When we talk of ‘spoilers’, we usually mean plot twists – e.g. you’re actually your own uncle’s uncle’s nephew sent back in time to cut your child’s finger off. More rarely, and more delightfully, we face odd surprises in what a game does or becomes. What’s so great about Frog Fractions? Mate, go play Frog Fractions yourself.
Metal Gear Solid games hold many surprises big and small (I still chuckle at Snake Eater’s glowing mushroom chat), and I wouldn’t want to ruin any in Metal Gear Solid V: The Phantom Pain [official site] for you, but this post is about a small and charming thing you’ll only see on one day of the year so… maybe have a peek below?
Those of you who have played Metal Gear Solid 5: The Phantom Pain will know that you are required to enter your birthday (or at least, what you claim is your birthday) during the game's introduction. As it turns out, there's a reason.
The video posted by YouTuber whatsisface (happy birthday to them, by the way) is unexpected, bizarre, and oddly touching, too. Because your birthday is Snake's birthday, and when it's Snake's birthday, there's a party. There's even cake! So happy birthday to you, Snake, and to everyone who shares it. How thoughtful of the Mother Base crew to surprise you.
Thanks, Reddit.
Continuing a diary/review-in-progress of MGSV [official site], from the perspective of someone who hasn’t really played Metal Gear Solid before. This entry contains possible spoilers for some early in-game mechanics, but no plot stuff.>
I suspect the craziness of Metal Gear Solid V’s prologue is as much the ‘true’ MGSV as are the rather more sober missions, so I don’t want to making wild proclamations about how I’m now onto the real deal. However, the missions, with their wide-open stealth sandboxes, already feel like a reason to stay in the game, rather than just hoot uproariously at it from afar. The stealth is good. Good>. And the game comes up with some smart, and funny, reasons why you would always want to play it as a stealth game rather than a straight shooter. And I don’t just mean the balloon-based animal abductions pictured above. … [visit site to read more]
In Metal Gear Solid V: The Phantom Pain, you can call an extraction chopper to get you out of certain situations, and as it flies in music plays. You can choose what music in the options menu, or even better, as Andy points out, you can import your own audio files to use instead.
To try this out for yourself, just drop your audio files into the "CustomSoundtrack" folder in the game directory. Got any imaginative ideas for how you'd mark your chopper's arrival? Let us know, or even make a video so we can see it for ourselves.
The Metal Gear Solid games have a fondness for the absurd, so why not have your chopper arrive to the intro music from your favourite childhood television show (I'm thinking Budgie the Little Helicopter), or that oft-mimicked clip of Arnold Schwarzenegger's "Get to the chopper"?
Everyone s going to come out of MGSV with stories. After six hours with the game, I ve already got three. But here s the moment where The Phantom Pain first clicked for me. The objective is to kill a Spetsnaz commander in the middle of this enormous farm, with a house in the centre and multiple manned guard towers placed around the grounds. It s night, and I use my binoculars to identify the commander as he yells in Russian at his troops. Creeping across the fields and avoiding searchlights, I sleep dart one of the watchtower guards, and using the cover of darkness, creep towards the house where the target is standing, looking out of the window. The interior is lit orange, and as I pull out my silenced rifle to take the shot, I notice Kim Wilde s Kids In America is playing on cassette as the commander stands there. I put a bullet in his head first time and am advised to leave quickly. The guards scramble, but I keep my cool, crawl into the long grass and I m gone. No-one ever saw me. Perfect stealth playthrough.
But you know what? I really want Kids In America on cassette and I can t bear the idea of moving through the story without it. I restart the mission, go back in the daytime, fall afoul of the now changed AI patrols and get caught right away. I murder eight people on my way into the house to get that cassette. I whistle for my horse and gallop away with Kim Wilde. I can now play it on Snake s Walkman at any time during the rest of the game. I realise, in that moment, that I m murdering Russian soldiers to build what is basically my parents music collection.
