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When it works though the FOB missions are excellent, requiring craft and guile and encouraging players to make full use of the tools at their disposal. Well, when you can get a game, of course: connectivity problems afflicted play on more than one occasion, and anecdotally these don’t seem like isolated incidents. But there’s an interesting dynamic at play, true risk vs reward as you either race to ‘capture’ the base or simply Fulton everything (and everyone) out of it.
These FOB missions are tough for the attacker, with the sheer amount of AI guards (and the potential for the base owner to zap in and defend at any moment) naturally favouring those defending. Metal Gear Online is to follow, but before that there’s also the intriguing FOB invasions, which bring a Souls-esque element to the game. It’s easy to see where the backlash has come from: simply put, the second part (‘half’ is the wrong word) seems rushed and unfocused, and leaves a sour taste to what is, on reflection, a superb game. Making players grind side-ops or complete old missions (with a harder edge – on-site procurement of weapons, or instant game over if seen) is ridiculous, especially when the entirety of this second chapter seems utterly redundant: lop-sided, light on unique missions, and shorn of a satisfying conclusion. If the main plot threads stumble, though, chapter 2 positively explodes, crashing what should be a breathless finish into the tedium of busywork, with predictable results. There’s a reason the game prompts you to listen to them after each mission. But there are major plot points that only happen in those tapes, and huge characters who only turn up in them. This doesn’t make the ending itself any better, of course: especially when major characters disappear from the plot and the only way to find out what happens to them is to watch footage on YouTube or a special edition Blu-ray. Yes, there are problems with the implementation: it’s sometimes difficult to discern which of Ocelot, Kaz, or Snake are talking, and on-mission dialogue blares annoyingly over the top.ĭespite these issues, get into a rhythm of listening to the cassettes and vital clues to what’s actually going on are revealed: if they were static Codec calls no-one would be moaning about MGS5 being bereft of ‘story’. It also affords the opportunity to actually listen to the tapes which contain most of the story players hanker for.
While your drive to plough through every op may diminish, MGS5 is simply too well-crafted to disappoint those that want to get to 100%, or as close as they can before the sun implodes. The enjoyment of that side of the game never wanes.
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But after getting the ‘ending’ out of the way, players are free to return to the game’s strongest element: completing side ops (and any remaining missions) in inventive, ingenious, or just plain old cruel ways. It’s a sad end to what is undoubtedly a fabulous experience, albeit one with many flaws.
As you probably know by now Metal Gear Solid 5 ends badly: patently unfinished in its storytelling and unnecessarily punitive in its meting out of final campaign missions.