Culture 18 THE Pte NEE OBA PHY TeA CAT TG eACE E*S: P | ON) # OPERATIC Review: Metal Gear Solid V: The Phantom Pain Colin Slark Editor In Chief After a lengthy and challenging development cycle during which the studio developing the game was dismantled by its parent company, Metal Gear Solid V: The Phantom Pain is finally out, being the first new full length entry (excluding handheld games, remakes, and side stories) since 2008’s Metal Gear Solid 4: Guns of the Patriots. Taking place immediately after last year’s mini-sized entry Ground Zeroes, The Phantom Pain is both a terrific achievement, and a disappointment. Gone are the awkward controls of previous entries in the series, replaced by not just competent, but excellent controls. The gameplay is more accessible than ever because of easy to acquire methods of transportation and the way the game lets the player solve problems in many different manners according to what supplies they have with them on a mission. The open world maps, a first for the series, are seamless, and frame rates are rock solid. It manages to look fantastic on current-gen consoles, while managing to hold its own in its previous-gen iterations. Technically, the game is a marvel. It is too bad that it falls flat in the area where Metal Gear games usually shine; the story. The stories in previous Metal Gear games have never been masterpieces, but they have always managed to be absolutely fascinating. Their blend of science-fiction technology, commentary on real world events and issues, and super spy stories are typically flamboyant, but are very subdued in The Phantom Pain. MGS4 had 8 hours of cinematics, and that drew complaints from fans who kind of wished they could skip some of the endless exposition and get right into the action. Director and series creator Hideo Kojima’s response seems to have been to drastically neuter the length of cutscenes. They are still present, but are much shorter, and much of the game’s backstory and narrative is contained within cassette tapes that the player can listen to as they play. Do you want to find out what happened to several characters that have disappeared since 2010’s Peace Walker? That information is hidden away in tapes. Want to figure out basic details about some of your partners in arms? That information is found in tapes. The main character, Snake, having been quite verbose in previous entries (and now voiced by Kiefer Sutherland), is much quieter than he used to be. The story still has some interesting moments, like the scare- inducing prologue and some interesting discussion of the power of language, but fails to explain some of the stranger choices they made, or come to a satisfactory conclusion. Some subplots remain unresolved, and cut content that has been discovered amongst the game’s files suggest that the game was not finished when it was shipped. All this leaves MGSV in a strange position. Its easy to learn controls make it accessible to newcomers to the series, but the lack of explanations within the narrative make it incredibly obtuse except to people who already know a great deal about the series’ lore. Ultimately it is worth playing because it is so fun to play, but since series creator Hideo Kojima no longer works for Konami, the last Metal Gear game fails to answer questions fans wanted the answers to, and wrap the series up properly.