METAL GEAR SOLID 5: THE PHANTOM PAIN
Hideo Kojima has always liked systemic gameplay in his titles, but it was with Metal Gear Solid 5: The Phantom Pain, the tragically cut-short final instalment in the series, as well as its companion Ground Zeroes, that he took this fascination to the logical extreme by delivering a sandbox to enterprising players. Ground Zeroes and The Phantom Pain are fantastically constructed, allowing for an almost unmatched degree of player expressiveness and emergent gameplay. A lot of people often complain that The Phantom Pain is a repetitive game, and it is – if you don’t use all the incredible tools that it gives you, and which you can continue to use in new and surprising ways even after dozens of hours spent mastering its systems.
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