I played the PS3 Day One Edition. |
Note: The following review contains spoilers
related to Metal Gear Solid V: Ground Zeroes.
For one reason or another, I never
really got around to reviewing Metal Gear Solid V: The Phantom Pain when it
first came out. Looking back, however, it’s probably a good thing that I didn’t
considering the controversy surrounding the dissolving relationship between
Konami and Hideo Kojima at the time, which led to less than friendly discussion
about the game and its shortcomings, both real and imagined, as a result of the
fallout. Since it’s been over a year since the game released, and to celebrate
the sixth anniversary of this blog, I figured it was now about time to share my
thoughts on this game. I will say now, however, that this review is based
mostly on memory and retrospection, since it took me nearly a month to beat it
before and I won’t have that same pocket of time to play it for that long
again. In addition, I will not be talking about the Kojima/Konami fallout apart
from this paragraph, nor will I talk about what may or may not have been cut
from the game. I will discuss it for what it is, not what it isn’t.
In the year 1984, nine years after the
events of fall of Mother Base at the end of Ground Zeroes, Snake wakes up from
a coma and, with the aid of the mysterious Ishmael, escapes a hospital as it is
overrun by soldiers looking to capture him. After his successful escape from
the hospital, and an ambulance he rode off in that got overturned, he receives
aid from Revolver Ocelot in getting to safety. Ocelot helps Snake recover
enough to rescue Kazuhira Miller, who has forced new armed force named Diamond
Dogs. Together, the three of them work to both rebuild Mother Base and take
revenge on the mysterious organization known as Cipher by defeating their
leader, Skull Face.
The Prologue also introduces the mysterious Man on Fire. |
The rest of the story which follows is
actually very compelling and impactful, as it tackles the main themes of Race
and Revenge (as explained by Kojima) rather well, though ultimately it feels somewhat
unfulfilling thanks to some lingering loose ends. After the prologue chapter,
Awakening, a good bulk of the story is contained within the first chapter,
Revenge, and the second chapter, Race, has a fairly uneven pace. The length of
time it takes to complete Revenge makes it feel like a whole game on its own,
and while Race does answer some lingering questions, it is much shorter and
requires some interesting conditions to unlock the ending, where you replay the
Prologue mission, but with some additional scenes and dialogue added to fill in
some of the story gaps and reach a rather controversial twist ending.
In the interest of avoiding spoilers,
since it’s the kind of game that’s difficult to talk about otherwise, I will
end up having to forgo specifying which questions remain unanswered, but I will
address the twist ending, or at least my own reaction to it. Initially, I
wasn’t sure how to feel about it and I can understand why some people would be
put off by it, especially since it can feel reminiscent of another game in the
franchise. However, now that I have had time to reflect on it, it actually
makes a lot of sense to the overall story of the franchise, since I’ve come to
realize that the entire game basically exists solely to fill in a plot hole from
all the way back in Metal Gear 2: Solid Snake.
During the story, the characters all go through some interesting development, in that players get to see them reveal
some of the darker aspects of their personality and how they react to what’s
been thrown at them in the past. Kazuhira Miller in particular is much more
revenge-driven to where Ocelot acts as a foil for his actions and would much
rather be diplomatic about their decisions, though Ocelot does have a sadistic
side. Snake, as well, displays a more pacifist approach in his treatment of the
Diamond Dogs members, but is also capable of displaying a darker part of
himself. These personalities and how they conflict with each other and other
characters they encounter help drive the story forward toward their final
encounter with Skull Face and with the ultimate decision regarding their
conflicting levels of trust with Huey Emmerich.
Skull Face, as a villain, has a plan
that’s over-the-top enough for Metal Gear, even revealing the development of
the deadly Metal Gear Sahelanthropus, but he’s not as intriguing as previous
villains in the series overall. He’ll certainly be talked about within Metal
Gear discussions, but despite his importance to some of the later events in the
series, he does not capture the imagination in the same way as Big Boss, Liquid
Snake, Revolver Ocelot, the Cobra Unit, The Patriots (mainly their involvement
in MGS2) or the Winds of Destruction.
