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From: www.gamesradar.com

From: www.gamesradar.com

Metal Gear Solid 5 is all about that (Mother) Base

Added: 09.06.2015 21:08 | 30 views | 0 comments


showed us just how important Mother Base is to The Phantom Pain. After the events of Ground Zeroes, Big Boss and friends aim to rebuild their off-shore military fortress bigger and better than ever, and this fully explorable facility is massive.

As you Fulton soldiers to recruit them into your army, you can assign them to different departments, like RD, Medical, and Intel. Assigning them to the right department will determine the kind of upgrades you're able to research - so if you feel like snagging that rocket launcher sooner rather than later, perhaps it's best to shift your employees around to make it happen. Plus, there are specialists out on the field, capable of unlocking unique gear and special features within Mother Base. The Phantom Pain even has its own version of Dragon Age: Inquisition's War Table, allowing you to send combat troops out on timed missions to earn items and make Big Boss' life in the field a little easier. Many of these missions can take hours, though, so while you're off doing important life stuff (like sleeping), make sure your soldiers are working hard before you sign off. When you log back in, you'll find the results of their excursions waiting for you.

While the shift to open-world stealth gameplay means blowing out certain aspects of Metal Gear Solid’s design, it also means scaling back on others, and in The Phantom Pain's case, that means dialing down the cutscenes. Not that there won't be any long-winded monologues, but the first 16 hours or so of the game puts a much larger emphasis on the gameplay, and you won't have to twiddle your thumbs waiting for the action to get going.

For a nice change of pace, The Phantom Pain puts a lot of its secondary information on cassette tapes, rather than dumping everything on you via hours of static codec conversations. Want to know more about the political landscape of the early 1980s or what happened to your comrades after the events of Peace Walker? Pop in a tape while you're travelling across Afghanistan or exploring Mother Base.

Unlike other Metal Gear games, Big Boss won't be funnelled down a linear path from the beginning of the story to its end. Instead, you'll choose from a variety of missions from a menu, similar to the PSP entry, Peace Walker.

You get a series of story-based mission that will further The Phantom Pain's narrative, but you also have a huge variety of Extra Ops to choose from, ranging from assassination missions, to recruiting specific soldiers, or even hunting down old members of your squad. Completing these missions will reward you with additional resources, which you can then use to build extra weapons and gear. If you're stuck on a particularly difficult story mission, take on a few side quests, research a rocket launcher, and blow up your problems with ease.

While we know the, ahem, clothing-deprived Quiet and Big Boss' horse can help out in the field, two other buddies can accompany Big Boss in his stealthy endeavors. If you're observant, you'll be able to find and recruit your own wolf pup, who can then be used to either distract guards or attack them on cue. Taking any of these buddies with you on missions will make them more loyal to you, and the higher their loyalty level, the more responsive they are to your commands.

The other buddy is a bit less… organic than the others. After a certain point in the story, Big Boss will get his hands on what looks like a mini-Metal Gear - a bipedal battle tank with a built in tranquilizer. Despite its default lumbering gait, it's surprisingly versatile, allowing you to speed across vast distances with its boosters, or to sneak across the battlefield by activating its 'silent running' option.

The latest feature revealed for Metal Gear Solid 5: The Phantom Pain will make Snake a nigh-undetectable master of stealth and subterfuge… and will also make him look completely ridiculous. Konami recently revealed the glorious chicken hat, a piece of equipment which players will be offered if they get killed or otherwise fail in Snake's quest for vengeance too many times.

You're free to pass on the hat, but you'd be giving up one of the most versatile tools in tactical espionage action that isn't made from corrugated paper. Guards don't tend to get out of sorts when they see Snake wearing it (unless he sticks around too long or starts shooting at them), because they think he's just a harmless chicken. Just a harmless, man-sized chicken with an eyepatch and a robot arm. Apparently there's no penalty for wearing the hat other than occasionally catching its weary stare as you try to follow otherwise serious cut scenes.

Looking for formation on Metal Gear Solid 5: The Phantom Pain? Click on for everything we know about the game.

