METAL GEAR SOLID, IF SLIGHTLY RUSTED |
Boys also love a good war story. War? What is it good for? It’s the measure of a man, the red badge of courage, the triumph of right over might. It’s the stuff of a thousand Commando comics. Gott im himmell. We can be heroes.
Therein lies the genius of The Guns of Navarone, Alistair McLean’s epic tale of infiltration, sabotage, and derring do where eagles dare. McLean conflates the ultimate test of mettle with two unfeasibly large bits of metal. It’s mental, man’s man manna from heaven, the stuff of a thousand stiff upper lips and endless war movie tropes. And it’s more or less true.
The titular guns are massive Nazi canons mounted on top of a vertiginous cliff on an Aegean island overlooking a crucial seaway, beyond which 1,200 Allied troops sit stranded. If they aren't rescued quickly, they die. Keith Mallory, a New Zealand mountain climber, must infiltrate the island, scale a 400 foot cliff, spike the guns and save the day, along with his team of mumbling, mostly moustachioed misfits, anti-heroes and freedom fighters.
The Guns of Navarone is the sine qua non of suicide missions and a page-turner non pareil; a vertical and vertigo-inducing antithesis to its only serious rival for Best-World-War-2-Book-Made-Into-Classic-Movie, Paul Brickhill’s horizontally claustrophobic The Great Escape.
The mission is implausible yet somehow believable. You suspend scepticism as McLean weaves his terse, tense prose, even as his heroes hang from the fraying threads of spinning subplots. (The excellent film starred Gregory Peck, Anthony Quinn and David Niven at the peak of their powers).
SO SOLID CREW |
These impossible odds and insurmountable obstacles were what inspired now-legendary videogame designer Hideo Kojima to create the enduring, quirky and cultish Metal Gear Solid franchise for Playstation, selling over 25 million copies worldwide.
FLASH DEMOB: 'SAFETY DANCE'? |
limits and making the impossible possible that I wanted to
experience in a game!’’