You could control a miniature mecha, manually aim a rocket that shoots off your arm, hide on the side of your horse, make said horse poop, make said poop distract enemies, then distract said enemies with a pinup on a cardboard box, and you can do it all while playing The Man Who Sold the World on the background.
But most importantly of all, it all controls and looks impeccably; the game's 'feel', its tactile translation of input to animated action, remains the smoothest, crispest, most intuitive in a third person AAA action game of the past gen to this day, let alone open world. It makes it all work. A lesser game would be respectable for attempting to put this all together. MGSV actually makes them work in one of the most satisfying wholes this side of the decade.
And yet it is still a disappointing narrative effort disjointed by development chaos. A game of extremes, surely.
Boot up the game and jump into the fray, be it comprised of a half hour of resource/base management or random infiltration missions, and you might be struck by the tragic thought that this game, potential partially realized, could have been even better. The open world is effectively dull, war-tattered, sparse terrain. Character interaction confined, limited. But still -- despite of all of this, in spite of what was lost, what we got was incredible to play. What we got was peak 'tactical espionage operation'.
Feel that phantom pain.
But most importantly of all, it all controls and looks impeccably; the game's 'feel', its tactile translation of input to animated action, remains the smoothest, crispest, most intuitive in a third person AAA action game of the past gen to this day, let alone open world. It makes it all work. A lesser game would be respectable for attempting to put this all together. MGSV actually makes them work in one of the most satisfying wholes this side of the decade.
And yet it is still a disappointing narrative effort disjointed by development chaos. A game of extremes, surely.
Boot up the game and jump into the fray, be it comprised of a half hour of resource/base management or random infiltration missions, and you might be struck by the tragic thought that this game, potential partially realized, could have been even better. The open world is effectively dull, war-tattered, sparse terrain. Character interaction confined, limited. But still -- despite of all of this, in spite of what was lost, what we got was incredible to play. What we got was peak 'tactical espionage operation'.
Feel that phantom pain.
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