<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[MetaGame]]></provider_name><provider_url><![CDATA[https://metavideogame.wordpress.com]]></provider_url><author_name><![CDATA[ruicraveirinha]]></author_name><author_url><![CDATA[https://metavideogame.wordpress.com/author/ruicraveirinha/]]></author_url><title><![CDATA[Snatcher &#8211; &#8220;Childish&nbsp;Fiction&#8221;]]></title><type><![CDATA[link]]></type><html><![CDATA[And yet, one can only get a bitter taste when Kojima so often invites a comparison between his video-games and the 7th art; a comparison to which all his games fall on the short end of. "Snatcher's" aesthetic, while clearly inspired by the noir-ish ambiance of the movie, has warm color palettes [more prevalent in the later versions than in the less detailed, yet more consistent, MSX original] and an upbeat electro-jazz soundtrack, which clash severely with the gloomy dystopian mood. Kojima's writing, though light-years ahead of his peers, is polluted with Anime tropes and immature sexual jokes that can only be seen as childish, especially when compared to the somber nature of "Blade Runner's" drama. Not to mention that the most important story layer of "Blade Runner" - Philip K. Dick's own existential dilemmas - is completely absent from the video-game; in exchange, we get a story about an egomaniacal soviet scientist who wants to take over the world. In film, we get a powerful existentialist science fiction drama, in the videogame version, we get a Saturday morning Japanese cartoon... sadly, it's the story of our means.]]></html><thumbnail_url><![CDATA[https://i1.wp.com/metavideogame.wordpress.com/files/2009/05/psxcov.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[336]]></thumbnail_width><thumbnail_height><![CDATA[330]]></thumbnail_height></oembed>