent has jumped shift and those who remain are suffocating under the terrifying Konami work environment.

Hideo Kojima will almost certainly continue to make videogames, he loves them too much to stop, but he’ll never make a game approaching the scale of The Phantom Pain ever again. As Kojima departs he takes the unique triple-A videogame blockbuster with him. I'm not a fan of Metal Gear Solid 4 personally, but there will never be a game like that ever again, it is its own thing, is it a Metal Gear game. Maybe the videogames of old died with Metal Gear Solid 4 and no one noticed at the time. We say goodbye to Metal Gear as it shoves itself full of side missions, bloated worlds and menus and #content. As intentional as it was, it’s hard to shake the disappointment that Metal Gear Solid V exists and it’s essentially a god damn Ubisoft game.

As things stand the middlecore tier of games that populated the PlayStation 2 and Wii libraries a decade ago have almost completely died out. In 2015, your choice is between huge big studio productions and significantly smaller in scale digital stuff. There’s all kinds of limitations, struggles and pitfalls with the latter, and the former barely makes money any more as the industry led push for graphics and hardware have forced the games to trade in most of their artistic conscience for bling, addition content plans and micro-transactions. Whether the fact all this stuff is deliberately in The Phantom Pain is some kind of statement or Konami pushed for it to be in there which fuelled the falling out and drama doesn't matter. It’s still a damn shame to see Metal Gear consumed by everything it never was during its last dance. It’s the end of an era, and it’s not a graceful ending either.

That’s what I meant at the start of this piece that Metal Gear Solid V: The Phantom Pain might be an essential play for anyone who has an interest in videogame whether they have good time with it or not. You've got to see how it all ended, man.

Don’t confuse this with some kind of endorsement for auteur theory, Metal Gear may be a machine driven by one man’s vision but it’s a product of the hundreds of work hours that a huge team puts into it, but how many “names” in games do we have left that we can put on the front of a box in the same way movies do? Sid Meier creates games for a very specific audience, nobody buys Swery’s games, Shigeru Miyamoto has been out-shined by his own creations and the kids don’t know who he is. Who do we have left after that? David Cage?????

Oof.

Kojima’s final contribution to videogames of this scale was to spend an absurd amount of Konami’s money creating the bloated Metal Gear all-stealth-all-the-time experience his detractors claimed they wanted. All the Metal Gear stuff in it there, and a lot of it is pretty great, but the characters feel less important, they talk less, exposition usually reserved for the codec has been buried into cassette tapes which are positioned suspiciously out of the way on the menus. The Metal Gear moments you want exist in this game, but they've been diluted and stretched out, clawing for sunlight under the weight of a huge open world mechanics-focused mission structure. The Phantom Pain is yet another entry to throw on the pile of games that will eat entire weeks and months of people’s lives, with 80% of that playtime to be purged from memory and any meaning soon after.

Kojima has dived off the top of the Konami skyscraper as it burns to the ground, flipping off his people below him “this is what you want games to be right? Well I made Metal Gear into that now DO YOU LIKE IT?”

And we the people have screamed back to him “YES. OH MY GOD. YEESSSSSSSSSSSSSS!!!”

I have one comment on that, and it’s borrowed from my friend Veerender Jubbal; videogames are garbage.


Only it’s important to remember it’s not just the games that are the problem.

Monday, 15 June 2015

WWE Continues Impressive 2015 with Money in the Bank

As someone who embraces all around jerkiness as part of their #brand the usually easy-to-ridicule WWE product has been frustratingly consistent since April. Seriously, the build to Wrestlemania 31 was one of the worst ever, the card contained an internal contradiction which undermined WWE's recent youth movement and was near impossible to get excited for, yet somehow they miraculously pulled out a great show. What's even more surprising to me than Wrestlemania being good was the fact WWE actually have managed to capitalise on their own momentum for once, something of a rarity in the modern era. There's been plenty of exciting events in recent memory, the debut of the Nexus, the Summer of Punk, the Yes movement etc. but all of these events were squashed either by WWE creative themselves or outside forces. You might be thinking to yourself "Wrestlemania was only a few months ago they haven't kept it up that long", and I'm saying the fact they've made it this far is remarkable in of itself.

I hope that opening paragraph communicates how much faith I have in WWE creative and contextualises the positive feelings I have towards them right now.

But seriously, although not without flaws (obviously) the WWE product has been on good form lately, and I'm not even talking about NXT! Seth Rollins is a fantastic and credible champion as well as a much needed regular fresh face at the top of the card, none of the major storylines have been embarrassingly mishandled (yet) and WWE have even been handling their troublesome Roman Reigns situation with some intelligence and grace. The main appeal for me however is how much more of the roster actually has STUFF TO DO. Valuable but floundering talents from last year such as Sheamus, Kofi Kingston, Big E, The Miz, Wade Barrett, Cesaro, Tyson Kidd and others all feel part of the show again and some of them are doing the best work of their career. Of course, the influx of great new talent from NXT and the indies making big splashes on the main roster isn't hurting either.

If you've only started watching recently I don't think you can appreciate how much better things are, and how unbearable getting through an episode of Monday Night Raw was. In 2010 WWE used to only announce about 2 or 3 matches for each Pay-Per-View and make up the rest of the card on the night because the non-main event guys were that boring. I'm dead serious. I'm not saying the overall product is amazing or even close to perfect, but it's nice that a 3 hour episode of Raw now has about 2 hours of stuff on it worth watching as opposed to just the opening and closing segments.

