Finished mission 45 and the game.
Disclaimer: this will be a long post. I don't know if anyone will care for it, and I'm sure parts of it, if not all, were already discussed, but I just need to vent out. Here it goes.
God, this game has so many problems. Most, if not all of them, comes from it being basically Peace Walker 2 and an open world game.
Peace Walker 2 is a good way to sum up the faults of the game.
The Peace Walker structure is awful. I gave it a pass in PW because that was portable. TPP isn't. The TBCs are ridiculous and break the pacing of a game that already has shit pacing to begin with. The PW structure hurts the narrative, hurts immersion and with these stupid TBCs, waste the player's time (going back to ACC then listening to Miller then going back to mission plus loading times). Alas, wasting the player's time is the thing this game does the best.
Yeah. What worked for Peace Walker (shorter missions that you can complete in a play 'session') doesn't translate as well to longer missions. There is a flow that's lacking in the game, and it takes away from the sorts of things the open-world is meant to add. You finish a mission, then you are shown how well you done in the mission, what soldiers you picked up, and if you decided to evac by helicopter you leave the open world entirely. I feel like 'living in the world' would have suited having an open world more.
And that's mostly due to it being open world. I played Mad Max at a friend's house this past weekend. I barely got any time with it, but the overworld there seemed to be a desert with barely anything in it, and it still had more stuff than MGSV. But most of all, it was fun to traverse. Afghanistan and Africa aren't. One is chock-full of mountains blocking the way and the other is a less mountainous, more green version of the first. Transportation is awful, and Pequod almost always leaves you far away from the LZs. Worse than that, before the mission starts you don't even know where the mission is. Sometimes you can deduce from Miller's monologue or from the mission description, but not always. I had to guess the closest LZ. Not that it really mattered, since missions tend to make you traverse the world while in them as well. You can't even fully be safe by choosing DD or Quiet at the start of the mission, because if you end up far away, you'll have to change to another buddy. Or do everything in foot. Hell, you might need to do it even if you do start close to the mission, since as I said, missions have you going around. The "target's predicted route" ones are the worst in that regard.
Traversal not being fun was a big issue of mine too. It just ... isn't. The most positive thing I can say about the open world navigation is that it is less of a pain in the Africa region when compared to the Afghanistan region. And good point on the pre-mission landing zones; with a lot of the mission information unknown before landing it's difficult to tell if there is a more optimal landing zone than the default. Most of the time I just went default.
The story isn't great (more on that later), but the narrative is the worse of the two, in my opinion. Again, that's because it follows PW's structure. It's filled with... well, fillers. To the point of the ridiculous. In the beginning I gave it a pass because the gameplay is great and the level design of the scattered villages and whatnots are good, but the fillers overstayed their welcome for so long that eventually I just wished the game would end. Chapter 2 gets ridiculous with this. All of the main missions (with exception of the last one and the Quiet one, but the latter starts as a side) are fillers. They are even more useless than the ones in Chapter 1, somehow. All of the main story-related missions are side quests or happen in MB. They did that to extend the gameplay time in a game that was already too big for its own good. If it was the reverse, and stuff like "rescue the children" and "get the remains of the man on fire" was Main Missions and the random stuff was side-quest, I (and many others, I'd assume) would skip on them entirely.
That hurts the narrative, the overall story impact (even though it's mostly bad anyway), and the game's pace in general. Speaking of lenghtening the game and forcing stupid missions, the rehashed missions in Chapter 2 are just ridiculous. Your options are either to do them or to do random side-quests, so either they stop being "side" quests or you have to play the game again in hard mode. That is a ridiculous design philosophy and the only excuse I can come up with as to why this ended up this way is that the game was rushed and they had to cut content but keep the same time necessary to end the game. I had no desire to them to the point I'd rather capture legendary brown bears (even though I didn't do most of the side-missions before that point, with the exception of the Paz-related ones). So to end it up the game shoves down my throat an exact replica of the first mission. I didn't skip a single cutscene afraid they'd add stuff to them (like they did at the start), but nope. Almost an hour playing that slow-as-fuck mission again.
