Metal Gear Solid V: The Phantom Pain – boxart
PS4Sony PlayStation 4

Metal Gear Solid V: The Phantom Pain

Stealth Action 2015 Kojima Productions Metal Gear ⏱ Long · ~10–30 h 🔞 18+
Metal Gear Solid V: The Phantom Pain – In-game
In-game
Metal Gear Solid V: The Phantom Pain – In-game
In-game
+6
Metal Gear Solid V: The Phantom Pain – In-game
In-game
Metal Gear Solid V: The Phantom Pain – In-game
In-game
Metal Gear Solid V: The Phantom Pain – In-game
In-game
Metal Gear Solid V: The Phantom Pain – In-game
In-game
Metal Gear Solid V: The Phantom Pain – In-game
In-game
Metal Gear Solid V: The Phantom Pain – In-game
In-game

Hideo Kojima's last game under Konami, and the series' first entry with a truly open world.

The last game made by Hideo Kojima under the Konami banner, Metal Gear Solid V: The Phantom Pain introduces Venom Snake, awakened from a nine-year coma after an explosion, into the vast open environments of Afghanistan and Angola, where he builds a private army, Diamond Dogs, and seeks revenge against the organization XOF, which destroyed his previous base, Mother Base.

For the first time, the series abandoned its linear mission structure in favor of a truly open world, where the player plans infiltrations using prior binocular reconnaissance, a reprogrammed robot, canine companion D-Dog, sniper Quiet, or direct combat deployment. The Fulton Recovery system allows soldiers, animals, and vehicles to be extracted straight to base via balloon-based extraction, so every specialist captured through stealth strengthens the player's own development division. Enemy garrisons also adapt: those who shoot too often for the head start running into helmets, those who attack at night encounter guards with night-vision goggles. Time of day and weather change the entire approach, since a sandstorm can conceal a movement that would trigger an alarm in broad daylight.

Narratively, the game is unusually fragmentary and deliberately leaves key moments unresolved, sparking discussions about the unfinished state of the release due to Kojima's split from Konami during development; the divisively received second half, whose chapters ended up largely repeating earlier missions at higher difficulty, remains a lasting source of speculation. The character of Quiet, a sniper who communicates without words, along with building a private army through base management, linked action infiltration with elements of strategic planning previously unseen in the series. Technically, it was one of the smoothest titles of its generation: the Fox Engine handled vast regions at a stable frame rate with virtually no loading screens between missions and base. Despite the reservations mentioned, critics praised the sophistication of its stealth mechanics and the freedom of approach to missions as one of the high points of the genre, the game became commercially immensely successful, and it is still viewed today as a dignified, if bittersweet, farewell from its creator to his own legendary series.

Game 26 of 278 for Sony PlayStation 4

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