Metal Gear Solid V: The Phantom Pain is just downright fantastic
I wouldn’t call this a review, because I’m only halfway into the story and about 60+ hours in at this point, so it’s one of those things.
Sometimes when I come around to writing about a big video game release, I’ll start these things with a “I’m not sure where to start” paragraph or sometimes, I’ll do what I’m doing now and explain my thought process to opening that tough introductory paragraph. Other times I’ll just state the name of the game or whatever it is and move on from there. Metal Gear Solid V: The Phantom Pain is sort of like this, in a way. It opens as any other Metal Gear does, with a hefty amount of time with the controller in hand, eventually to the desk and finally, back into the hands as I go against my physiotherapist’s orders to not sit back like a slob. Once it gets out of that comfortable Metal Gear angle, it leaves it all behind.
The Phantom Pain is still, very much so, a Metal Gear game. It edges on self-seriousness, aligned with absolute self-awareness and spoonfuls of social stuff that feels incredibly in place, but for all the wrong reasons.
I come to Metal Gear for equal parts story and game. I think Metal Gear Solid 3 is one of the pinnacles of single player experiences and that 2 is a heaping pile of trash that people only remember fondly for about a quarter of the game. Peace Walker is the apex of co-operative play and 4 is an absolute gem, even if it does wreck a majority of the supernatural elements in the lore.
Though, what about Metal Gear Solid 1, where all this nuttiness truly started? Well, we’ve actually come back around to it. Whereas 2 and 4 leap off of the edge into Animeland, for better and for worse, 3 and Peace Walker take you into new territory - with the added condition that you put up with the anime parasite that resides in the back of it all - MGS1 is fairly grounded in some kind of reality that makes sense.
A super soldier must take on terrorists alone and save the day. It’s Hollywood, through and through. Your suspension of disbelief is safe as Solid Snake takes on a tank single handedly with grenades or a weird floating Russian man in tight leather is a psychic and you need to stop him by swapping the controllers over. It makes some kind of logical sense.
The Phantom Pain brings this back, following the first Solid game’s note of allowing the ‘Metal Gear’-ness to take a step back through story and blossom through gameplay.
On the most recent edition of The Giant Bombcast (08/09/15 - 09/08/15), Jeff Gerstmann put it well that we live in the universe that built off of shooting ice cubes into pieces in MGS2. The Phantom Pain, as weird it gets (and I’m sure as I continue through, it’ll draw from the stone that I know and love), it still resides in a logical, grounded world, even with all the weird illogical systems in place.
A prime example is the fulton recovery system, which is my favourite mechanic from Peace Walker. It allows you to kidnap enemy soldiers that will then be brought back to your base and work for you in future. But in Peace Walker, which in all honesty, was like “What if Big Boss was Superman?” the Video Game, it didn’t need that much explaining. The drop to PSP allowed for a lot of shortcuts to be just taken as they are. The Phantom Pain however, takes place in 1984 and in a far more realistic world, such a world that you can’t not have an explanation for why such a system is in place. Sure, Batman used it in The Dark Knight, but that’s Batman and not semi-realistic soldier man kidnapping the entire Soviet army posted in Afghanistan. So you hear over dialogue from enemies that it was dropped due to being too dangerous and that whoever is still using it must have an expert pilot on their hands.
That’s it. That’s your angle for ‘realism’, regardless if you’re attaching balloons to trucks full of soldiers. Doesn’t it make sense now?
It’s fascinating to see Metal Gear go back the way it came and do what it’s known for through other means. Cutscenes that would have taken an age in previous titles, are condensed into short bursts at the end of missions. A scene where Big Boss hands back a necklace to a child isn’t filled with slow motion and overly dramatic dialogue between the characters. It’s a subdued, quiet and filled with more punch than say, 2’s revelation that Raiden has been a pawn in the system all along.
Here’s the thing, the story beats that have appeared in The Phantom Pain are still very much in line with Metal Gear. There’s whole scenes dedicated to confusing the fuck out of you or making you cringe through the dialogue. It’s why I love Metal Gear, because I’m a person who loves seeing miserable, melodramatic soldier men talk about how they’ve each lost something or how they’re already demons.
The thing that’s maybe an issue is Big Boss himself, now equipped with the new voice of Kiefer Sutherland. His rugged tones and genuine miserableness screams Big Boss. It’s not as jarring as hearing him in Ground Zeroes and over time, I’ve actually come to like this Big Boss voice. It would have maybe been nice to hear Richard Doyle reprise his role from MGS4, but Sutherland is incredibly well suited. Though, the issue stems from the fact he doesn’t talk all that often. Swaths of conversation feel like they need that classic Snake interjection to level things out a bit, but instead Kaz and Ocelot will stop and explain anyhow. It’s more jarring to not hear him now than it is to actually hear him.
