Review

Metal Gear Solid V: The Phantom Pain Review

  • First Released Sep 1, 2015
    released
  • PS4

As it was in the beginning, so shall it be in the end.

The Metal Gear series has always delivered complex plots, with unexpected twists and revelations altering your perception of people and events you thought you understood. Though Metal Gear Solid V: The Phantom Pain continues this tradition, the majority of its plot focuses on the events at hand. Fans of the series will find their diligence rewarded in ways that newcomers can't begin to imagine, but such loyalty and knowledge isn't a prerequisite. Top-notch cinematography and voice acting echo--and at times exceed--contemporary standards for film and TV, carrying extraordinary characters into the realm of believability. Though you will cross a few elements in the world that illicit a chuckle, there's very little humor in The Phantom Pain's story; the dark themes and subject matter like disenfranchised youth being forced into combat call for a serious tone, after all. The gravity of the game's encounters leaves you on the edge of your seat, with a racing pulse.

As Big Boss, the leader of a private military group The Diamond Dogs, you go behind enemy lines to carry out recon and assassination contracts, as well as infiltrate the hideouts of your enemies. These include world powers and military leaders, many of whom work in the shadows. The Phantom Pain mixes historical events from the 1980s with a pinch of James Bond villainy and an exciting dollop of sci-fi dressing. There are times when it feels grounded in reality, but there are also just as many moments when it goes off the deep-end to great effect. Impossible technology and super-human abilities accompany almost every beat of the story. These oddities surprise you and instill wonder in the crazy, mixed-up world that you're meant to save.

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Metal Gear Solid V: Ground Zeroes gave us a taste of the series' new mechanics, which feel as excellent now as they did then, but the freedom of choice in Ground Zeroes pales in comparison to the possibilities that await you in The Phantom Pain. Instead of roaming around a small base as in Ground Zeroes, you have the freedom to explore entire countrysides. You crawl, walk, and sprint to and fro, and each action feels spot on thanks to responsive controls that shed the stiff nature that plagued some of the earlier games in the series. You can even learn to climb up cliff faces, instilling a refreshing sense of verticality. You don't always have to sneak, and in some cases, you must attack head-on. Both types of scenarios instill a nerve-wracking sense of tension that either gives way to crushing defeat, or a resounding sense of victory.

You also have the opportunity to react on the fly in numerous ways when spotted by an enemy. The game's Reflex systems gives you a momentary advantage as time slows down, allowing you to pinpoint the perfect head shot. If you're quick enough, you can dive out of your enemy's sightline, roll onto your back, and fire from the ground, all before alerting others in the vicinity. If you want something really challenging, this can be disabled at any time. The Phantom Pain encourages you to be active, but you have more than enough tools to tip the scales in your favor. If you think all is lost, you can also call in an airstrike, though it's only suitable for some missions and will limit your ranking at the end of the mission, and thus the rewards you receive.

One mission in particular put all of my skills and tools to use, and stands out as a perfect example of how playing The Phantom Pain is such an engrossing and varied experience. While searching for a secret weapon developed by the US government, I had to infiltrate a series of caves in the Afghan countryside. The problem: there's a heavily guarded area in front of the caves. Even worse: the caves are like a maze that's nearly impossible to navigate logically. In order to acquire the weapon, I had to sneak through the shadows, creep up to soldiers and incapacitate them one by one, without alerting guards near the mouth of the cave. They held a prisoner who knew where the weapon was hidden. Throwing empty bullet cartridges to distract them, I choked out the guard in the rear, and then followed suit to his friend in the front. The prisoner spoke the local tongue, but because I had previously captured an interpreter who was listening over my radio, I was able to understand his instructions. I then searched the caves, inch by inch, taking out threats until I found the weapon. Afterwards, I charged out, hoping for freedom, but I was confronted by never-before-seen enemies that couldn't be taken down with conventional weaponry. I was initially ordered not to use the weapon by the person who gave me the contract, but I had no choice but to blast my way out while I ran to freedom. It was an exhilarating mission that I won't soon forget as it took every ounce of skill I had to move in undetected, and then it bombarded me with a full-on action sequence that fueled a massive rush of adrenaline. Thankfully, there are plenty like it to go around.