The Phantom Pain has a few moments like this in its opening hours, the kind that I d more often associate with the Hitman series or Far Cry than Metal Gear. It s a proper sandbox game with a leaning towards stealth, but I hesitate to call it a purely stealth-driven game. MGSV validates any way you can think of playing it, and while its end-of-mission points system penalises you for getting caught, it also rewards you generously for landing headshots. The game doesn t judge you for the way you want to play—and the extensive weapon research system lets you support your methodology across the course of the game, whether you want to build a more powerful tranq gun or a grenade launcher.
The controls are far better than I m used to from the formerly console-only Metal Gear series. This feels like a world-class third-person action game, with comfortable precision aiming and really simple on-the-fly inventory management. If you ve finished the Ground Zeroes prequel, it feels exactly the same to play.
Of the six main story missions I ve finished, I found half were interesting, half were a little dull. The appeal of a level comes down to environmental design, for me, and this has varied so far. Levels with some kind of novel layout, like an enormous half-constructed bridge, or a ranch-like sprawl of watchtowers and fields with plenty of places to hide in, feel extravagantly designed and are worth replaying until I get the score I want. On the other hand, one level that requires finding and destroying some comms equipment in a largely anonymous settlement built into a hill was dull because the environment wasn t particularly memorable—MGSV needs good level design as well as interesting systems to reach its potential, and so far I m finding the former side of the game a bit mixed. But there s tens of hours of missions to go, so consider this a mere early impression and not a broad judgement.
The Afghanistan-set open world is pretty amazing to look at and explore, with a day and night cycle that can coincide with a shift in guard behaviour patterns, as well as random sandstorms that offer you a sneaking advantage in reduced visibility. The levels I ve played so far all co-exist in this one enormous landscape, which is bulked out with enemy landposts and resources to scavenge. While I haven t seen much in the way of landmarks, surveying an enemy base from atop a cliff feels amazing because it s all there, waiting to generate stories of unexpected failures and successes. The way AI interacts leads to neat or sometimes traumatising one-offs, like the time I rolled out the way of a charging bear I failed to take out with a tranq dart, only for the bear to crash into my loyal horse and kill it instantly.
If you ve never played a Metal Gear Solid game, that V in the title is largely irrelevant to enjoy what Kojima Productions has created here. This is all of Metal Gear s sandbox promise dialled up to maximum, without the convoluted backstory and notoriously long cutscenes of its previous iterations. You don t need to have a broad knowledge of its mythos to enjoy throwing a sleeping soldier out of a watchtower while you re listening to Bowie's The Man Who Sold The World. The only suggestion of a heavy narrative is in the deliberately confused hospital-set intro, which I personally think was spoiled way too much by early trailers for the game—I won t ruin it here because you should experience it first hand.
I ve played all the mainline Metal Gear games and most of the spin-offs, but to me, this feels like a new series, or at least a reboot—it s oddly story-lite, to the extent where I felt like I knew almost nothing about Snake beyond his motivation to rebuild his home base and get revenge on the people that destroyed his last one. He doesn t talk a lot, and most of the background info seems to be delivered through tapes that Snake can access on his Walkman, a touch which perhaps mitigates the lengthy cutscenes MGS is associated with but is really no more advanced as a means of delivering story than BioShock s audiotapes were.
Maybe the lack of a traditional narrative is the developers way of underlining that The Phantom Pain is about the stories generated by the players themselves. Me shooting the Spetsnaz officer while Kids In America played in the background is one example of that; the exact angle of Snake lining up the shot and the tension of doing so will live long in my memory, as will several other instances that followed this. Snake himself is a bit of an empty vessel, though, and right now it s hard to work out if that s a deliberate creative choice or if the characterisation here is just a bit weak.
As the missions grow in complexity and my options expand through the Mother Base upgrade system, I can t wait to see how the challenge escalates in Metal Gear Solid V. This is a tremendous PC version, too, and with my 780 it's more or less staying at 60fps with every graphics setting on extra high. Look out for my full review of the PC version later this week.
Metal Gear Solid 5: The Phantom Pain is finally out on PC, a few weeks sooner than initially expected. Good news: it's not horribly broken! In fact, it seems to be running very nicely indeed so far. Samuel is reviewing it for us, and he's sent through these impressions of how MGS5 runs based on a few hours with the game.
