![]() ![]() The Phantom Pain, for me, is a game in which the player is given control of the storyline rather than just being relentlessly pushed along by it in a fixed direction. ![]() ![]() It is also worth returning to Mother Base regularly between missions for other cut scenes and additional content. Want to know about the political situation in Afghanistan or Africa, or how that new buddy you picked up is coping back in Mother Base? Then check your tapes and all will be gradually revealed. If you crave more than the skeleton of the story provided by the core missions, then all you need to do is check the cassettes that the game adds to your collection on a regular basis. In my opinion, the storyline of the Phantom Pain is not weak but condensed. But is that really a bad thing? If you can convey something in ten minutes instead of an hour, is that really a failing or is it a strength? ![]() So how does the series cope with the drastically different format of open world storytelling? There have been complaints that the story for this game is weaker and less developed, and certainly there is a lot less storyline enforced on the player than the hours upon hours of cut scenes and FMVs that, in a way, dominated the previous games. I’ve been a fan of this series all the way back to the days of Metal Gear Solid for the original Playstation. To this point, the series has been defined by its detailed, in depth, and some might say long-winded storyline elements. ![]()
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