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SPOILER: Metal Gear Solid V Spoiler Thread | Such a lust for conclusion, T-WHHOOOO

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Big Boss killing the kids in cages was really obvious misdirection from the moment that trailer came out. Multiple people concluded as such.
Yeah, anyone that actually possessed knowledge about the series knew that he wouldn't likely kill children just for the sake of it. The sole reason kids were ever "sheltered" in his Zanzibar Land fortress stemmed from their necessity for fueling the war machine for the next-generation just like he envisioned in MG2: Solid Snake. At least the obvious misdirection in the E3 trailer showcased the power of editing as a cinematic technique.

To me, this heavily implies Ocelot was the one Liquid sent to kill Kaz.
In the Piggyback strategy guide, it pretty much confirms either Liquid Snake himself or someone sent on "his orders" committed the act several days prior to the Shadow Moses Incident. Obviously, Ocelot could've still done the murder as a subordinate but the official material seems to treat Liquid as the de facto source of Miller's death in the grand scheme of things. Also, I believe the conversation Miller and Ocelot had in the epilogue occurred after the events of Phantom Pain since the Mother Base soldiers suddenly express their awareness of Venom Snake being a doppelganger immediately afterward. I'm particularly more curious about finding out when Ocelot's self-hypnosis faded away since I find his remark about once being in love with the legend in the Quiet interrogation scene entirely out of character more so than the rest of the game. Then again, I believe GAF has easily put more thought into the mythos than Kojima himself.

Words that kill?
"It's the Game of the Year--Guaranteed."
 
Liquid being a whiny brat as a kid is so stupid. His genetic destiny complaining have been something he grew into. Now we know he was always just a big baby and never once bothered to do anything but whine for 20+ years.
 
Same for the Lisa decoy?
Yeah, the Lisa decoy was clearly trimmed following the cancellation of P.T./Silent Hills. Although, I was still surprised that Konami allowed the radio chatter in the demo to appear in the final build. At least it occurs in a mission that's appropriate for the material.
 
I'm so glad I didn't watch a single trailer in the build-up to the games release. Having gone through some of them now, they're all classic Hollywood deceptive trailer fodder. That game sounds amazing and I can understand totally those who felt they were betrayed by the machinations of the MGSV hype machine. I did know about those Kojima comments about risqué content and having to leave the industry if he got it around, but I've seen this play out all too often, and, boy, oh boy, did have a strong case of the Monlyneux's that day.
 
I just finish mission 43. If I use the butterfly emblem to keep quiet can I still beat the game? I just want to know if I can get my 100% even if I keep her or if there are any downsides.
 
I just finish mission 43. If I use the butterfly emblem to keep quiet can I still beat the game? I just want to know if I can get my 100% even if I keep her or if there are any downsides.
You can still access the final "truth" mission of the game, but keeping Quiet as a buddy through the emblem locks you out of getting 100% completion. She's tied to a side-op and story mission that chronologically occurs prior to the aforementioned "truth" bookend.
 
Random thought, but...

Whatever happened to those Xbox One and PlayStation 4 masks Kojima showed off at Gamescom in 2014? They were obviously in there for shits and giggles, but I expected them to be in the actual game, too. I think they even said they would be.

I think those were just for presentation purposes.
 

"Diva Bitch detected."

slayed me.

Goin for a 2nd playthrough now on my daughters PS4 account and i'm gonna keep that butterfly emblem on just for the access to quiets outpost lullaby abilities.

I've found that - in the wake of this game dropping and after taking a week or so off to get back into Destiny and such ... V is sooooo much better when you don't care/listen/follow the story in any way shape or form. As a pure gameplay experience it's fantastic but the longer those plot points marinate the worse it gets... and on 2nd viewing? without the hype glasses on fresh video game smell on the box?

Uehhgg.. so ridiculous.

Totally going for all of the Quiet batshit crazy cutscenes though. And a pretty pink emblem for my little girl.


Do you see shipping containers every day and want to extract them? Happens to me.

Soooooo bad.
 
what the fuck
this should have been more prominently in the game
like an opening montage after the prologue watching Venom become Big Boss and Mother Base being built

At least have it play as you enter Africa.

K70O12J.jpg
 
Tinfoil hat mode:

Wasn't there a part of P.T that could only be beaten using a microphone/headset? Requiring the player to speak or remain silent in order to advance the game?

Has anyone actually tried experimenting with a microphone/headset and saying random key words to trigger something? I mean I know it sounds completely insane but considering that the core theme of the entire game is language/speech I'm surprised someone out there hasn't tried something like this (unless they have and I completely missed it!).
 
