Too Long; Didn't Read
Kojima and company sell you big ideas on the back of small, inconsequential details. They sell you on just how real the world is, forcing you to concede that all the silly-stupid ridiculousness that follows might actually be feasible. With a new generation came the opportunity to build a world that seems real — with smeared bloodstains, glass bottles and squawking seagulls. It all makes sense in a genre where the gap between success and failure is a hair's width.