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Your tools, though optional, are so varied and interesting that you'll want to explore them out of curiosity, if not necessity. You have a prosthetic arm, for example, that can be configured in multiple ways. Consider the Sonar upgrade, which allows you to punch the ground, sending out a shockwave that pinpoints nearby enemies for a short period of time. You also have numerous weapons to choose from, which have slight variations that make subtle but important differences. If you prefer low recoil in your machine gun, there's an option for that, but you may want to consider the grenade launcher attachment, because you never know when a tank might roll into battle.

Your mission in The Phantom Pain is twofold: build a military force free from the whims of narrow-minded world powers, and destroy those who wish to take advantage of fractured global politics for their own selfish ideals. There are numerous sub-plots within, and during your long and extensive journey, you face topics rarely seen in gaming: torture, child soldiers, and the human cost of nuclear proliferation. The Phantom Pain depicts such subject-matter head-on but presents them with unveiled brutality, reminding you that any order we know today came at the cost of someone else's freedom and happiness.

The Phantom Pain's story missions are enthralling, and carry you forward at an even pace for most of the game, but over 100 side-operations also vie for your attention. There's so much to do that I often wondered if I'd ever complete it all, but at the same time, I was pleased to know that the open-world always had more for me to do beyond the main story missions. It's a game that lavishes in tugging your attention in multiple directions, but as you mull over which prescribed missions to undertake, you more often than not find emergent scenarios that serve as the third pillar of The Phantom Pain's open-world gameplay experience. Both Africa and Afghanistan are replete with small military outposts, massive compounds, and threats from nature--all opportunities for action and reward. An outpost may contain a vehicle worth stealing, or a soldier that will provide useful information if you can quietly detain and interrogate him.

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Success in The Phantom Pain isn't just measured by getting from point A to point B, or by defeating a notorious bad guy. Remember, you're trying to build a private army. While convincing enemy troops to join your ranks would require expert coercion in the real world, in The Phantom Pain, you simply attach a balloon to your new friend's waist, and they float into the arms of an awaiting chopper. It's a ridiculous concept, but one that is satisfying because it feeds into Big Boss's goal of expansion and provides the player with more resources and, thus, tools and options to work with. Of course, dead soldiers aren't good to anybody, so you're motivated to tread carefully--and quietly-- to incapacitate your enemies without raising alarm in order to capture your prey alive. Moving undetected has forever been a pillar of the Metal Gear series, but it feels far more tense in the wild, open-world of The Phantom Pain, where a hungry coyote can upset your mission just as easily as an unseen enemy. Unlike previous Metal Gear games, many of which placed players in enclosed spaces, a threat can come from miles away and appear next to you when you least expect it. Nothing is confined, and no place is safe.

All of your hard work capturing soldiers, in addition to resources, wildlife, and vehicles, pays off back at Mother Base, your offshore sanctum. Here, soldiers you've captured can be assigned to different research fields. It's important to organize them properly because soldiers excel in different pursuits, and their skills allow you to unlock new weapons and technology for you and Mother Base. As you add soldiers to different research factions, their ability points add up, and you earn new levels of proficiency in those fields. Once your team hits certain levels, and you possess the right amount of materials that you source from the field, you then earn the right to develop new equipment. There are dozens of items and pieces of equipment to unlock, and you may spend upwards of 100 hours searching for top-notch recruits and gathering resources while infiltrating enemy bases if you hope to unlock them all, but you can also narrow your focus to items that suit your particular play style if you prefer to sneak--rather than blast--your way behind enemy lines. Ultimately, you could also play with the bare minimum, but your job is easier and more varied when you carry new technology and abilities into battle. The bigger the base, the more soldiers you can support, and the faster you can move development forward, so it's a relief that the resource recovery system is integrated so seamlessly into The Phantom Pain. At one point, you can even send troops out on missions to fulfill contracts and gather resources, allowing you to focus on the more important tasks at hand.