Skull Face as he appears in The Phantom Pain. |
Two other major characters introduced
are Code Talker, an elderly Diné (Navajo) scientist, and Quiet, a scantily-clad
mute sniper. Code Talker is important to the story and is an effective
character when he is necessary, but in retrospect I only remember him for his
optional cassette tape recordings, in which he discusses his past as well as
the faults he sees in the ethics and politics of America. I also remember the
cassette tapes where despite being critical of America, he unironically, and
hypocritically, wants to eat a hamburger. As for Quiet, she came off as the
most interesting of the new characters, as she is written in a way that comes
off as mysterious, but not in a way that the mystery is tiring. The more the
game reveals aspects of her past, the more intriguing she becomes, including
the reason why she wears what she does in the first place.
One highlight of the game is the voice
acting. Even though Venom Snake doesn’t say very much in the game compared to
previous Snakes, Kiefer Sutherland gave an amazing performance by not only
conveying the proper emotion in his voice, but also his rather subtle facial
expressions. As a result, I couldn’t really imagine anyone else doing Venom
Snake, as I had gotten used to Kiefer Sutherland’s fitting delivery. Troy Baker
is also good in his role as Revolver Ocelot, serving as a good voice for the
character at that chronological point in time and displaying a good range as
Ocelot displays a number of emotions. Rounding off the main trio, Robin Atkin
Downes provides a memorable performance for Kazuhira Miller. Although he’s
prone to hamming up the anger every once in a while, he also shows a good
capacity for humor during a particular set of cassette tapes where he interacts
with Code Talker in relation to hamburger recipes. As for Skull Face, despite
the shortcomings of the character, James Horan delivers a spectacular vocal
performance that helps him stand out when he is relevant.
Kiefer Sutherland delivers in the role of Venom Snake. |
Now that I’ve mentioned it a couple
times, this is probably a good time to mention that The Phantom Pain has a
large volume of cassette tapes to collect, be they automatically gathered from
story progression or manually gathered out in the field. While it can be fun to
collect some of the tapes, particularly ones which increase the selection of
music you can listen to, a good majority of them are relevant to the story in some
form or another. In retrospect, I have some mixed feelings about this. On one
hand, this reduces the amount of time spent the player has to spend viewing
cutscenes at various points across the story, an aspect of the franchise which
garnered mixed feelings over time and came to a head with MGS4’s nine hours of
cutscenes. On the other hand, this means that most of the development, both
major and minor, for the story and characters is instead placed within the
cassette tapes, meaning that players may have to sit through up to six hours of
optional tapes just to learn everything. This is somewhat mitigated by only a
certain number being required for story progression, but it can be a damper on
things depending on how attached you are to the traditionally lengthy cutscenes
of the Metal Gear franchise.
While the execution of the story is
uneven, the actual gameplay is simply phenomenal and easily the best in the
entire Metal Gear series. For one thing, the shift to Open World gameplay was
handled better than expected, with a map that easily dwarfs Ground Zeroes, as
well as all of the other Metal Gear games put together. There are a lot of
touches of realism which help to sell the open world, including the presence of
a day-and-night cycle and dynamic weather, with both systems actually affecting
various aspects of the gameplay. For example, nighttime operations will more
involve the use of enemy searchlights and the occasional sandstorm can decrease
visibility for both enemies and the player. Rain can also help disguise your
footsteps and daytime makes it easier to spot enemies, but also for enemies to
spot you. There’s a lot to take into consideration as players are encouraged to
find the style and approach that works for them. In this sense, it is truly an open
world with great freedom of choice.
Of course, there is a downside to the
open world. There are two maps the player can explore, one based on Northern
Kabul, Afghanistan and one based on the Angola-Zaire Border Region in Africa.
The latter is more densely populated by foliage and has a lot of places to hide
while the former is vast and more sparsely populated. When not doing any
missions, it is possible to freely explore either of these two areas, but due
to the placement of everything, it is possible to go for quite a while and not
really find anything worthwhile unless you had an exact idea of where to find a
particular resource or you wanted to get to side missions the hard way. The
only other reason to explore outside of missions, then, is to see the
incredible amount of detail put into the world.
