As was to be expected, Hideo Kojima featured heavily at the Game Awards today for MGSV: The Phantom Pain. At least, his name did: Kojima wasn't present in Los Angeles to accept any of his awards, and according to the night's host Geoff Keighley he was prevented from attending by Metal Gear Solid publisher Konami.
Mr. Kojima had every intention of being with us tonight, Keighley said during the proceedings, via Gematsu. But unfortunately, he was informed by a lawyer representing Konami just recently that he would not be allowed to travel to tonight s awards ceremony to accept any awards.
He s still under an employment contract, it s disappointing, and it s inconceivable to me that an artist like Hideo would not be allowed to come here and celebrate with his peers and his fellow teammates."
While convincing evidence emerged in October that Kojima had left the company shortly after the release of The Phantom Pain, Konami denied the reports. It follows a tulmultuous year of rumours regarding both Kojima and Konami, though one thing seems certain: Metal Gear will continue, but it will do so without Kojima.
But then, Kojima did Retweet the below, so in accordance with how this whole controversy has played out, who really knows what's true?
Geoff Keighley stated that Hideo Kojima wasn't allowed by Konami to attend TGA 2015... what a load of D-Horse shit. https://t.co/0ALKHeQxPV
— Yong (@YongYea) December 4, 2015
Last week, Konami finally explained how to trigger the secret event in Metal Gear Solid V: The Phantom Pain that was discovered back in September. The trick is complete nuclear disarmament: The number of nuclear weapons on the regional server for your platform of choice must be reduced to zero. Konami said at the time that it would track the status of the deproliferation effort on the official Metal Gear Twitter account, and the numbers it's posted since then have revealed a serious arsenal imbalance.
The most recent count of nuclear weapons per platform was posted earlier today:
No, that's not a typo: Whereas consoles can collectively put together less than 400 nukes, PC owners have well over ten thousand of the things. If this was a real-world scenario, that would be an alarming imbalance of power; as it is, it's just hilarious.
How did we end up with so much firepower? The answer would appear to be, as it so often is, we cheated: The MGS5 Cheat Engine lets us get away with things that console gamers can't. As for why, the aforementioned "hilarious" element probably has a lot to do with it, but there's a practical aspect to them as well. Dismantling nukes earns Heroism, and high levels of Heroism means you'll have more, and better, recruits at your base.
And they're being dismantled at an impressive rate: As of November 1, PC players had amassed 36,551 warheads, and a two-thirds reduction in less than a month is nothing to sneeze at. But being able to build nukes with cheats means being able to build them without effort, and that could be bad news for anyone hoping to see this secret ending actually happen.
We’re about 11,000 nukes away from Snake and pals throwing a shindig in Metal Gear Solid V: The Phantom Pain [official site] – disarming 11k of them, that is. You might’ve seen a while back that folks had uncovered cinematics celebrating nuclear disarmament, but it wasn’t entirely clear what they were or how to trigger them. Welp, Konami have now confirmed that, as guessed, it’ll trigger if every nuclear weapon players have built is destroyed (they’re part of the Forward Operating Base PvP invasion stuff). They’re issuing daily updates on disarmament progress too.
A couple of months ago, we told you about a secret event in The Phantom Pain, a secret event that has something to do with nuclear disarmament...and that's about all I know, as I haven't yet finished MGS5, and didn't want to read that article past the spoiler warning. Still: secret events are pretty cool, right? If you thought you'd exhausted MGS5, you're probably pretty keen to know how you unlock it.
After weeks of mystery, Konami has detailed exactly how to unlock it—look, here's a handy four-step guide. Unlike similar secret content, this one requires everyone to pitch in: the event will only unlock when all nuclear weapons on your regional server have been dismantled. (We could probably achieve real-world nuclear disarmament with Valve implementing a similar system to unlock Half-Life 3.)
Konami is keeping track of how many nuclear weapons players own worldwide, and the number has already decreased massively since November 1—the number of nukes owned by PC players has been reduced by over a half over the course of November.
