METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

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The general info about MGSVTPP that people should know before buying/playing the game
由 Hunter 5-5 制作
This guide is to inform people on the game MGSVTPP (A.K.A. metal gear solid 5 the phantom pain) in the topics of ;

  • Lore and General information
  • Gameplay mechanics
  • Things to consider before purchasing and more

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The Lore Side
This part will inform players about general sass in the "Lore" topic


Lore

Even tho fans suppose that MGSVTPP is "not a finished game" the only precautionary things you have to know is;

1. Theres only 1 missing mission : Happily and sadly theres only one known mission with some files of it still being in game is Mission .51.
When searched into we can see the Mission.51. only shows some information on liquid snake and his early life.
(the information and the cutscenes regarding mission 51 can be find by searching "Cut mission 51 MGSVTPP on internet search engines or youtube)

2. Theres no specific lore: As fans of MGS series have focused on new lore and something to dig throughout while playing the game, they havent noticed that MGSVTPP was not a new lore game, but a hole filler, a lore patcher.

MGSVTPP; when taken closely shows the things that couldnt be understanded with amount of lore we had before, so this leads to say: If you are excited for alot of new lore, theres not much but theres alot of things in this game that will make you realize what has happened within Metal Gear timelines and what happened to some side characters that we didnt heard from and more

Such as:
This doesnt have a 100% of being right but when taken closely we can see that the "Big Boss" we killed at MGS 1 at "Outer Heaven" is actually Venom Snake and not real Big boss thanks to MGSVTPP showing us who is really at Outer Heaven
Unique Gameplay Mechanics
As the title suggests its about the mechanics game brings to the table


MGSVTPP's Gameplay is unique from its other counterparts, as given below;


Stealth
As with every other MGS game, the MGSVTPP bringed the stealth counterpart of itself to the table too, but the diffrence in this game compared to others is the way you can act throughout it.
If we were to list it, we would lose probably hours, but here is some;

  • -You could distract guards, make use of decoys, sound distractions and multiple other gadgets
  • -You could move like a shadow across the enemy guard points, punching, throating or just tranqualizing any enemy you see
  • -You could take on offensive sight, take a silenced weapon and go in payday style, shooting anyone you see being fast enough
And game engine itself knows how many other parts you can take, either slow or fast, so what MGSVTPP does here is it brings the ability of the players "Creative" Skill to let the player enjoy the game, the way it wants

Loud
Something that wasnt enjoyed much by MGS fans in older MGS games (not including EVERY MGS) was the combat ability, games mostly being on console and ai being programmed more for stealth was putting away the feeling of combat and instead was making you feel like you were playing an atari game in 80's.

So what did MGSVTPP did here you ask? Same with stealth!
You, yes you the player can do anything you want!

  • -You can grab your weapon, take an offensive buddy, wear your thickest armor and could go teeth to teeth with various enemies with diffrent weapons and armor levels
  • -You could take your armored vehicle and could blast through the enemy outpost
  • -You can take your offensive buddy,Call air supports and Artilerry fires, blast through with a tank, or maybe just take it eye to eye with basic guns to test yourself?
As you can see, the game gives you ability to choose very much, and one thing that differs MGSVTPP's combat mode from other games is its difficulty counter.

The Difficulty/Adaptiveness of MGSVTPP
The Difficulty which from now will be mentioned as Adaptivity is a counter that actually works pretty simple.
With the Adaptivity system, the game tracks your tactics and equips enemies according to it, heres a few examples;

  • The more operations you run after 18:00 (12 hour time;6pm) the better enemy equips for night defense, ranging from flashlights,NVG's and even searchlights to avoid unexpected suprises by you
  • If you like taking the fight up and close, enemy will start to wear body armor, helmets and can upgrade to spetsnaz body armor, they also change their guns to LMG's and shotguns to have a punch at close combat
  • If you like taking your way far from target, the enemy first starts by placing enemies at higher positions, then increasing the amount of snipers to catch you suprised, and pepper you before you understand the situation
As you guys see, the game does not come with a random difficulty filter that doesnt add unusual things but actually focuses on how player plays to counter it, making it feel more immersive through long gameplay.
Adressing issues and disliked things by fans
In this section we will take general things that gameplayers and Metal Gear fans have complained about in game

There's kind of repetetive missions : As the missions take place in an open map, the GameDeveloper's made some mission areas overlapping, reason behind this being that the map would be WAY TOO BIG making games nearly double the size and make it way more costly to produce and would put the general price of game too high which would be a wide range problem for both GameDev's and the fanbase
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