That leads us to WWE's most recent Pay-Per-View event (I don't know how much longer we're going to be calling them those, we should probably get used to "Network Specials" or something) Money in the Bank. Ironically the gimmick of the show was one of the least interesting parts of it, with WWE stalling Roman Reigns once again on his quest for title glory and instead opting for long game option Sheamus. WWE don't want to squash Seth Rollins thunder by dunking another briefcase into the title picture just yet so I'd expect Sheamus to hang on to that thing for a while or possibly even have an unsuccessful cash in.

The two highlights of the show were the two main events, and both matches were direct results of what you get when you put your focus on fresh and exciting talent. First, NXT Champion and king of the indies Kevin Owens against the old guard modern-era representing John Cena, and also Seth Rollins Vs Dean Ambrose, two stars made by WWEs best non-NXT youth project The Shield.

Kevin Owens Vs John Cena was a simply fantastic match, with their past match a mere two weeks ago they cut the slow feeling out process of the Elimination Chamber bout and got straight into it. It definitely felt like more of a contest than the first match, the Elimination Chamber match was good too but it also kind of felt like a Kevin Owens highlight reel to show him off during his debut...which was someone undermined by Cena kicking out of the vast majority of it. John Cena wins, a result I think most people predicted even if they didn't want to believe it. Look, it doesn't make business sense to have some new guy who hasn't been road tested yet kick down the door and beat your money maker consistently. Once? Sure. It's a hell of a way to make a debut, it gets people talking and Cena can take a loss every now and then, but twice is throwing the baby out with the bathwater. I mean at that point you're firmly establishing the champion of your developmental system is better than the guy you've built your entire company around for the past decade. It's a silly risk to take just to appease some nerds on the internet who will complain about whatever you do anyway.

Having said that I wish WWE hadn't done the rematch two weeks later, allowing Owens to run with it a bit more and save his first big loss on WWE television for whoever takes the NXT title off him. A Owens/Cena rematch with a couple of months gap would have done wonders for Owens, NXT AND Cena, it certainly would have made the US open challenge thing a lot more interesting. But if you are going to hit the panic button and immediately give Cena his return win, they picked a good way to go about it. Cena barely beats a highly game Owens, Cena gives respect to Owens and acknowledges that Owens is where he belongs, something you'd think is everything Owens' character secretly wants, but instead Owens buys into his own shtick so hard he refuses to accept his own loss and turns Cena into just another one of his victims, claiming glory that isn't his. Owens is the best character WWE have right now, it's incredibly simple and restrained but contains enough depth to make any matchup against him interesting.

I suspect I may be in the minority on this, but I loved the WWE Championship ladder match EVEN MORE. Ladder matches for the most part have turned into demolition derbies since the Money in the Bank concept was created in 2005, and when you start gimmicking gimmicks things start getting real silly. Don't get me wrong, I'm not saying a multiple man ladder match isn't a bucket load of fun, but it's essentially a stunt show and all logic goes out the window. I was 1000% ready for a classic one on one ladder match that was a real MATCH that just so happened to contain ladders and a couple of high spots.

You know a match is great when both guys come out of it better than they went in. For Seth Rollins, he showed off a nasty and capable side of himself and legitimised himself by finally getting a big win by himself. I suspect WWE put effort into giving Rollins more edge because they're setting him up for a match against Brock Lesnar for Summerslam. Heels like Rollins should be cowardly and cheat to win, but it's also important to establish they're GOOD. I think WWE were making a mistake and overdoing the Authority thing too hard but flat out admitting on television they PUT the title on Seth Rollins effectively diminishing any value that belt could have, I'm glad they made it a point that they chose Rollins because he really is one of the BEST.

But it was Dean Ambrose who truly made his career last night with one of the best performances I've seen out of anyone in WWE of recent years. I was wincing at the face he made when Rollins powerbombed him on the ladder, you could feel that the match was slipping away from him but also how much Ambrose still wanted to fight back. The art of "selling" isn't Dolph Ziggler doing three flips off the mat whenever he takes a bump, it is selling people the match and the emotions they should be feeling at that moment. Ambrose coming back and coming back, combined with the visual of him continuing to crawl up the ladder and over Rollins only for them both to fall and the title belt barely slip away from him was a finish anyone could connect with.

And then of course, there's this face;


LOOK AT THAT. The disappointment might be a performance, but the sweat, exhaustion and pain in his eyes sure aren't. That's rasslin' daddy.

Searching the #MITB hashtag on Twitter for reactions to the match you can see how well it worked, it's amazing in a performance that everyone knows is pre-determined you can still provide a heartbreaking result. Although let's face it, the folks who ridicule people who care about wrestling matches because they're "fake" probably have no understanding of any form of storytelling.

I hope WWE keep their hot streak going into and beyond Summerslam and continue to build and explore their wonderful pool of upcoming talent. If things keep going like this we're going to have some real exciting fresh main event matches going on by the end of the year. Mostly I hope that if WWE do start botching everything again they don't do too soon and make me look like a complete jerk for writing this.