Outside of exploration, there are two
other ways to interact with the two regions: Main Ops and Side Ops. Main Ops
are the ones which propel the story forward and Side Ops are optional, but can
help get some extra GMP (Gross Military Product; the currency of the game) or
rescue useful soldiers to boost Mother Base’s forces. The Side Ops can feel
repetitive at times, but the gains are still mostly worth the effort in the
long run. There are even a few Side Ops that are required to continue the
story. The Main Ops are generally very good, although Chapter 2 has been,
perhaps fairly, criticized for featuring duplicates of Main Ops from Chapter 1,
but with different difficulty setting or modifiers placed on them, making these
missions feel like filler meant to artificially lengthen the game. Fortunately,
none of these duplicate missions are required to advance the story and can be
skipped entirely.
However, there is a sort of unevenness
to the overall difficulty. By this, I mean that there is a sort of baseline
difficulty the game runs on which is fairly manageable, but then there are
times when the game feels next to impossible. One standout moment in particular
for me was the end of Mission 12, “Hellbound,” in which you have to outrun and
sneak away from the new Metal Gear, Metal Gear Sahelanthropus, and escape on a
helicopter. Sahelanthropus’ abilities made it feel unnecessarily difficult to
escape detection and I was unable to finish the mission until I managed to find
a perfect window of opportunity to board the chopper, and even then
Sahelanthropus was less than a second away from blowing everything. The
inevitable fight against Sahelanthropus was also difficult, but somehow felt
more satisfying to outsmart it and achieve victory.
Metal Gear Sahelanthropus |
That said, this game still has an
unprecedented amount of freedom for a stealth game. During missions, players
are capable of approaching the situation with either non-lethal stealth or
lethal run-and-gun options based on the loadout they choose to go into the field
with. Both approaches alter the skills required from the player and greatly
change how they deal with enemy forces. The weapons and tools the player uses
also change how they can disrupt enemy technology, one example being a radar;
you can short circuit it with water, shoot it with guns or plant an explosive
and remotely detonate it. While these choices are present for most of the game,
there are times when you will be forced to go on the full offensive in order to
survive, including the fight against Metal Gear Sahelanthropus.
As an example of this freedom, my
personal loadout worked with my playstyle, emphasizing non-lethal stealth. Just
looking at weapons, I used a RENOV-ICKX TP tranquilizing sniper rifle (Grade 3)
customized with a suppressor, a UN-ARC-NL non-lethal assault rifle (Grade 3), a
Water Pistol (Grade 4) and the Stun Arm (Grade 4); I would also equip Venom
Snake with the Sneaking Suit for the health recovery bonus. With this loadout,
I could tranquilize enemies from long-range, fire non-lethal rounds at a rapid
pace at close range and channel electricity or summon lightning to stun enemies
at close range to conserve ammo. The Water Pistol is actually far more
versatile than it sounds, especially since it has infinite ammo, as it can put
out campfires, temporarily blind enemies with a shot to the face or short out
sensitive equipment. This weapons loadout is just one way of approaching the
game and you may find something else which works well for you.
Another factor which can alter your
approach is the addition of enemies who adapt to your playstyle. What this
means is that if you do a lot of headshots, then enemies will start wearing
more helmets, or if you attack at night a lot, enemies will start wearing night
vision goggles. These are just two examples, but the results really force the player
to consider how they may need to change tactics or if they should start mixing
up the time of day in which they go after enemies. You can disrupt these
tactics by sending your own soldiers out on missions to destroy supplies, a
measure which may only be temporary, but is nevertheless effective. Similarly,
if you destroy certain equipment within the environment, the game will remember
it and when you return to the same area later, the equipment will still be
destroyed. After about 72 in-game hours the destruction will be reverted, but
this is still something to keep in mind.