In Now Playing PC Gamer writers talk about the game currently dominating their spare time. Today, Andy gears up and returns to MGS5's earlier missions.
It s been 46 hours since I last played Phantom Limbs, the first proper mission in Metal Gear Solid 5. It s a simple one: infiltrate an enemy base and rescue a prisoner, Miller. When I first did it, I only had the most basic equipment and was still getting used to the game. But now I have all manner of high-tech gadgets and modded weapons, and I know it inside out. So I thought it d be fun to try it again, but this time fully kitted out.
I equip Snake with a level 3 tranq pistol, which has a long range and an extended clip, and a nonlethal sniper rifle with a suppressor. I m wearing an upgraded sneaking suit, which makes my footsteps silent, and I ve brought a prototype stealth camo, which will make me totally invisible for a few seconds. Compared to the meagre loadout I had when I did the mission nearly 50 hours ago, I m hilariously overpowered.
But it won t be a walk in the park. In The Phantom Pain, enemies get stronger over time. As I use my scope to mark targets and plan my next move, I notice that most of them are packing much bigger guns and tougher armour than before. They ve also littered their bases with blowup decoys, which look like real guards from a distance.
I love this, because it makes replaying missions worthwhile. So do the optional bonus objectives, which reveal themselves after you finish a mission for the first time. It feels like I m playing a new mission entirely, and it presents a stiff challenge, even with my developed skills and upgraded arsenal. Before I rescue Miller I decide to complete all the bonus objectives, which include extracting an enemy commander from a nearby barracks and locating a hidden diamond.
I head towards Ghwandai Town, the Soviet-occupied settlement where Miller is held. I find a spot overlooking it and spend some time marking guards. Compared to the story missions I ve been doing recently, it s positively understaffed. I ve developed a pretty sharp instinct for how far guards can see, and I slip into the town easily. I snipe a few of them along the way, because the less people roaming around when I m escaping with Miller slung over my shoulders, the better.
The combination of the sneaking suit, my silenced weapons, and the stealth camo—which I use to slip silently past a pair of guards blocking the path to Miller s location—makes me feel stupidly powerful. I still have to be careful, though, because I want a high score. Using the stealth camo automatically prevents me from getting an S rank, but an A will do. I meticulously move through the town, incapacitating guards and dragging their bodies out of sight. I reach Miller, free him, and throw him over my shoulders.
The extraction is hindered by the arrival of the Skulls—the most annoying thing in the entire game. The first time around, they spotted me and I had to sprint away from them. This time I use the stealth camo to wander casually past. They don t seem to notice Miller, even though the camo doesn t make him invisible, but I don t complain. They really are the worst.
I escape on the chopper with Miller, earning a tidy A rank and a few elite volunteer soldiers for my troubles. It s remarkable how different the mission feels, and now I want to revisit more to see how my new gear changes things.
Spoilers for the entirety of Metal Gear Solid 5: The Phantom Pain s story follow.
I really rated MGSV when it was released in September, and it already ranks as one of my favourite games of all time. It's a sandbox game that offers the sort of detailed stealth-action scenarios that Metal Gear has always been famous for, now on a gigantic scale. Sitting uneasily against that is Metal Gear's narrative baggage, over two decades of increasingly complicated lore that's woven into The Phantom Pain through brief, bland cutscenes and a ton of dull audiotapes you can listen to at your leisure.
To a PC audience coming to Metal Gear for the first time, I imagine it was a case of brushing the story to one side and cracking on with destroying watchtowers with rocket launchers while listening to The Cure—the game does allow you to divorce story from game in a way its predecessors didn t. As someone who's followed the series very closely since the original Metal Gear Solid, though, I find so many of the creative decisions behind the story baffling in tone, approach and content. But there is still one key moment in this messy tale that lifts everything else about the game for me. The ending is amazing.