You watch Mother Base expand over the course of the game, from a single platform to a collection of platforms, connected by bridges that take over a minute to cross by car. There are some minor activities to engage in while on base, but being there feels like home, free from the threats that surround you during missions. Staring out over the ocean gives you a moment of solace from the horrible events that surround you on the battlefield, and you get a similar feeling when riding into battle, seated on the edge of a chopper. With the camera behind Big Boss, creating a strong silhouette against the outside world, you experience something you're rarely afforded in video games, self reflection.

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Once on land, deep thoughts take a backseat as you charge into battle. You often need to cover large tracts of land to get to your objective, and while running on foot is surprisingly enjoyable, with the sound of swishing fabric and pounding footsteps lending credence to your virtual trek, you eventually earn the right to call in a transport, be it a horse, a truck, or even a small robotic Walker, which is as charming and expressive as R2-D2 from Star Wars. The Walker and your horse are known as Buddies, and for the majority of missions, you can take one with you. Buddies aren't limited to transportation assistants, either. If you play your cards right, you can also take a dog into battle that will sniff out and distract enemies. Later on, you have the option to acquire a human companion, who ultimately becomes the most useful sidekick of the bunch thanks to their unrivaled sneakiness. Metal Gear has always been about fighting solo, but one of the reasons The Phantom Pain excels is because it bucks that trend. The new open world and the Buddy system add welcome layers of depth that ultimately set The Phantom Pain's gameplay apart from other games in the series.

It's difficult to separate The Phantom Pain from its legacy, because the story here precedes the very first game in the series, 1987's Metal Gear. Metal Gear games never come in sequence, either, so while this is a pseudo prequel to the original game, it's also the missing chapter in the middle of the entire timeline. We know what's come before, and we know what happens after, but the middle, where Big Boss undergoes an important transformation, has been a mystery until now. Though The Phantom Pain's story is impressive enough to enjoy on its own, when linked to other games in the series its importance is elevated for fans who have followed the journey for the last three decades. It delivers on its promise, revealing how Big Boss came to be the man many people know him to be, but the path is one nobody could have seen coming. Getting to this part of the story takes time, and requires patience. In the lead up to the finale, you need to spend an hour or two replaying older missions on a higher difficulty setting in order to unlock the last story missions. This is the only aspect of The Phantom Pain that feels off. The gameplay is near impeccable, and the story and characters are captivating, making for an experience that's unlike any other game I've played, but this part of the Phantom Pain felt mundane.

Fortunately, that moment is fleeting. The Phantom Pain's final strokes cast deep, dark shadows over the world. Woe and despair fill your heart, but you can't look away and you must act. Your actions don't align with your desires, but your hands are tied. For anyone just joining the tale of Big Boss with The Phantom Pain, the conclusion of these events will leave you with plenty to think about. The thing you tried the hardest to fight ultimately proved to be in effect the whole time, and the relationships you made and fought for along the way are impacted as a result, including your relationship with your identity as a military leader. Everything is questionable, and nothing is as it seems. For fans of the series, the ultimate payoff is one that answers questions, but also one that raises unforeseen implications.

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After dozens of hours sneaking in the dirt, choking out enemies in silence, and bantering with madmen who wish to cleanse the world, The Phantom Pain delivers an impactful finale befitting the journey that preceded it. It punches you in the gut and tears open your heart. The high-caliber cutscenes, filled with breathtaking shots and rousing speeches, tease you along the way. Your fight in the vast, beautiful, and dangerous open world gives you a sense of purpose. The story is dished out in morsels, so you'll have to work for the full meal, but it's hard to call it "work" when controlling Big Boss feels so good, with so many possibilities at your fingertips.

