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September 5, 2015

Metal Gear Solid V: The Phantom Pain (2015) by Konami


What begins as a unique, enjoyable open-world romp quickly turns to tedium when you realize how sparse the open world is and how repetitive the gameplay begins to feel. There are some notable gameplay quirks and some trademark Kojima touches, but it wasn't enough to keep me playing through this one until the end.
The best thing I can say about Phantom Pain is that the graphics are really solid, once again. I'm coming off spending about 150 hours in Witcher 3, and though this game doesn't quite compete with that one on a graphical level (nothing does, honestly), it still looks really freaking good. The Fox engine's lighting and particle effects are stunning. And it runs amazingly on PC. I'm holding 60fps solid at 1440p. No complaints here.

In the beginning I found the open world progression to be incredibly addictive. That's something that always seems to draw me in. As a minimap completionist games like this, the Assassin's Creed series, and Witcher 3 are absolutely my bread and butter. I hated how limited Ground Zeroes was. The entire game felt like continuous retreading of known ground. It bored me. This game is a step completely in the opposite direction, at least at first. The base building, the weapon and equipment progression, the buddy system... It all tickled my fancy. There was so much to do it was hard to put down. It was melting hours out of my day. However, this all eventually becomes the norm, and you begin to realize that these environments, though large, begin to grow incredibly sparse and your same repeated activities start to become monotonous. I eventually but the game down and didn't finish it after about halfway through. I've come to realize that this world was meant to be much more populated with life and activity than it is. The story, too, has some of Kojima's touches, but ultimately feels similarly sparse and incomplete.

Like my unpopular Ground Zeroes review, I have some notable criticisms of the game. Some will fall on deaf ears, again like the Ground Zeroes review, as Kojima fans love his trademark weirdness.

I dove heavily on the dated control scheme in my Ground Zeroes review, so I won't say it all again here. Instead I'll summarize and just say the control scheme is dated and unintuitive. That's an especially bad thing for a stealth game, because you need to be able to react without thinking if you turn a corner and run into a guard. Too many times early in the game I'd have to actually think about what button did what, and a few times I even had to look up the controls to find out what I needed to know: Example: "How the hell do you sprint on horseback? Oh, the X button? WTF? That makes no sense, why the X button when it's L3 to sprint on foot?" You expect the controls to make sense, and if you play as many hours of video games as I do, you can pretty much pick up anything and play it within a few minutes. That's not the case with this and Ground Zeroes, and while it's not a MAJOR issue since the problem is solved by a few hours of getting used to the controls, it's still a pain in the ass, and something that the Metal Gear team should have figured out between 2008's Guns of the Patriots and now.


Another negative is the cover system, which never seems to function as smoothly as I'd like. There's no button press involved so the game judges when you want to be stuck to cover and when you don't, which never seems to work properly in any video game that tries to implement it. Too often I'd get stuck to a wall when needing to move quickly, and too often it would take too long for it to stick me to cover so I could pop off a quick cover shot or target acquisition with the binoculars. This is just another example of dated game design. Cover systems are figured out. There's no reason for Kojima's team to get it wrong here.

By now most people know Hideo Kojima's style. He's an incredibly quirky guy as a writer and a designer. I typically love his design quirks. They add flavor to the game and keep things interesting. It's why he's great for the industry and why his dismissal from Konami is so disappointing. Even if this game does show some age in the aspects I've mentioned, he still belongs in the pantheon just due to his constant ability to surprise the gamer by implementing completely new, weird things (try playing a certain tape while hiding in a bathroom). He's a boundary-pushing designer. But Kojima as a writer? I know people will hate me for saying this, but I absolutely cannot stand him. Since MGS2 the series has devolved from being a James Bond-esque spy thriller with some weird anime quirks to a nonsensical, incoherent mess. The terribly convoluted story makes little sense. The action sequences are downright cheesy. The characters seem written by a teenager. Full disclosure, though: Campy, kitschy-type stuff has always been completely lost on me. I've never gotten it, never come close to liking it. Perhaps I'm too serious (or boring). It's always made me cringe and instantly turned me off. If you like that sort of thing, then I'm willing to bet Kojima's writing won't be a negative for you.

Another thing I'd like the mention is the foolish way the game handles the secondary objectives to story missions. They're unknown to begin with, and if you do accidentally trip over one -- such as discovering an item deposit, saving some prisoners, etc -- then they'll become revealed on your objective list and checked off. This isn't bad by itself: It promotes exploration and drives the player to explore the area more thoroughly, which is a necessity in the stealth genre when you often just want to complete your objective and get out quickly in order to maintain your stealth rating and not take a chance of being spotted. The problem I have is that after the you finish the mission, THEN the secondary objectives are revealed. It doesn't make sense for the game to do so. Why now? What changed? Now I'm just magically directed to these other things that I missed? Either keep them unknown until I discover them, or tell me right up front what I need to do. It's a cheap ploy to get you to replay missions multiple times. It feels like the developer is just trying to pad the game's length. It would be a lot more fun to allow me to replay the missions without EVER telling me what the secondary objectives were and simply letting me find them myself.

Finally, I have to mention how awkward Snake/Big Boss is in this game. It's not because he has a new voice actor, it's because his you hardly ever hear his voice! Seriously, could they just not afford to pay Kiefer Sutherland? He puts forth a great performance when you actually hear him, but he hardly has any dialogue at all! Snake is conspicuously silent during most of the cutscenes, and it's really awkward and offputting. It's completely immersion breaking. There must be a bigger story here, because it's obvious that there were some issues with his dialogue when Ocelot and Miller are holding entire conversations with Snake and Snake isn't saying a damn word. Really, really strange. For now my head canon is that Hideo Kojima and Kiefer Sutherland had a falling out when Sutherland discovered Kojima's favorite James Bond was Roger Moore.

What begins as a unique, enjoyable open-world romp quickly turns to tedium when you realize how sparse the open world is and how repetitive the gameplay begins to feel. There are some notable gameplay quirks and some trademark Kojima touches, but it wasn't enough to keep me playing through this one until the end.

I really can't recommend this game to anyone but the most hardcore Metal Gear fans, though gamers with a modicum of interest in the stealth or open world genres might want to take a shot at this game. It's admittedly a lot of fun in the first few hours before it overstays its welcome and starts to become tedious.

⭐⭐

Playtime: 74 hours

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