Foes will rarely pursue you far from the location they're stationed at, but it is worth keeping in mind that guards will still be on high alert (and may have called in reinforcements) should you decide to revisit an area you've just narrowly escaped from. This allows you to get stuck into missions and combat, but it also offers you an escape back into relative calm should you get in over your head. Throughout the open space it's incredibly rare to run into enemies, and when you do they're usually driving a vehicle of some sort so that it’s easy to hear them coming and duck out of sight. By isolating different enemy positions from each other, the world map ends up being fragmented into many levels-of differing size, complexity, and difficulty-with open space filling the gaps. It’s fashionable these days to crush anything that has the audacity to try and take freedom away from the player, but MGS V's vision of a guided open world works brilliantly within the wider framework of this series. While it is possible to gallop on horseback across open plains between certain inhabited areas, much of your time is spent trying to work out which route the game wants you to take to take in order to reach a specific mission. But while you can travel through the opening Afghanistan region to your heart's content-coming across enemy outposts and bases, hunting the fauna, gathering the flora, and enjoying the way the light dramatically alters the desert horizon as day turns to night-the majority of important locations can only be found by following a set path through a closed canyon or along a narrow ridge.
The open-world descriptor, for instance, hints at a Grand Theft Auto or Skyrim-like expanse to explore. Where Kojima's design chops come into play are in the differences. There are a few minor differences-a day and night cycle introduces different patrols, while interrogations look a little different-but this is very much a Metal Gear Solid game at heart. Playing as the special operations soldier Punished "Venom" Snake (aka Big Boss), you creep around hallways, bushes, crates, or whatever other conveniently placed bits of cover are lying around, quietly taking out soldiers with a choke, slam, or a smooth disarm. Partly, it's thanks to the core mechanics remaining largely the same.
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It's this-the way the game drastically alters series tropes while simultaneously staying true to the essence of a Big Boss adventure-that singles out Kojima as a master designer. An RPG-like system of unlocking and upgrading weapons requires you think four or five moves ahead, while an AI-controlled "buddy" option provides the kind of obliging assistance that many would consider sacrilege in a game of this type.ĭespite the distortion, however, MGS V never feels like anything less than Metal Gear Solid. The series' latest iteration presents greater opportunities to succeed spectacularly and fail wretchedly. It distorts much of what has made the third-person stealth action series so revered, replacing the heavily structured levels of old with an open-world setting that allows for a more flexible approach.
In true Kojima fashion, this is a polarising game, one where the highest of highs is offset with lowest of lows. Metal Gear Solid V: The Phantom Pain arrives under so much hype, expectation, and otaku-fever that it’s almost destined to fail. Links: Amazon UK | Amazon US | Amazon DE | Official website Platform: PC, PlayStation 4, Xbox One (PS4 reviewed) Game Details Developer: Kojima Productions