"Things were looking good for Metal Gear Solid 5: The Phantom Pain s port after Ground Zeroes impressive transition to PC late last year, a well-optimised version brought with it a decent array of graphics options and remappable controls. I m a couple of hours into The Phantom Pain and so far it feels like it s of the same high standard.
"My hardware is roughly two years old. I ve got an Intel I5 4460@3.20GHz, 8GB RAM, Nvidia GeForce GTX 780, and I m running everything on extra high settings, only dropping a touch beneath that in combat encounters. One noticeable issue, though not game-breaking, is that the game stutters whenever it quicksaves and the orange icon flashes in the top right-hand corner. Otherwise, this is as impressive a port as Ground Zeroes, and I can t wait to get through The Phantom Pain for our review."
Like Sam, I have noticed some momentary drops during those quicksave moments. I've also noticed occasional screen tear even with vertical sync enabled, though this may be due to problems with running the game in fullscreen windowed mode (you can run the game in windowed, borderless fullscreen and fullscreen).
I'm running an Intel i5-2500K quad core with a GTX 970 and 16GB of RAM. As you'd hope, the game runs at a steady 60 FPS even during hectic moments. The in-engine cutscenes are especially impressive, and despite some detail pop-in in the open world, the game looks great, if not quite on a par with The Witcher 3's open world.
The range of graphics options is fairly decent. A field-of-view slider option would be helpful, particularly for players who want to spend a lot of time aiming in first-person. There's no separate anti-aliasing option, and from comparison screenshots it looks as though MGS5 is using a post-processing anti-aliasing solution. If you want to soften jaggies, tun PP up.
The graphics options offer a lot of scaling opportunities for older machines. If you turn shadows down too much you get a very ugly, blobby strobing effect, on foliage in particular, and very low textures look poor when you're pressed up against them (which will be often). However, if you can lift these to medium, you'll find a handsome game indeed. Before you have to mess with the main settings, you can always turn off niceties like volumetric clouds and drop ambient occlusion a little to save some frames.
Control wise, the game switches between a gamepad and mouse and keyboard controls on the fly, though some button prompts get stranded by the transition. There are two control setups for pads. For keyboards and mouse you can assign button prompts independently in the key assignment menu.
The game is perfectly playable at its lowest settings, but object pop-in undermines the majesty of the open world. Up close, things start to fray. as you can see on the wall behind Snake. It's hard to see in still images, but there are a lot of jagged edges on lower settings, which are mostly smoothed out with maxed-out post-processing. The smoother colour grading and shadowing effects provided by high post-processing and ambient occlusion are nice touches for good machines, but I honestly doubt I'd miss them at all if I was forced to run the game on medium settings.
Here also is a comparison between low and high settings, which I largely include because this man was strangled for about five minutes while graphics options were changed, and he deserves to be included for his suffering. You'll notice that Snake still looks good in both shots, but the guard's tunic takes a hit from the reduced texture. The wall and rocks to the right show the difference some high-res textures and ambient occlusion can make to environments.
We haven't encountered any serious issues with The Phantom Pain yet, but others with old CPUs that don't support SSE4.1 are experiencing crashes. The Tokyo dev team is posting on the Steam forums with assurances of a fast fix. Kojima Productions are also sourcing crash reports on this thread to net compatibility issues. Aside from that, there don't seem to be many problems, though let us know if you've run into any in the comments.
We'll bring you more impressions of the game shortly with the first section of our Metal Gear Solid 5: The Phantom Pain review-in-progress.
Happy Metal Gear Solid V: The Phantom Pain day! Or maybe you're playing Mad Max? Either way, Nvidia has a driver for you. Sexily named the GeForce Game Ready 355.82 WHQL Mad Max and Metal Gear Solid V: The Phantom Pain drivers, you can download through GeForce Experience or on the GeForce site.
Apparently, you'll get "Game Ready optimizations, a NVIDIA Control Panel Ambient Occlusion profile, and a SLI profile". That SLI profile will let you play at 4K and 5K resolutions, and if you want to see what that looks like there's a trailer here from NVIDIA:
How's it going on the Phantom Pain front, people? Have you cracked open your physical copy to find a Steam installer? Are you wishing you'd been able to preload? Have you transferred over your Ground Zeroes save?