Yet another wrinkle is the introduction
of the Buddy System. Before going on a mission, you can select from one of four
buddies to take with you into the field: D-Horse, D-Dog (aka DD), Quiet or
D-Walker. Each has their own strengths that they can carry onto the
battlefield, so it depends largely on personal playstyle. D-Horse can traverse
long distances, serve as a mobile hiding spot for Venom Snake, distract enemy
vehicles or even poop onto the road to cause vehicles to slip up. DD can scout
the area via scent to discover items of interest, including enemy and weapon
placements, and can even stun or kill enemies depending on what he is equipped
with. Quiet can take advantage of various vantage points to scout for enemies
by placing a marker on those she sees or she can be ordered to lethally or
non-lethally snipe targets from afar. Lastly, D-Walker is a small bipedal robot
Venom Snake can pilot, its exact usage being entirely dependent on how the
player customizes its equipment.
Venom Snake with DD in the helicopter. |
From my experience, D-Horse is useful in
the beginning, as he is your only option at first, but as soon as I acquired DD
and Quiet as buddies, I quickly shifted my focus to figuring out which of those
two would be best suited for a particular mission, sometimes switching between
them during a mission should the situation call for it, though more often than
not I would choose DD, equipped with the Sneaking Suit (Stun version), for his
versatility (plus I actually grew an emotional attachment to him). When I did
use Quiet, I would always equip her with the Guilty Butterfly to fit in with my
playstyle. I did use D-Walker occasionally, but found it to be more situational
due to my playstyle prioritizing non-lethal stealth. I’m sure other players
will feel differently about which one is their favorite to use, but I figured I
would share my own experience to demonstrate how subjective this feature is.
Two additional gameplay aspects which
are fully implemented in this game are the return of the Fulton Recovery System
and the inclusion of a Supply Drop system. The Fulton balloons are once again
used to extract enemy combatants for recruitment into the Diamond Dogs, but can
also extract various wildlife and can also now be upgraded to extract weapon
placements, vehicles and large resource containers. Should the player go
through the effort to obtain the Wormhole Fulton option, they can even use this
system indoors. This improvement to the system makes it more worthwhile to use
and is a big step up from its use in Peace Walker.
As for the Supply Drop system, it makes
it possible to request certain items, weapons or ammunition to be dropped onto
the battlefield for easier access. However, you can also select where the item
box will drop, which means you can also use it to knock out anyone unfortunate
enough to be standing within the landing zone. This system is rather effective
and I found myself using it every so often to change up my tactics and make
sure I had plenty of ammo in a tense situation.
It should also be mentioned that this
game has a huge wealth of customization options. To name a few, you can
customize Mother Base with different colors or a customized Diamond Dogs
emblem, customize D-Walker to your liking, alter your Buddy’s equipment, change
up the helicopter’s weapons and effectiveness or create customized guns with
various abilities based on the parts used. It can be fun to play around with
the options from time to time, since this is a feature which allows you to
change up the game to your liking, at least to an extent.
Naturally, the sea-based Mother Base
makes a return from Peace Walker, although this time located by the Seychelles
Archipelago off the coast of Africa. One notable difference from the Peace
Walker version of Mother Base is that players can now explore Mother Base on
foot and see everything for themselves, as opposed to mainly viewing Mother
Base from a menu. This iteration of Mother Base is much larger than one can
imagine, although exploring each strut entirely on the ground can take quite a
while, as it would take a few minutes to drive across the bridges to each strut.
The length of time it takes to travel can be mitigated by taking a helicopter
to another strut’s landing zone in less time, though it still takes a while, or
by crouching in a cardboard box on a delivery zone to warp to another delivery
zone you have already discovered (this form of fast travel also works in the
open world Afghanistan and Africa regions).
The game's Fast Travel system. |
Each strut of Mother Base covers a different
specialization of the Diamond Dogs, with plenty of secrets to be discovered as
a reward for exploration. These secrets include hidden diamonds and posters,
both of which automatically raise GMP, secret interactions and various
challenges to test your skills. There is even a zoo you can visit which houses
all of the animals you Fulton out of the battlefield. You are occasionally required
to revisit Mother Base every so often, although frequent visits do have their
benefits, such as boosting overall morale by passing fellow Diamond Dogs staff.
One benefit in particular is returning to shower every so often, which helps
Venom Snake feel physically and mentally refreshed. This makes it so Snake can’t
be as easily detected by how bad he smells from the stench of blood, since
blood can’t be removed unless you shower, and helps his reaction time in Reflex
Mode. Visiting Mother Base under special conditions will also allow the player
to view special cutscenes, which is its own reward.
