aFter spends quite a lot of time Metal Gear Solid Delta: Snake Eatera remake of one of the most legendary titles of the popular franchise in my honest opinion, my thoughts have turned into another game I always believed to have.
Of course I’m talking Metal Gear Solid V: Phantom Paina title that found himself in the news for all the wrong reasons ten years ago. I can’t believe it’s been another 10 years, but after I finished the game where I felt negatively affected by the creative conflict between Kojima and Konami, recall how disappointed I was after the first playthrough.
I’ll paint in my hurry Phantom pain As another victim of a conflict between corporate profits and creative vision, I became something of my fantastical pain. I lamented the game I felt worthy. My years of loyalty to the franchise is one of the main reasons why I felt that way. I’ve been bitter about things, but 10 years is a long time to not settle in video games.
That being said, I’m writing Metal Gear Solid A lot lately. Because in the process of doing due diligence, I finally closed down and found a cure for my phantom pain. I’ve finally been forgiven MGS5not because it was changed in any way, but because it wasn’t.
Sometimes the game you want is not what you get. And that’s fine. But only MGS5 I’m concerned, I allowed it.
Bridges between timelines
https://www.youtube.com/watch?v=hnzdd_f4dvs
At this point it’s a good idea to see how it’s going to be step-by-step Phantom pain On the release there was absolutely itching to finally dive into what I was sure I would eventually become an absolute story joy packaged into a great stealth action title.
Some of the predictions were Ground Zerowith a title that served as a prologue for MGS5, set things up very well in my book. It was a great proof of concept Phantom painbringing so many incredible changes that it felt like it was off the charts in both the story and the gameplay aspects.
Alas, only one of those predictions turned out to be correct. The gameplay loop on offer has been insane for fans of the franchise since he first played it at the age of 14. Many of my gamer friends were more focused on other offensive rampages in other popular games, but I was hooked on the stealth action gameplay loop Metal Gear Solid The title I played.
Ground Zero We raised the ante in so many ways! The visual and audio cues, which replaced the stealth detection tools in previous games, were a very immersive touch that allowed Snake’s binoculars to be used more seamlessly. The ability to monitor enemy movements after marking them with the very convenient Idroid was also welcomed. The reflective system was my personal favorite, as some players tend to be spotted frequently in stealth games and having the option to respond quickly and save the situation was a great addition.
The story was just as good, so we set up a very explosive story that includes snakes, skull faces, codes and other important characters from a very talented cast. It is the perfect stage for a sequel that brings a full circle of franchise, and bridges the gap between Snake’s journey to take on the mantle of the monsters that will eventually lead us to know him. Metal Gear 1.
But it exceeds expectations for the rest of the story and is heavily burdened. Phantom pain. Now it carries both the weight of an incredible gameplay loop and the need to catharticize players after long waits.
Promise, promise
It takes me to a promotional campaign Phantom pain. I couldn’t wait to jump into the bigger, more ambitious open world sandbox Ground Zero. And then there was a jaw-dropping trailer that would be happy to jump in with the other fan community of the game.
They convinced me that we would see a younger version of the sturdy snake, and perhaps even taken directly to events Metal Gear 1 As a result. Of course, that was not entirely promised, but in my defense the argument was very convincing.
With all these expectations, my first few hours Phantom pain I just enjoyed how stealth mechanics are the best in Metal Gear Solid. I was so thoroughly entertained that I took the back seat for a while for something like the story. I loved every minute of those first few hours.
But with the elaborate, deep and intricate lore of this franchise, I finally began to focus on the story. It was my curiosity to see how the events I was expecting would unfold, so I prioritized the story, and that’s where the philosophical seduction of the game’s armor began to show myself. First of all, the clear reduction in cutscenes hit me as odd, especially considering how great those cutscenes were than many titles in the franchise. Kaifer Sutherland, who was taken over from David Hater as Snake’s voice, was, in my opinion, a jarring surveillance.