Months later I'm still dwelling on the biggest left turn in the story, which arrives at the end of the game s second chapter. The key twist in MGSV's epilogue was pre-empted by fans months before release: that you are not, in fact, playing as the Big Boss as seen in Ground Zeroes, but instead a largely anonymous stand-in for the player called 'Medic' (who is renamed and customised by you in the game's prologue). This Big Boss, a post-credits timeline tells us, is the one Solid Snake will someday face in the original Metal Gear as part of the series continuity.
Like a lot of observers I was onto this from the start of MGSV's story. In my review-in-progress piece in September, I called this version of Snake 'an anonymous action hero' and an empty vessel'. I was torn on whether this was the product of the story being deliberately light touch, as Kojima Productions response to criticism of Metal Gear s absurdly long cutscenes, or because it was just too damned expensive to have Kiefer Sutherland in the recording studio for longer than a few days. The fact it's hard to figure this out is one of the story's many weaknesses, but there are others: a mostly dry script, an intro/outro that has almost nothing to do with the rest of the game, and the complete reliance on boring audio tapes to fill in background info.
The reveal is by far the most interesting thing about it, however, and it s telegraphed throughout the game in many ways, some clever, some obvious. I reckon Ocelot's quote You're a legend in the eyes of those who live on the battlefield first heard all the way back in MGSV's E3 2013 trailer was a clear nod in that direction—that is, to anyone who looks at Venom Snake, he is Big Boss, even if it's just an artifice.
There are clear thematic connections between this character and MGS2's Raiden, who was deliberately manipulated through a sequence of events designed to mimic the circumstances of the original Metal Gear Solid. Raiden's path in Sons of Liberty was a smart comment on the player s role, but MGSV's twist is much more disturbing and effective for me. Raiden may be a substitute for the player, but he also has his own history as a child soldier, as well as a real girlfriend and some sense of identity—he is still a character. In MGSV you spend tens of hours playing as someone with none of that. You are an impostor. As the Medic , you re as anonymous as any of your loyal soldiers on Mother Base.
Its effect on my perception of the rest of the game has been huge. There are two levels on which you can enjoy this twist: the obvious one is that, like Raiden but more so, 'Medic' is the embodiment of the player, and this twist is designed to make you reflect on that. You were never Big Boss, of course. You're just pretending to be him.
Medic, then, is nothing more than whatever you've invested in him—and ultimately, my Big Boss has been through countless giant-scale battles, fought in the way that I wanted to, listened to Rebel Yell by Billy Idol because I like it and lived to tell the tale. The epilogue takes away the pillar of his identity as Big Boss, and all you're left with is every unscripted experience you've had in the battlefield, no backstory other than the one you ve just created. The ending is about what MGSV the game is. More than any other entry in the series, V is a freeform experience shaped by your intent—and such an ending is a perfect thematic match for this game Kojima Productions has created, a true military action sandbox where few situations ever play out the same way. In the epilogue s reveal cutscene, the real Big Boss explains on tape that you and him now share that title—your actions, as his phantom, as the player, have earned that status. You showed that becoming Big Boss requires nothing more than the commitment and self-conviction as the player to do so. Big Boss looks into the mirror, and you stare back.
There s also another, more literal angle to the reveal I ve been considering more and more. If you think of Medic not just as a symbol of the player, but as a character in that universe, his story is unusually tragic and unsettling. He s first seen in Ground Zeroes, extracting the bomb from Paz, and when the second explosive goes off, he jumps in front of Big Boss to take the shrapnel without hesitation. Having lost nine years of his life to a coma, he then gives up his own identity to assume that of his ally for his protection, through both hypnotherapy and plastic surgery, then builds an entire army and forges relationships on an entirely false premise.
It brings yet another level of weirdness to his affectionate interactions with Quiet, too—in retrospect, that s pretty much the only meaningful relationship he forges with any person in The Phantom Pain, and she thinks she s interacting with the real Big Boss. But she never was.