Every fan of Metal Gear has their favorite game in the series. For some, it's the unique gameplay quirks, memorable set pieces, or specific plot points that dictate their adoration for one game over another. When defining the best Metal Gear game, things get trickier, but with The Phantom Pain, that problem is finally resolved. There has never been a game in the series with such depth to its gameplay, or so much volume in content. The best elements from the past games are here, and the new open-world gameplay adds more to love on top. When it comes to storytelling, there has never been a Metal Gear game that's so consistent in tone, daring in subject matter, and so captivating in presentation. The Phantom Pain may be a contender for one of the best action games ever made, but is undoubtedly the best Metal Gear game there is.

Editors note: This story will be updated on September 1 with a video review composed of never-before-seen footage. We will also update the review with analysis of the game's online components at a later date.

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The Good

  • Tells a complex, unusual story that holds your attention from start to finish
  • The world and characters are captivating in their presentation
  • Tackles taboo topics with grace
  • Features a massive open world that's dense with exciting possibilities
  • Delivers best-in-class stealth gameplay
  • The Mother Base aspect is rewarding and engrossing, extending the scope of the game beyond the battlefield
  • A perfectly fitting piece to the twisted Metal Gear saga

The Bad

  • Pacing issues towards the end of the game momentarily halt your momentum

About the Author

Peter has played every Metal Gear game there is, and spent almost 50 hours with The Phantom Pain for this review. His total completion percentage, after beating the main storyline and playing a few dozen side ops, amounted to 40 percent. He played the game for one day at a review event at Konami's Los Angeles headquarters, but completed it at home using a copy of the game provided by Konami. For the review event, Konami paid for travel and other accommodations.
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Zinoxy

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I gotta say.. MGS 4 was way more exciting than MGSV. The ending was disapointing, aswell as the decision to go with Kiefer as the voice actor (yes, I am very butthurt because of that). It's like replacing Bruce Willis with Donald Trumph as John Mclaine! Not saying that Kiefer is a bad voice actor, it would make sense if Kiefer voiced Boss back in Snake Eater/Peace Walker/Port Ops, but hes doesn't. As a long time MGS fan since 1998 I was very disapointed and horrified with the ending in perticiluar. To me the end raised more questions than it answered. MGS: Guns of the Patriots deserved a perfect 10 yes. But imo The Phantom Pain deserves 7/10 AT BEST in my opinion. And to think I wasted my money on the collector's edition, I feel stupid.

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ssabrewolf

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Edited By ssabrewolf

@Zinoxy:MSG4? that was the beginning of the end of the saga, MSG4 was the first game in the series that couldnt beat his predecesor , from MSG1 i always had been amazed by the game, and in everty new MSG release i just though man this is 10 times better than the last one, the last one sucks, but in MSG4 it fact didnt overcome its predecesor but also wasnt very boring in some parts, the best for me for the complexity , the beatiful enviroments and the eccentric and mad bosses was MSG3 snake eater, man those huge forest and fights underwater or with the sniper old guy in a giant beatiful forrest the final fight in that white flowers field was unbeateable, but i just startted to play the MSGV, nothing special so far maybe cause i have been avoiding the main missions, but it seems its worse than MSG4 so far

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Zinoxy

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Edited By Zinoxy

@ssabrewolf: Oh yes. I actually bought a freakin' Gamecube to play The Twin Snakes version of MGS1 :D. But the classics are the best right? I would hope for a revamp of MGS1, MGX1 and MGX2. Now THAT would be awesome.

SPOILER ALERT!!!:

I would also forgive Kojima if he made some version where we actually could get to know what the real Big Boss where doing while we were goofing off as the idiot medic in Phantom Pain. THAT ruined the whole game for me, didn't even get to play the protagonist of the Big Boss saga -.-.

And the buddy system now? Please... One of the things that made MGS unique was the fact of SOLO INFELTRATION (sorry if I typed that wrong). I choose to not have a buddy with me because of that. But it shouldn't be that the game get's harder because you wanted to do this solo.. Was so hyped for this game, and they just destroyed it all.

