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.
Yeah, why would anyone want some character development? You guys are crazy.
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.
"Not yet Snake! It's not over yet!Just reading back a few pages, the more people point out the inconsistencies in the narrative the more heart breaking this is.
Metal Gear should not have gone out like this.
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.
Just reading back a few pages, the more people point out the inconsistencies in the narrative the more heart breaking this is.
There are no facts, only interpretations.
Nah, he was just led to believe he had all the inferior traits. But he was the chosen one.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?
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.
I guess I just find it strange because a lot of us share the opinion that Ocelot's character was a bit neutered in this game. We wish that he was more like the Ocelot we'd expect him to be.
All the characters in this game are so serious and gloomy that I start to miss the zaniness of previous entries. I want Liquid yelling "FATHA!" and I want I want Ocelot spinning guns around and spattering brains against the wall. I guess it's just hard for me to imagine wanting any more characters in this game to not act like the characters they're supposed to be just so we can watch them turn into them at the end of the game.
Well thanks a lot for going and disproving my claim I made right above youThis is the main problem I have with scores. Every persons individual scoring system is different, and this honestly screws certain titles while it favors others. I am of the opinion that 10/10 means perfect, and I can even accept perfect with minor flaws. However, if one is to take an objective viewpoint on MGSV then it is simply impossible to assign it a 10 (from my point of view). There is a laundry list of flaws, and to discard them means one is not objective.
Personally, I don't care how lenient any individual persons scoring system is. There is simply no being objective and scoring MGSV a 10. It's not possible if you actually sit down and examine what exactly is wrong with the game. I can understand a personal score of 10, but not a critical objective thinking score.
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 was really hoping this game would have eli be just a "normal" kid and he becomes the man he does because of how big boss treats him. But no, he doesn't even meet big boss, venom is super nice to him, and he's already liquid even though he should just be Eli.
Remember that monologue he gave to Snake about big boss and how he as "chosen", that big boss treated him like dirt, how he is so mad at snake for killing big boss because he actually had beef to pick. Well that shit didn't even happen. Fuck.
Now liquid just seems like an idiot in mgs1.
Solid is the inferior one. Ocelot mentions it during his talk with Solidus during the ending to MGS ("The inferior one was the winner after all"). We also hear Naomi in the ending sequence talk about how we shouldn't allow our genes define our future. And Gene was the theme to the original game. You can see in the cutscenes to MGSV that Liquid is actually really talented and skilled even at that young age, but he's to obsessed with other things to really take advantage of it in the way Solid is able to take advantage of the skills he has.
It locks you out of the Q side op and missionSo, I've used the butterfly emblem. Am I screwed in regards to getting mission 150?
No way I'm replaying the entire game again.
It locks you out of the Q side op and mission
I did it too, I saw the cutscene ending im good. No way in hell am I restarting this shit from scratch
So, I've used the butterfly emblem. Am I screwed in regards to getting mission 150?
No way I'm replaying the entire game again.
Guys, so what was your overall most favorite vocal song in the series?
"Snake Eater"
"Way to Fall"
"Calling to the Night"
"Heavens Divide"
Quiet's Theme
"A Phantom Pain"
"Sins of the Father"
"The Best is Yet to Come"
"Can't Say Goodbye to Yesterday"
"Victory Song"
Here's To You
Calling to the Night is mine, followed by Way to Fall, but they're all incredible.
Edit: Added a couple of songs I forgot. I'm slacking![]()
Is that so?Can always take it off your logo. I put the butterfly on mine just to make sure I maxed out everything with quiet and developed all her shit. Then I took it off and did her mission.
Guys, so what was your overall most favorite vocal song in the series?
"You don't care what I have to say, Big Boss?"
You god damned had the dialogue, Kojima. So why the desperate use of Sins of the Father?
This doesn't sound like it's for MGO, so what gives, Kojima?
It's kind of mix of maybe's with a boss fight and maybe MGO related. A real damn shame really.
Apparently the PC version, where these Skull Face sound clips are found, have no MGO files on them.
1)Calling to the NightGuys, so what was your overall most favorite vocal song in the series?
Calling to the Night is mine, followed by Way to Fall, but they're all incredible.
Edit: Added a couple of songs I forgot. I'm slacking![]()
Well thanks a lot for going and disproving my claim I made right above you
I think the best way to think of a "10" is as a "Masterpiece." No games are ever really perfect (with the fewest exceptions), so that's the fairest way to approach a 10 in my eyes. Corresponding with 10-1, my scale goes something like:
Masterpiece --> Great --> Very Good --> Good --> Fine --> Average --> Bad --> Very Bad --> Horrible --> Appalling
Easily the bestThe Best is Yet to Come. No question about it.
The response that a 10/10 "isn't perfect" is really a silly one. Of course it's not perfect. No kidding. No game really is (except for a few like Tetris). I don't think anyone who has talked about reviews has talked about "perfection" in regards to the 10. It's a response to something that hasn't really been said.
Uh, is there somewhere online with the timeline info text dump at the end of mission 46? It scrolled too fast and I couldn't read half of it and it had more story in that scroll than the entire game.