What else do we know about the Medic, too? He eventually becomes evil Big Boss in the original Metal Gear on MSX—so there s a period between The Phantom Pain where he goes from this relative hero character that you ve created to someone who is ultimately corrupted. And who in the series lore remembers the Medic? Only Big Boss, Miller and Ocelot know who Venom Snake actually is. He s a nobody, an unsung hero slotted into MGS lore.
I enjoyed so little about the story but find a lot of meaning in this one moment. I don t mind that the cutscenes in MGS5 fill in very few of the gaps in the series timeline—for Metal Gear fans, MGS4 s barrage of cutscenes were surely enough to convince them that any more of that fan service torment was unwelcome. But the story feels deliberately unfinished—Quiet, Huey and Eli (Liquid Snake) all just vanish in various ways throughout chapter two, stripping more and more of Metal Gear s lore away from The Phantom Pain. Hell, even the Metal Gear from the game is removed from the story when Eli steals Sahelanthropus in his final appearance in the story, all discussion about the cut mission 51 aside. There s no closure in a grand cutscene—I believe you re supposed to feel an emptiness as a player by the end of chapter two. In keeping with the twist, you look upon everything that s left after the story s played out—and it has little relation to Metal Gear as we knew it. What remains is what you ve created.
It s Mother Base, full of the men and women you ve recruited. D-Dog, who you discovered and raised on the battlefield yourself. It s your history with every mission and every Side Op. The Metal Gear-ness of it is all rendered largely irrelevant—it s a fascinating statement of finality and a curious parallel to Kojima s apparent departure from Konami. He s seemingly gone, Kojima Productions is no more, and you re only left with what you ve built in his game. That couldn t possibly have been deliberate—though the idea that it might be only adds to the myth behind its creation.
Don t take this as a wholesale endorsement of the story—I have a number of major problems with the execution of it. For one, it feels like I ve played through a non-canon entry in the series, without the same quality or style of voice acting I m used to from the series, and without any of the scripting flavour or much of the humour. MGS5 s story felt aimless, and the decision to recast some characters like Snake and Ocelot but not others like Huey Emmerich smacks of random decision making that passes on zero benefit to players. The game itself is pure Metal Gear, but the scripted narrative stitched into it, including the endless boring audiotapes, is almost worthless. As a story in and of itself, it s the worst in the series by far. This one reveal, however, which ties so deeply into the player s role in MGS5, saves it for me. It s a twist that s entirely about playing a systems-driven sandbox game.
In my review-in-progress of MGS5, I made a point that a lot of other people have made as well: 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. The connections you can make in the battlefield with D-Dog, for example, or arguably even Quiet, are player-generated and little to do with the cutscenes or audiotapes.
But that one scripted twist enhances every unscripted moment. It says that the player's choices are all that matter, because there is no real character here except the one you decided to be. Take the legend of Big Boss away and all you have is the legacy of the player. He was always the best man we had... says the real Big Boss in the 'Doublethink' tape that unlocks after the game's conclusion. This is just a detour in his journey to hell.
Special thanks to Metal Gear thinker Dan Dawkins, who originally made the stripping back observation to me, helped me articulate my thoughts on MGS5 in conversation and writes great Metal Gear pieces like this one.
In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Sam puts aside the main quest in Metal Gear Solid 5.
After I reviewed MGS5 in September, I needed a break from the game after about 50 unbroken hours with it in four days. I came back to The Phantom Pain a little later and hoovered up some bits and pieces I wanted to do, like finding the tent in a misty valley that plays recordings from doomed Silent Hills PS4 demo PT, or extracting specialists I knew I needed for certain weapons, or finally making the most of my extensive military vehicle collection by firing sky rockets at everything. The Side Ops give you compelling reasons to keep playing MGS5 long after the credits.
This past weekend I returned to MGS5 once more, during the launch week of Fallout 4, naturally. I played 16 hours of Side Ops at a gentle pace, and somehow it made me love MGS5 even more now than when I reviewed it. And I gave it 93%. By not being coupled to the urgency of the main story, the Side Ops give you scope to properly experiment with Snake s toybox in how you tackle enemy bases, and manage to bring out the best in the game as a result, even if the objectives tend to be rote compared to those in the story. Usually you can completely fashion your approach to a situation, unless it s capturing a bear—there you ve pretty much got no option apart from firing 30 tranquiliser darts at its head without being gored to death. Even then you could lose your temper and call in an airstrike on the bear, I suppose.