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lewibaygo

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Edited By lewibaygo

Two questions

1- why can't big boss sit down seems a bit awkward squatting in a bush listening to tunes on my walkman admiring the game eco system while waiting to ambush a patrol or target

2- if big boss is a right handed shooter which he appears to be. How does he aim down sights, if his right eye is missing?.

Small thing I know but once you notice, it will stick in the back of your mind +)

Still love the game

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Impaler722

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@lewibaygo: in mgs3 and peace walker big boss aims with his right eye as well. before and after he lost it.

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lewibaygo

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@Impaler722Cool Thanks for putting that to bed I convinced my self that he cant aim with left even if it does feel awkward when i try to do it. Would still love to be able to have a sit down position but you cant have it all right +)

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RCT4ShouldExist

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Edited By RCT4ShouldExist

I guess this is pretty much proof that you can't create something inspired without hordes of ill-informed children rushing to the internet to express their meaningless opinions filled with completely undue negativity. Their attempt to correct a perceived imbalance I guess.

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JIMDOG4442002

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@RCT4ShouldExist: Yup, dont you just love freedom of speech lol.

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crushbrain

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After finishing the true ending of this game I have to say it does not deserve a 10. It has great gameplay, but it does not feel like a metal gear game and it is clearly not finished. Nor does it actually fulfill its promise to bridge the gap in the series. It explains one quirk in the time line and that is it. Without going into any spoilers, I would say to anyone who is a MGS fan, buyer beware, Kojima sold you the world, but it was a bill of goods.

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crushbrain

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@crushbrain: However, I would add, that with the gameplay I often found myself in missions where the rules of the game suddenly changed. For instance, I would be dropped in a mission on one side of the map and have to make it to a destination to assassinate a target, yet without warning, I was actually on a time limit, so all the rules of sneaking and stealth and espionage went out the window. The difficulty seemed unbalanced. Some missions were paced and interesting, while others were nearly impossible with no prior warning.

The game at most deserves a 8 for gameplay and 5 for story. As a fan of the series since MGS1, I would have to say this game is the worst in the series.

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LeonsKnnedy

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Edited By LeonsKnnedy

@crushbrain: Agree

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Madridiq8e

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@crushbrain: it's like you took words right out of my mouth, I 100% agree with everything you said, not to mention the credit spoilers before the start of every mission, that's just completely pointless.

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tomenigma

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PP is lots of fun and I got into the hype buying it very early. However, I do not experience any "wow" moments - it actually feels very repetitive (but this isn't really issue here). I do not see how this game could score perfect 10 especially when compering to such wonderful game as The Witcher 3 (scored here perfect 10) or Dragon Age (last year). Game starts on high note but after several mission is just get downhill. I am puzzled by GameSpot scoring criteria, really.

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blazinpuertoroc

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You don't have to play the harder missions to unlock more story missions in chapter. That's bullshit. You do have to do mandatory and optional side ops though to advance story or pass time.

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halo1399

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Bayonetta 2 is the better 10

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thecman25

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@halo1399: lol no go screw yourself kid

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Tiger_Ali

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Just got the game man is it amazing, I understand most of you were born 98' and later so I can see how most don't understand, but wow Kojima has truly outdone himself.

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BoboTheMighty

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To me, this game falls in between 6-8 range...depending on how you rate world design, story vs. game play.

World is really nothing more than corridors in a very visually bland setting, there is nothing to explore, you won't find those encounters like in Far Cry III, that crazy chaotic fun when rebels, pirates or wild animals would dish it out and you would jump into the fray. There is simply nothing here that's even remotely interesting. Half the time you wonder if this game even has a story,,,it is simply too "thin" and spread out across far too many repetitive missions. Protagonist barely even speaks. And at the end of the game, it ends with no sense of closure with Kojima kicking you in the balls with a very disappointing plot twist. Motherbase could have been so much more, don't expect anything like Normandy where you can freely move around levels/interiors, ,, it's basically nothing more than giant research station, from where you launch missions.

