Monday, July 11, 2016

Metal Gear Solid V: The Phantom Pain

Metal Gear Solid V: The Phantom Pain is an open world action-adventure stealth video game developed by Kojima Productions and published by Konami for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. It was released worldwide on September 1, 2015. It is the ninth and final installment in the series directed, written and designed by Hideo Kojima following Metal Gear Solid V: Ground Zeroes, a stand-alone prologue released the previous year, as well as his final work prior to his departure from Konami. Set in 1984, nine years after the events of Ground Zeroes and a decade before the events of the original Metal Gear, the story follows mercenary leader Venom Snake as he ventures into Soviet-occupied Kabul and the Angola–Zaire border region to exact revenge on the people who destroyed his forces and came close to killing him during the climax of Ground Zeroes. It carries over the tagline of Tactical Espionage Operations first used in Metal Gear Solid: Peace Walker.

Metal Gear Solid V The Phantom Pain cover.pngThe Phantom Pain was critically acclaimed upon release, with its gameplay drawing praise for featuring a variety of mechanics and interconnected systems which allow a high degree of player freedom in approaching objectives. While the story drew criticism from a few reviewers for its lack of focus, others acknowledged its emotional power and exploration of mature themes. The game received perfect review scores from several publications, including Famitsu, GameSpot and IGN, and was described by critics as the greatest game in the Metal Gear series.

Gameplay
In The Phantom Pain, players take the role of Big Boss, under the nickname Punished "Venom" Snake, in an open world environment. The gameplay elements were largely unchanged from Ground Zeroes, meaning that players will have to sneak from several points in the game world, avoiding enemy guards, and remaining undetected. Included in Snake's repertoire are binoculars, maps, pistols, assault rifles and explosives.Following one of the series traditions, The Phantom Pain encourages players to progress through the game without killing, using non-lethal weapons such as tranquilizer darts to subdue enemies. Players may traverse the game world with vehicles such as cars and tanks, in addition to traveling on foot or on horseback, and as certain locations are mountainous, players can opt to scale a rock face as a short cut.They may also call for friendly helicopter support against enemy soldiers in a combat alert or send commandos to scout a target area. Snake can also call on AI companions—including Quiet, a silent female sniper with supernatural abilities; D-Horse, a horse with a customizable saddle for carrying more equipment in the field; D-Walker, a manned, highly agile mobile weapons platform that can provide heavy weapons support; and D-Dog, a wolf pup raised and trained on the new Mother Base to assist him in the field.[8] The companions' abilities and their effectiveness will depend on the player's relationship with them.

As in Peace Walker, The Phantom Pain features a base-building system that allows players to develop weapons and items from their home base. Recruitment of enemy soldiers and prisoners has also returned for this purpose, allowing the base to grow through organization. The player is given the option to access their base from their real-life smartphones and other devices via a companion app.Unlike in Peace Walker where players can only see Mother Base from the air, they can control Snake as he explores the complex on foot. The Fulton surface-to-air recovery system, an item introduced into gameplay in Peace Walker, returns as well, with players now able to transport captured soldiers and other objects such as animals and vehicles back to Mother Base. Money for upgrading Mother Base's defenses and technology can be collected from objects found all over the map, such as diamonds, shipping containers, and special blueprint boxes, as well as sending recruited soldiers on combat missions around the world. The income is invested on upgrades to the appearance and abilities, weapons and equipment of Snake, his AI companions, and vehicles. For example, Snake's prosthetic arm can be modified with a taser, echolocation function, or remote controls that allow it to fly as a drone.

The enemy AI has also improved in terms of situational awareness. If players frequently use particular weapons or tactics to subdue enemy soldiers, repeats of the mission will see the enemy increase in numbers and be outfitted with better equipment; for example, the frequent use of headshots will see enemy soldiers don metal helmets to make targeting the head harder.

Kojima also revealed that the game has a new day-and-night cycle that runs in real-time, and that the time taken to travel from one location to another will affect the time of day when the player arrives at their destination. The cycle also fasts-forwards when Snake lights a "Phantom Cigar", a type of electronic cigar; a digital silver Seiko watch panel appears on screen to denote time. The passage of time enables players to analyze the movement of marked enemy forces in the area, such as shifts in sentry patrols and individual patrol routes. Weather effects, such as sandstorms and rain, will also affect the gameplay environment by, for example, reducing visibility or masking the sound of footsteps.

A new game design direction allows the player to choose in what order the story events take place by selecting missions in any order they like, and yet still "understand the encompassing message by the end".

Kojima spoke about the restrictive nature of previous MGS titles, saying that they "set [the player] on one rail to get from point A to point B, with a certain amount of freedom between". In stark contrast, Kojima's team instead offer the player new ways of traversal and sneaking methods, such as taking a plane, helicopter or motorcycle to the mission area. Players are able to traverse the game world or deploy directly to landing zones that allow for different approaches. A video published after the E3 2015 convention showcased this, with the same mission played four times in a number of different ways: with the player opting for stealth, launching a direct assault via helicopter gunship, attempting to assassinate a target with a sniper rifle, and smuggling an explosive device into an enemy base by way of an unsuspecting patrol vehicle crew. The player's actions will affect the wider game world; for example, sabotaging a radar installation will open up new entry points. This is in order for Kojima to accomplish a "true open world experience". According to Famitsu, Konami confirmed that the playable world in The Phantom Pain is two hundred times larger than that of Ground Zeroes, featuring a variety of climate conditions and environments. This allows the players to freely roam the map while proceeding to either story missions or sidequests, as in other games with nonlinear gameplay. In addition, players who have previously played Ground Zeroes are able to import save data into The Phantom Pain and gain special perks.

Multiplaye
Metal Gear Solid V: The Phantom Pain includes two multiplayer modes: first, the new Metal Gear Online, developed by Kojima Productions' newly formed Los Angeles division (now known as Konami Los Angeles Studio).The first footage for multiplayer was revealed in December 2014.While originally set for launch alongside the release of The Phantom Pain, Metal Gear Online was postponed to October 6 for consoles and January 2016 for Microsoft Windows.

The second multiplayer mode is an extension of the Mother Base base-building feature. Players are able to expand their operations to include "Forward Operating Bases" which can be used to generate resources and income for the single-player campaign. These facilities can be attacked by other players, making a player-versus-player mode available whereby the attacking team attempts to steal resources and/or soldiers and the defending team tries to protect the Forward Operating Base from the intruder. Defenders will also be able to call on their friends to aid in the defence, especially if their Forward Operating Base is attacked during a story mission. Players are able to customize the security, staffing and layout of their Forward Operating Bases, allowing for a large number of compound configurations. Following the success or failure of the intrusion, the location of the attacking player's Forward Operating Base is revealed to the defending player;however, defending players can only launch a retaliatory strike if the attacker was discovered during their infiltration. The Forward Operating Base feature is intended to be an entirely separate multiplayer experience to Metal Gear Online, and is also needed to increase the number of combat units the player can deploy.

During development, Kojima Productions and Konami attracted criticism for their decision to include microtransactions; a system that allows players to pay for access to content in the game. However, a spokesperson for Kojima Productions confirmed that the system was included to benefit players who may not have the time to complete the game, given its scale, and that no content would be available exclusively through microtransactions. Further controversy emerged following the publication of an early review claiming that the Forward Operating Base mode was behind a paywall, which Konami refuted saying that microtransactions acted as an accelerator rather than a paywal