But Mother Base is not the only place
Venom Snake can be. You may spend a majority of your time away from the
battlefield within the Aerial Command Center (ACC), where Snake can take a
break in between missions. It also serves as a quieter place where you can
listen to cassette tapes and manipulate various aspects of the Diamond Dogs
through the iDroid, as well as the only place where you can decide what Ops you
will tackle next and how you will go about them. Having this in-between zone is
actually very useful and helps to establish a gameplay rhythm for yourself.
Venom Snake in the Aerial Command Center. |
One iDroid feature you will use a lot,
apart from sorting staff members and sending the Combat Unit on missions, is
dealing with the R&D Unit to develop and upgrade various tools. While it is
worth it to get that next item, upgrade or Mother Base expansion, the one thing
a long-term player will need is commitment, a quality which many players may
not be prepared for at first. You need to make sure you have all the
requirements fulfilled before you can go through with development, but this may
require you to do some grinding in a sense for GMP and resources. You may also
need to do some shuffling around with staff members to make sure you have a
high enough Staff Level, as well as making sure you Fultoned specific soldiers
with specific skills or occasionally upgrade Mother Base strut sizes to make
sure you can have the right Staff Level in the first place. Eventually you will
need to care about and focus on Fultoning soldiers whose ratings in different
areas match or exceed a high threshold, which may require quite a time
commitment. In other words, R&D is very useful and a requirement to
survival, but prepare for a large time commitment if you want the very best
equipment you can get.
What easily deserves praise, however, is
the Fox Engine, developed by Kojima Productions. This engine is capable of so
much environmental and organic detail that it looks and feels close to real life,
even when playing on seventh generation hardware (I played on the PS3 version).
There is a lot to praise the engine for, including how it handles weather and
lighting, but it would also be enough to say that it is a technical marvel that’s
hard to beat.
Apart from the original score, which I
found to be good at setting the mood, there are also 16 licensed songs you can listen
to in the game by finding their cassette tapes. Since the game takes place in
1984, these are naturally mostly 1980s songs you can listen to through the
iDroid. However, you can also use the cassettes to set what music you will hear
when the helicopter arrives to assist or transport you. I found this to be a
fun feature, since I set it so the helicopter played “The Final Countdown” by
Europe (a selection which I personally found pretty fitting during a
firefight). While I had played the PS3 version, as I had mentioned previously,
I am aware that the PC version allows you to set the helicopter music using any
song you happen to have on your computer.
There are a couple other complaints I
remember having with the game which I couldn’t fit anywhere else in here. One
is the fact that after a certain mission, the game forces you to create a
Forward Operating Base, even if you never wanted to. The only way to avoid
doing so is to play offline by never accepting the online terms and conditions
that pop up whenever you start up the game (playing offline also speeds up the
game anyway). The other is that despite making a big deal out of it and even allowing
you to advance its progress by checking in on it, the Battle Gear is unusable,
becoming more of a tease of something you’ll never be able to use. As a result,
it feels like your time is otherwise wasted.
The Battle Gear ultimately goes nowhere. |
One final thing to consider about The
Phantom Pain is the length. As it is a very large game, it will take quite a
while to complete the main story, let alone reach 100% completion (for those
who are into that). At the time of this writing, my current playtime is
100:47:10 (aka 100 hours, 47 minutes and 10 seconds) and my completion
percentage is 52%. Needless to say, there’s a lot to see and do.
Looking back on Metal Gear Solid V: The
Phantom Pain, it definitely could have used a little more time to develop the
story. It felt a little uneven and with a conclusion which leaves some plot
threads open to speculation, although I have come to appreciate the twist
ending a little more due to its role in filling in a plot hole from Metal Gear
2: Solid Snake. The gameplay, however, is simply the best I’ve ever played in any
stealth game and its large amount of depth creates a very immersive and
engaging experience. The game may be flawed, but I had a lot of fun and found
it very hard to put the controller down. In the end, I think that’s what
matters the most.
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