Problem with the game play is that it doesn't know what it wants to be,,,it is a stealth game, but your rating is heavily based on speed. It gives you ton of alternatives other than stealth, but you also need to kidnap soldiers to increase number of your own...so most will end up using tranquilizers. You develop tools ( like masquerading as a walking card box with a painting on it) for use in your missions, but you are penalized for using some of them. The AI is a mixed bag...they are good at a fire fight, but poor at detection. On pc, controls can be pretty damn annoying. And checkpoints are far too much spread out...too bad Alien Isolation didn't receive a free pass like this one.

The good: Really amazing variety of tools at your disposal, great cinematics, sound, music, visuals, performance...overall high production values.

Honestly, I have no idea what game this guy has even been playing here,

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blazinpuertoroc

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@bobothemighty: This is way more fun than shitty Far Cry 3.

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Gelugon_baat

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@bobothemighty: Now, if you have said that this game did nothing more than Ubisoft's sandbox title, I would agree with you - but you are actually saying that Ubisoft's sandbox title is "crazy chaotic fun". Then you compare a static oil rig with a sci-fi space vessel that could have had the potential to offer more in gameplay, but BioWare squandered that opportunity.

Then, you compare a horror survival game where the player character doesn't have much of a chance against a very fast and strong opponent that is certainly not stupid, and say that the lack of checkpoints in this game, where the player character has a crapload of ways to deal with very stupid and weak so-called soldiers, received "a free pass" when the gameplay circumstances are so different.

You have terrible analogies.

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BoboTheMighty

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@Gelugon_baat: I said that there are non scripted encounters in FC III, that were damn fun and made the world feel more "alive"...this game is supposed to be placed inside a war zone, but there is nothing here that presents conflict between two sides, They missed a huge opportunity here. Motherbase offers far more than any other "player hub" when it comes to game play opportunities, but you cannot enter most buildings or interact with it...there is no sense of a real place.

And you definitely didn't play Isolation, if you thought that thing had any sense in it's head.

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Gelugon_baat

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@bobothemighty: If you are going to say that I don't know anything about Alien Isolation, then do elaborate - not make vague remarks like "you thought that thing (whatever this "thing" is) had any sense (by whatever 'standard' you gauge this 'sense' with)".

I am going to hazard a guess that you are referring to the the Xenomorph. If so, do describe how it is as terrible as the enemies in Phantom Pain. When you do that, keep in mind that it's not a human.

As for your remark about the Motherbase, sure, it's a wasted opportunity; games like State of Decay did it better.

However, I am going to bring up the Normandy again, since you used that analogy in the first place. In Mass Effect 2, once you have purchased upgrades and such to the Normandy, do you see anything about substantial about the upgrades? Other than just remarks from the other party members and the consequences of these upgrades in the ending chapter?

Also, the Normandy is all interior. The player character will be moving along its interior. You are comparing that experience with the experience of walking around the exterior of the oil rig. You are comparing two aesthetically different experiences when you used that analogy.

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BoboTheMighty

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@Gelugon_baat: You're missing the point...why create an open world where there is nothing to explore and does little to immerse yourself with. Why create a huge player hub that you can't interact with...aside from beating your soldiers who seem to like it for some reason.

It seems a damn shame that too many games go an open world route and sacrifice too much substance for it.

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Gelugon_baat

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@bobothemighty: I am not missing the point. Rather, you are shifting goal-posts. First, you are talking about the Motherbase, and then you are now shifting to the sandbox gameplay.

With that said, since you brought Far Cry 3 up, it is not much better than Phantom Pain. What it did for its sandbox gameplay had already been done to death in other games, namely the Elder Scrolls series.

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BoboTheMighty

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@Gelugon_baat: Then knock yourself out with it. My point was that instead of open world and an undeveloped motherbase, this could have been a far better title, had they focused their attention on the main story and mission design.