Kojima most likely made up his mind what this game would be about and the whole Big Boss phantom twist in pre-production and early development of the game. Maybe he wanted us to play as his phantom for half the game and the latter half as the real Big Boss, but if that's the case he's a horrible production manager and was taking way too long to get the game finished.
Remember that the game wasn't announced initially as MGSV, and all the #teamReal vs #teamCG stuff in the early promotion of the game. So at least back then the main theme of the game was this plot twist and that things aren't what they seem to be, and hinting that there was a surprise with Ishmail.

Even if replacing repeated main missions with the yellow important main missions and removing the non important main missions and all secondary missions, we still would have an already too long game. Even if cutting this to the half I don't see here space to include another portion of the same size.

I don't see any clue pointing that half of the game would be with the real Big Boss. In any case, I'd say that Kojima saved that for MGS6 (or MGS5, considering that seems he used V instead of 5 because it wasn't the real Big Boss).
 
Even if replacing repeated main missions with the yellow important main missions and removing the non important main missions and all secondary missions, we still would have an already too long game. Even if cutting this to the half I don't see here space to include another portion of the same size.

Ideally the main story content would be reworked to be more focused with the story-driven but less important missions relegated to the side-ops, rather than half the main-ops consisting off 'Boss go do the thingBOSS CIPHER IS THE THING' missions and the side-ops being 15 variations of a handful of missions.

Main-ops should have been all Big Boss, Skull Face, Snuffleupagus & the parasite. Side ops should have focused on the buddies and general intel. missions that let you learn more about Cipher.
 
what the fuck
this should have been more prominently in the game
like an opening montage after the prologue watching Venom become Big Boss and Mother Base being built

You mean a montage like in the last gameplay demo where they show a fucking montage of Mother Base being built with helicopters flying over and jeeps driving around and shit and none of that ended up actually being in the final game even though they deliberately showed it less than a month before release?


Or, you know, this shit they showed in the same gameplay demo?

MildSimilarKitty.gif



Remember this stuff from the game? The choppers, the two-man patrols, ciphers flying around? ME NEITHER.


Yeah fuck them, and fuck them all.
 
Ideally the main story content would be reworked to be more focused with the story-driven but less important missions relegated to the side-ops, rather than half the main-ops consisting off 'Boss go do the thingBOSS CIPHER IS THE THING' missions and the side-ops being 15 variations of a handful of missions.

Main-ops should have been all Big Boss, Skull Face, Snuffleupagus & the parasite. Side ops should have focused on the buddies and general intel. missions that let you learn more about Cipher.

Right, I think structural changes to the same content would improve the experience.

Have the 12 or so meaningful missions labelled as 'Main Ops / Main Missions'.
Have the rest relegated as 'Side Ops'
Have the current side ops treated like randomly generated context; just place them in the open world for the player to stumble upon rather than have them designated as 'Side Missions'.
 
Liquid being a whiny brat as a kid is so stupid. His genetic destiny complaining have been something he grew into. Now we know he was always just a big baby and never once bothered to do anything but whine for 20+ years.

It seems appropriate for his character. The original MGS setup their pasts pretty well with Solid not really caring about his past while Liquid was obsessed with it. He's just a whiny asshole and always had been.
 
It seems appropriate for his character. The original MGS setup their pasts pretty well with Solid not really caring about his past while Liquid was obsessed with it. He's just a whiny asshole and always had been.

Yeah, this is pretty much why I'm cool with Eli in this game. He's Liquid. It just fits him.
 
If anything, I wanted to see more detailed whining from Eli. Kid didn't get enough speaking lines (like fake father like son)
 
Tinfoil hat mode:

Wasn't there a part of P.T that could only be beaten using a microphone/headset? Requiring the player to speak or remain silent in order to advance the game?

Has anyone actually tried experimenting with a microphone/headset and saying random key words to trigger something? I mean I know it sounds completely insane but considering that the core theme of the entire game is language/speech I'm surprised someone out there hasn't tried something like this (unless they have and I completely missed it!).
Yeah, the current ARG/ruse cruise has some people already suggesting this. I don't like this personally as its a bunch of people suggesting saying random shit in certain instances with evidence of nothing really.



Speaking of tinfoil. It's been found that the chopper pilot in the OKB Zero mission that skull face is boarding is a Diamond Dog pilot as indicated by the emblem on his helmet. Also diamond dog logo on other materials in okb zero. Some think it's reused content, but there are XOF equivalents that can be used so some believe this to be deliberate. And if you believe this is indeed deliberate then it may have something to do with cut content, perhaps something to do with the unresolved kaz plot thread. Or if you've already taken a trip down the rabbit hole that is Neverbegameover, a possible tip of the hat to secret content *cue twilight zone theme.
 
Well his eye sight can't be that bad because he does look past big boss to ask ,"what about him", and he can probably tell Big Biss isn't missing an arm since he's chilling on his left side.

