Thursday, September 17, 2015

Metal Gear Solid V: The Phantom Pain

MGS5 Box art

Themses of Metal Gear Solid V:The Phantom Pain
Hideo Kojima outlined the theme of the series as being "GENE” ⇒ ”MEME” ⇒ ”SCENE” ⇒ "SENSE" ⇒ ”PEACE” ⇒ ”RACE/REVENGE", with the story touching upon the misunderstanding, prejudice, hatred, and conflict caused by the difference of language, race, custom, culture, and preference.[7]

Kojima set out to depict the damage present in all returning soldiers in The Phantom Pain. Physical injuries such as the loss of limbs, and emotional wounds created through the loss of comrades and loved ones will all be part of this theme of pain. Kojima said that having his characters lose limbs is one way to depict the pain they carry.
Metaru Gia Soriddo Faibu: Fantomu Pein) is a canonical installment in the Metal Gear series. It was developed by Kojima Productions using their self-programmedFox Engine and published by Konami. As with previous Metal Gear Solid titles, Hideo Kojima designed, wrote, directed, and produced the game. It is believed that he will leave Konami in late 2015.

The game was released worldwide for the PlayStation 3, Xbox 360, Xbox One, PlayStation 4 and Microsoft Windows on September 1, 2015. It was released in Japan the next day.
Being set in 1984, nine years after the events of Metal Gear Solid V: Ground ZeroesThe Phantom Pain serves as a prequel to Metal Gear, which is set in 1995. The game's subtitle refers to a medical condition commonly associated withamputees, when an individual experiences sensations, specifically pain, in limbs or organs that are no longer physically part of their body.
The Phantom Pain is the first Metal Gear game to fully use anopen world gameplay structure.
Plot of Metal Gear Solid V:The Phanton Pain
On March 16, 1975, shortly after the events of Ground Zeroes, Big Boss fell into a coma. When he eventually awoke almost exactly nine years later, on March 11, 1984, a nurse noticed him having woken up and quickly alerted a doctor who informed Big Boss about his medical condition and later told him that Big Boss had to leave as he was being looked for by enemy forces.
Big Boss met a mysterious patient going by the name Ishmael who claimed to be an acquaintance of his and attempted to help him to his feet. Ishmael injected Big Boss with Digoxin to give him some ability to regain his motor functions. During his nine year coma most of his muscles atrophied, and Big Boss was forced to slowly crawl. As they approached the elevator they encountered a child wearing a gas mask. The child immediately levitated and passed through the ceiling as the elevator exploded, violently throwing them to the floor (possibly indicating that the child is Psycho Mantis). A disoriented Big Boss witnessed a ghost-like figure out of the fire. He quickly retreated with Ishmael in another direction, attempting to escape the hospital as a military chopper was searching the area around the building. Big Boss and Ishmael manage to commandeer an ambulance but end up crashing it shortly thereafter. As Big Boss crawls from the crashed ambulance through its broken front window he is once again confronted by the gas mask wearing child who summons a huge flame in the shape of a humpback whale which engulfs an attack chopper which is advancing toward them. Big Boss somehow managed to escape and was eventually picked up and rescued by Ocelot. The two then escape on horseback while being pursued by a fiery apparition of a demon riding a unicorn.
Afghanistan:
Sometime after their escape, Ocelot and Big Boss traveled to Afghanistan. On March 24th they rode into a Soviet-controlled area of Northern Kabul on horseback in order to find an outpost where Miller had supposedly been held captive for ten days. Ocelot believed that Miller only had about three days left to live so he tasked Big Boss with infiltrating the area and rescuing him so that they could have a chance at exacting revenge on those responsible for putting Big Boss in a coma. After Ocelot provided Big Boss with his mission briefing the two parted ways and Big Boss went to rescue Miller with Ocelot lending him support from Mother Base via radio. Big Boss managed to find Miller, whose right arm and left leg had been amputated during his captivity, and took him back to Mother Base.