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.
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.
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.
Absolutely agree with you about everything here.Im just about finished with the game And quite frankly, I love nearly everything about it. Here are my thoughts, based on recurring topics Ive 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 dont mind!
Reviewers vs. story: The way I see it, a 10/10 doesnt 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 games 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.
Ive also come to appreciate the unconventional narrative structure. Its 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. Its 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 Ill 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. Im still amazed at how utterly engrossing this game can be hundreds of hours later. Ive experienced the story but Im 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 games 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 its 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 Im 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 theyre 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 its Venom who is the hunter. Its 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 Id 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 cameras 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 doesnt appear remorseful for it. Maybe the idea is shes 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 dont 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 someones 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 Drebins 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 Shes hot!
THE STORY Chapter 1: A simple and straightforward tale of revenge and I think its 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 villains villain theatrical and verbose who wants to end Western cultural imperialism by eliminating the English language. Its an excuse to touch on how words shape our lives and the world around us. Theres 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 Its so outlandishly convoluted that I cant 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 dont 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 Devils 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 wouldve 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 Im 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. Thats 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 (Kazs burgers) and several gut punches, I.E. the massacre at Mother Base, Strangeloves fate, Hueys trial and exile, Quiets 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, youd 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, youd have a structure that feels more balanced and doesnt 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. Its about managing peoples 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. Its something that couldve been examined in-depth, but serves to merely season the dish.
But thats 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 shouldve been simple to do. Peace or rather the inability to find it, on a personal level wouldve framed Ch. 2 with proper focus.
The twist: I think its 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 hes the medic made into a body double for Big Boss and realize thats 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, theres a smirk that seems to suggest Venom likes hearing hes one-half of the Big Boss legend you can tell its important to his ego, to his sense of self. Hes 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 hes going to lose to an inexperienced rookie that neither he nor the real Big Boss expected to survive.
Hes 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. Venoms men, after all, followed him to their deaths.
In its simplest form, its 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 mustve 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. Its his heart talking, pushing him toward a truer peace.
All in all, Venom is a character I just want to hug. I feel like hes 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. Theres 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 hes feeling. A certain loneliness, perhaps His body language and broken tone conveys a vulnerable spirit someone who is searching for something.
Also: I dont have a problem with the medic being a blank slate. The whole point is hes a stand-in for the player and a fourth-wall-breaking way to say you contributed to the legend (with the caveat that hes 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!). Its 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. Its 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, its a striking omission. I dont think it fundamentally changes the overall story you can simply brush it off as they dealt with it later but its missing all the same. As for Ch. 3, Peace, we dont know what it wouldve 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 Directors Cut, Id be all for it! Alternatively, Ill gladly pay for DLC, although I dont 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 theyre 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 its probably the most fun Ive 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. Its more of a side story in the grand scheme of things, but I dont 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. Id still like to know everything leading up to the founding of Zanzibarland. But looking at what we got, Im still satisfied with the overall tale. I wouldve preferred more character development with the supporting cast (Ocelot especially), and I wouldve liked to play Mission 51. But its 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. Its 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 villains 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 viewers interpretation and self-insertion, which given the fourth wall break at the end, is all too fitting. And I think thats 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?!
Skull Face's ending is perfect, IMO. A recurring theme in the game is the restlessness you feel when you've had your revenge but you still feel unfulfilled. It's one of the many forms that "phantom pain" takes in the game. Skull Face's unceremonious death lacks a certain drama and works better for it. They quietly leave him to suffer, since that's how they want to imagine him — forever suffering. They don't even give him the decency of a mercy killing. But then Huey steps in and, being the spineless lil' shit he is, kicks a man while he's down. If it had been Big Boss trapped under the girder, Huey would've done the same thing."you're only going to kill a man"
I wish lines like that didn't get cut. I really didn't like how skullface died. He was so helpless and died pathetically. Compare that to the other MGS villains who had more "honorable" deaths. Instead he gets crushed by his metal gear and played with before Huey comes in. It would have been nice to have an epic fight with him (like every other MGS villain). And with a line like the one I posted it would make him seem not human (which is what Kojima built him up as).
"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.
Totally going for all of the Quiet batshit crazy cutscenes though. And a pretty pink emblem for my little girl.
According to Hideo Kojima's notes in the Piggyback Collector's Edition Guide's art gallery, Skull Face's role is that, while he is indeed the story's villain and antagonist, his character is not simply about Good and Evil: He has lost something, which results in him suffering from the phantom pain. He also states that his absence will leave the player with a sense of lasting phantom pain. He also explains in the same source that the reason he doesn't have a standard boss battle is to further promote the theme of a chain of revenge, a phantom pain, the continuous chain that one experiences when a target of vengeance is gone, something that would not have been possible via a standard boss fight, unlike most stories where good vs. evil encounters are given in Hollywood movies to satisfy the audience.
This timeline says that Major Zero goes into a coma in 2001 whereas MGSV retcons all of that, saying Skullface used the Pin of Doom to send send him into a coma.