It’s not a massive issue though. In fact, Big Boss in this game has everything around him go on and there’s no real need to have him question stuff anymore, because - as Steve Burns from Videogamer.com put in the most recent podcast (9/9/15) - he’s the Boss. He’s a very different Snake, with the world carrying on around him because it makes sense for it to. How his actions affect the world and the story that plays out, is through you, the player.
See, MGSV is all about giving the player the utmost control, as any Big Boss should have. Mother Base is completely customizable to an extent, either relying on Kaz’s decisions for staff or managing the hundreds of people you’ll gather on your Ocean Clubhouse for Men (and some ladies) into an assortment of teams.
There’s no real “choice” in how the story plays out, but your actions in missions will dictate what you get from the story at large. Extracting someone that you were supposed to kill and earning even more information or a better member for a unit is amazing. Having a couple soldiers spit out pieces to a larger puzzle of where a convoy is coming from and then that last guard tells you there’s a document with it all on, saving you the hassle of figuring out which road they’re going to come on.
In other games and even other Metal Gear games, this would be dumped on you through story or linearity. In The Phantom Pain, it’s up to you to figure it out, instead of Big Boss going into a cutscene and doing it for you.
Your actions in the world might not affect the story at large in deep ways, but how the mission is handled can go either completely perfect or your expert plan to snipe the dude being dropped off goes horribly wrong as you miss and draw the attention of a whole airport to your whereabouts.
I’ve described it almost as if the actions of the player don’t even bother anything really, but they do, because in some really, really pretentious way, the stories are what you make of it. How you handle a mission and the story you tell after it, is where Metal Gear Solid V is infinitely better than anything at the moment.
The moments that are stripped away in the story that Metal Gear is known for, is still there, but no longer in the story as such, but within the game itself. It’s embedded forever.
All this pretentiousness comes from The Phantom Pain’s absolute freedom it gives the player. It never says no to something you might want to try out and it’s up to your to find where the line ends.
The basis of most of the game is infiltration, similar to Far Cry 3, except, while Far Cry 3 laid all the cards on the table through what’s available inside the base or making it clearly obvious, MGSV hangs back a little bit. It’ll give you what the objective is, but Kaz will reassure you that you’re in complete control.
Sure, I like to play a lot like I did in Peace Walker, but when taking out a tank, why am I going to shoot a rocket at it, when I can easily shroud myself in smoke and take it for myself with a balloon?
MGSV doesn’t hide stuff from you, it wants you to experiment with just about everything it has to offer. There’s a particular mission that’s a sniping battle with the new character, Quiet. I couldn’t get close and I didn’t want to shoot her, in case it resulted in her not being recruitable. So I dropped a supply drop on her head a couple times and was awarded for it.
Other open world games claim to be a sandbox and in technical terms they are, but not like this. Grand Theft Auto is a sandbox, as is Far Cry and as so is for instance, Halo. You have options on how to do things and a certain amount of freedom. The Phantom Pain is another step above. Sure, once you understand what limitations there are, you’ll fall into a certain routine, but the fact that I can play a tape of a man shitting out loud in a toilet and guards will go away when investigating it, is the lengths the game goes to.
Though the game has flaws, mostly within the character Quiet. For a game that allows you to play as the very few female soldiers you have recruited (sans Peace Walker’s codec of “Awwwriiight” from Kaz) in the identical role that Snake would assume, Quiet goes against a lot of the stuff Metal Gear had almost worked out. The entire thing is because of how she’s designed, how the camera is directed and her actions. Even against another group of female characters at a later point, the camera lingers on their introduction by panning across all their boobs. The default camera position whenever Quiet is on screen seems to be her chest, even in the helicopter and you zoom in first person, it automatically goes there. She stretches with her arse to you and lays about Mother Base, occasionally showering or suggestively sauntering around.
It’s a huge issue, because Quiet is an incredibly cool character, with a fantastic mystery behind her and she’s an excellent partner on missions. She decimates entire camps at the drop of a hat and everyone treats her like they would any other scary, disappearing lady who can see and calculate things like no one else. Yet as with any other Metal Gear game, no one stopped the design team and Kojima from perhaps looking at another way to do this.
At some point, they had design meetings about this character and this is what passed.
Now, I know the fictional reason for her lack of clothes, but that doesn’t make it any better. She’s a brand new, fictional character and the entire world was Kojima Production’s bandana wearing oyster. A fictional character can be presented and fit however you want, yet this is what we’re given.
That’s my experiences so far with Metal Gear Solid V: The Phantom Pain. It’s an absolute delight and a fantastic note for Kojima to leave the series on, even if his departure comes with a sad rain cloud over it.
After all that’s said about this, I don’t want another Metal Gear game. We’ve reached the climax of the series, both in story and gameplay. I don’t need to know about anything else in the lore - unless Platinum are up for doing Rising 2 - and I don’t need another game like this churned out by Konami at a later date.
Metal Gear Solid V: The Phantom Pain is the perfect Metal Gear game. Instead of hiding it within story and giving me snippets in gameplay, it makes sure it’s always Metal Gear, all the time.