Or...Ocelot somehow hypnotized Millar before he got captured and after the Zero phone call.

Or... That scene never happened and it was almost Bug Faux's head.

Or... And this gets my vote... Hideo Kojima sucks as a writer.

Why does everyone asume that his limb HAD to be amputated the second he arrived at the hospital? You do understand that docs will initially try to save the hand instead of just chopping it off. More importantly at that point they were busy reviving snake. I am sure Miller was not in a state of just figuring out the extend of damage in a hand.

For all we know real BB could also have had a hand injury but not a serious one that required to cut off his limb. Miller never actually finds out wether he lost or not his hand.
 
Why would anyone want Liquid Snake to be a regular kid who had none of the mannerisms we know him for? This thread can be so bizarre.
 
Why would anyone want Liquid Snake to be a regular kid who had none of the mannerisms we know him for? This thread can be so bizarre.

I would have liked some development. The Phantom Pain provides no insight into why he is how he is. He was just always a prick, apparently.

You could have him be a cocky shit but perhaps show him falling out with Big Boss, rather than hating him from the get go.
 
You mean a montage like in the last gameplay demo where they show a fucking montage of Mother Base being built with helicopters flying over and jeeps driving around and shit and none of that ended up actually being in the final game even though they deliberately showed it less than a month before release?


Or, you know, this shit they showed in the same gameplay demo?

MildSimilarKitty.gif



Remember this stuff from the game? The choppers, the two-man patrols, ciphers flying around? ME NEITHER.


Yeah fuck them, and fuck them all.

I'm genuinely not sure if this is a passive-aggressive post and this stuff was in the game, and I've forgotten it, or if this was actually cut.

this game fucked me hard
 
Why would anyone want Liquid Snake to be a regular kid who had none of the mannerisms we know him for? This thread can be so bizarre.

Because from the moment we meet him he's a whiney little bitch. It'd be nice to have some character development so we can understand where he came from, how he became like this and thus have a better understanding of how he ended up at Shadow Moses. Because why else would you include a yound Liquid Snake in the game?

But I suppose character development not exactly Kojima's forte.

Kojima at writers' staff meeting [so he's talking to himself in an otherwise empty board room]: "You know what would be cool? This 50-year old veteran fighting this 12-year-old kid, and then smashes him on the ground and breaks the kid's arm to teach him a lesson"
*Kojima high-fives himself*
 
I would have liked some development. The Phantom Pain provides no insight into why he is how he is. He was just always a prick, apparently.

You could have him be a cocky shit but perhaps show him falling out with Big Boss, rather than hating him from the get go.

Yeah, that's my problem too. Eli's personality fits grown-up Liquid too well. It's like Kojima just copy/pasted Liquid's personality into a smaller body, and then I guess removed the speech-making center of the brain. It was fan service-y, but it doesn't really make sense.
 
Being a dev since 10 years ago, regarding 'cut' content that people may found inside the game, I wouldn't point to Konami.

In 100% of the games there are changes during development so a lot of work done goes to the garbage bin, there is prototyped stuff (from entire features or game modes to content such as enemy skins, weapons, stages, missions, etc) that gets rejected and not included in the game, or gets replaced by other candidates.

Many times devs directly cut some 'minor' stuff just because the team is not going to reach the next development milestone on time. Even if they get a time extension for the milestone or if the game gets delayed.

The thing is that in a lot of cases devs forget to properly clean all this unused stuff and sometimes their files are included in the final game even if aren't used.

After 170 hours playing, I completed all the main missions (including the 'secret' one) and a lot of secondary missions. The game doesn't feel incomplete. In any case, I'd just have called "Epilogue" to the chapter 2, and would have labeled the repeated missions as secondary missions.

You mean a montage like in the last gameplay demo where they show a fucking montage of Mother Base being built with helicopters flying over and jeeps driving around and shit and none of that ended up actually being in the final game even though they deliberately showed it less than a month before release?


Or, you know, this shit they showed in the same gameplay demo?

MildSimilarKitty.gif



Remember this stuff from the game? The choppers, the two-man patrols, ciphers flying around? ME NEITHER.


Yeah fuck them, and fuck them all.
It's quite usual to include a video that explains the idea of the game in trailers or promotional demos that isn't included in the final game. They don't aim to replicate 1:1 the game, is just to get the idea.

Btw, regarding the drones, you can buy them as defense for the multiplayer infiltrations. And there are several cutscenes where you see choppers or airplanes flying over mother base.
 
The problem is that Liquid's development all comes from his time when he was being prepped to be a soldier, none of which we see.

Somehow he gets into the British Air Force and then later FOXHOUND despite having a past no one can verify.
 
It seems appropriate for his character. The original MGS setup their pasts pretty well with Solid not really caring about his past while Liquid was obsessed with it. He's just a whiny asshole and always had been.