At The Game Awards 2014, a new trailer for Metal Gear Online - the multiplayer companion to Metal Gear Solid V: The Phantom Pain - was shown. Right off the bat, it looks like you can have eight players on a team - if the above image is any indication. The developers did confirm that the Metal Gear Solid characters themselves will be playable, so you won't be running around as a bunch of generic-military-shooter-men (though there are still plenty of those).

In the ensuing firefight, a variety of traps and tools were shown. Early on Snake hijacked what very much looked like a tiny Metal Gear built for one, and rode it around the battlefield wreaking havoc. Not necessarily the stealthiest way to go about it, but it sure looked like fun. As for traps, the opposing team deployed a balloon mine that, when triggered, hoisted an unsuspecting player up into the air for easy shooting. They also had a… um… stuffed dog toy that they just dropped on the ground. This seemed to function much like the dirty magazines of yore, leaving its victim hopelessly infatuated (and ready to get shot down).

Looking for formation on Metal Gear Solid 5: The Phantom Pain. Just click on to the following slides for everything we know about the game.

There's a fresh gameplay demo of Metal Gear Solid 5, and it's stuffed full of new features. You can watch the video underneath this article, but here are some of the highlights... It shows a typical mission in one of Phantom Pain's open-mission areas. Snake is sent in to extract a hostage, and he takes new female companion Quiet with him. She has the ability to evaporate into a cloud of smoke, and reappear at set locations on the map. So, as Snake progresses through the woodlands in this demo, Quiet moves around the level to cover him with sniper fire.

While Snake can take out most enemies himself, Quiet is used as a back-up or for removing multiple threats at once. The hostage, for example, has two guards. Snake coordinates with Quiet, picking a target each to eliminate them at the same time. Apparently, there will be other allies that can be used as support characters throughout the Phantom Pain. Before you ask: it's unlikely they'll be human-controlled characters.

The demo shows off several interesting gadgets and moves too. We see the Phantom Cigar in action, which Snake can smoke to pass the time. This will allow you to change the conditions for each mission. In the demo, it's a dank, rainy day to start with but, as Snake puffs on his stogie, time passes. Night comes and goes, and the next day is much more clement. It's understandable that you'd want to tackle some missions at night, but it's unclear if the weather or time of day will have much impact on the gameplay.

Another nifty gadget is the Active Decoy. In the demo, Snake uses it in two ways. The first, rather amusing use, sees him bump a guard off a cliff-edge with the decoy. It then inflates in the shape of a person, drawing the attention of another near-by enemy. Snake then zaps this distracted fool with a power-glove. Later in the demo, Snake deploys three decoys while he's being chased by a group of militia. While they shoot up the inflatables, causing them to wither in a comedy fashion, Snake flanks his opponents and shoots them dead.

Even Metal Gear fans will admit the series history is really hard to nail down, so let's make it clear right now: The Phantom Pain's Snake is Big Boss, aka Naked Snake in Metal Gear Solid 3, the star of Peace Walker, father to Solid Snake, and the villain of the original Metal Gear game. It's set in 1984, 11 years before Solid's first battle with Big Boss. In The Phantom Pain, Snake is just trying to rebuild.

According to early sources, his nickname for MGS5 appears to be Venom Snake, likely because he's filled with venomous rage in a quest for revenge on the people that killed and tortured those closest to him. He plans to do a lot of damage, but he's got to do a lot of rebuilding first. In fact, Snake himself has been rebuilt this time, including a newly acquired cybernetic arm and some very different gameplay.

The Phantom Pain appears to begin with Big Boss/Snake dead on a stretcher. He's eventually revived and but is in a coma for the next nine years. When he awakes, he's missing an arm and has to quickly relearn his motor skills, because the hospital he's staying in is under attack. After escaping, Snake is set on revenge on the mercenaries that did this to him, so he starts to rebuild his army, this time under the David Bowie-esque moniker Diamond Dogs.