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Uiltetwr

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@bobothemighty: The analogies make sense to me, he speaks of the interactivity in the normandy, the non-scripted life within the open world of far cry 3 and the ai mechanics of the xenomorphs. I can agree to what hes saying, the open world in MGSV is void of any diversity and free-roam fun that will have you going back out of missions, there is little interactivity at Mother Base, all you can do there is punch your crew, look at quiet, look at huey, perform 1 of 10 interactions with paz depending on if you have a new photo or not else it plays the exact same animation of her dropping a book and perform training drills which get boring after the first few times, he also speaks of how there is barely any stealth mechanics in the game and it offers a diverse option of completing mission whereas it penalizes you for not playing a certain play style that overlooks all these diverse features

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0m39AX

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I haven't played yet, but I played last year's Ground Zeroes. And GZ was kind of disappointing, mostly because of bad AI. It all seemed last-gen. Now this game comes out also for last-gen consoles, and I have to ask those of you who have played it: does it have some awkward AI behaviour sometimes? I'm asking here 'cause I don't trust this review.

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NTM23

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@0m39AX: A.I is impressive in Phantom Pain.

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aboy1411

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I literally was about to go to gamestop and buy this game and thought I had better check gamespot's comment section. Glad I did, there a lot of bad reviews here. Ill wait for the price drop.

Btw started playing Hearthstone yesterday and played for 6 solid hrs. Now thats a good game.

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MajinSquall

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HEY EVERYONE the ending of this games was great and what happens is.........[Comment censored by the la-li-lu-le-lo Censorship Program, For a better, Safter internet experience]..... man it was great

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TraySmooth

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Competent and solid, but not that fun. Not that fun at all. I've had much better times playing way less competent and solid games, so it's really not all that matters.

It was the same thing with Dragon Age: Inquisition, Bioshock Infinite and many others. Gamespot gives it great scores and don't say anything bad about the game, people buy it and notice lots of downsides... Maybe Gamespot will re-review this game someday and give it a much lower score, like they did with Bioshock Infinite.

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ironmonk36

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Why do we have to see credits roll on each mission? So Kojima can see his name every twenty minutes? Wasn't putting himself in the game again enough?

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JonnyC0mbat

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@ironmonk36: If you grew up watching '80's TV you'd get it.

Reminds me of the A-Team.

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ironmonk36

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@jonnyc0mbat: I grew up in the 80's. It's been a very long time since I watched A-Team. I like the music cassettes though.

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JonnyC0mbat

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@ironmonk36: I wish you had to wind the tapes to get to the tracks you wanted though :)

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ironmonk36

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@jonnyc0mbat: Yea that would be awesome!

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JonnyC0mbat

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Edited By JonnyC0mbat

@ironmonk36: Sorry, last one. For those of you too young to remember:

https://www.youtube.com/watch?v=D5hGc1zhDCQ

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vexxouds

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A 10 bitches so stop complaining this game is the truth!

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Mraou

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@vexxouds: Ironically, the people complaining the most are hardcore Kojima and Metal Gear fans.

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oj1029_

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@Mraou: not really. go to the communities sites, they are fucking loving it

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Mraou

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Edited By Mraou

@oj1029_: Mmm, go watch the uKnighted guys on Twitch and see their negative opinions on it, backed up by the 2000+ people in chat. And if you don't know who they are, you have no right to bring up the MGS community, because if you were in the know of the MGS community, you'd know who they were. And it's the lack of story, the rushed content after chapter 1 and the poor twist at the end that are the main dislikes with the hardcore fans.

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oj1029_

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@Mraou: now go watch the forums of MGS, MGO, The reviews you know how many people are in there? More than 2000+ people. Those sites have done thei reviews. 10/10,9.6/10 9.3/10 and so on.