Its really silly and far fetched to have the same mannerisms, personality, outlook on life, and style of dress when you're 12 as when you're 33.

And thats fine since this is a silly and far fetched series in many ways but it is what it is. Heavy handed and bashing the player's head with no regard for subtlety. Liquid Jr. even quotes Adult Liquid because its like poetry. It rhymes.
 
Regarding 'cut' content that people may found inside the game, I wouldn't point to Konami.

In 100% of the games there are changes during development so a lot of work done goes to the garbage bin, there is prototyped stuff (from entire features or game modes to content such as enemy skins, weapons, stages, missions, etc) that gets rejected and not included in the game, or gets replaced by other candidates.

Many times devs directly cut some 'minor' stuff just because the team is not going to reach the next development milestone on time. Even if they get a time extension for the milestone or if the game gets delayed.

The thing is that in a lot of cases devs forget to properly clean all this unused stuff and sometimes their files are included in the final game even if aren't used.

After 170 hours playing, I completed all the main missions (including the 'secret' one) and a lot of secondary missions. The game doesn't feel incomplete. In any case, I'd just have called "Epilogue" to the chapter 2, and would have labeled the repeated missions as secondary missions.

Try to sum up missions 41, 43, 45 and 46 as if you're explaining them to someone who has never played the game, then tell me the game doesn't feel incomplete. It's the most randomly slapped together group of missions with no cohesive narrative structure whatsoever.

How can you even say the game doesn't feel incomplete when it is a fact that it is - they even openly admitted it by adding the cutscenes for mission 51 on a special Blu-Ray for the collectors edition like a big "fuck you" to people like me who bought one.
 
Would have loved to seen Kojima try and make a kid Solid Snake living his every day life in america.


Foster parent: "All right David time for school!"

Kid Solid Snake "School?"

Teacher: "Ok its time for lunch. Ill see everyone back in class in 30 minutes"

Kid Solid Snake: "30 minutes?"

Lunch lady: "Do you want pizza are pasta?"

Kid Solid Snake: "Pizza? Pasta?"

Science Teacher: Now pour the liquid from the small beaker into the larger beaker

Kid Solid Snake: LIQUID!!!
 
Its really silly and far fetched to have the same mannerisms, personality, outlook on life, and style of dress when you're 12 as when you're 33.

And thats fine since this is a silly and far fetched series in many ways but it is what it is. Heavy handed and bashing the player's head with no regard for subtlety. Liquid Jr. even quotes Adult Liquid because its like poetry. It rhymes.

I hate to do it because it almost feels like invoking Godwin, but...Kojima isn't entirely dissimilar from Lucas.
 
Because from the moment we meet him he's a whiney little bitch. It'd be nice to have some character development so we can understand where he came from, how he became like this and thus have a better understanding of how he ended up at Shadow Moses. Because why else would you include a yound Liquid Snake in the game?

But I suppose character development not exactly Kojima's forte.

Can some post a vid of Eli being whiny.

Sure he was a rebellious little shit, but outside of the interrogation scene where he steals Metal Gear, he usually keeps quiet and does shit behind the scenes.

Other than "looking" like a brat and sabotaging/manipulating the kids to further his goal I don't remember him being the whiny snot nosed cry baby.

Please refresh my memory on when he became "whiny"

EDIT: And him challenging big boss to a duel doesn't count. Any leader being taken captive would try to challenge the man in charge if given a chance.

The problem is that Liquid's development all comes from his time when he was being prepped to be a soldier, none of which we see.

Somehow he gets into the British Air Force and then later FOXHOUND despite having a past no one can verify.


How the hell does Boss become leader of Foxhound? Did the Patriots erase the records of him opening up MSF, Diamond Dogs, and being against Cipher?
 
Kojima knows good gameplay, though.


Kojima knows how to tell a complete story too. With a proper beginning, middle and build up to a climatic conclusion. Regardless of quality, we didn't get that this time because reasons.

5 games with proper story arcs out of 6, I think its safe to say he didn't get the chance to be himself with the 6th one.
 
Its really silly and far fetched to have the same mannerisms, personality, outlook on life, and style of dress when you're 12 as when you're 33.

And thats fine since this is a silly and far fetched series in many ways but it is what it is. Heavy handed and bashing the player's head with no regard for subtlety. Liquid Jr. even quotes Adult Liquid because its like poetry. It rhymes.

He just seemed to resent his very existence. He created the White Mamba identity for himself and hated for anyone to refer to him by his real name. We also later hear him tell Boss that he's nothing like him. And then in MGS he's resents Solid because he's convinced he's inferior. That seems to be who he is/was.
 
Speaking of Liquid, he was the recessive son, right?

