


It is for this reason that this analysis is focused primarily on this feature, the hallmark of this new Metal Gear. The approach of an open world is powered by the mission system of the game, where they appear divided and spread across the stage into two classes: the operations related to the main story and side missions, some of which related to the first.Īs we move forward in the main story, different types of side quests begin to activate. It is important to conduct such missions, especially at first, to learn to relate to the game, gain experience and meet the scenarios. Then you discover that it is vital to repeat those same missions for resources, military equipment, and vehicles and recruit soldiers draw for Mother Base. This is what makes us succeed in the game and here lies the main problem of Metal Gear Solid V: The Phantom Pain and sandbox.Īt first these side quests make it fun and it does it become like, that of “cool” and for a moment put aside the main plot. In fact, you get to thinking, better! Thanks to these missions the game and the story will last me more! These missions are repeated again and again, there are several types but end up playing them too often, indeed, the enemy enclaves where these relations are those who also put us at during missions test the central plot. At first its okay, you learn to become familiar with the enemy bases, memorize the various guard posts (which you clear again and again as always reappear in the same spot on the map) and this is the way to progress in the game. You have to store resources, increase the ranks of your army and plunder everything you can and more. It is the moment when you start to feel the symptoms of a disease that afflict many titles in this genre: repetition. A similar defect which suffered the first games like Assassin’s Creed and Far Cry 2. It is the most significant detail of The Phantom Pain, the new nature of its setting. Each and every one of the installments of this saga have contributed new and changed its formula to grow the legend. The substitution of the classic linear plots and rigid open-world action was always suggestive, but maintain your essence and manage a huge open world, making it interesting and rich at the same time it is something that can be difficult. The pinnacle of the formula created by Master Kojima, a game that takes almost all the concepts that have served to carve their renowned reputation for years and is updated at the same time making the leap to gender bias, the sandbox. Around this detail is the kit of the question, so I have played and received as a Metal Gear but mainly for what it really is an open world game , and as such, must also take into account a number of features that are key in these games. At this point the opinions about Metal Gear Solid V: The Phantom Pain seem to be quite clear. The reviews professionals worldwide and most consistent players and rise to the top of the ambitious and last work of Hideo Kojima. It is easy to surrender to melt into kindness and praise when we talk about Metal Gear. And even with his last delivery. Again, I wanted to make a different critical view, avoiding too succumb to pressure and not get carried away by the weight of a great name in the industry. This can be a bit difficult when you hand the last major piece of one of your favorite sagas (as I do) owner and one of the most complex universes and frameworks in the world of videogames.