The Phantom Pain seems to be a lengthy tale of revenge on the part of Snake, as he slowly builds up the private military group that will presumably become Outer Heaven. As he rebuilds his reputation on the battlefield, Snake will meet friends old and new, as well as taking out armed guards with tranquilizers and CQCs. But will he find the mysterious XOF team that seems to be responsible for all his pain?

Classic Metal Gear games are known for sneaking in tight corridors and quiet hallways, though the series opened up more and more with each sequel. The Phantom Pain makes the world bigger than ever by adopting a truly open world gameplay. Snake gets dropped into a base and can explore it however he likes, planning his approach however he chooses, using new tools like the iDroid to mark waypoints along the way.

The changes feel natural for the franchise because the combat is still there, you just have way more places to hide. MGS has always been about giving players room to experiment, and Phantom Pain's map is apparently bigger than every previous Metal Gear combined. That's a lot of space to drag around bodies.

It took years before MGS creator Hideo Kojima announced The Phantom Pain, but he was talking up the game's technology long before we ever saw Snake's new arm. Kojima built the Fox Engine to be a flexible set of tools for making games for both 360/PS3 and Xbox One/PS4, able to create natural looking environments and realistic fabrics with ease. Now that we've seen the fifth Metal Gear Solid in action, we have to admit that the Fox Engine looks like a success.

MGS5's prologue, looked incredible--even the rocks were worth gawking at. Facial animations were marvelous, as were the weather systems and shifting time of day. Early footage of Phantom Pain seems to only build on Ground Zeroes visuals, looking better with each new trailer and screen. The series has always looked great and MGS5 doesn't look to ruin that reputation.

MGS5 has some insanely huge maps, so it's a good thing that Kojima isn't forcing Big Boss to crawl around the miles of open world. For the first time in series history, MGS5 adds in drivable vehicles, putting Big Boss behind the wheel of jeeps and tanks. He can even ride a horse around the world, as we've seen in an early Afghanistan level, and the horse defecates in real time--seriously, new-gen horse poop.

Snake can also take to the air via helicopter. Though Snake is alone on his tactical espionage missions, he can call for help from his team, including airstrikes via copters that he can ride along in. How will all these transportation options change the gameplay? And what other planes, trains, and automobiles will be available in the final game?

Snake already had to deal with losing an eye, but when he wakes up in his hospital bed he has to come to terms with losing his left arm and having chunks of shrapnel embedded in his skull. His prosthetic is pretty advanced for 1984, with all the maneuverability of a normal arm, but with special abilities. Do you recall how Snake normally taps on a wall to call over a curious guard? Well, that arm can now make that arm wherever, no wall needed. How's that for advanced?

Snake's cybernetic enhancement fits with a series full of augmented characters like Gray Fox, Raiden, and Revolver Ocelot, and the tech advancements don't stop there. Snake's iDroid is a great asset for planning out missions, summoning weapons, or listening to emotionally draining conversations. And to help time pass in game, Big Boss now has an e-cigar that he smokes while the in-game clock quickly advances.

The whole of MGS 5’s narrative is split and seems to be pre- and post-coma. Before Snake heads off to dreamland, he’s seen assisting a familiar face in the accompanying hospital bed. Master Miller (a.k.a. Kazuhira Miller) had teamed up with Big Boss prior to the Peace Walker incident to form Militaires Sans Frontières. When Boss awakes, Miller has been kidnapped and Snake has save his old friend from being tortured to death. And Snake gets help from his classic frenemy, Revolver Ocelot.

With Ocelot, Miller, and other familiar faces hanging around, the game still finds room for new characters. There's The Quiet, a controversial femme fatale that seems to have a complicated past. There's also a character that looks a bit like Psycho Mantis, as well as some other potential bosses with wacky names, such as Skull Face, Code Talker, and Eli. We look forward to hearing their life stories in separate 40 minute cutscenes.

Many Metal Gear fans skipped over the PSP entries in the series, which is too bad, and not just because they were fun. Peace Walker appears to be very important to the plot of The Phantom Pain, and MGS5 is even adopting some of the portable entry's most ambitious ideas. Namely, MGS5 has the return of the Mother Base and Recruitment systems.