So why did Cipher raise him to be a soldier and send Snake to go do whatever because fuck him? Did they just mix up the results?
 
I’m just about finished with the game… And quite frankly, I love nearly everything about it. Here are my thoughts, based on recurring topics I’ve seen on this forum. This includes my take on the unconventional narrative structure, the twist and the themes, as well as other topics like the reviews, Quiet controversy and more.

A huge post for a huge game… I hope you don’t mind!


Reviewers vs. story: The way I see it, a 10/10 doesn’t mean a game is “perfect.” Some of the most glowing reviews still acknowledge shortcomings. It just means that for the reviewer, the experience as a whole was more than the sum of its parts. And MGSV is a very complex game with many parts. Some reviewers were able to separate the game from its marketing, any knowledge of cut content and any preconceived notions about how the narrative would play out, and look at it for what it is rather than what they think it was meant to be. And for those people, I can see it scoring high.

Where story is concerned, a game’s narrative is such a subjective thing. The heavy-handed storytelling in MGS4 actively undermined my enjoyment of that game, so I appreciate the approach here where the performances are more subtle, the cutscenes are more compact, and the bulk of the world-building is handled by cassette tapes you can enjoy at your leisure.

I’ve also come to appreciate the unconventional narrative structure. It’s essentially a standalone adventure in Ch. 1, and a more intimate epilogue in Ch. 2. The main conflict is resolved in the middle of the game — a sharp departure from how games usually handle conflict — and the second half of the game is like extended falling action, the characters wrestling with their lingering “phantom pains” across a series of incidents that are only loosely connected by theme. Ch. 2 is like a short story collection, then, giving us a look at how life at Mother Base went on after Skull Face, and how their peace was poisoned by a lack of fulfillment from their revenge, paranoia over spies and traitors, and the occasional tragedy. It’s a look at the life Venom achieved — a state of unrest — before learning at some point in the future he was living a lie.

I also like how the ending reframes the idea of “Big Boss” as not a man but a myth, and not one man, but two. And I like the tragic quality this lends to the second man, given everything he experienced throughout the game. But I’ll talk more about this in my analysis of the two chapters and the twist.


Gameplay variety: Yes, most missions and side ops can be described as extract/eliminate a target, retrieve resources, and infiltrate/exfiltrate the hot zone. And yes, there are many side ops with a number at the end, i.e. “Prisoner Extraction 05.” On paper, they would seem repetitive… but they never felt repetitive to me, thanks to the tools and tactics available, the many ways to approach each level, and the varied enemy AI. The moment-to-moment gameplay continues to be fresh and fun even after completing the game. And the Mother Base meta-game makes the progression loop incredibly addictive. I’m still amazed at how utterly engrossing this game can be hundreds of hours later. I’ve experienced the story but I’m far from finished with the game.


The open world and ACC: I actually like how focused the open world feels. The lack of filler between checkpoints and installations made me realize how needlessly bloated many open-world games can be. The world in MGSV is “empty,” in a sense, but this works to the game’s advantage because it allows you to freely assess the situation and infiltrate from any direction, even tracking targets from one location to the next without being slowed down or sidetracked along the way. Maybe it’s more accurate to think of the game as a series of interconnected sandboxes… “Open world” might have the wrong connotation for what this game is trying to achieve.

The only downside is there are times when the lay of the land forces you to take “the long way” around mountains and valleys, and taking the chopper comes with the caveat of its arrival and departure time. You could boot straight back to the ACC, but I’m not sure if it saves your progress when you do this. There should be more fast-travel options. I doubt the game is masking much of a load time if the box travel exists. I think they were aiming for immersion, but sometimes it just inconveniences the player.


The bosses: Some people were disappointed in them, but I think they delivered. Both encounters with Sahelanthropus (hiding in Mission 12, and fighting in Mission 31) had an incredible sense of scale and felt like something out of Pacific Rim. With the other bosses, I like how there are alternate ways of dealing with them. You can sneak past the Skulls or run away, which made good use of the open levels. You can slow down the Man on Fire and escape, or OHKO him by running him off the cliff with the jeep, knocking him into the pool, etc. You can beat Eli without him even noticing you by sneaking up on him to bypass the cutscene and tranquilizing him when his back is turned. You can knock out Quiet in two hits by calling down supply drops.

The Skulls are especially cool. When you fight the armor Skulls and they’re ninja-dashing everywhere, it feels like something out of an anime. I like the concept of a boss that functions as a team. The sniper Skulls trying to sneak up on you and gut you with their machete is a nice touch. The Man on Fire battle was clever in how you have to turn the environment against him since he can repel any direct hits. And the Eli battle is like the opposite of the first Sahelanthropus battle — now it’s Venom who is the hunter. It’s a good number of fights spanning a variety of styles. They lack only the never-ending speeches of past MGS titles.


