I wish I was only reviewing
the first half of MGSV. If you’ve read my First Impressions post,
you’ll know I was initially very impressed with the title. I had
some issues with the opening prologue/tutorial elements, but once I’d
got stuck into the game, I was completely hooked. The first half of
MGSV is fantastic. It has its flaws, but I’d be happy to slap a
solid 8/10 on the end of this review based on that particular
content.
Unfortunately, I’m not
reviewing only the first half of the game but the complete
experience. And sadly, the second half of MGSV is where the
experience suddenly begins to fall apart. But before we get too
negative, let’s talk about why the first half is so damn
impressive.
As I mentioned in my First
Impressions, the game opens with a prologue chapter which, although
intriguing from a narrative perspective, I found rather tedious to
play. You’re locked into an extended tutorial during the early
stages of the game, as it slowly reveals new features and abilities
as you progress.
But the game does open up,
and when it does it’s hard to pull yourself away. The first half of
MGSV is comprised of 31 core missions. These take you to every major
location across the two open world maps of Afghanistan and Africa. In
addition to these are the side ops. By the time I’d hit mission 31,
I’d completed roughly 70 of these (of a total 157). Although short,
and largely repetitive in terms of mission variety, the side ops will
take you to every corner of the maps, both large locations and small.
The core missions have a
great deal of replay value thanks to the sheer variety of gameplay
styles available to the player. As you progress, you’ll unlock all
kinds of wonderful toys – weapons (lethal and non-lethal) gadgets,
tools, outfits, support strikes, vehicles and ‘buddies’. It
allows you to approach missions in a variety of creative ways, both
by stealth or by force.
It’s this variety of
gameplay options where MGSV really shines. There’s certainly an
element of responsibility on the player to make use of all these
options. Yes, there are more ‘efficient’ and easy ways to go
about things. In a sandbox like this, it’s not that hard to find
ways to cheese the systems in place or abuse particular mechanics.
But if you’re willing to invest the time and effort and experiment
with the various tools and abilities, you’ll enjoy some of the most
creative and rewarding sandbox gameplay yet.
If I had to criticise the
gameplay in any way, it would simply be that it can be a little too
easy, especially when you unlock certain tools or abilities. Your
buddy Quiet – a sniper – can be tasked to silently take down an
entire outpost as you sit back and watch. And if you’re not
concerned with rankings, there’s no reason not to drop a tank from
the sky and roll over everything in your path. But as I said, it’s
really up to you how you want to go about things and I can’t fault
the game for allowing the player to do that.
Another negative aspect is
the matter of location variety. There’s little to differentiate the
environments between the two open world maps. Small outposts are all
essentially the same, and larger locations, with one or two
exceptions, are still surprisingly small and simple, particularly when
compared to the military base featured in the Ground Zeroes prequel.
In fact, I’d say no location in MGSV matches the variety,
complexity or quality of that single map. And outside of the outposts
and bases, the world is pretty empty, lifeless and pointless to
explore.
The narrative aspects of
the first half are surprisingly sparse. There are very few cut-scenes
between missions, and the game relies far more on radio transmissions
and cassette recordings to impart important information. Snake, the
main character, barely even speaks. As I said in my First
Impressions, there are some odd aspects to the story that felt a
little out of place, but as I’m not all that familiar with the
Metal Gear series, it’s hard for me to judge how this fits into the
overall story.
All I can say, is that the
story elements are a little weak. I didn’t have any trouble
following what was going on, but when so much of it is exposited
through numerous and often tedious/worthless recordings, it was hard
to ever really connect or care about the characters or story. Some
aspects of it, both in terms of gameplay and narrative, are also
pretty silly and a little tongue in cheek, which may be par for the
course as far as the Metal Gear series goes, but it doesn’t quite
feel tonally consistent with the story aspects of Ground Zeroes,
which was far more dark.
As you progress through the
first half, you’ll slowly expand your Mother Base. This is a big
part of the game, but sadly one that’s a little undercooked. The
idea is that you’re building your own private military force. And
you do get a great sense of progression as you watch your base and
personnel expand, unlocking new upgrades or equipment. When you’re
in the field, you’ll always be on the hunt for talented soldiers
you can ‘recruit’ into your organisation, or resources to collect
to further expand your base.
Managing Mother Base is
kept relatively simple, although the multiple menu systems get a
little irritating to switch through and sort, particularly the
personnel. The real problem with the Mother Base element is how the
actual base is a whole lot of nothing. It’s just a big, open series
of platforms. There’s nothing really to see or to do there. There’s
no ‘life’ to your base and you have very little reason to
physically visit the place when you can manage everything from its
menu system.
And that’s really what
Mother Base is – a menu system. It only loosely ties into the
gameplay during one or two missions but is something you’ll
otherwise ignore, at least in terms of visiting the bloody thing. And
whilst I still enjoyed managing my Mother Base, certain elements of
it really irritated me. Such as the need for development of certain
items to take up to 40 minutes or more of game time. Why? What’s
the point of these time limits?
And why does it take so
long to process raw materials? This slows base expansion to a tedious
crawl during the final stages, especially when you’ll need one type
of materiel – fuel – in far greater abundance than any other.
There’s no real need for these limits. It wouldn’t be so bad if
development and processing was continued whilst out of the game, but
they only occur when you’re actively playing.