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Mraou

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Edited By Mraou

@oj1029_: Critics != the hardcore MGS fans, mute point. People on forums during this launch zeitgeist will be split between 2 dichotomies, and you won't see the inner thoughts of the hardcore fans if you casually peruse the forums at this time. Go and see what the general consensus is in 2 months or hell, 2 years from now, when the casual fans have left the forums and all that remains is the hardcore metal gear fans - still trying to pick apart and analyse a very shallow story for MGS standards. It was a similar situation with RE4 in 2005, for weeks the forums were saying 'this is the best game ever', years later, they say RE4 is not a good RE game and turned the RE franchise towards being more shooter than survival horror. Same with Twilight Princess, it was considered the best Zelda ever during the launch zeitgeist, a few years later, it's considered too similar to OoT and worse than Windwaker. MGSV is undoubtedly the best MGS gameplay-wise, but the hardcore fans come for the story, and that's what it has failed at.

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Mraou

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Been playing for about 15 hours now, and am enjoying the game a lot, but not quite enough to see why it got a 10. So far, I've been finding it very repetitive. I don't go the guns blazing route; I try to capture all the guards, so every mission ends up playing rather the same. The thing that annoys me the most is when they start you 1000's of miles away from the objective area, to me, that's just artificially padding the length of the mission. Maybe with some more upgrades and abilities I'll understand why it got a 10, for now it's about an 8.

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ironmonk36

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Edited By ironmonk36

@Mraou: I agree with you. I do like the game but it's getting repetitive already. The open world is boring compared to other open world games. I was hoping for more story. I hope it picks up and gets more interesting soon.

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JIMDOG4442002

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Edited By JIMDOG4442002

@ironmonk36: Well yeah you find yourself going back to the same village only to extract a hostage, kill a commander, steal something or destroy some sort of equipment not necessarily in that order. Funny how this game got a 10 and people are complaining about the complainers bringing down a game that doesn't feel like the other MGS games that came out, but are they mistaken? I'm a big fan of the MGS games and this is the first time where I'm lost trying to figure out when the main storyline is gonna pick up, mini mission after mini missions, side ops after side ops it's all the same. I still haven't beaten the game yet, but hopefully something interesting will come along and spark my interest once again.

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Mraou

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@JIMDOG4442002: Well, I've beaten the game now. I still wouldn't award it a 10, though I would say it's a 9. What I like about the game is that it gives you a lot of options in how you tackle a mission and there are lots of ways to take out enemies. The buddies are so well developed and it can be addictive leveling up motherbase and visually seeing it improve. What I don't like is the MMO style of timers before something is developed or resources are processed. Also the controls are clunky at times and I'd of preferred if the game paused while you're managing the iDroid stuff. The story tuned out to be a huge disappointment as well, despite such a strong start. Overall, it is a great game; gameplay-wise, it's the best of any Metal Gear game, but perhaps among the worst, story-wise.

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cooltoast

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very fun, but a 10? the pacing of the story is the worst out of all MGS games. Also, huge chunks of the story are relayed the stupidly LOOONGG audio tapes when i should have seen them in a cutscene. at least destiny's grimmior cards got to the point. the writing in most msg games, in terms of dialogue execution, have always been awkwardly expressed and way too complex, but usually had a good overall story to convey...kojima IMO has never been good at putting his complex stories in a video game and this one is no different....i feel like if you asked some kids the story behind the toys they were playing with they would have something almost as non sensical as this. its like cartman making it up as he goes. also, don't read the credits beginning of each mission because it will spoil what villains show up. DUMB. missions and the upkeep of mother base can feel just as receptive as any ubisoft far cry/assassins creed out there. This game is very fun, but it has plenty of flaws to not make it a ten. I've always enjoyed msg games, mgs 3 was my favorite, but i thought this one would be better in executing its story...nope.

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unzythun

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please gamespot start to video review the games in pc instead of consoles come on we can even wait a litle more time for the video review when the game comes to pc a little late but its so worth it .

Its so bad that each time a game comes out in all the platforms you always do it in a console. please try to do it in a pc the frame rate the graphics even the flow of the characters( meaning joystick camera vs mouse movement camera) its better some times eve in the bad ports the pc flow its better come on please .

do a written review and then a video review in the pc come on you have os many people complaining about the image quality of the videos dont you think it would even help a little whit that too?

i dont see that many cons to the pros of reviewing in the pc heheh

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