Metal Gear Solid V: The Phantom Pain
The fact Kojima Productions bothered to animate Snake’s reload animations as intricately as they did in MGS V – a game that’d be predominantly played in third person rather than first – demonstrates the painstaking detail the team dedicated to the game. Of course, Snake, aka Big Boss, knows his way around a gun, and as such the animations are tight, with zero wasted movement. What’s striking though is the total lack of friction in the arsenal Snake’s reloading – magazines slide into their receivers with ease, cartridges slot into barrels as if they’re double the size; everything just works as if brand new, which perhaps is intended to reflect Snake’s lifetime of experience.
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