As before, Snake and his team operate of Mother Base, and the giant tanker has been rebuilt using resources Snake finds in the field. Big Boss can acquire new soldiers and items via the returning Fulton system, which basically means you can attach a balloon to anything and it'll fly to Mother Base. It works on people, cars, anti-aircraft guns, even goats. Yes, goats can become members of Diamond Dogs.

The first publicly available taste of MGS5 is already available and... so far so good. As detailed in our , Snake plays better than he's ever played before, with everything from combat animations to moment-to-moment movement feeling more realistic when exploring Camp Omega. The game also delivers on its promise of taking the previously linear Metal Gear series and transitioning it into a more open-world, player-decision driven progression path. And though there isn't much by way of story here, Ground Zeroes' narrative treads the same thought-provoking ground you'd expect from a Kojima game.

Plus the game sets up a ton of plot points that Phantom Pain will no doubt explore. You learn the fates of Peace Walker characters Paz and Chico, you meet the despicable villain Skull Face, and you witness the attack on Mother Base that puts Snake in his lengthy coma. This is all essential info for Phantom Pain, plus it gives you ample time to adapt to the new controls.

When the star of 24 was confirmed to be the new lead in MGS, director Hideo Kojima had this to say about Kiefer Sutherland as Big Boss: "I wanted Snake to have a more subdued performance expressed through facial movements and tone of voice rather than words," Kojima said. "The game takes place in 1984, when Snake is 49 years old; therefore, we needed someone who could genuinely convey both the facial and vocal qualities of a man in his late 40s."

Sutherland will not only lend his vocal talents to our favorite spy, but also his movements as well--Snake's animations will be modeled after motion captured data. "It's an honor to be able to play this character," Sutherland said. "This character has an unbelievable legacy, but there's a real personal quality to this character that I've connected to. I'm not a gamer and I even knew about this game. I was certainly keenly aware of the legacy of these games." For fans of David Hayter's portrayal, you can hold out hope that Hayter still technically remains the voice of Solid Snake.

Yeah, we've heard this before. Hideo Kojima is claiming that Metal Gear Solid V is his last Metal Gear game, and that he'll pass the franchise off to his staff after this one. Before you get too worried, you should remember that he said literally the same thing when Metal Gear Solid 4 was announced. Kojima saying he's making his last MGS game is like The Rolling Stones saying they're on their last tour.

Kojima claimed that the reason he's making it at all is because he wants to reinvent the series before he leaves. That's why it's Metal Gear Solid V instead of 5 (V is for "Victory," in his mind), and that's why he's leaving David Hayter in the past. But will he really go to all the work of redefining Snake only to abandon him?

We still don't know everything, though. Can you... ever know everything about Metal Gear? What do you think? Let us know in the comments what you think about Metal Gear Solid 5: The Phantom Pain.

And if you're looking for more, check out .

Metal Gear Solid 5: Phantom Pain - it#39;s Witcher 3 meets GTA5... at a Billy Idol show

Added: 09.06.2015 14:00 | 19 views | 0 comments


Typical. You play 16 hours of Metal Gear Solid 5, choke hundreds of Russian guards, disable an armoured tank with C4, flee from a chopper gunship as your horse’s hooves crumble an Afghan cliff edge and tackle a lightning-fast super-soldier unit of ‘Skulls’ with experimental governmental weaponry… but it’s Billy Idol who kills you. Ok, we weren’t *directly* taken out by the bleach-haired 1980s rock artist, but by our desire to steal his song ‘Rebel Yell’ for our tape collection – and it’s this insane desire to risk everything in the quest for rare items, resources, equipment and, er, a Long Eared Hedgehog, that typifies everything that’s mad, spectacular and uniquely *Kojima* about MGS5.

It’s almost impossible to capture everything we did in our huge hands-on with MGS5, but a few weeks ago we sent in a FOXHOUND unit of four GamesRadar+ editors to see as much of the game as possible. Our collected thoughts are right here, and in another more anecdotal feature, due tomorrow. Don’t worry, there are no big plot spoilers here, but a clearer sense of how the open world works, and an answer to the biggest question of all – will MGS5 truly be the series’ sign off Hideo Kojima deserves?