In retrospect I was doing the Side Ops a disservice by rushing between. I d always finish one, jump back in the helicopter and head to another drop point at another part of the world to do another. But really, Side Ops should be completed in geographical order rather than in the numerical order they re presented as within MGS5 s iDroid menus. They re meant to be treated like sidequests in an RPG like Skyrim—a natural detour in your journey around the world, a breadcrumb trail to lead you between adventures. The helicopter is too easy an option in MGS5 s world, even though it s a necessary one, and removing the journeying aspect reminds me a bit of how I ended up using the cabs in GTA 4 too much instead of enjoying the city.
The Side Ops are what make The Phantom Pain a great open world game. You re meant to enjoy the drive between quests with your excellent dog in the passenger seat, or galloping there on horseback—it s a much more comfortably paced way to enjoy MGS5 s two colossal environments than always running for chopper pick-up points. Sometimes I pull over to collect plants, or shoot four guys guarding an outpost in the head, before climbing back into my jeep and running over a goat. It s the best fun, and tells me that MGS5 doesn t necessarily reach its full potential until you re out of the gauntlet of main story missions.
They can also be genuinely rewarding in a way that sidequests frequently aren t. It s not unlike a Kojima Productions game to bury its secrets quite deep, but most of the coolest unlockable weapons are buried outside of the main story. I m a long-time Kojima Productions fan, and for ages I ve wanted Snake to wear the unlockable Jehuty robot hand from Zone of the Enders that allows you to drag enemies from a distance towards Snake. I m not one for spoiling things with walkthroughs, so I only just unlocked that this past weekend—turns out you need to dart and extract a legendary bird (not the Pok mon kind) from next to a waterfall before you can research it. Obviously.
Stumbling across that reward on my travels felt cool, if a little bit abstract, but the more time I spend doing the Side Ops on these long journeys, the more convinced I am that this is the way the game is meant to be played. MGS5 needs nothing more than the vaguest excuse for exciting things to happen: turn up to a place whenever you want, however you want, with the guns or ally of your choice and see what happens. The Side Ops are pure MGS5. There are well over a hundred of them.
I could play this game forever.
Below you will find the 25 best stealth games ever released on PC. There are sneaking missions, grand thefts, assassinations, escapes and infiltrations. Stay low, keep quiet and we’ll make it to the end.
I'm afraid this news just isn't as important as yesterday's news that Metal Gear Online lets you wear a cat as a hat, but bear with me: there's cash. Konami has partnered with ESL to create a tournament that they're calling the Metal Gear Online Global Championship.
Beginning December 1, players in each of the four included regions—North America, Latin America, Europe, and Asia/Australia—will be able to participate in weekly online tournaments.
Each month there's $1,000 USD available for each region, and the tournaments are due to run until the end of February, so that's a total of $12,000 in prize money overall.
It's not the most an esport has ever had to offer by any means, but it ought to give us an opportunity to get a good look at Metal Gear Online ahead of its PC release early next year. If you happen to own the game on console and you'd like to enter, you can do so via the ESL site. Just pick your region—or "edition"—and go from there.
D-Dog gets all the love and praise (and it's deserved he's the best video game dog of the year), but as any cat lover will tell you, cats are better than dogs. Our feline friends don't make very practical video game companions though, but Konami sees things differently: Metal Gear Online now has a fashionable cat hat. While it appears to offer no practical advantages, it's definitely a cat serving as a hat and for that reason, it's the best hat in video games.
There are a bunch of other new additions and tweaks in the most recent Metal Gear Online update. The PF rating screen has been revamped, there are new Grade 8 weapons, and there are new security devices for FOBs. The full update is over here, but all you really need is embedded below.