Because MGS2's story was ridiculous but coherent. Its theme of passing on information to the next generation and choosing what that information is is intertwined into every scene.
And MGS V has the theme of losing identity and what it means to lose it. Kojima was never bad because of his themes, he is bad because he constantly gets distracted and adds a bunch of inconsequential stuff. The only time he managed to do it consistently was with MGS3, but even then it almost slipped through his fingers, when the story started to veer more towards the Philospher's legacy, than the relationship between Boss and Big Boss.
MGS2 has loose ends and unexplained phenomena. It doesn't wrap everything up in a bow like MGS4.
I meant it in the way that MGS story as a whole took a turn for the worse with its plot threads, not that it has a bunch of loose ends.
Yes that is called mass production and it's a thing that has been going on for over a century now. Arsenal Gear is explained in full: a sea fortress meant to accompany a larger military support structure that houses an AI capable of filtering digital information. The patriots built it using the Big Shell as a cover beginning in 2007.
That's not how mass production works, ray isn't an AK 47, if the Patriots have the capabilities and facilities to produce so many of them, then how does anyone even stand a chance in MGS4. To be fair though that's pretty much how MGS works, that Philospher's legacy is obviously infinite and it's a wonder how they didn't think of building a moon base.
It doesn't happen immediately afterwards. You get to know Emma more than any other one character in the entirety of MGSV. Not sure how being stabbed by Vamp is dumb. If anything that is one of the most conventional ways a character has died in this series. Her death also falls in line with series tradition of a girl attached to an Emmerich having to die. Her arc about her past parallels Raiden's experience of pushing his past away, along with the Stillman-Fatman drama that occurs earlier in the game. The parrot is in there for fun and she states it gives her sentimental value. It adds characterization by illustrating how lonely and alienated she is. The parrot also falls in line with Otacon talking to Snake about anime. Its HER quirk.
It's a dumb death, because it's a cheap death. Her death serves to further Otacon's ark. She is the exemplar of the Women as tropes thing. There is no reason why Vamp had to kill her, we don't need to hate vamp any more than we do, hell we even don't fight him or see him again after that in MGS2. There is no reason for her death other than, well Otacon already lost a woman he loved in MGS 1, how about we make it 2.
But after Quiet, it's not like we should expect anything better out of Kojima. He almost ruined the Boss with her unzipping her suit to show you her scars, and then conveniently forgetting to zip it back up when she's fighting you.
The S3 was a stress test to see how and to what degree the Patriot AIs could manipulate. It goes beyond merely censoring information and goes more into interpreting information across human generations for the sake of herding the human species down a controlled path the Patriots felt was necessary. The Big Shell scenario, and all the data it produces, is a model that is then applied to a larger degree in the form of protocols the AI develops during the test. "Who does this?" The Patriots.
You see, and then people say that MGS V twist is not "believable". This is some Stephen King's IT ending suspension of disbelief explanation.
There are a grand total of 2 AIs. Its really not that hard to follow.
It isn't that there are a lot of them, it's that they are given arbitrary abilities and weaknesses when it suits Kojima. It's not hard to follow, it's awful for the pacing. There was no need to cram all that exposition at the very end.