Metal Gear Solid V: Ground Zeroes Review

Posted on Mar 18 2014 - 9:00am by Shak
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Metal Gear Solid and next gen, have always been synonymous, and Ground Zeroes is no different. We’ve been patiently waiting for the next game in the fantastic Metal Gear Solid series, and it’s finally here, but with reports that it’s only a few hours long, is it really all it’s cracked up to be?

From the outset, Ground Zeroes is very different to previous Metal Gear Solid console games. There’s a few minutes at the beginning that explains what your objective will be in the game, and sets the groundwork for Metal Gear Solid V: The Phantom Pain, which Hideo Kojima, the game’s director, claims is two hundred times larger than Ground Zeroes. If you’ve watched the old trailer for the game, that’s basically what the first cutscene of Ground Zeroes is. The story finishes with a bang, but it very much feels like one mission, albeit quite a large one which allows a lot of freedom, but I can’t help but come out of it feeling like it wasn’t enough.

Your objective in Ground Zeroes is to infiltrate a guarded base, Camp Omega, which consists of a few helipads, refugee camps, and an old prison. There are two captives that need to be extracted; the first person you’re tasked to rescue is Chico, and the second is a woman named Paz. That’s it. The rest of it is up to you. You can decide whether to sneak in and out without killing anyone, or you can go in guns blazing. There are a lot of paths you can take, but it is one large area, similar to the Tanker level in Metal Gear Solid 2: Sons of Liberty. Although there is no loading within the level as everything takes place in that one area. It may remind you of the Tanker, but there have been some quite big changes to the way Metal Gear Solid actually plays.

Snake’s movement is a lot smoother when transitioning between stances, he will automatically try to traverse rocky environments whilst crawling, and will snap to low cover when running up to it. There is no radar system, and you now have a few seconds before enemies are completely alerted. This is represented by a quarter-circle indicator in the middle of the screen showing you where the enemy who is about to spot you is. If you do get spotted, there is now a “Reflex” mode, where time slows down, allowing you to kill an enemy before he can alert anyone else. Combat has been improved dramatically as well, as it is easier to control weapons, but you can no longer carry an unlimited number of weapons.

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