Review: Metal Gear Solid V: The Phantom Pain

Review: Metal Gear Solid V: The Phantom Pain

  • Presentaion
  • Quality
  • Graphics
  • Gameplay
  • Story

Metal Gear Solid V: The Phantom Pain is a mainly third and secondly a first person action adventure shooter with two big open levels to play it, one set in Afghanistan that’s the bigger of the two, and Africa which is more open-ended in where you can walk in.

You play as “Big Boss” as you wake up from a 9 year-long comma after the events of what happened in Metal Gear Solid V: Ground Zeroes, and after you have escaped from death you start building your new mother-base and grow it as you recruit more soldiers from doing missions, or doing whatever you like on the field.


To start it off with the graphics, it looks great with nice texture work, good animations and a very long draw distance where you can barely see models being rendered (you can see them though, countering to those who claim not being able to see them). Although while beautiful in its looks and intense graphics, seeing very bland areas gets somewhat bland after playing the game for a while, so it doesn’t help that there’s only two areas to be in.

One thing for sure that the game has done nicely is a good selection of music tracks, and some that are played perfectly in certain scenarios regarding story missions and cut-scenes, but some mini-music gets annoying like Quiet’s (your buddy on missions) humming. Even with a good selection of music, there isn’t much that are note worth that belong to the game itself.


The story for the game, before the ending, is great. There’s a prologue and two chapters after that. The prologue was a bit slow but really engaging, immersive and interesting with the beginning of it being somewhat fun and gets you right-in the world, time and setting the game has you in. Chapter one is crowned by me as the best part in the whole game both in story and progression, with the villain being the most interesting character in it, but sadly short lived.

Chapter two is good but it felt that there was something missing in terms of your progression through it, and it ended on a really dissatisfying and not desired conclusion that it made me somewhat hate the enjoyment I had playing through the whole game. Aside from having a bad ending, it ends abruptly without continuing other story parts that felt like it needed a continuation and a conclusion for it. Again with the ending, another problem is that it makes you replay a section of the game again just so you can see two important scenes, which they could’ve just cut to those instead of making you replay those scenes again.

Plus it sucks that sometimes the game’s story progressions cuts off for no reason, and continues after you leave mother-base to do a side mission or something and come back. This happens quite often in chapter two and it just kills the flow and immersion you’d have playing the main story.


The gameplay shines through at least in comparison to what chapter two has delivered. Controls nicely as you move about the world doing missions by taking the stealth or action route, although the prone controls kind of suck. What’s great about the game is that it gives you an objective, and you finish it however you want with your creative mind using the tools and scenarios the game gives you. It’s a joy playing the game by itself doing missions, with various baddies to have with their own unique benefits to take advantage of gameplay-wise, and they’re really neat to have.

Also, the game slows down in performance regarding menu interaction if you decided you’d want to connect online in the game, which is kind of annoying. The multiplayer part of the game where you can invade other peoples bases that’s separate from the campaigns mother-base, or have other people invade yours is neat, but found myself not caring much about it and continued to play the single-player. Plus it sucks that it has micro-transactions, as such the game would be titled (which I’d nick from another person) a fee-to-play game.


The game looks visually great, preforms wonderfully on a PC (60 FPS locked) and the story-telling/story is great to a point, with the gameplay being always fun with a few minor complaints/annoyances. But with those annoyances merged with the game feeling unfinished (and it actually is unfinished with recent news coming out) with a really dissatisfying ending, the game turns out as a great game but fell halfway through to become amazing, and that’s sad.

For more information about the game, check out its store page here.

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