

- #Metal gear solid v review thread reddit full
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Stealth is still Metal Gear’s’ raison d’etre, and as per the Metal Gear norm Ground Zeroes ranks you after each mission, marking you down for every fatality and rewarding you with unlockable items and high scores for a no-kill, no-detection playthrough. Ground Zeroes happily caters to more chaotic minds, and with regenerating health and a new ‘reflex’ mode that briefly slows down time when Boss is spotted allowing for a bullet to the offending head, “Shoot First, Ask Questions Later” isn’t the death sentence it was in previous games.īut take this approach, and prepare to be penalised. If you want to, you can do this all guns blazing. The binos in particular are invaluable when it comes to avoiding unexpected confrontations, but largely - and thrillingly - it’s up to you to utilise your terrain in whatever way you wish to get through the area unscathed. You’re given a couple of helpful technological perks to counter this: a pair of binoculars allowing you to ‘tag’ enemies to track their movements a la Far Cry, and Boss’ iDroid (it’s 1975 and Apple is apparently still ubiquitous), which aggregates your map and mission information. In the harsh light of day - and played on Hard mode - they possess cruel 20/20 vision, and react to every little movement or shifting shadow by becoming more efficacious in their patrolling. While Boss has never been more flexible able to roll and jump and shoot in line with today’s top third-person action-adventure games, enemies are smart and plentiful. Ground Zeroes is so adept at generating tension that at times it felt like I was playing a survival horror game.

Picking a lock in broad daylight is a tense undertaking.
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The central campaign’s Omega Base is a rain-soaked John Carpenter-esque isolated prison full of hidden secrets and threats, while many side-ops cast it in brutal sunlight, highlighting incredible detail on the flora and fauna but threatening to expose your every move. It’s a detailed, considered world presented sharply and cleanly, and it’s testament to its character that it feels like an entirely different locale depending on a change in weather.

Ground Zeroes at its most visually impressive on the PlayStation 4, but Omega Base is wonderfully realized regardless of the console you choose to play on. It’s a small sandbox, where the corridors and rooms littered with conveniently placed containers we’ve grown so familiar with have been replaced with a sprawling, functional ecosystem, full of open industrial areas and heavily populated camps surrounded by raging sea. For the first time in a Metal Gear game, Boss’ adventure is a non-linear one, played out in the US Naval Prison Facility known as Omega Base. You just have to be ready to look for it. The length might bother those coming to Ground Zeroes looking for a full-fledged Metal Gear game, but it does prove itself to be more than a glorified Phantom Pain tutorial with five sizeable side missions and a number of accessible and ingenious ways in which to play most of them.

When I rushed through it, I was done in less than an hour, but taking my time to smell the roses I finished it in three. I suspect Kojima was going for ‘heartbreaking,’ but the final blow (and I really found no issue until then) felt unearned a “look what we dared to do!” statement shoehorned in for shock value and very little else.
#Metal gear solid v review thread reddit series
While I do appreciate these ambitions - particularly because the series has been known to veer into cartoonish territory - I found its ending, which features unusually provocative cruelty, to be awkwardly handled. There has been some talk of Creative Director Hideo Kojima’s desires to move Metal Gear into a grittier and more provocative territory, and the gristle and grime on display in the game's unflinching cut scenes and audio tapes certainly suggests this is the case. Ground Zeroes’ central plot focuses on Metal Gear’s usual concerns of high concept political conspiracies and conflicted triple agents, but contrary to the norm, there is very little of it.The plot that is here is darker in tone than what we’ve come to expect.
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The prologue to the upcoming full-bodied Metal Gear Solid 5: The Phantom Pain (expected in 2015), Ground Zeroes takes its structural and tonal cues from Peace Walker, 2010’s largely overlooked but wonderful PSP game.
