By
Daniel Hidalgo
2019-01-09 22:15:41




Let's do a bit of hindsight. Year 2015. Metal Gear Solid V The Phantom Pain went out to the stores and in a few weeks the commotion came out of nowhere: rumors that Hideo Kojima was leaving the studio due to the discrepancies with Konami; that the last year of development had been torture; that the game was unfinished and a chapter three was missing, and a long etcetera of news that was cascading.

A few months passed and all the information that was a slight rumor ended up confirming: Kojima left Konami and now there is not even a picture of him -and this is literal-; the development was a chaos during the last year of development; and yes, there was a chapter three of which the only thing we had was an added footage in the collector's edition of The Phantom Pain. The Metal Gear saga lost its father, mentor and visible head, and to top it almost half a year later announced a title called Metal Gear Survive. He finished.

Criticism, commotion, forums flooded with comments and endless expletives flew through social networks in the direction of Konami. Now, in February 2018, MG Survive is already in stores, and the only reality is that we do not have such a bad video game to endorse a zero, nor is it the seventh wonder due to the failures it has. It is a correct spin off that could have given much more of itself with few successful design decisions.



If Resident Evil has Umbrella Corps and Operation Raccoon City, the Metal Gear franchise has since today Survive. Move away from the bases that settled the brand to go in other directions. Nothing that did not ACID or MG Arcade, everything is said, but with the great difference that after every spin off always came the strong line ... and here we do not know what will be the saga. Let's talk about Survive.

Survive takes the events that occurred during Ground Zeroes and The Phantom Pain to insert the story that is told, but which is not given validity within the chronology of the series. To be exact, the game takes as its starting point the attack on Mother Base suffered by Big Boss forces just after the events of Ground Zeroes. At that moment, a wormhole opens above the heads of the soldiers who are there to be transferred to another alternative dimension.

In this MG there is no main character. There is an avatar. End. Goodbye to focus the whole adventure around a specific figure, a whole declaration of intentions of what the game itself will be. The goal: you have to go to that alternative reality not only to rescue the soldiers, but to take a material that can change the course of the wars that are fought on the planet. So for there we go with intertemporal jumps in wormholes very from the Interstellar of Nolan.


You have to be feeding and drinking our character throughout the adventure. And yes, it gets to be heavy. At first it draws attention, but as the hours go by it is anything but fun. Likewise, and this is a fairly large design problem, there are hardly any food or drink sources scattered around the map. We would be lying if we did not say that we have died on repeated occasions for being in the middle of nowhere with nothing to put in our mouths. If the resistance or food bar drops to zero, the game ends. And here comes the next problem that the game has: the saved.

The game can only be saved in our main base, so if we are on a mission at the other end of the map and we run out of food or drink, the game ends. This has happened to us during the analysis on repeated occasions ... and it is very frustrating, since all the hours of play accumulated so far are lost. Therefore, the experience becomes a succession of going and coming from the base to small objectives. In the same way, and this we have also experienced, the game needs a permanent connection, so if the connection with the server goes away ... we will also say goodbye to all the progress.




All this could have been remedied with easy movements: not requiring a mandatory connection and leaving save in certain points of the map. And as for the food, simply by introducing the vitality system of The Phantom Pain, this Survive would have been a lot of fun. It's a shame that you did not bet on that, since the game has done a complete recycling of what was seen in the Venom Snake adventure, from the graphic engine to the gameplay itself. And we go with this last as first.

A Metal Gear Solid V The Phantom Pain can be attributed many things, but there is a point that even the most heretic can not question: not only offered the best control of the entire saga, but had one of the most polished of the generation. The Survive team has taken it as it is and has added new mechanics. What do we mean by this? Well, it has such an excellent system that it becomes fun.






Killing wanderers (correct name for these infected) is a pleasant experience. His AI is overwhelming when it comes to stealth (what ear and what sight), but as that is going to be rarely, what is striking is when they all come in waves (where the AI ​​does leave you want a little more). The control does not fail, responds accurately and shows that what is offered by The Phantom Pain is still valid almost three years later (which is said soon).

It happens exactly the same with the graphic section. If the studio has the Fox Engine as the default engine, it can not get out. Unfortunately, the designs of MGSV have been taken and they have taken this Survive almost without any change. Leaving aside the new models both at the level of creatures and characters and utensils, many assets are recycled, something that can be seen at a glance to have given a few dozen hours to The Phantom Pain.


Everything is inserted in the aforementioned story mode, which is completely linked to its multiplayer mode. This videogame comes to the market at a reduced price with the aim that together with friends we create our own waves of wanderers. It is not new, less had such good examples in this field as it can be a Left 4 Dead or the zombie mode of Call of Duty. But it's fun to release adrenaline, put fences and traps, and try not to get killed.

Likewise, it should be noted that there is a daily (or weekly) plan board that can be met between the different modes. And if you see that you are a bit lost, you can always go through the shop to get Survival Points (because something else does not, but Survive does not forget about the microtransactions or the boxes).

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video game, gameplay, price, 60fps, steam


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