
If all of that isn’t enough, Phantom Pain also has an online component in the form of Forward Operating Bases (FOB). It can become tedious, but the end result is usually worth it. Everything also happens in real game time, so if a base expansion needs an hour to complete, it takes that much play time to construct it. Players are tasked with assigning members to different areas, depending on their expertise. I loved getting new sections, exploring them, and of course expanding my army. Kojima and his team have given players a plethora of tools to complete the job, and researching and upgrading them is actually the other half of the game.

This is what makes Phantom Pain so special – the variety of ways to tackle any scenario. I was learning new things I could do 20-30 hours in, and it never seemed to let up. The game is so intricately designed it is scary. Change my mind during a mission? Simply call in a supply drop to switch tools.

Everything is tailored to how I wanted to play. Weapons can be modified and upgraded to do more damage, or stun enemies. Big Boss earns various buddies to take on missions, yes there is a horse, and also yes there is a dog that eventually gets a sneaking suit and a knife. Each mission allows for deployment load outs that can change a play style. The massive amount of tools and such also help. There is no wrong way to play, but there are consequences. I could sneak in and extract them without anyone noticing, or go in guns blazing to feel like an action hero. Extracting targets from a heavily-guarded camp was tense. A lot of them are certainly similar in style, but how I approached each one was what made it special. The areas in MGSV are open, giant sandboxes for players to tackle missions as they see fit. The main missions progress the story, but simply mainlining them is robbing players of what makes Phantom Pain so special. The game is broken down into main missions and Side Ops. Phantom Pain is essentially just a bigger, better version of that outing. Anyone who played Peace Walker will be somewhat familiar with the structure. While the story didn’t romance me as much as I had wanted, the game play is where Phantom Pain shines. To complete everything it definitely reaches upwards of 60-70 hours, and there are plenty of things hidden throughout the game. Needless to say Phantom Pain delivers on its value. After the “credits” roll, the game showcases a Chapter 2, with more promise of insanity. The core campaign took me about 35 hours to complete, and again it offered little of the craziness I was used to, but this is only the beginning. This is not the Metal Gear Solid I remember. This Big Boss doesn’t speak that much and most of the story is told through cassette tapes.

Foregoing the insanely drawn out cut scenes with a more subtle approach to storytelling. After that opening sequence though, the game takes a sharp turn. The opening sequence is an hour of pure insanity that comes standard with the series, and lays the groundwork for what could be one heck of a ride. After the events of Ground Zeroes, he laid in a coma for nine years only to wake up to one of the most bizarre prologues in gaming history. The Phantom Pain is the continuation of the story of Big Boss. The end result is a masterpiece of a game that falls short on what it means to be Metal Gear.
Metal gear solid v the phantom pain metacritic series#
Taking a lot of what made the series one of my favorites, and stripping it away for more refined, and addictive game play. The Phantom Pain is a much different beast though. Metal Gear Solid V: The Phantom Pain may be the last entry that matters, the last directed by Hideo Kojima, it is the end of an era, and it has been an amazing ride. Every entry in the series has been one step up from the last. The Metal Gear Solid series is the reason I started a website.

It has been a long and bumpy road to get here.