Progression: No grinding in my experience. For Chapter 2, I just did the new story missions and the important side ops (listed in yellow, under their own tab in the side ops menu) and returned to Mother Base on a regular basis, advancing the story without trouble. Sometimes I’d do a couple regular side ops first, like the Wandering Soldier side ops to advance the Paz subplot. There was no need to do any of the “challenge missions.” (Although I look forward to trying them!)


Quiet controversy: Yeah, the camera’s lust for her feels inappropriate. However, I had a harder time sympathizing with her because little is said to contextualize her life as a killer. She brutally murders the doctor and nurse at the beginning of the game and doesn’t appear remorseful for it. Maybe the idea is she’s a monster and for the first time she feels something akin to love when the man she tried to kill spares her multiple times. I don’t know, but it was hard to ever see her as “sweet.” Retrieving a necklace for the kids is nice and all, but driving a knife through someone’s teeth, choking them with wire, etc., is a bit much! At least give me a tragic backstory that explains why she became an assassin (but nothing like Drebin’s explanation of the B&B Corp in MGS4, please). Still, she has her moments and is one of the more compelling characters.

On a side note, I find it funny how Kaz is the only voice of reason regarding Quiet. She has direct ties to Cipher and tried to kill Big Boss twice. That would give pause to any reasonable person, but Big Boss and Ocelot just shrug it off and ignore him. “But Kaz… She’s hot!”


THE STORY — Chapter 1: A simple and straightforward tale of revenge… and I think it’s stronger for it. Big Boss returns to the world to rebuild his army, his home and his legend, while trying to get leads on Cipher. Along the way he uncovers an ethnic cleansing operation and plans to escalate the Cold War. Skull Face is a villain’s villain — theatrical and verbose — who wants to end Western cultural imperialism by eliminating the English language. It’s an excuse to touch on how words shape our lives and the world around us. There’s also a bit of intrigue as you try to piece together discoveries like the invalids and the yellowcake — all part of a larger scheme that involves the Third Child and Man on Fire, Sahelanthropus, the Walker Gears, homegrown nukes, vocal cord parasites, and bacteria that can corrode metal and metabolize uranium… It’s so outlandishly convoluted that I can’t help but love it, lol.

The way I see it, Ch. 1 is the main narrative and a solid standalone story. Everything after Ch. 1 is a bonus rewarding fans with more character development and links to the rest of the mythos. An epilogue. Perhaps it was done this way to make the game more accessible to newcomers. I don’t think you need an intricate understanding of the entire series to enjoy this game.

I also think that Ch. 1 could be divided into three acts and this would help the pacing. This is based on the story beats and boss battles. Act 1 would be Missions 1-12, ending with the first Sahelanthropus encounter and the rumor of “a weapon to surpass Metal Gear.” Act 2 would be Missions 13-20, beginning with the discovery of the parasite victims at the oilfield and ending with the discovery of more victims at the Devil’s House where you fight the Man on Fire. This stretch is where multiple schemes come to light and the plot is thickening. And Act 3 would be Missions 21-31, where the danger is clear and the villain must be defeated.

I think dividing Ch. 1 into three acts would’ve made for a stronger sense of forward momentum. Each act would also have a number of boss battles. Act 1 focuses on Afghanistan, Act 2 focuses on Africa, and Act 3 is a mix of both Africa and Afghanistan. The first two acts also introduce buddies — D-Horse and D-Dog in Act 1, and Quiet and D-Walker in Act 2. The third act has the outbreak and FOBs. Note that this changes none of the content — just the way the chapters are divided. Good variety overall, with a sense of progress when you realize, “Oh, now I’m on Act [X]!” It would help people to trace the shape of the story in their minds, making it feel more consistent. In its current state, Ch. 1 is a bit unwieldy.


THE STORY — Chapter 2: In some ways, Ch. 2 should be called “Epilogue.” That’s how I saw it — post-story content that completes the arcs of several characters (notably Huey and Quiet) while providing clarification on concepts like the parasites and Third Child (explained by Code Talker and Ocelot), with a bit of levity (Kaz’s burgers) and several gut punches, I.E. the massacre at Mother Base, Strangelove’s fate, Huey’s trial and exile, Quiet’s sacrifice — and the way I played it, the payoff to the Paz subplot. All of which add to the loss Venom experiences and perhaps explains why he began to change in the time between this game and MG1, a time where he struggled to come to terms with his role as a body double. I mean, if you learned “The Truth” after losing everything he lost, you’d rethink things, too!