Watch the link Below to see the Game play of Metal Gear Solid V:The Phantom Pain
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Details of the Gameplay
Mgsctppcapture
While the game has moved to an open world setting, it is not one massive, continuous world, but rather, a set of large, open areas set in different places. The overall size of the game has been described as being "200 times bigger than Ground Zeroes." The areas have bases and fortresses, forests, paths, and areas with very few enemies. While previous titles have always had the player constantly within the enemy's territory,The Phantom Pain allows them to choose when to enter enemy controlled areas. It also allows them to leave at any time. The game's story structure has been compared to a TV series. Small missions are completed individually, and all tie together to present the overall story. While past games have been set in stone, it is now up to the player to go to, and complete each mission, allowing them to "carry the game" themselves.
New methods of travel are present, including vehicles and horses. Enemy vehicles can be stolen and used as transportation, and a means to escape hostile areas. Crashing a vehicle in enemy territory will immediately alert nearby sentries.When riding a horse, the player can hide by leaning over one side.The game also features dynamic weather that effects the entire game world and a realistic passage of time that can be manipulated with E-Cigar Snake has in his inventory called the Phantom Cigar.
Crawling makes a return after being absent in Metal Gear Solid: Peace Walker, but the slow “Cautious advance” available in Metal Gear Solid 4: Guns of the Patriots will not return. Laying in grass works when hiding from enemies, but they will see Snake if they get too close. The enemy's line of sight means that, when far away, they may not notice Snake crawling slowly across flat areas, but will see him if he breaks into a sprint. When an enemy becomes suspicious, an indicator will appear, pointing the direction they are located, and filling with color as their suspicion increases. If a body or unconscious enemy is discovered by another enemy soldier or vehicle, the alert mode is triggered. When guards are alert and looking for Snake, there is no longer an onscreen meter or gauge to indicate how much longer they will stay in that state. Instead, the player must listen to radio chatter, and watch the guards movements to figure out when they have calmed down. When spotted, the game will slow down, allowing the player to lock on to the guard and shoot or run at the enemy. This feature can be deactivated. Guards will always head for Snake's last known position.
As with Metal Gear Solid 4, the game features a third-person aiming view with the option of switching to first-person. Low-caliber weapons feature a bullet drop mechanic which causes projectiles to fall over longer distances. Distance notches have been added to the targeting reticule, allowing players to better judge their shots when outside optimal firing range. Weapons are now selected through the d-pad. Quickly pressing the buttons will quick select weapons, while holding them down will open a larger selection, with the weapon's class being tied to a specific direction.[8] Unlike previous titles, weapons can now be stolen from enemies and used freely, as can any weapon found in the field.[8][11]
The CQC in Metal Gear Solid V is more realistic than it was in Peace Walker. It was described as being "manga like" in Peace Walker in order to appeal to a younger audience. A button prompt will appear when approaching an enemy, that will allow Snake to take them into a chokehold and drag them out of sight from other guards. Three icons appear, allowing the player to interrogate, knock out, or kill the guard. Interrogation causes Snake to pull his knife, which can result in the soldier giving information such as ammo and secret passage locations which are then marked on the map. Enemy ammunition is automatically acquired when taking hold of enemy soldiers. When behind low cover, enemies can be pulled into a chokehold. When near a group of enemies, CQC takedowns can be chained together like inPeace Walker. Enemy weapons are automatically taken when grabbed from the front, and can instantly be used against them.
Binoculars can be used to mark enemies, a feature which allows the player to track enemy movements on the map and see them through walls. The Binoculars have a 3X variable zoom that lets Snake mark targets at long distances. The feature is active by default, but can be turned off by the player.
The enemy AI has been described as advanced and "unpredictable", and their paths cover wider areas.Enemy soldiers will guard areas, drive supply trucks, change shifts with other soldiers and will sleep from time to time depending on the time of day.
A returning element from Peace Walker is a base building mechanic, which once again allows the player to build up the base's staff through.While the Fulton Recovery System is absent in Ground Zeroes, it will return in The Phantom Pain. It can be used by activating the character the player wishes to extract. The Recovery system will  have a chance percentage on how successful the recovery will be depending on where the player is and what is going on in the scenario that percentage will go up and down. For example; if the player tries to recover someone indoors the percentage will read 0% and if activated the Fulton Recovery Balloon will pop on the ceiling and the extraction will fail. However, if the player takes the character outside they will have more success.
The base system has been expanded on and allows the player to walk around and take part in activities such as joining their men at the shooting range, joining in CQC with soldiers to increase Snake and his allies rank, interacting with soldiers and main characters and even participating in base defense when Mother Base is attacked.The player can improve security by adding guards, anti-aircraft guns, andCypher UAVs. Players have the option to return to the base between missions by using a helicopter. Weapons, vehicles, and personel procured in the field will also appear at Mother Base once the player returns. Online functionality has also been added to the base, allowing players to visit and walk around each others bases.
Another element of previous games makes a new and improved return. The iconic cardboard box is a usable item in game that can be crafted from Mother Base's R&D unit. The box itself can be used as mobile cover just as in previous games, but now the player can use it to their advantage with two new fuctions. A pop-up fuction that lets the player spring out of the box to take on enemies stealthily and a discard function that is used when a guard spots the player. Snake can then slide out of the box and into cover while the guard investigates.
The use of an on screen mini-map has been removed, and replaced with the new iDroid device. The game continues when the iDroid is used, meaning enemies continue patrolling and searching for the player. While the iDroid's map usually takes up the screen when activated, it can instead be used in conjunction with Android and iOS mobile devices. The map can constantly be run on these devices, and waypoints can be set without interrupting the game. Support from Mother Base like supply drops, artillery, and airborne extraction will also be available to the player from this device. The second screen functionality can also be used to listen to audio files and check mission information. The game's tablet and smartphone integration will allow users to create their own missions.
When using the iDroid, the player has a wide range of abilities that can be used. This includes: a Mother Base interface which will let them manage their home base, a new item R&D system, and a buddy system that will let the player call in various allies such as Quiet and D.D. to help them in the field.
After their base reached to a certain level, players will have the option to develop a nuclear warhead as a deterrence against enemies.
The Phantom Pain makes heavy use of several camera effects both during gameplay and cinematics. This is to warn the player of a potential threat like a searchlight, or to draw attention to a particular object such as Ocelot's syringe, or a knife.
And if you want to download this game this are the specs of the Game
OS: Windows 7x64, Windows 8x64 (64-bit OS Required)
Processor: Intel Core i5-4460 (3.40 GHz) or better; Quad-core or better
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GTX 650 (2GB) or better (DirectX 11 card Required)
DirectX: Version 11
Hard Drive: 28 GB available space
Sound Card: DirectX 9.0c compatible sound card
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