Venom Snake’s true identity, which reached the end of the story, was the twist I saw that I came, but still found the flat considering my limited perspective at the time. I had no idea that Kojima was an expert in bait and switch tactics and he was already doing it with MGS2. After all, not many would have guessed that we would play Raiden instead of a hard snake.
I’m going to revisit the reason Phantom pain The obvious Venom Snake made far more sense for a moment, but at the time, the islet of stories that continued to surprise me ten years later made it clear that I saw myself as disappointed, rather than the clever way of integrating the very expectations that the story felt incomplete. I felt like an unwilling volunteer and pulled onto the stage and took part in a magical trick I never wanted to be part of.
I would recommend looking at Mission 46 and the idea that it is a legend you created and its impact. Personally, I believed that if the overall story were more cohesive as a whole it would have worked better. The game felt detached from the storyline from the meta-narrative that the franchise had been established for years. And don’t let the feelings begin about episode 51!
So what has changed?
I spent so much time trying to understand the phantom pain. I tried the game again in 2018, but didn’t even get over the whole thing. Despite the fact that the game felt better, my complaints about it continued to endure, but it wasn’t perfect. Mods and community fixes, as well as attempts to find Mods for Episode 51, were no help either. Unlike other MGS titles I play many times, Phantom pain I simply wasn’t interested in revisiting.
But in the post Death strategy My time spent on the world and of course, on the recent work Metal Gear Saga Story summed up the video and the chance to dig deeper into the pain of the Phantom was a piece of stitching up the curtains of Kojima’s vision for the game.
A better understanding of the developer and his game made me come to that conclusion. Phantom pain It’s a title that requires more subtle exams and maturity beyond the excitement of fanboys to see his favorite stories come to life.
I went back to the more detailed analytical stories of Snakes, Boss, Volgins, Cobra Units and of course, Saga, looking at things differently. I dive deep into the tradition of Peace Walkerand many other important story beats showed how many expos I missed during the time. Phantom pain. The solution to my problem was very simple, I kept staring at my face the whole time.
The series’ traditionally lack of long cutscenes and more general forms revealing important story beats are Phantom pain. All my major issues that have been unanswered have already been resolved. Given that most of the story had been tapes, Intel, interrogations, and even eavesdropping on soldiers, I had to work for it.
With these seemingly different and no better words, what’s not locked was simply collectibles or had an entity for me at the time. But I know now that they are important arteries in the showcase of geniuses in Kojima, a highly creative story delivery system. They reconfigured missions I had already played, but relocated the expositions that were important for player-driven discoveries from cutscenes. That’s frankly what I’m just starting to see replicated in games of the current generation.
It made me see Skull’s face and his attempts to create language control as a kind of new tactic from a new perspective. I saw me as someone who betrayed me as he intended, as he intended, as he intended.
Certainly, Venom Snake is simply an extension of the player, and the way Kojima weaves players into his plotline as the Big Boss’ “phantom.” Locked the game’s purpose as a bridge to the first title. By doing so, let them finally accept how the story was delivered.
The pain will go away
These perceptions are why I rank the Phantom pain highly among my favorite metal gear entries now. It was intended to be incomplete for players who refused to be involved in it completely. This is a kind of way to convince players who have passed “Git Gud” gatekeeping in other titles and told them to be really involved in the game they want to play.
I still want a big boss segment that is playable in the game, but of course I want to recover all the cut content from episode 51, but I can safely say I am overcoming the pain of my phantom. These additions would not have been important in the long run, given that my closure came from a new perspective rather than from new content.
I can’t say that the wounds I felt ten years ago are not real, but looking back, it probably convinced me to really enjoy the games I play. My phantom pain was a necessary step on my journey to a more fulfilling video game.
By finally realizing that Phantom Pain is trying to teach me, I look deeper into every future game I play and know that if it’s from Kojima it will probably be a special warning! That’s when I come back Phantom pain Experience it in the way Kojima intended.
I wish it didn’t take ten years to get there.
Note: The views expressed in this article are those of the author and do not necessarily represent and should not be attributed to GamingBolt’s views.
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