If you rename Ch. 2 “Epilogue” and rename the new story missions “Epilogue 01,” “Epilogue 02,” etc., and if you include among them the side ops involving the AI pod and Man on Fire, you’d have a structure that feels more balanced and doesn’t over-promise. After all, when people see “Ch. 2,” they expect something to match “Ch. 1,” whereas if they call it “Epilogue,” it feels like they went above and beyond. It’s about managing people’s expectations. Still, both chapters are substantial. Ch. 1 favors gameplay over story, and Ch. 2 favors story over gameplay.


Themes: Thematically, I like how MGSV deals with the folly of revenge: How an eye for an eye (or a limb for a limb) does nothing to heal the soul. The loss of language and culture… The lack of closure for those who have been wronged… The restlessness you feel when your enemy is gone and your hate has nowhere to go… These are the lingering “phantom pains” the characters experience.

The game also grapples with the “parasitization” of war — mercenaries, arms dealers, child soldiers — but it only skims the surface. Likewise, it dances around the elephant in the room that is the cult at Mother Base. If you read between the lines, you can see the game hinting at the problematic nature of torture (Ocelot comes off reasonable but Kaz is skeptical of his “art”) and the brainwashing of new recruits. It’s something that could’ve been examined in-depth, but serves to merely season the dish.

But that’s fine. The concept of “phantom pain” is the main thrust for Ch. 2, and I think the game handles it well. Phantom pain is not an enemy with a name and a face, but a lack of fulfillment that is hard to pinpoint and harder to overcome. In this sense, the “vignette” approach of Ch. 2 works well, with its series of loosely connected incidents and a general drive to find a sense of peace amid the vacuum left by the villain. With Skull Face gone, they have peace in one sense — but in another sense, they do not.

For this reason, I actually think the Ch. 3 title, “Peace,” would work well with the Ch. 2 we got. Not sure why Ch. 2 is still named “Race” with the final form that the story took. The story was no doubt altered along the way, but changing the title card for Ch. 2 should’ve been simple to do. “Peace” — or rather the inability to find it, on a personal level — would’ve framed Ch. 2 with proper focus.


The twist: I think it’s great, if a bit out of nowhere. The more subdued nature of Big Boss at first seems like the after-effect of a nine-year coma, but then you learn he’s the medic made into a body double for Big Boss and realize that’s the reason for his gentler, more benevolent spirit. It contrasts well with the “Type A” personality seen in Ishmael, a.k.a. the original Big Boss. And I think that Kiefer Sutherland did a good job differentiating the two characters with his tone. I really like the “broken” quality he brought to Venom. Venom tries to sound authoritative and hide his feelings, but I think the suffering of the world wears more on him than it ever did Big Boss.

Back to the twist… After the events of Ground Zeroes, where Skull Face destroyed Mother Base and nearly killed Big Boss, it was clear that the seemingly ubiquitous Cipher/XOF could strike from anywhere in the world. It left the real Big Boss “legit shook” and prompted the need for a decoy to draw out his enemies while continuing to build his legend around the world. He was no longer taking any chances.

I like how in “The Truth” scene, there’s a smirk that seems to suggest Venom likes hearing he’s one-half of the Big Boss legend — you can tell it’s important to his ego, to his sense of self. He’s in love with his own cult of personality. But fast-forward to MG1 (the time lapse when he turns the tape, and the Diamond Dogs logo in the background turns into Outer Heaven) and he now realizes he’s going to lose to an inexperienced rookie that neither he nor the real Big Boss expected to survive.

He’s covered in blood and his shrapnel horn has grown, a symbol of bad karma, suggesting the gradual unraveling that started in Ch. 2 has continued to erode him over 10 years, unleashing his inner demon. He realizes the hypocrisy of Big Boss, who swore to disavow governments that chewed up soldiers and spit them out, only to use Venom in precisely the same way. Perhaps Venom realizes that he himself is not much better than the man he once idolized. Venom’s men, after all, followed him to their deaths.

In its simplest form, it’s a way to explain how “Big Boss” cheated death so many times, but it also reinforces certain themes, like the use and abuse of soldiers by well-meaning people in power… and how anyone can rise to greatness through sheer force of will, regardless of origins… and how normal men can become legends but still fall from grace given the right set of circumstances. I think the repetition of such themes across the entire series is a theme in itself — how certain beliefs and behaviors are cyclical and transmit from one generation to the next.

I also like the subtle humanization of Venom that you only realize in hindsight, like the guilt he must’ve felt being unable to save Paz. Perhaps he still felt affection for her, despite her betrayal. A lot of people loved her back on Mother Base. If nothing else, it shows the medic was someone who cared about the people he tried to save. I thought the entire Paz subplot (spanning three cutscenes, 10 in-game scenes, and five cassettes) was incredible. Her last tape gave me goosebumps and made me tear up. It struck a similar note to Big Boss’ final words in MGS4. It’s his heart talking, pushing him toward a truer peace.

