Metal Gear Solid 5, for xbox one
Rating: 8.0/10; Great
Played: 2020
Highly recommended even if you are not that into stealth and would rather go Rambo.
MGS5 is a third person stealth shooter semi-open world vehicle sim base management game. It also thinks it is a movie, with the many gorgeous cutscenes, masterful cinematography, and half decent looking credits that show up at the beginning and end of every mission. If you have played the prequel/paid demo Ground Zeroes then you will already have seen the best that MGS5 has to offer. Seriously, they polished the hell out of Ground Zeroes to the point where it shines brighter than the main game. The only truly awesome thing that MGS5 has that is not in Ground Zeroes is how much fun it is to drive around in a tank, IFV or tiny mech killing people and blowing stuff up.
The game starts off with a character creator, which is for the online competitive mode. Then you play as Snake through the prologue, which is like a very long tutorial and cutscene mixed. After that you are introduced to the proper semi-open world. Remember in Ground Zeroes how there was an amazing story mission with meticulous design and awesome set pieces? Also remember how you then went back to the same enemy base to complete generic objectives without much in the way of story and set pieces, sometimes with the enemy placements changed a bit? Yeah that is what the entire game of MGS5 is like. The world is semi-open because you keep leaving and coming back with enemies respawning each time. Story missions pretty much create a new instance of a small section of the map, causing you to fail the mission if you go outside this arbitrary border, and take you around the map to a variety of bases, none of which are as well designed as the one in Ground Zeroes. Though a few do come reasonably close. Eventually you will unlock access to the 2nd map and then go back to the 1st map to finish the game, or so you thought because that was just chapter 1. Chapter 1 ends with a satisfying conclusion; the bad guy is defeated and everything is looking up for the heroes. A good place to end the game, but then chapter 2 begins. 2 has its great moments (especially the quarantine lab mission which is powerfully emotional) but is largely a mess of story and game design, with stupid rehashed missions with the same cut scenes, only now with difficulty modifiers; Extreme to make your time to die much faster, Total Stealth to make being caught automatic game over (which sucks) and Subsistence, which forces you to go in with nothing but the clothes (or armor) on your back. Personally I found Subsistence to be incredibly tense and fun, especially knowing the first encounter is going to be with a guy who has a gun, and you don't have one. But really, these "new" missions should never have been put in the game and these difficulty modes should have been able to be applied to any mission when you replay them, including the option of having 2 or all 3 on at the same time. On top of this the game is not clear about what you need to do to get to the "ending". Obviously the game development was not completed but there is still plenty of content, even when ignoring optional side stuff. The most sensible way to play is to consider chapter 2 bonus post game content.
The core gameplay is phenomenal but not without flaws. Choose between a few control schemes which put the variety of tools and actions within easy reach. It helps that the game gives valuable help messages to remind you of the controls and that the game is slow paced enough that you can take extra time, except when it isn't like some of the boss fights. The camera is great for checking out your surroundings, allowing you to keep impossible situational awareness, but it is zoomed in too far for doing anything outside of crawling or shooting. Getting around indoors is particularly disorienting with just how much of the screen Snake obstructs and the lack of a minimap/compass is a huge pain for both short and long distance getting around. I went around mostly in weapon aiming mode because it shunts Snake off to the side allowing for a much better view. This aim mode is kind of like hip firing in other games in that it gives an area where bullets can go rather than laser accuracy, though it shoots accurately enough. The actual hip firing is more like blind fire with no kind of crosshair or otherwise indication of where shots will go. At the other extreme, you can go into 1st person mode for the ultimate accuracy, using iron sights or whatever scope is on your gun. You can carry 3 weapons; a side arm (pistols and smgs), a hip weapon (mid sized stuff like assault rifles, shotguns and grenade launchers) and a back weapon (big stuff like sniper rifles, lmgs and even a ballistic shield). And you can carry a variety of useful things like explosives, flashbangs, flares, nightvision goggles, drugs and even