Yeah, so many of the missions are tantamount to the Side-Ops in Ground Zeroes; they pretend to be story relevant but they aren't or barely are. Chapter 2 adds retreads into the mix and is a sad experience overall because of it; playing through a tutorial again is pretty ridiculous.
But yeah, it felt like padding. There's a 10 hour experience in Chapter 1 that the game surrounds with missions that they didn't make the effort to build into the narrative.
Another reason I believe this game is rushed is that some of tapes (a lot of them, actually) feel like they had to be in the game. Instead they're... optional? This is the guy who made us sit through hours of cutscenes in MGS4. Sure, he could've learned some lessons, but this is some change. If some of those tapes were actually cutscenes, and some fillers have been cut, it would help the game lots.
Tapes struck me as a particularly lazy way of conveying the story. They're lore dumps; "Here's your story, separate to the experience of playing the game". Not being able to convey fairly important elements of the story within the game itself, even in cutscenes, strikes me as a failure of the story. Then again I don't know how necessary the tapes are to the understanding of the plot as I did listen to most of them.
Speaking of awful fights, this game has a lot of them. The only semi-clever boss is Quiet, the other are just meh. But the main problems are the goddamn skulls and tank missions. 29 and 45, specifically. Holy shit. That was bad. That is literally Peace Walker 2, where the enemies/bosses are bullet sponges and you NEED Launchers and most of all, Supply Drops. It ain't fun and it's bad design.
Quiet made me think of The End, and I couldn't enjoy the fight for what it was. I did enjoy the faster pace, sprinting and dashing between cover. I didn't really like any of the boss fights. The Man on Fire disappointed me particularly as it seemed like a good Metal Gear Solid boss fight set-up executed poorly; instead of being chased by him in a building, or a closed environment, I'm running around him as he appears threatening. My boss fight ended with him tripping into the reservoir, lol.
There are a lot of minor points I don't like as well, like the goddamn slopes Snake can't climb, but I won't dwelve into them otherwise this post won't ever end. Ultimately, this game feels rushed in a lot of areas. It's kind of baffling. I was expecting Kojima to go out with a bang, but this was disappointing. Underwhelming, really.
Most of what I wanted to climb I was able to navigate. There were times where I slid where it seemed like I shouldn't have, but that's the result of having a large open world, I suppose.
As for the story. The twist didn't surprise me due to pre-release theories and discussions with friends, and I'm not entirely against it, but I think the execution was bad in some regards, mainly because it felt like Big Boss ran away instead of fighting, and left his revenge for Miller and a random. "He was always our best soldier". 4th wall or not, just nope.
And there's no way he went out to build a "nation" bigger than MB and went unnoticed. If that's the case, then why change faces?
The ending strikes me as something not even Kojima put much thought into. It's like a meta statement that intrudes on the actual canon.
The rest of the story seemed like a checklist. "Hey, here's the Eli ending. Now the Huey ending. Now the Quiet ending. Now Venom's ending." It felt disjointed, because, well, it was. Some of them you can even finish the game without seeing. Code Talker didn't even got an ending (aside from the ridiculously fast story facts at the end), but thank god, because that character already is too much in this game and he is just awful.
Well, I don't know about Eli.
But Chapter 2 was very much resolving stuff because it had to be resolved, with not care put towards pacing or structure.
Also the Paz retcon was ridiculous. I really liked GZ and he managed to go back and ruin part of it, too. And since when is Miller blind?
It wasn't quite a retcon actually. You have to complete the 'quest'.
And Miller's eyes look blind, but nothing he does seems like he's blind. It's strange. I honestly can't tell if he's supposed to be blind.
I had some good times with the game. I loved some missions, like 43, for instance. But mostly I was seeing problems. Some of them, like the enemy sniper, are pretty much spelled out to you. And it hindered my enjoyment a lot. The gameplay is superb and ultimately, this is a game. But it is also a combination of several parts. If you stick 10 hours of unskippable shitty cutscenes in Super Mario Galaxy, it will suck, regardless of how great the gameplay is. The game has to respect your time and be well tight, and MGSV just isn't.
Someone on Reddit made this analogy. "MGSV is like eating into something delicious and realizing it's more and more uncooked as you get eat into it". As you say, the gameplay is superb. A lot of it is brilliant. But there are definite flaws.