All in all, Venom is a character I just want to hug. I feel like he’s a gentle soul who was misled by the person he trusted most. He is given a great burden and put in extreme danger, but he still manages to save the world from Skull Face, grow the legend of Big Boss, and exercise mercy and compassion when everyone else is crying for blood. There’s a tragic element to how, even in the world of black ops, the true story of Venom is veiled in shadow. His tale is lost to history. Now when I see him in the ACC, lost in thought, I wonder what he’s feeling. A certain loneliness, perhaps… His body language and broken tone conveys a vulnerable spirit — someone who is searching for something.

Also: I don’t have a problem with the medic being a blank slate. The whole point is he’s a stand-in for the player and a fourth-wall-breaking way to say you contributed to the legend (with the caveat that he’s a male even if the player is female, to make the transformation more plausible — changing skin pigment from head to toe was already pushing it!). It’s a touching sendoff from Kojima to the fans. And someone can specialize as a medic and still be a soldier adept in combat, stealth, etc. The fact that he accompanied Big Boss on Ground Zeroes suggests to me he was a star soldier who learned from the best and had all the makings of a talented tactician, warrior and spy. Venom was to Big Boss as Big Boss was to The Boss, in other words.


Cut content and completeness: Every game has cut content. We just happen to know some of what was cut in this game. It’s true the story about Eli and the Third Child is left unresolved. They ran off with Sahelanthropus and the third English-language mating pair, and nothing came of it. Along with the underutilized Battle Gear and missing Camp Omega, it’s a striking omission. I don’t think it fundamentally changes the overall story — you can simply brush it off as “they dealt with it later” — but it’s missing all the same. As for Ch. 3, “Peace,” we don’t know what it would’ve entailed, or how early it was dropped in development. We can only trust the game was altered so it was no longer necessary.

That being said, if Konami wanted to contract Kojima and company for a “Director’s Cut,” I’d be all for it! Alternatively, I’ll gladly pay for DLC, although I don’t know who they still have on hand to develop it.


Final thoughts: This game is simply incredible. Consider the enormous complexity of its mechanics and systems, yet the elegance with which they’re executed. The balance of stance, cover, camouflage, proximity, movement speed, light and shadow… The variety of ways to infiltrate each area — in and out, over and under, thanks in part to the open world… The back and forth between combat and stealth, fight and flight… The meta-game at Mother Base and the loop it creates… The “friction” and “game feel” of every action, something that is so good I think it merits its own discussion… The gameplay is peerless for this genre (stealth) and it’s probably the most fun I’ve had in the campaign of an open-world game.

And the narrative, while lean in some respects, was still realized with a lavish attention to detail in the world-building and lore, in the subtle performances and themes. It’s more of a side story in the grand scheme of things, but I don’t think it needed to be anything else. Is there a compelling tale that could be told about what the real Big Boss was doing during this time? Probably. I’d still like to know everything leading up to the founding of Zanzibarland. But looking at what we got, I’m still satisfied with the overall tale. I would’ve preferred more character development with the supporting cast (Ocelot especially), and I would’ve liked to play Mission 51. But it’s nothing that diminishes my enjoyment of the game.

It might be better to think of this as “MGSV” rather than “MGS5.” It is Metal Gear Solid — Venom. It’s about phantom pain in the figurative sense, but also about the pain of a man who -is- a phantom. And Ch. 2 reinforces this with its vignette-based structure, where the characters continue to live out their life, searching for something, but with no fixed point like Skull Face to give them focus. The villain’s death, ironically, deprives the characters of closure. But life goes on.

In a way, MGSV is a character piece that errs heavily on “less is more,” saying more with what it doesn't say and leaving much to the viewer’s interpretation and self-insertion, which given the fourth wall break at the end, is all too fitting. And I think that’s a proper sendoff for a narrative told through the interactive medium of videogames.


A definite GOTY contender, and a once-in-a-generation sort of title. Picking between this and Bloodborne will be tough… I guess Metal Gear Online and The Old Hunters will be deciding factors.


- N Has Come To


P.S. Mission 28 (“Code Talker”) is probably one of my favorite levels in videogames. Perfect trifecta of boss battle, infiltration and extraction, with a nice exposition dump in the middle. The sniper Skulls are awesome and the level design is inspired. Very replayable. Love this level! I also keep replaying OKB Zero, attempting a perfect run, something I never felt compelled to do before in MGS.

P.P.S. The vocal cord parasites. Metallic archaea. Wolbachia. Copulation. Infertile. The Diné. Bilagáana. An ethnic liberator... burger?

P.P.P.S. Boss, get down! The enemy sniper...

P.P.P.P.S. You gonna extract him?

P.P.P.P.P.S. WHOOOOOOOOO?!
 
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