cardboard boxes. On top of all this you can assign a buddy and vehicle to your load out. You start out with only the horse buddy, which is a reasonable way to get around the map, but not nearly as good as an armored vehicle. Seriously, tanks and IFVs are a ton of fun but break the game. Not only do they easily waste soldiers while being pretty much immune to gunfire, but they also provide near perfect stealth. One time I was in a tank parked on the road in the middle of a base. I had just killed several soldiers when this guy walked right past me. He had no idea the tank on the road was the thing setting off the alert and stopped behind my tank with his back to me. So I did what anyone would do and reversed over him. Another time I was in an APC shooting at a guy who got into cover. He went on the radio saying "I'm taking fire! No shots heard, the enemy must be using a suppressor." Oh really? You can't hear that 20mm cannon going off 100 or so meters away? Even doing the total stealth missions is a joke with a tank. The enemies are incapable of understanding that a vehicle can make sounds and could be an enemy unless they actually see it shoot something. Really you would think attacking in a tank would paint a bullseye on it and alert every nearby enemy in order to balance out just how tough a tank is. Supposedly the game has dynamic difficulty that makes the enemies adapt to your strategies, but I did not see them adapt to the tank. Sure there was a general trend towards heavier armor, helmets and heavy weapons, but no armored vehicles or gunships; the things that would actually counter a tank. No, enemy vehicles only show up when specifically placed as part of a mission and almost never appear in the sandbox (I think a couple of places are marked as allowing a gunship to spawn if you set off the alarm). The other buddies are very cool. The little mech can be outfitted with powerful weapons and has almost as much mobility as being on foot, allowing you to mow down enemies in places the tank can't reach. It can even take out helicopters fairly easily, making it a great match for a tank. Both the dog and sniper buddies feature an impressive level of control for you to make use of their abilities for taking out infantry, but the sniper leaves in the late game and how to get her back is a big secret. That is just bad game design, to put so much work into a feature and let players get used to it only to take it away. Especially in a free roam style open world with replayable missions. She works wonders against some of the bosses, so you're telling me that if I want to replay the boss fights I am going to have to be at a huge disadvantage now? Unless I go online to find out the secret of getting her back.
Speaking of bosses, they are not fun at all. Except for the sniper bosses, stealth pretty much goes out the window and this game is at its weakest as a straight up action shooter. The bosses are too fast, have cheap attacks that can kill you easily and seem to know exactly where you are most of the time. God damn turning invisible and teleporting around like Nightcrawler. It is hard to get a bead on them and hard to stay still without getting wrecked. The best way I found to deal with them, and this includes the final boss, was to sprint around like a mad man letting Quiet and the support chopper do most of the work. Get a shot off here and there and call an airstrike if I could manage to lose them long enough. The burning man boss does not have a health bar and feels more like trial and error.
The game shines with its stealthy infiltration style gameplay, when you can't (or at least don't want to) roll up in a tank or bomb the shit out of everything. The stealth mechanics are realistic, fair and punishing at the same time. Keep low, hide in grass, shadows and cover, avoid line of sight, go slow and quiet, and most importantly mark everyone so you can keep track of them. Add in the occasional suppressed headshot or tranquilizer and hide the bodies, and it is not difficult at all to sneak around. Being spotted is almost always from doing something dumb and unstealthy, failing to adequately prepare through scouting or letting your suppressor get used up in the middle of shooting. There is a truly impressive amount of things you can do to aid in stealth and the enemy AI is almost the best you could expect. The only real problem I noticed is that they completely fail to be concerned over dwindling numbers. One time I turned off a power generator over and over, killing each guard that came to investigate. Not once did they wonder why the power keeps going off and on and why those who go to investigate never come back or radio in. A really interesting thing is that you can destroy radar and communication equipment in the sandbox to make later story and side missions there easier. Chapter 2 seems to reset the damage you have caused though.