If you played last year's concise, tonally downbeat but highly replayable MGS: Ground Zeroes – which is currently free for PS+ subscribers – then you have a good idea of the core gameplay (give or take a few UI tweaks). Ground Zeroes is, in many ways, a test-bed for the larger ideas offered in The Phantom Pain. You've got vehicles to drive, buildings to explore, and a variety of gear to help you in your sneaky expeditions.

The Phantom Pain is an evolution of ideas presented in prior entries in the series, with you in the role of anti-hero Big Boss, aka Venom Snake – at least, that’s what we’re led to believe, but we’ll spare you the conspiracy theories for now. The Phantom Pain drops you in open environments, rather than funnelling you down segmented areas like in prior Metal Gear games – no longer can you evade pursuit by simply running to the next screen. Instead, you'll need to use cover (Snake ‘snaps’ to objects when you’re crouching nearby) and scout the area through your binoculars, which will actively mark enemies on your HUD – a bit like Far Cry.

If you get spotted by an enemy soldier, you now have a few seconds of ‘Reflex Mode’ slow-mo time to react with a well-aimed tranquilizer dart to their face and halt the alert. The Metal Gear series has never had the friendliest of control systems, and the lack of tutorials meant many never got to appreciate their exemplary nuance and accuracy.

MGS5 is even more progressive, with richly layered controls and deeper RPG-style upgrades than open-world contemporaries like GTA5. The game’s subtleties, mercifully, get revealed in layers as you progress – but it’s still possible to feel initially overwhelmed by the variety of controls and options. Bottom line: MGS5’s controls are able to keep up with its different ideas, creating a sandbox of almost unrivalled potential.

Sure, you could beat MGS: Ground Zeroes in a four-minute speed run, but most reports neglected to mention the 20-30+ hours required to reach that skill level. Camp Omega’s compact location forced you to experiment with the game’s more nuanced stealth and evasion skills – and MGS5 rewards that investment. The opening Afghanistan section feels around 20-30 times bigger than Camp Omega, juxtaposing wild open plains, valleys and mountains, with intimidatingly huge military bases, encampments and interiors.

This isn’t like any Metal Gear game you’ve ever played – imagine what Kojima hinted at with the intro level of MGS4, but with scale and awe of an open world like GTA5 or The Witcher 3. Sure, there are the expected cinematic sequences, but there's a hell of a lot of actual game here, too – if anything, fans might lament the *lack* of cut-scenes, with some story delivered in Uncharted-style, restricted-control, real-time gameplay, or via hours of (often hidden) audio tapes.

There are multiple ways to get around, whether by helicopter, horse, or simply hoofing it on your own two legs – with some more, well, *mechanical*, assistance in later locations. See an enemy encampment on the way toward your objective? Take it on head-first by force (using the 100s of weapons that can be researched by your Mother Base’s RD department, each with a unique feel) or sneak past it by trudging up the mountain path beside it. You can even tap X to hide on the side of your horse as guards stare obliviously at a ‘stray’ animal passing through their camp. Capturing enemy guard posts not only earns you resources (item pick ups that are sent to Mother Base for building new weapons and equipment), but makes invading nearby larger bases easier – trip an alert, and guards have no allies left to call in.

You can tackle missions in almost any order, with optional side-missions that benefit your progress. For example, one side mission asks you to rescue a translator. Upshot? You can interrogate Russian-speaking guards to learn where their colleagues are hiding, making infiltration easier.

Despite its gargantuan size and scope, MGS5 gets its biggest ideas from the portable game, MGS: Peace Walker. Rather than moving through a series of linear environments, you'll select a mission from a list of ever-expanding objectives, then hitch a ride on a helicopter to the mission location.

