I still think Quiet is fine as she is.
I think there is a certain feeling the game, and by extension Kojima, is trying to impart. Boss looks tired, worn out. The struggle is real. Each mission, coming and going. Every thing from the music of the game, to the sad dejected look nearly everyone wears, the very atmosphere of the game. And this helps to inform of us of the crazy world that we are stepping into when we play the game. A world where this tortured solider lost everything, has fought against literally impossible odds -- superhuman enemies, various mechs and other armed machines, even the people he loved and respected the most. This character has felt wilder emotional arcs then most people will ever come close to experiencing. But as we play Boss, we get a taste of what that would be like.
You can see it on nearly every major characters face. Quiet included. They all have this heavy atmosphere about them. A kind of guilty fatal attraction, that defines them and their actions. That aspect combined with the over the top nature of the enemies and other characters in the Metalgearverse, like those almost magical or superhuman characters, makes it so a singular character like Quiet,
in that world, isn't out of place. She
belongs in that world and suits it's craziness perfectly. She is a perfect representation of herself within Metal Gear, if that makes sense.
Of course there's a ultra-turned-up-to-11-sexy-sniper, because there is a Legendary Solider, there is a Man on Fire, there are
Metal Gears, hyper-advanced-for-their-time robotic arms, and
.
I think it would be strange if she looked at all different.
...
Also,
on a different note,
I've heard some people mention what people who have seen them playing thought, or what it looked like to people who haven't played the game. Should artists/creators alter their work, or vision, based on what someone who isn't playing thinks? The unintended viewer?
The game is intended for the
player, and that
player is the one who is likely experiencing the story, knows about the backgrounds of the characters, and their motivations. The
player would also have experienced the tone and atmosphere the game is presenting like how the characters speak and what they are likely feeling. Finally, they would be in a place mentally, where a Man on Fire and Huge Mechs, are understandable, and even expected. The
player is invested in the Metalgear universe, and the game is made for the player. The person experiencing everything. Not a person - a roommate or girlfriend walking by. Out of context, in a vacuum, many things can be seen as ridiculous.