Outside the main story missions, the game is full of repetitive stuff that mostly wastes the player's time. Starting with the time it takes for your chopper to circle around to where you will be dropped off and pick you up for exfil. While it is immersive, it gets old fast and reminds me of the flight paths in World of Warcraft. I want to PLAY the game, not watch the same nonsense more than once; just get on with it! As I mentioned there are plenty of optional side missions, like killing groups of enemies, rescues, kidnapping, clearing mine fields and catching animals. While there is a decent variety and they can be fun, they are unlocked sequentially, so on any given trip to the map you will only be able to do a few side missions. To unlock more you have to fly out in the chopper, then fly back in, and there are over 100 side missions. They really overstay their welcome. I would have preferred a smaller number that were integrated into the sandbox and main missions. Like if the heavy troops and armoured units could be encountered during a main mission, encouraging you to defeat them before starting that mission. And then there is moving around the map from mission to mission. It was a damn good thing when I got a tank and could just ignore all enemies on the way, because I really got sick and tired of traversing the same roads and outposts over and over. You might as well go make a sandwich or something while using the chopper to get around, which costs money by the way; all equipped stuff, vehicles and buddies cost money to deploy and there is a cost to be picked up. There is a huge kind of management minigame around your mother base. Build platforms that have real gameplay advantages, such as showing nearby enemies and resources on the map, researching better gear and unlocking supply drops, airstrikes and chopper attacks. Oh and the Intel team (and others) will not shut up, feeling the need to verbally notify you of everything. "Enemy detected nearby. The map has been updated." God damn how many times does that need to be said? Can't they make a simple little ping noise? You can recruit soldiers and assign them to platforms, checking their stats to ensure optimal distribution and weeding out the bad apples. Or you can say to hell with it and get on with playing the game. You get plenty of recruits for free but one of the main mechanics of the game is using balloons to kidnap enemies who will always join you eventually. Kind of like the torture chamber in Dungeon Keeper. Other than being tedious, ballooning out an enemy has a discrete tactical advantage and associated risk. A dead body or unconscious person can be found while a living person whisked away into the sky will never be seen again. Unless someone is close enough in which case they might shoot the balloon or radio "holy shit! One of our guys just got taken by a balloon!". You can also swipe weapon emplacements to prevent the enemy from using them and sell at a profit. Ballooning a tank with crew inside is the best way to deal with enemy armor too, if not the most fun. You will also need to collect resources to spend on research and construction. There is very little to do in mother base and it seems like a complete waste to even make it an area that you can explore. There are target practice side missions, money left laying around, soldiers to beat up and showers to get the blood and grime off. The showers seemed to eventually stop working for me so I just left him drenched in blood. Everything important can be done from the chopper using your trusty portable computer, which has a very annoying load time. I suspect it is intentional to give that 1980s era processing speed for a device that is more advanced than a modern smartphone.
You can send your men on combat missions that take so many minutes or hours of real time to complete. Some are considered online and progress even while the game is turned off. They show the odds of success and percent casualties you will suffer, and some of those casualty rates are high! To the point where I often did not want to do missions and risk losing good men. Maybe that number should have been hidden and randomized? You can even choose to play as these recruits instead of as Snake. Once completed the game makes you go into a reward screen to press collect all. There is a separate reward screen for random stuff, like getting X headshots, a certain rank in a mission or accumulating Y. And these rewards must be accepted 1 at a time. Then there is another reward screen for multiplayer, where you get points from automatic simulated player vs player battles and can spend that on rewards. The game forces you into multiplayer with a tutorial to set up your first forward base, which allows you to have more platforms and thus more recruits giving you benefits, while allowing other players to invade you to steal resources and kidnap your soldiers. Getting high enough base levels to unlock the best stuff is impossible without using the multiplayer bases, and building more beyond the first costs premium currency that you can get slowly over time or quickly with real money. Well no one invaded me and you definitely don't need the best stuff to beat the game. Research is used to unlock new weapons, attachments, armor, explosives and carry counts, but the research screen is a massive clusterfuck. It shows a grid of something like 16 X 16 but only shows a 3 X 3 section at a time with plenty of spaces not even being used. It is like trying to follow a flow chart with a telescope. And then there are different ways to equip stuff for yourself, buddies and the chopper, and a slew of cosmetics from mixing gun parts (which makes me wonder why they have separate weapons with different preset attachment loadouts AND the ability to custom design what you want), and emblems and skins for nearly everything. On top of all of this are audio recordings that need to be listened to in order to progress the story, optional audio collectibles and replaying story missions to get better ranks which can unlock better gear. Then there is the invasion and defense player vs player aspect, and the separate online competitive modes.
MGS5 is a very ambitious game with 100s of hours of content, but which is unfinished. It has an odd mix of excellent content and gameplay combined with plenty of things that are pointless filler that just waste the player's time. Maybe if they had focused more on the core game and less on the bells and whistles we would have had a true masterpiece.