Like Peace Walker, The Phantom Pain's missions are set across both day and night - but here, that transition is far more dynamic. Enemy troops maintain a schedule, and as time passes, they'll move around the map, taking over their comrades' posts at various times throughout the day. A ghost town at noon can be teeming with enemy soldiers at midnight, and Snake need only puff on his Phantom Cigar (selected from the item menu) to accelerate the flow of time. Be careful: it’s easy to get too excited by the visual effects and overshoot your intended infiltration time. In daylight, Snake gets temporarily blinded as he exits dark rooms, increasing the risk of being caught. At night, you can use the shadows, shootout searchlights and turn off power generators to stay out of sight – but guards will rush to investigate a power cut.

Mission types are plentiful and varied. Across our 16+ hours, we fought a flaming psychic projection with a shotgun during a tense horseback pursuit, took out key enemy radar emplacements with C4, snuck into heavily-guarded prison complexes to drag out a scientist on our shoulders (with a big benefit for your RD effort) and used an experimental government weapon to fight a lightning-fast cyborg unit called ‘The Skulls’ - the creepy dead-eyed dudes from earlier trailers.

Being a Kojima game, the best bit is that you don’t even need to fight them: one colleague completed this section just by calling his horse and running away. Or, you could simply opt to chopper down to a random Landing Zone (LZ) on the map, tranquilize a stray wolf and send it on a Fulton recovery balloon back to your HQ (there’s a Red Dead-style list of rare animals to collect). Whatever you decide, you'll need to find as many supplies as possible, because the biggest idea The Phantom Pain yanks from Peace Walker is its best: the Mother Base.

Mother Base acts as the game’s central hub. It’s the home of your ragtag cadre of mercenaries, and where all of your equipment research takes place. It's not just a hideout - it's the factory for everything you'll ever use while you play The Phantom Pain, churning out new guns, grenades, and upgrades for you and your crew to use on missions.

While you're out exploring the Afghanistan desert, you'll come across blueprints for additional gear, as well as countless enemy troops out on patrol. These soldiers can be, ahem, 'persuaded' to join your team by knocking them out and strapping a Fulton balloon onto their person. Upgrade your Fulton balloon (by ‘hiring’ more soldiers to work in RD, completing missions for GMP currency and exploring the map for precious metal pick ups – it’s a virtuous cycle), and you can steal gun emplacements, or even tanks. As long as you're in an open area (and the weather is clear), the balloon will send items, animals and soldiers sky-high, where a helicopter will collect them, give them the new hire paperwork, and voila - they work for you now. Collecting soldiers will expand your base, allow you to research and upgrade new gear, and you can even send your burgeoning army on excursions against enemy encampments – rewarding you with improved conditions (like destroying enemy helmet and shield supplies) to make missions easier. And as you gain more skilled employees, additional wings of Mother Base will open up, allowing you to store vehicles, additional supplies, and even animals. But that's not all...

Mother Base isn't just a glorified menu screen like in Peace Walker. As you play and gather new recruits (one early mission asks you to find the scientist who developed your metal hand, unlocking research upgrades that allow you to scale previously-inaccessible rock faces, or use the hand like a radio-controlled rocket…) your base continues to grow and evolve, and what starts out as a single platform in the middle of the ocean quickly blossoms into a military fortress. When we unlocked our first base extension (unlocking a shooting range mini-game), it took us almost 5 minutes to drive across the connecting bridge by jeep. Just time to pop Aha’s Take on Me on your Walkman, or catch up on a backstory cassette about the formation of The Patriots, or the fate of Dr Strangelove.

