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In this, episode 5 of our MGS2 retrospective, we discuss how the game functions as a kind of nightmare that's symptomatic of our entire age.
We discuss, along the way, the real world inspiration for entities in the game like 'Dead Cell', and characters like Richard Ames. Covered also are a wide range of topics, from biometrics, to nanotechnology, to even a novel theory of nightmares as a form of threat simulation.
0:00 - Intro
PART ONE
1:20 - Game sequence 1
4:27 - The early moments of MGS2 as a kind of nightmare
8:35 - Discussion of 'The Man Who Was Thursday' by GK Chesterton
10:12 - Discussion of Vamp, Pliskin, and bombs
11:29 - Game sequence 2
12:15 - Threat Simulation Theory
12:56 - Red Cell
15:20 - Hostages to the Terrorism of Modern Society in light of Hobbes and 'Leviathan'
16:40 - The nightmarish ambiguity of memes
18:20 - Game sequence 3
19:09 - Shock and Awe
23:40 - The 'Need to Know', National Security, and Computer Security
25:10 - Game sequence 4
27:23 - MGS2, Information Warfare, and the Key Meme of the Locked Room
29:14 - Game sequence 5
PART TWO
35:15 - Gameplay scenarios involving Signals
35:50 - Biometrics
38:38 - The Panopticon
40:40 - Meeting Ames and Nanotechnology
42:42 - The Manhattan Project and Compartmentalization
44:41 - The Nightmare Concept of Mind Control & the 'Locked Room' of Memes Playing out over and over again
48:04 - The 'Scopophilic' Society
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