"Metal Gear Solid V: Phantom Pain": the great revenge

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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.

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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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