We could throw hours talking about the amount of detail that is the Mother Base and how well they fit into the game design, how we need to manage its economy and try not to run out of resources , as up every time we deploy us in a mission has a cost. Do you remember those missions which introduced Assassin’s Creed: Brotherhood where after recruiting fellow could send them to perform different tasks, with a probability of success and were resolved over time? For Metal Gear Solid V
has something, which mostly serves for resources, but also there that are reflected in the gameplay, because they consist of boycott enemy installations, damaging the supply of flashlights, helmets, shields, etc. . This is just one example of that even though escarbes never find anything banal or fill, everything has an impact on the gameplay.
The Mother Base will grow steadily and we surtiendo of new weapons, equipment and all kinds of aid it makes the game has unusual difficulty curve, yet consistent with its design . At the beginning of the adventure we have very few weapons, almost no tools, we have no peer support, and we look for surprisingly difficult moments, filled with huge databases or enemies will not know where to address. But in the second half of the game we will have many aids that although the difficulty of the enemies increases will seem even easier than at first, if we take advantage of all the resources available to us, and we managed to unlock them. Something similar to what usually happens with open world RPG, which sometimes are more difficult in the early hours in the past.
This may seem like such a defect, but it is arguably consistent. When do we begin the adventure with a hand in front and one behind, having to raise an army from scratch, and with the passing of time we have a powerful team of soldiers and technology behind the fearsomeDiamond Dogs , and this is perfectly reflected in playability.One of the biggest aid will have in the battlefield are the companions , the horse, the dog, the Quiet sniper and the robot D-Walker, with whom we gain affinity unlock new orders, and those who obtain weapons and equipment improving their skills.
The horse is very useful for getting around the huge stage of Afghanistan, but the stars of the function are D-Dog and Quiet , that can make enemies, shoot them, and they work perfectly under a single system orders, not to speak of the charisma that off, you get to really become attached to them.They reach things too easy, but accelerate the pace of the adventure when necessary, as in the early hours you long strips marking the enemies with binoculars. There is another interesting detail MGSV , is that although on paper the design is not very varied missions -rescatar hostages, stealing documents-, you have so many possibilities that you will never solve two missions in the same way, is a game brutally entertaining , and you spend when you play improvised bomb, because here the plans almost never work out.
There are two elements of the less controversial gameplay, we finally have seemed more or less successful. The first is the reflection mode , a slow motion that is activated when the enemy saw us, and leaves us a few seconds of reaction to knock him out and not to sound the alarm. In addition to this feature can be disabled in the options, when you see how complicated and long the game is in many of its situations, we do not believe that I will appear to spare, not unless you want an experience especially hardcore , then it is advisable to disable it.