The first half of MGSV
certainly has its flaws, but they don’t detract from the fantastic
sandbox gameplay. The missions may follow a somewhat repetitive
structure of eliminate/extract a target, but they mix things up just
enough and throw in a few twists here and there to keep it feeling
fresh. I completed mission 31 (plus about 70 of the side ops) with
about 60 hours on the clock. And it did, to a degree, feel like an
ending. Not everything was quite wrapped up or explained, but the
core thread of defeating a particular bad guy and stopping his evil
plans was done.
That said, there’s no way
I could consider this first half to be a ‘complete’ experience.
Too much is left unresolved, the story and characterisation is too
weak, and whilst the gameplay provides a good degree of variety, the
locations and missions certainly don’t – few missions are
memorable due to the repetitive objectives, and the ones which are
tend to be so for the wrong reasons. At the time, however, I thought
I had an entire second chapter to play through and I couldn’t wait
to see what would happen next.
Oh dear. According to the
stats, I’d completed 50% of the available content at the conclusion
to Chapter 1, but this figure was misleading. Because Chapter 1
really is 95% of the content. I’ve seen Chapter 1 described as the
‘core’ game whilst everything that follows is ‘post-game’ or
‘bonus’ content. But personally, I think that’s a load of
bollocks. Chapter 1, whilst great, is only great as part of a larger
whole. Except the larger whole simply isn’t there.
Chapter 2, although teased
with a series of clips at the end of 1 suggesting it will be a
complete experience, as fleshed out and involved as the first,
actually turns out to be nearly entirely recycled content. There’s
no new map or maps, so even the few ‘new’ core missions only take
you to places you’ve already been – at this point, multiple
times, especially if you replayed any of the original missions. In
fact, out of the 19 missions in Chapter 2, only 6 can be considered
new content. The other 13 are all recycled missions from Chapter 1.
I don’t have an issue
with the game offering ‘enhanced’ versions of the main missions,
designed to test the player in various ways – no starting items,
failure upon detection etc – but only when these are optional, not
necessary to continue to progress. But play through them you must, if
you want to keep the threadbare story going. (Well, maybe not – I’m
not quite sure how the new content triggers, because a new mission
did kick in after completing several side ops, so maybe that works
too)
And suddenly, I went from
being unable to tear myself away from MGSV, to almost forcing myself
to sit down and play it. You end up grinding through missions you’ve
already done, or through several repetitive side ops, just to reach
the next ‘new’ story mission. But as far as story missions go,
these are incredibly disappointing. They don’t really resolve or
wrap up any threads left outstanding from Chapter 1. Chapter 2 feels
like a butchered mess, hastily stitched together with content ripped
from the first half of the game.
And with no new maps or
locations, MGSV runs out of surprises and its fantastic toy box runs
dry. You’ve already unlocked pretty much everything, aside from
various upgrades, and there’s really nothing new to see. Chapter 2
is a tedious grind through recycled content. The story elements are
even more sparse, and by the time you reach the end you really won’t
care. It sadly spoils the fantastic experience the first half
provided and results in MGSV feeling like half a game, like half of
the content is simply missing.
I can’t and won’t
accept the notion that Chapter 1 is the ‘complete’ experience
because that’s clearly not the case. It seems obvious to me that
far more content was planned for Chapter 2 that for one reason or
another, was never developed. Imagine if Chapter 2 had introduced a
new map, with new mechanics, mission types or a buddy or two, that
fleshed out and tied together the unresolved story threads from
Chapter 1, and we could have a real game of the year on our hands.
But we don’t. What we
have is a flawed, but fantastic first half, combined with a tedious
and recycled second. And it doesn’t even provide a satisfying
conclusion from a story perspective, taking what was an already
sparse and tattered narrative and just not doing anything with it.
The game ends rather abruptly, with story threads either forgotten or
ignored, and by that point you’ve simply ceased to care.
Even the online multiplayer
aspect feels half finished. The concept is solid – you build a
secondary base which other players can invade and you can defend (or
launch invasions of your own). But every base is the same. There’s
no customisation, no planning of guard patrol routes or camera
placement. I had fun invading a few bases, but the whole system feels
kind of pointless and I quickly stopped bothering with it. I don’t
want to knock the mode too hard, because I’m sure some people will
enjoy it more than I did, but like the Mother Base management, I felt
it was too shallow a system to get particularly invested in.
So let’s wrap this up.
MGSV is a tough title to score. I wish I could just focus on all the
good things and the first half of the game and forget about the
second. But sadly I can’t. The second half really ruined the
experience for me. I found myself growing increasingly irritated and
simply rushing through the recycled missions as quickly as possible
in order to unlock the new stuff – but even the new stuff felt weak
compared to core missions in the first half.
The story never really
engaged me. The characters never really came to life. And in the end,
I was playing it more out of a sense of obligation to finish the damn
thing than because I was genuinely interested. The game ran out of
steam and had nothing new to offer. It’s such a damn shame, because
the first half, while not without its problems, is so bloody good.
I know there’s been a bit
of controversy surrounding the title and I know there’s rumours of
a lot of missing/cut content. That wouldn’t surprise me based on
what I’ve played. But I can’t rate a game based on what it could
or should be, but rather what it is. I’m not in a position to say
if it’s a great Metal Gear game – I don’t have the knowledge or
experience for that. All I can say is that, overall, I enjoyed it,
and if you like freeform sandbox type stuff, you’ll get good value
out of it. But it’s far from the game it could have been.
7/10
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