Wednesday, 9 April 2014

Metal Gear Solid V: Ground Zeroes - The Rajakaru Review

So, I’ve had a rant about my initial interpretations on Metal Gear Solid 5: Ground Zeroes and, while I’m still convinced this is a poor attempt at a sale product, I do feel there the need to review this as the title it stands to be.

As Metal Gear games go, “Ground Zeroes” is a stripped down feature that avoids the typical norm by dropping lengthy cutscenes, climactic boss fights, and the usual frayed and tangled plot strands. Instead Hideo Kojima has played for a more action orientated title with smart, tactical gameplay and a central campaign that shows of the superb, effortlessly crafted sandbox style due to come with Phantom Pain.

While the central campaign is very short – hitting the steady heights of two hours – it does have a multitude of additional campaign missions to encourage replayability. Again these are set in the same locales but have different daytime cycles (some taking place during the day – while the main campaign is set during a rainy night) and weather condition (one particularly fun side mission sees you take to the camp during the height of summer). It’s an interesting dynamic that effectively changes the mechanics of each mission – enemies see clearly during the daytime, while rain muffles the sounds of Snakes movement. The weather genuinely changes the feeling of Omega Base too and it’s in these details that Ground Zeroes is most impressive. The world is wonderfully realised and presented sharply both indoors and outdoors.

For the first time in a Metal Gear game, Boss’ adventure is a non-linear one, played out in the US Naval Prison Facility known as Omega Base. It’s a small sandbox, where the corridors and rooms littered with conveniently placed containers we’ve grown so familiar with have been replaced with a sprawling, functional ecosystem, full of open industrial areas and heavily populated camps surrounded by a raging sea.

As this is the prologue for the upcoming, and full access title, Metal Gear Solid 5: The Phantom Pain (due 2015), you can see glimmers of previous demo titles in its structure. The tanker section from Sons of Liberty jumps straight to mind although with a much more expansive setting.

The plot here is a lot darker in tone than what we’ve come to expect from Hideo Kojima and that desire to make Metal Gear into a grittier, more provocative, series can be seen from the outset. While I do appreciate these ambitions – and the series had been a little cartoonish before – I found the ending, which features some horrendously graphic cruelty, quite uncomfortable (although I’m sure that is exactly what they wanted). In fact it’s in these cinematic moments that the Fox Engine doesn’t hold up so well. I agree with most fanboys (and girls) arguments that this is when the Engine is most stretched but the main gameplay looks far more interesting; with long draw distances, clear textures and individual personalities for each area.

But the problem here, and for a full retail priced title (as in the same as Rayman Origins that has 50+ hours of gameplay), it is over far too quickly. When I rushed through it, I was finished in less than an hour, but taking my time still only took my just under 3. The length might not bother those coming into the title knowing what it’s like but the casual gamer may not be so happy.

Ground Zeroes is so adept at generating tension that at times it felt like I was playing a survival horror game. While Boss has never been more flexible; able to roll and jump and shoot in line with today’s top third-person action-adventure games, enemies are smart and plentiful too. In the harsh light of day - and played on Hard mode - they possess cruel 20/20 vision, and react to every little movement or shifting shadow by becoming more efficacious in their patrolling.

However, you’re given a couple of helpful gameplay mechanics to counter this high pressure stealth system – on Hard mode these are essential. Firstly you get a pair of binoculars that allow you to ‘tag’ enemies to track their movements and also the Boss’ iDroid which provides map and mission information.

Obviously, with Ground Zeroes being an open world game, you can skip the sneaking completely and go in all guns blazing. It’s chaotic but immensely pleasurable at the same time; especially when you blow everything to hell in a tank.  

A few of the ‘side missions’ drop the action gameplay a little too hard – with one seeing you mow down enemies off the side of a helicopter – but they also give us a sense of the diversity being offered in the Phantom Pain title.

Otherwise, and it pains be slightly to say it, this is a fairly rounded but short offering. Yes, the title holds up well and looks lovely to boot but, I couldn’t shake the feeling of being short-changed. If I had to sum up Ground Zeroes in one attempt it’s like waiting for a train and then not being able to sit down when it arrives. You know the title has the gameplay you expect but by the end of it you feel like you’ve paid for more than you, as a minimum, deserve.

[I can’t quite believe I compared Ground Zeroes to Southern Rail]

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