The next installment in the saga
meets expectations with a mature story, an exciting system and elaborate game
where raw freedom of movement
Few drawbacks you can put this
game, which presumably mark a turning point in the saga to be the last under
the umbrella of Hideo Kojima (safe?). Strong pressure and, after a long wait,
the adventure has arrived with great expectations. "Metal Gear Solid V:
Phantom Pain" implies the reinvention of the saga and experimentation,
keeping the formula of infiltration and delving into such a charismatic
character like Big Boss.
After a long and lengthy prologue
in which a room of what looks like a hospital can be seen, we turn our gaze in
first-person perspective to the environment. Little can be done except head
spin. But little by little they are developing a series of events marking the
awakening of the character, in a coma for the past nine years.
Following the events of
"Peace Walker", the story unfolds in 1984 to attempt to recover from
the private army. The excuse, revenge. Redeemed, Big Boss is back at it again
in an essential course that allows handle us well as we wish, deciding the
strategy at all times to carry out the mission accepted title. Undertakes,
therefore, pre-plan our steps if we are to emerge unscathed.
That freedom of movement that is
inserted over its predecessors can concoct a particular tactic. It is a
breakthrough, because while elements of the saga take a leap into the genre
'sandbox' is given aside linear environments. Stealth is always the best
option, of course. We are, how could it be otherwise, a degree of infiltration,
but bundling shot at the first change and be a bloodthirsty may be another
method. And there are missions that lend themselves to it.
The character has several
"partners", some will go unlocking as we move forward, while the
other vehicles we find along the way. It is very enjoyable to take control, for
example, to move a Soviet jeep on Afghanistan, one of the places where the
story unfolds.
Hedges are part of the
estrategia.Son vital you take advantage of them during the game. Shelter in the
foliage, curl up on a ledge, enter a container or stand still after a few cans
allow forward positions ahead of the enemies or evade them.
Although along the course of the
game and money while increasing new weapons are obtained, one starts with a
secondary that is sensational. We talked about that gun with a silencer for a
few minutes numbing enemies. Also the character can inquire if any blocked,
although this requires knowing the language of the enemy, because if we take a
Soviet soldier is required (in fact, this is part of one of the side quests in
the beginning) to rescue a Russian interpreter.
They are details that get the
player gets into the role and go solving clues. Because nothing not, but here
we assume that the exact location of the main objective is unknown so all we
can find along the infiltration will be used to come to fruition. In another
instance it is intended to make the games more realistic.
You can also perform real fancy
stuff like using cardboard boxes as a hideout, look away with binoculars even
able to eavesdrop or removed by special containers, also balloons the bodies of
enemies. The latter is called in the game Fulton method, though be aware that
if we do this in spaces enemies may detect our position.
The player has another fellow
sufferer called iDroid, which provides remote details of maps, points of
interest and the level of missions. From here we control a little progress and
our location. Mother Base support is essential in the course of events as our
base of operations, where you can also equip the character with new weapons and
utensils or request withdrawals quickly. Fun is also the time when new weapons
and, minutes later, requested us to send a particular point.
Indeed, Mother Base is like a
separate game, a kind of meta-game that requires some time to take advantage.
Soldiers may be reassigned to a particular task, expand facilities or build
weapons later use. The customization is deep and allows, as stated above,
choose a variety of partners, among which is a horse (incidentally, the
management of horse is more natural than in "The Witcher 3: WildHunt") or a wolf We will accompany the missions, some are completed in ten
minutes.
The weather is dynamic and plays
another important role. When changing, we can take the night to achieve greater
effectiveness in infiltration. So, enemy bases, for example, have day and night
shifts, we must also consider whether there will be surprises. In this way we
guarantee hide in the dark. But sometimes sandstorms occur that invalidate us.

Graphically, the game features
well designed, very realistic and perfectly reproduced environments. The visual
effects are stunning, while closer details like textures of the face and body
of the characters seen some inaccuracies. But broadly speaking, this is a good
job although irrelevant to plot level events from occurring, somewhere that
does not hold and that it is even strange and disconcerting.
But after this prologue then we
realize that everything is well thought out communication and radio drama
unfolds. The first mission as Big Boss is newly awakened rescue his colleague
Kazuhiro Miller and work in the new organization Diamond Dogs.
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