Game has some of the best gameplay and stealth levels ever. It also has some of the dullest filler and most boring scripted crap ever, and a 3 hour story stretched across 40 hours.
Also two very boring and bland locations (the second one needed to use far more jungle than it did). Imagine having a dozen camo patterns but only ever needing 2.
Boss fights are the worst in the series, if you can even call them that. They're just fast, damage sponge enemies with no personality or uniqueness.
There's a lot to enjoy about TPP but I'd sooner play GZ again than that. The latter just makes me more disappointed that it wasn't a proof of concept for the main game.
Yeah. If MGSV had been like GZ but with 15-20 locations instead of one, a focused story and some traditional boss fights, it could've been truly great.
Most of the missions in MGSV are like the Side-Ops in GZ, sometimes worse. For example, the GZ Side-Op that has you destroying anti-air turrets is fantastic. You have to sneak through a massive base, planting C4 as you go. Around when you've planted your first bomb, the base learns of the incoming air raid and goes on full alert, making your mission much more difficult. After you've destroyed all the turrets, your mission should be over, right? Wrong. Miller informs you there's a tank in the base, and you have to take that out as well. After that, you have to escape the base as a timer ticks down. If you make it in time, you get a sweet view of the base being bombed to smithereens from your helicopter. It's all great stuff, with lots of details and twists.
Contrast that to an actual mission in MGSV where you have to blow up a few walker gears. It's a small camp with not that many hiding spots. The walker gears aren't far from each other, and the whole thing can be done in a couple minutes. Nothing happens in the mission, story-wise. You blow them up and get out. Afterwards, Miller tells you the walkers had something to do with Cipher or something. Zzz.
Or one of the Chapter 2 missions that has you extract 2 containers in a jungle. Getting around the guards is fun because the gameplay is sublime, but the task and story is so mundane it could almost be randomly generated. There's 2 containers guarded by enemies, you strap a balloon on them and get out. Literally nothing else of interest happens, and it's a main story mission.