It's not just for show. You can unlock a portable shower for washing blood off your fatigues, practice grappling with your troops and popping in to say ‘hi’ will actually improve soldier morale - which is important if you want to keep your troops from constantly trying to pick fights with each other (and consequently, ending up in the brig or sickbay). If you manage to find and capture the cute wolf-pup DD, you can keep popping back to Mother Base to see how he grows up – with some priceless interactions with Revolver Ocelot. Better yet, when DD is big enough, you can equip him as a buddy on the mission load-out screen, who can be tasked to distract or maul guards. Oh, and don’t forget to visit Mother Base on your real-life birthday for a nice surprise…

The deserts of Afghanistan can be a harsh and lonely place. Thankfully, Snake's got a buddy or two he can call on to help him out. When you first land in Afghanistan, you'll have D-Horse, a trusty steed that will carry you with haste over the sandswept plateaus to your next objective. But a horse can only get you so far - he’s hardly combat ready (unless Kojima later introduces soldiers with throats made of sugar cubes). D-Dog is the more aggressive buddy, leaping up guards and keeping them busy long enough for his master to finish them off. Order him to sit and bark - using the context sensitive command wheel on L1 (also used to whistle for D-Horse) - and he becomes a manual distraction. A little too ‘Crufts’ for your liking? Research new doggie costumes back at Mother Base and more brutal tricks will be added to the command list.

Incredibly, this entire dog-training path can be missed entirely, should you fail to extract the puppy D-Dog in the first place. If you’d kick yourself over that, you’d be distraught if you failed to recruit Quiet - yes, the clothing-averse sniper is another buddy. The how and the when are dangerous spoiler territory, but enlisting Quiet makes life that much easier: her cloaking device lets her enter distant outposts and feed back intel about enemy placements, or she can be ordered to fixed points on your iDroid map to act as overwatch. With her scope trained on the battlefield, any alerted guards can be silenced before they call for their friends. Look closely and you can even see her laser sight dancing on their heads.

If Quiet is the graceful killer you can see yourself buying an action figure of (embarrassment about malleable torso aside), at the other end of the scale is a pair of hoofing great mechanical legs known as D-Walker. It’s hilariously clunky: stomping around on noisy metal limbs and firing tranquiliser darts out of a massive cannon. Sure, it has a stealth mode, but this simply means dropping to its knees and trundling along on a set of hidden wheels - it’s like trying to infiltrate a secret military facility in a shopping trolley. Of course, all this is set to change by exploring deadly upgrades in its tech tree - alas, we simply don’t have time to recruit the necessary specialists (certain kidnappees have unique skills) to develop them. D-Horse won’t be put out to pasture just yet…

The more you take each buddy with you on missions, the more loyal they become, making them more responsive to your commands and capable of using a wider range of equipment. We didn’t have time to fully explore this idea, so we’re not entirely sure how it works as yet.

Metal Gear Solid: Ground Zeroes - Big Boss Character Model Comes To Fallout: New Vegas

Added: 07.06.2015 22:16 | 11 views | 0 comments


With the recent announcement of Fallout 4, a lot of gamers are replaying Fallout: New Vegas. Well, what better way to do so than having your in-game character being swapped with Metal Gear Solid: Ground Zeroes' Big Boss?

From: n4g.com

Here Are Your Free PS Plus Games for June - IGN News

Added: 27.05.2015 19:42 | 11 views | 0 comments


The June lineup of free games for PS Plus members has been announced, and leading the pack of freebies is Metal Gear Solid: Ground Zeroes for PS4.

From: feeds.ign.com

PS Plus: Free Games for June 2015

Added: 27.05.2015 18:20 | 14 views | 0 comments


Posted by Ryan Clements on May 27, 2015 // Social Media Specialist: Looking for the PS Plus lineup? Well, youve come to the right place, friends. Please take off your shoes and stay a while. This month, the lineup includes four games you can play on PS4. And were starting off big with Metal Gear Solid V: Ground Zeroes on PS4. The latest chapter in the renowned Metal Gear series sends Big Boss into a high-security Cuban military base on a daring rescue mission. Use new stealth techniques along with Snakes iconic repertoire to infiltrate the base (and perhaps mess around with enemy soldiers along the way).

From: n4g.com

Metal Gear Solid V: Ground Zeroes Free For a Month for Japanese PlayStation Plus Members

Added: 27.05.2015 7:16 | 15 views | 0 comments


Konami and Sony Computer Entertainment announced today that Metal Gear Solid V: Ground Zeroes will be available for free for a month for Japanese PlayStation Plus members.

From: n4g.com


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